The party decides to journey to Tallow Watch (population of 41,000) in hex 301.295 and hire some more mercenaries before attempting to delve the shrine. It's a 7 mile journey from Valthrun in hex 300.300 to Tallow Watch and fortunately the journey passes uneventfully since the random encounter checks come up blank.
The main gate is closed due to the war but Brother Sully convinces them to open up with a small bribe of 20gp (Reaction check comes up with Uncertain but 55% prone toward negative followed up with a 57%). They immediately set out to obtain info and recruit some mercs.
Brother Sully and Kleptikos (possibly the new Face, if he lives) start checking around to see what they can learn about the political situation and the war's impact on the area. Their undeniable charm (and luck) yet again wins them friends in both high and low places with modified reaction rolls of 98% and 121% respectively. Contemplating the recent developments, Brother Sully decides preparedness is the mark of wisdom and purchases up 4 mules with saddle bags to help the party lug around supplies and (hopefully lots of) loot. Things are likely to get ugly soon and it's best to be prepared for extended forays into the unknown.
Rumormongering
They learn that the metropolis of Tallow Watch has indeed fallen to a junta of former Old Brightwood officers who have packed the city with their troops. Fortunately, the people of Tallow Watch are largely Chaotic Neutral, so they just shrugged, paid their taxes to the new overlords and continued life as normal. The junta is not stupid, and quickly recognized that the situation could be beneficial to all concerned. They and their troops have refrained from wanton looting and shored up the city's defenses, repelling numerous Hobgoblin attacks and driving them into the forested hills to the west. "How bad can they be?" is the typical refrain from the average shmucks happy to not be hobgoblin snacks.
The hobgoblins have cleared an area of forest and excavated some old ruins which now seem to act as their local headquarters. The current situation is tense, but stable and the people would be happy if they could receive word that the Hobgoblin Hordes were driven from the area.
The former ruler, Duke Sarnikov, has been driven into the eastern hills with his family and the sizable remnants of his still loyal troops, turning to banditry for survival. Trade caravans are few and far between as a result. The people don't really care who sits on the throne, reckoning that one despot is much the same as the other. Consequently, the Duke has little popular support but many feel that the matter is far from settled.
Mercenary Recruitment
Brogallo lucks out on the mercenary rolls (DMG pp 30) and gets 40 pikemen (39 followed by a 10 and 4) led by Captain Lou, a male NE L5 fighter (total cost of 620gp - 120gp for the pikemen plus 500gp for the captain). He assumes command of the combined force and begins discussing the Shrine and tactics. A reaction roll of 74% (Uncertain hut 55% prone toward positive) followed by a 16% means the mercenaries are feeling cautiously optimistic about their odds due to the party's strength and existing. They can always run away, of course...
The party convenes a war council to discuss strategy. All agree that it is unusual to see Hobgoblin Hordes in this area and that they must be here in reaction to unknown outside events or for a very specific tactical reason. They're not mindless savages like orcs, but always act with purpose. The fact that Ogre Magi have also been sighted near Valthrun indicates something more complex is afoot. They normally occupy the same lands as the Hobgoblin Hordes and often work in concert when it suits them.
After much debate, the consensus emerges that the group approach the hobgoblins under a flag of parley and try to convince them to leave without bloodshed. If this fails, the mobile crossbowmen will use their mobility to suppress the hobgoblin advance while the pikemen use their superior reach to kill the foe before the hobgoblins get close enough to bring their own weapons to bear. The party will use their magic and individual prowess to attack the leaders and try to break unit morale as opportunities allow.
The Battle Plan
The party sets off for the hobgoblin camp, with Mighty Redneck and Kleptikos scouting ahead. They quickly spot the camp and Kleptikos successfully (13% Move Silently) sneaks up the area to gather some intel, while Redneck covers him with his bow. Having noted the numbers and dispositions of the troops, they successfully exfiltrate and report back to the party.
They quickly agree that the PCs will approach the leaders directly to parley, followed by their mounted crossbowmen and 4 squads of pikemen. If the parley fails:
- Blastikus will attempt to cast sleep on as many hobgoblins as possible, and use web to tie them up
- Brogallo, Bro-jira, and Mighty Redneck will attack the leaders
- Brother Fitzy will use Command to take out any leader possible
- Brother O'Malley will bring the pain with his warhammer
- Brother Sully will Bless the troops
- Kleptikos will use his sling and then attempt to get into position to backstab
- The crossbowmen will break right and use their speed and range to weaken the hobgoblin archers
- The pikemen will split 20 per side to fight the hobgoblin ranseur/morningstar units and then move onto the archers
This is going to get bloody if the parley goes south...
The Shrine of the Hobgoblin Ancestors
The party approaches the hobgoblin camp with Kleptikos in the lead since he speaks hobgoblin. Although Bro-jira also speaks hobgoblin, he has declared a blood feud against the Hordes and is probably not in the best state of mind currently. He reluctantly agrees to stand back with the others and readies his katana (bastard sword) for the inevitable bloodbath.
Arms spread wide to show he is unarmed, Kleptikos slowly walks up to the Horde chiefs and indicates the party wishes to parley. A reaction roll of 43% (13% plus Kleptikos' 30% bonus) yields Uncertain but 55% prone toward negative and the subsequent 77% roll means the hobgoblins are impressed by the human's bravery (or perhaps they are amused by his foolishness instead - who's to say?).
Kleptikos looks at the Horde Warchief and says "Great Chief, the Horde is too close to the city and the people are unsure of its intentions. It would be best for all, if your troops leave peacefully. We want no bloodshed and will leave the shrine of your honorable ancestors undisturbed and return to our city in peace if you do the same."
Chief Orenki-ko-bar sneers and replies "Ha! A good joke weakling! We outnumber you and would darken the sky with our arrows if I so chose! What makes you think you could stop me?"
Kleptikos, smiling slightly, says "True, your strength is formidable but we have powers you do not. If you wish to water the grass with your soldiers' blood, we will oblige though it seems...wasteful."
The Chief stares at Kleptikos for a long time, before he suddenly breaks out into a laugh and says "I like you, weakling! Fine! We won't decorate your spine with arrows...yet. Perhaps your 'mighty powers' could help us."
"Ask and I shall reply, Great Chief."
"Our War Priest, Agalika-ra-nal, has received a vision from our greatest Clan Chief of ancient days, Tuyakel-ko-bar, that has led us here. The Great Clan Chief fell in battle to a mighty wyrm centuries ago and was buried here with his retainers and heroes. Over time, the location of the tomb was lost and we were not able to properly honor his memory. His spirit is displeased and wishes his bones to be returned to our lands for the proper rites and has shown the location of the tomb to us. We wish to retrieve the remains of all within and then leave this forsaken land for our home."
"You are certainly capable of doing this and more, Great Chief. Why have you not yet completed your mission?"
"The beast that killed the great Clan Chief, or perhaps one of its offspring, still guards the shrine and has many vile hellhounds with it. I have sent many of my greatest warriors against the beast, but none have returned. The shrine is too cramped to allow me to lead my troops in there and the beast has the advantage. If your group can defeat the creature without desecrating the remains of our Clan Chief, we will gather our ancestors and return them to our home."
"A mere snake?", thinks Kleptikos. "How hard can this be?"
"We would be happy to help, Great Chief. I will return with our heroes and slay the beast."