Though such things do not formally exist in the setting, the PC's are essentially a special forces team reporting directly to King Hesketos. The PC's are to take part in an assault on the Vorokhoi port city of Hyrkala. The PC's will be the special operations team that will enter the city and open a gate, allowing a small force of wood elves and human rangers to slaughter the garrison and open the city. From there, the port will allow the Alakai army to land in safety and begin the invasion of the Rannik Plain. This strike force will have to travel from the mountains about a hundred miles north without being detected or intercepted - only elves and rangers could pull it off. Once the city is taken, it must be held for a matter of days till the Alakai arrive.
Travel - When word reaches the PC's that the war has started in earnest, they will be ordered to report to Castle Sednarak, where they will be provided with a chest that had been brought up by courier. There is a bag with 200gp for expenses, a "Sending Stone" to be used in daily reports to the King. Additionally, there is a note to Ash and Laurana from Dame Ciyradil Daero. They and the others are commanded to join her people at a sacred grotto near the headwaters of the Cheresk River. Getting there will be an interesting journey, about a hundred miles through the mountains. Without trails, the journey will take over a week. Losing the way is not really an issue, but there will be many obstacles and encounters. Each day in the wilderness, roll 1d20 to determine encounters.
1) No encounters of note, but the terrain is grueling, the weather is terrible and no good shelter is found. Everyone must make a CON Save of DC12, or they are Exhausted for the next day's encounter. Multiple instances are cumulative.
2-9) Nothing of note happens, it is a nice day of walking in the mountains with the usual sorts of critters around.
10) A Hill Giant and 1d4+1 Ogres heading towards a farmstead visible in the distance.
11) A strike team of 1d6+2 Ghouls and a Ogre Ghoul led by a Wight with armor and a magic item are bound for the Nyremian plains to raise undead auxiliaries.
12) A group of 2d6+4 Scouts out looking for Nyremian war parties and civilians to ambush. The leader is also a Cult Fanatic for spell purposes.
13) 2d6+3 Hobgoblins riding Worgs are stalking the party and will attack when they are stopped to rest.
14) An Owlbear explodes out of the brush, attacking the PC with the lowest initiative score.
15) A Wyvern dive bombs the party, aiming to kill and devour the person with the lowest initiative score
16) An old human fort in ruins, now occupied by a Green Hag and her Gargoyle servitors. She has a Dryad prisoner, who she will use to entrap the PC's. This one only appears once. If it turns up again, it is instead a group of 1d6+4 Scouts out looking for Vorokhoi raiders. If the PC's do not make friendly contact, they will probably attack. The party leader is a Druid, possibly acquainted with Laurana.
17-19) A Hazard - a cliffside path with treacherous rocks, a rope bridge across a chasm, or a dangerous landslide. DC12 Survival or Perception to spot the hazard, and DC12 Athletics or Acrobatics to negotiate it. Anyone who fails falls and takes 4d6 bludgeoning damage or half that on a DC15 Dex Save.
20) A Settlement in the mountains, inhabited by suspicious farmers. The PC's will be able to get lodging and good food and provisions, as well as intelligence on what the locals have seen. Roll the next encounter check in advance... if it is an encounter, the PC's have Advantage as well as a clear idea what to expect.
INTERLUDE - PC's are fighting the raiders from #12 above, who are holed up in an old copper mine as their operating base. There are nine scouts, one scout/fanatic, and two zombies remaining. Tai Shan just struck the fanatic for nine points of damage.
Once the PC's reach the "Sacred Grove of Taris-Briel", they will come across a group of wood elves attempting to fight a pair of Wyverns attempting to claim the woods near the entrance as a hunting ground. If the players want to fight, they may join in. The group will be greeted with suspicion by the wood-elves there until someone (Ash gets Advantage on Persuasion) can convince the leader, Fenneryn Oakleaf, that they are on the level, which will be verified by a Sprite traveling with the wood-elves. Taris-Briel is a valley with only two entrances, thickly forested well guarded. There are various fey creatures in the woods that will torment mortals, but they may extend a moment of courtesy to those of Elven blood. Individual clans live in radial clusters of treehomes, houses made of living trees extending several levels up, connected by walkways. Each clan has a Treant or two living nearby. A great war council is here, with Dame Ciyradil representing King Hesketos. It is here that the plan will be laid out.
The Op -
The Wood Elves will provide the group with one Cloak and Boots of Elven Kind, a quiver of ten +0 magic arrows, a Potion of Vitality, a set of Sending Stones (one stays with Dame Cyrodil), a bag of Elven rations (stay fresh, limit requirement for hunting, Survival at Advantage).
1) The PC's will go ahead and prepare the way for the main body of Cheresk Wood Elves and human rangers that will follow on. The party will have to travel out of the mountains and cross many miles of farm country to a small village called NEWIK. The PC's can do the first leg in two days, or in one day at +2.
The village is a cluster of several dozen farmhouses and crafter's buildings, with a single longhouse where the local potentate lives - two guards will be manning a watchtower. In the center of town is a stone monument with the crowned skull of Vorokhoi, announcing the loyalty of the village. When the PC's arrive, one of the wandering patrols will be there, lagered with the local lord. The PC's will have to find Cortis, who is camped with a farm family doing odd jobs and isn't expecting the PC's directly. Once they have him, they can depart.
In Newik, they will link up with a Nyremian spy who can guide them to the swamps, a one-eyed tinker named CORTIS (Spy). He can take them "safely" through the Rannik Fens, ostensibly to meet the local ruler. If they have Cortis, the second leg of the trip will be at no modifier, as he knows the best ways to travel. But it will take three days to travel this way. If something happens, roll at +2. The last leg, in the Rannik Fens, is at -3 on all rolls; patrols are rare, and the fens are largely empty. Sadly, as it is a swamp, it will still take two days travel to reach the ruins of Gerykos.
1) Hazard - PC's run across some environmental problem... storms, quicksand in the swamps, poisonous snake etc. DC-15 Perception to spot it, DC-15 Save (STR or DEX) to avoid it.
2-9) No encounter - PC's run across normal animals that present no threat, or people at a distance to far to be a risk of detection.
10-11) Multiple Low-Level Threats - The PC's are in open or waste country, far from settlements, and run across a pack of 1d6+6 Ghouls hanging about in an old graveyard, 10+2d6 Beastlings, several Ogres and an Ettin actively hunting, or possibly attacking villagers. A nest of Giant Spiders in the woods, blocking the path the PC's have to take. Bullywugs in the swamps. 1d6+6 Bugbears and a Bugbear Chief making their way either to Hyrkala or Gerykos to offer their services to the best deal.
12) Apex Predators - The PC's run across a small group of 1-3 CR4-5 predators... Trolls, Hill Giants, Bulettes, Ettins, Shambling Mound, marauding through a farmstead or hunting the PC's themselves. Perhaps a single Vrock, summoned from the local Bone Citadel but escaped. It will land and attack, trying to kill Clerics in preference to others.
13-14) Friendly Civilians - The PC's run across hunters or farmers who will support the PC's, hiding and feeding them if necessary. They will be especially pleased by clerics.
15) Neutral Civilians - The PC's run across hunters or farmers who will wish to avoid being involved. They will try to shoo the PC's away, and may report them if the encounter goes badly.
16) Unfriendly Civilians - The PC's will encounter hunters or farmers who support the regime. They will attempt to delay the PC's with lodging or rest while one member of the party goes to alert the nearest Imperial Patrol. This will add a further +2 to encounters the next day.
17-18) Random Imperial Patrol - The PC's will encounter a traveling patrol of 6+1d6 mounted Scouts (AC-13, HP-15, +4/+2) led by a single Thug (AC-15, HP-35, +4/+2) sergeant, riding down a country road. They are not especially attentive unless the previous encounter was combat with a patrol, and will make Perception rolls at Disadvantage.
19) Tracking Imperial Patrol - The PC's will encounter a patrol of 6+1d6 mounted Scouts (AC-13, HP-15, +4/+2) led by a single Thug (AC-15, HP-35, +4/+2) sergeant, accompanied by a pack of 1d4+2 Hunting Dogs (Wolves), (AC13, HP-11, +4/2d4+2 bite, pack tactics) ranging out ahead. They are aware that there is a group moving north, but not who they are. When the dogs find the PC's, they will start howling as they move to attack.
20) Imperial Troop Movement - The PC's run across a large group of infantry moving southwest towards the front. There are 2d6x5 Guards (80%) and Scouts (20%), with a wagon and a Thug sergeant for every ten troops, and a Knight leading the bunch. If more than twenty troops are present, there will also be an Acolyte and five skeletons in a wagon. If more than 50 troops are present, there will be 2d6+3 Orcs and an Ogre tagging along.
2) THE SWAMPS - The last leg is in the Rannik Fens; patrols are rare, and the fens are largely empty of civilians. Sadly, as it is a swamp, it will still take two days travel to reach the ruins of Gerykos.
1-3) Hazard - PC's run across some environmental problem... storms, quicksand in the swamps, poisonous snake etc. DC-15 Perception to spot it, DC-15 Save (STR or DEX) to avoid it.
4-9) No encounter - PC's run across normal animals that present no threat, or people at a distance too far to be a risk of detection.
10-14) Multiple Low-Level Threats - The PC's are in swamps or fens, far from settlements, and run across a pack of 1d6+6 Lizardfolk, 2d6+6 Bullywugs, 10+2d6 Beastlings, Several Ogres and an Ettin actively hunting bullywugs, or possibly attacking villagers. A nest of Giant Spiders in the woods, blocking the path the PC's have to take. 1d6+6 Bugbears and a Bugbear Chief making their way either to Hyrkala or Gerykos to offer their services to the best deal. If in the water, a quipper swarm, Will-o-wisps, snakes.
15-16) Apex Predators - The PC's run across a small group of 1-3 CR4-5 predators... Trolls, Hill Giants, Bulettes, Ettins, Shambling Mound, moving through the swamps or hunting the PC's themselves. On the water, a Giant Crocodile. Perhaps a single Vrock summoned from the local Bone Citadel but escaped. It will land and attack, trying to kill Clerics in preference to others.
16) Friendly Civilians - The PC's run across hunters or farmers who will support the PC's, hiding and feeding them if necessary. They will be on foot (1-3), on small boats (4-5), or in stilt homes (6-7) or small hillforts (8). They are especially pleased by clerics.
17-18) Neutral Civilians - The PC's run across hunters or farmers who will wish to avoid being involved. They will be on foot (1-3), on small boats (4-5), or in stilt homes (6-7) or small hillforts (8). They will try to shoo the PC's away and may report them if the encounter goes badly.
19) Unfriendly Civilians - The PC's will encounter hunters or farmers who support the regime. They will be on foot (1-3), on small boats (4-5), or in stilt homes (6-7) or small hillforts (8). They will attempt to delay the PC's with lodging or rest while one member of the party goes to alert the nearest Imperial Patrol. This will add a 50% chance of an imperial patrol the next day.
20) Random Imperial Patrol - The PC's will encounter a traveling patrol of 6+1d6 Scouts (AC-13, HP-15, +4/+2) led by a single Thug (AC-15, HP-35, +4/+2) sergeant, riding on a pair of boats. They are well provisioned with missile weapons, but not especially attentive unless the previous encounter was combat with a patrol, and will make Perception rolls at Disadvantage.
Gerykos is an ancient town built by the Alastin when their empire ruled the area. Originally a small island with stone walls and a stone fort, the island is now overgrown with trees, and the lake is now simply a shallow wet area. The wall remains, as does the tower. It is claimed by a "troll queen" called AUNTIE MARBITA. She wears a cloak to hide herself, allows glimpses of a voluptuous figure, and has more than a few weathered statues around, enough to give the impression she is a Medusa thanks to a pet Basilisk she has raised. Marbita holds court in the sunken ruins of GERYKOS, an ancient fort in the swamps. Auntie Marbita is attended by a family group of three Trolls and a Quasit court jester. They are all in her sway, having been raised by her, and make up her primary power base. She is also able to summon up to three Poisonous Snake Swarms at will as a lair action. Her court, such as it is, usually has small numbers of Lizardfolk, Ogres, Orcs, and the occasional human hanging about.
The Dark Empire's interests are represented by a single who is here from Hyrkala. He will absolutely have to be dealt with, as he will attempt to depart Gerykos before the PC's do, but he will not be permitted to do so while they are on their task.
The Cheresk wood elves know that she resents Imperial rule, and might be turned. The PC's will need to secure her assistance before the swamps will be safe to travel for the main body. Alternate routes to Hyrkala are deemed highly likely to result in detection and failure. Once Auntie Marbita is turned or eliminated, the main body of Wood Elves will join the PC's in Gerykos to stage the main attack on Hyrkala.
Auntie Marbita will demand that the PC's go kill a troublesome Treant named Old Redroot that interferes with her plans for the swamps. His cypress grove is a couple of miles downriver, easy to find. This removes an obstacle to her power, -and- forces the PC's to commit a deed abhorrent to them and their allies. The Treant lives in a large Cypress dome with a Dryad spokesfey named Distikia. It first summons four "Vine Blights" to attack and restrain them, then will demand to know why they are there to harm it. If they are honest about what has to happen, Old Redroot will animate a tree and attack them. The fight will be real and to the death.
They can then defeat the tree, say they fought and slew the Treant, and Auntie Marbita will pretend to believe them. The Quasit will have witnessed everything and reported back. If the PC's actually do destroy the Treant, she will honor the agreement. If the PC's lie, she will be amused, and allow most of the Wood Elves through. A few will be taken by her followers, but they will, by and large, be permitted to pass. Once safe passage for the Wood Elves is granted, they will only have to worry about random predators and bullywugs (too stupid to follow orders), but no intelligent threats attack the warriors.
If they refuse, she will not allow the Wood Elf force to pass unmolested. The PC's themselves will be allowed free passage till nightfall, after which she will turn the swamp loose on her. They can head to Old Redroot's cypress grove, and they will be safe there due to old fey laws.
The PC's should report back to Dame Cyrodil via the sending stone, who will be leading the Wood Elves.
3) The PC's will then sneak into Hyrkala by whatever means they decide, eliminate Imperial leaders and disrupt the defenses. Finally, the PC's must take a gatehouse long enough for the wood elves and rangers to swarm into the city and overwhelm its defenders. Once this is done, they will fly the banner of Nyremi and hold the city until the Alakai ships arrive from the east. The Empire will not allow the capture of an important city like Hyrkala to go unanswered, and a counterattack can be expected within days. The PC's will have to hold Hyrkala, no matter what.
Everything hinges on their success.
HYRKALA is a small but important fortified town on the only bit of good elevated ground in the Rannik River estuary. The rest of the region for miles around is muddy swamps, forests, and fens. Hyrkala itself is the primary port for the Empire but is still not very large. Hyrkala has a population of a few thousand people in the city and the farmland around it and a decently sized garrison. Most ominously, there is a relatively small Bone Citadel right beside the city, within the walls. The city garrison is actually on a fort across a bridge, with a garrison of regular Imperial troops. The fort is meant to guard the approaches, and to host the small Imperial Navy. If captured, it will deny access to the Kehler Sea, and give invaders a very secure base from which to operate and mass for a push upriver.
Allies - All allies are Scouts - All have "Natural Explorer" - Humans have Dual Weapon or Duelist, and the Elves have Archery, making them quite formidable. In a fight, all will prefer stealthy approaches, though the elves will snipe from range while the humans prefer to go blades on.
Gate Houses and walls: The two gatehouses are three-story structures, with ready rooms on the ground, barracks and armories for the troops manning the gates, and officers's quarters and an arcanist for the wall. The North gatehouse controls everything from the Spur to the Bone Citadel, while the South Gatehouse controls the rest of the wall. Each tower holds four Guards (AC-14) and a Thug sergeant (AC-14), with an additional 1d4 +1 on nearby sections of wall. They will arrive within two turns at the sound of combat. Each gatehouse has twelve Guards and three sergeant Thugs, a Veteran officer, and an Acolyte assistant. There will usually be two or three war dogs around as well. The soldiers are relatively well led, and will respond intelligently as long as the sergeants are alive. All leaders have the "Leadership" trait, but these troops do not normally have the "Martial Advantage" that Vorokhoi frontline troops often exhibit. If allowed to form up into a block, and led by a Thug, they will have the trait.
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
Gatehouse features: Ballista - +6, 3d10 piercing, 120/480
Main Doors - AC-17, HP-40
Interior Doors - AC-15, HP- 20
Bone Citadels: External buildings are barracks, kitchens, servant quarters, and mundane functions. Ground floor is chapel, storage, guardrooms, and acolyte quarters in three wings. East wing is priest and high priests quarters, VIP guest rooms, and contemplation/meditation chambers. Third floor is library and ritual spaces, and a wing devoted to Imperial Apartments. Basement is summoning spaces, crypts, quarters for intelligent undead, and cells for prisoners and slaves awaiting conversion.
High Priest Shemov and two wight bodyguards - will move around and coordinate the defense wherever it looks the hardest pressed.
Two Priests and six Acolytes. - Will go to roof and use "Sacred Flame" and "Cure Wounds" to support archers
Twelve Elite Guards and one Captain - most will go to roof, a few will defend the front with one priest. Captain with Sharpshooter will fire from teh tower with heavy crossbow.
One Wight Guard in Basement
Eight Minotaur Skeletons will remain in place unless ordered by individual clergy to attack
Priests and Shemov have babau daggers.
Twenty archers - all will go to roof and shoot
Priest, Acolyte, Elite Guards Guards
Minotaur Skeleton, Ghoul, Wight, Babau
The plan now is that the priests and guards will fall back to the basement, and Stone Shape the stairs closed. Shemov will order the skeletons and acolytes forwards - big mook fight erupts. The ghouls and big skeletons will attack the PC's to slow them down and inflict carnage. The wight and six skeletons will defend Shemov and his priest, who will go through a hidden tunnel to escape out the cliffs near the shore. A small boat is hidden there, and the skeletons will row him to safety. This counts as a victory for the PC's, even if he escapes.
Hold Until Relieved - The Empire will not allow the capture of an important city like Hyrkala to go unanswered, and a counterattack can be expected within days. The PC's will have to assist in defending the city from a besieging force of Vorokhoi troops and monsters for several days. When things look bleak, the white sails of the Alakai appear with the dawn.