Roast Goblin with All the Trimmings
Session 6, The Hill
Sitting around the Lion’s Den, several PCs discussed their next attempt on The Hill. They had discovered the location of the Ruined Monastery, and believed that the local Hobgoblins and Goblins were using it as a base of operations.
“I managed to find some military oil in Kelvin…” Kalasandr began, his pack stuffed and festooned with flasks presumably containing the flammable liquid. Kane’s eyes narrowed, and he and Caasi shuffled away around the table as Kalasandr leaned in to study the map by the light of a burning candle.
“…and I think we should hit the monastery again!” Kalasandr finished, seemingly oblivious to the others’ discomfort with his proximity to open flame.
“I believe we should move in to the Monastery…” Belgarath stated in a matter-of-fact tone.
“We need to secure the area first!” Kane interjected; it was the first time the others had heard him discuss anything other than finding an animal, though none of them were quite sure what he wanted an animal for…
“…but…it’s free!” opined Belgarath.
“I agree with Belgarath, actually…” ventured Kalasandr, somewhat apologetically, “It’s long term, but there’s already a structure, and it’s close to the witches, who’ve been good to us.”
Kane glowered, “And I suppose you want to call it Castle Anthrax, too…?”
“There’s something else I should tell you…” Belgarath interrupted, “My familiar, Stikini, has had a vision!”
“What, your owl? Your owl had a daydream?” Caasi asked, incredulous.
“No!” shouted Belgarath, “He has had a premonition! In his dreams, he saw-”
“So, it was a dream?” Caasi shot back.
Belgarath glared at her before continuing, “He saw a legion of men, women, and children, naked, bound in chains, being led on an endless march!” he finished, dramatically. An awkward silence followed.
Caasi was the one to break the silence, “So… he dreams of naked people?”
Belgarath grimaced, then let out an exasperated breath, “It is a sign. Obviously, those chained are slaves, and we must discover what is being done with them.” The rest of the group exchanged slightly puzzled looks…
“Ooookayy…if that’s what you say, sure!” Caasi attempted a more conciliatory tone, “Look, you can keep your eyes open for them.”
Belgarath was the one to suddenly look uncomfortable, “Well…uhhh…I will… I mean, I would, but…uhhh…I’m…uhhh…not coming.”
“What?!” the others shouted in unison.
“Well, I’ve bought a house, and I really need to clean up the place, plus I have some dead centipedes I’ve been working on, and I just started an animal husbandry business…” Belgarath trailed off, the rest of the party staring at him, non-plussed. Belgarath cleared his throat, “See you soon?”
11th of Klarmont, AC 999
Characters: Caasi (Cleric 1), Fodora (Caasi’s henchman), Kalasandr (Thief 2), Waevryn (Kalasandr’s henchman), Kane (Elven Ranger 1), 3 hunting dogs (belonging to Kane), 5 Heavy Infantry and 7 Bowmen employed as Mercenaries by the party for a term of 1 month
Mortal Wounds: One of the bowmen suffered a damaged knee due to a Hobgoblin spear, and Waevryn had her legs slashed again, necessitating the use of crutches
The party set out from Guido’s Fort, taking several hours to make the multiple crossings necessary to ferry their veritable army to The Hill, landing at the southern clearing. Kane scouted ahead as they made their way, single file, to the far waterfall by the cliff, while avoiding the giant-bee hive.
As they approached the waterfall, Kane moved well ahead of the main group, and stealthily approached the clearing. Two figures stood watch, and one of them spotted the furtive elf. As the figures turned and fled, Kane loosed an arrow, attempting to prevent them from escaping, but missed. He quickly moved back and retrieved the rest of the party.
The PCs’ group filed into the clearing, and set up a battle line, with the heavy infantry at the front, and a line of archers, including Kane and Fodora, behind their makeshift mantlets (crudely built between forays, neither as good, nor as portable as the real thing) near the waterfall. The party had barely set themselves when a horde of Goblins and Hobgoblins charged into the clearing from the treeline opposite the waterfall! As the humanoids sprinted across the open area, the party’s archery took its toll, with many of them never reaching mêlée. Several Goblins broke off and charged the archers, while the remanding Hobgoblins attacked the main line. One of the bowmen was hacked down, as were Waevryn (whose legs were slashed, again) and Caasi (who, thankfully, was knocked down without serious injury). As before, Kane’s archery and the weight of the heavy infantry took its toll, and the humanoids’ Morale held, only for them to be cut down to a man (goblin?) after a few moments more.
The party tended to their wounded but realised that, while no one had been killed, they had suffered a number of injuries, and undoubtedly needed healing. The question now was whether or not to press on and rest in the outbuildings of the monastery where they had stayed previously, or to double-back and spend the night with the “witches” where they could receive more extensive healing. Their slow movement due to hauling their mantlets meant that, either way, they would not reach their destination before nightfall. (At this point the PCs had not yet discovered the waterfall connected to the Hobgoblin Camp via a short stroll through the trees, which was less than an hour from the quaint cottage of the witches.)
Setting off on the more circuitous route, the party spent the next several hours racing the setting sun. They lost the race a mere hour from their destination, but as full darkness settled on them, the infantry near the front of the line heard the sound of something large moving through the undergrowth in the pitch blackness beyond the light of their torches. They were followed in this fashion for a few moments before a vaguely humanoid shape came hissing out of the darkness near the front of the line. The heavy infantry set to, but one of them was felled almost immediately, as one scratch from the thing’s claws sent the man tumbling to the ground in a heap, paralyzed or dead, but, either way, unable to move or fight. The men now fought desperately, but within seconds, two more of the heavy infantry lay sprawled in the dirt, unmoving. Worse still, the wounds inflicted on the creature closed before the party’s eyes.
The PCs began to panic as their meatshield began to dissolve. Kalasandr shouted for military oil, and one of the archers came forward while the heavy infantry pushed the thing back on the point of their spears. The flaming oil was directly on target, and the thing in the dark let out a horrifying shriek as it went up. Unsure of how tough it might be, another flask of oil was thrown, and in the end the creature was reduced to ash.
“Must’ve been a ghoul…” Kane remarked, seemingly unperturbed by the horrifying spectacle.
The infantry were tended to, and it was discovered that they were merely paralyzed. Crude litters were made from branches, and the group made the best possible time to the cottage. When they arrived, the sisters took them in, providing them rooms for the night, as well as healing. The next day, the party decided to purchase information from the strange women, negotiating a price of 60 gp, down from 100 gp. They were told that The Hobgoblin King resided below the monastery in its dungeons, and that the Goblins in his service laired in the overgrown remains of what were once the monastery’s gardens. They were also told to avoid the cemetery at the north end of the Blighted Clearing, as it was unhallowed ground, and home to the hungry dead.
At this point the sisters made another, far more tempting offer: they would provide potions of Healing and Invisibility, as well as both a Clerical and Mage scroll to the party. Their price was the first pick of whatever the party recovered from the dungeons below the monastery. After much debate, the deal was agreed to, and the group left to head for the monastery.
After a quick debate over timing, it was decided that the party couldn’t afford to leave potential enemies behind them as they headed for the monastery, and a detour was made to the Hobgoblin Camp to make sure it hadn’t been re-manned. As it turned out, the camp was deserted, but had obviously been re-occupied since the party had last cleared it, perhaps quite recently. Kane noted that many tracks led out the far end of the clearing along the shore of the lake, and it was decided that the party would follow them and attempt and to ambush the humanoids from the rear.
The party headed into the woods where a small stream emptied from the far end of the lake. A few dozen yards further and they discovered themselves in another, now-familiar clearing: the site of their battle by the waterfall from the previous day! Realising it was actually the garrison of the Hobgoblin Camp that they had defeated the day before, they immediately set out for the Monastery. The new shortcut they had discovered would save them several hours travel during future forays on The Hill.
The remaining trek to the Monastery was uneventful, and the group carefully approached the ruined walls of the Monastery unobserved. Manoeuvring to the northern-most breach in the compound’s western wall, the archers were positioned behind their makeshift mantlets, covering the approach from within the Monastery grounds. The infantry were kept slightly back in reserve, with the party largely stationed between the two groups of mercenaries. Moving slightly farther north along the compound’s overgrown outer wall, the group began hurling lit flasks of military oil over the wall into the tangled brambles they had been told by the sisters were the lair of the Goblins loyal to the Hobgoblin King. The dry growth immediately leapt into flame, and within moments Goblins began coming out of the far end of the bramble patch, looking for the source of the blaze. The party’s archers immediately began raining arrows down on the stunned humanoids, the first few quickly falling. The party’s crude mantlets meant the Goblins’ own sporadic missile file had virtually no chance of striking the archers in return, and for a moment the party was sure the fight would be a slaughter.
As more and more Goblins poured from their lair, the party’s mercenaries came under more fire. At the same time, many of the Goblins turned and fled towards the main buildings of the Monastery, entering the large set of carved double-doors in the western end of the buildings. Realising their quarry was escaping, Kane led the infantry around the northern side of the Monastery compound, and had the men mount the crumbled and overgrown wall to throw flaming oil into the exits the Goblins were using to flee their lair. With fire raging on the western end of the bramble patch, and new flames now blocking the exits to the east, terrible inhuman screams were soon heard from within the briars, as the remaining Goblins realised they were trapped.
With their remaining fellows trapped and burning alive, and human mercenaries advancing behind mantlets into the Monastery grounds, the remaining Goblins finally broke and headed en-masse through the double-doors guarding the entrance. After the last of them had fled, Caasi bravely followed. The doors themselves were heavy oak, and carved with images of the pagan deity they had now seen depicted numerous times around The Hill. Inside the building was a huge hall, unlit, with a high ceiling supported by five enormous columns, each carved into a likeness of Orcus, supporting the roof on upraised arms. The hall was otherwise empty, with no sign of either the fleeing Goblins, or any exits they might have used to escape. Caasi turned and headed back outside to inform the rest of the group.
With so many of their enemies unaccounted for, as well as presumably the Hobgoblins themselves, the group decided their foray was a success, and that it was time to withdraw before a counter-attack could be launched. With smoke and the lingering scent of cooked meat in the air, the party headed back to Guido’s Fort. They had cleared the Hobgoblin Camp that protected the route to the Ruined Monastery and smashed the Goblins’ lair, all without suffering a single casualty!