The ruins of the city, previously known as Paphos, spread across what is now mostly a wilderness. The researchers have been collecting information from the ruins they have access to as well as talking with the undead who man the fortress on the island. Paphos was a coastal city during the Dawn age and home to hundreds of thousands. As with all great cities it became a fortified stronghold during the Dawn War but held little strategic importance so was not negatively affected directly. The Shattering affected it oddly in that many segments of the city were left mostly intact but wrapped up in small Borders. This may have been the result of the actions of a Tower Guardian and the loss of multiple Tower Foci that are now being discovered in the area.
Reclaiming Paphos
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The ruins of the city, previously known as Paphos, spread across what is now mostly a wilderness. The researchers have been collecting information from the ruins they have access to as well as talking with the undead who man the fortress on the island. Paphos was a coastal city during the Dawn age and home to hundreds of thousands. As with all great cities it became a fortified stronghold during the Dawn War but held little strategic importance so was not negatively affected directly. The Shattering affected it oddly in that many segments of the city were left mostly intact but wrapped up in small Borders. This may have been the result of the actions of a Tower Guardian and the loss of multiple Tower Foci that are now being discovered in the area.

Thank you for listening to my request. I am from a family that fled Paphos during the Shattering. While we have continued to do well as merchants and scholars a family legacy was hidden in a secure vault in the family offices in the southern building of the merchant area. I was sent by my family to retrieve our lost legacy and Phlan has told me that you are to be trusted and some of the most knowledgeable about the area.
When Paphos was sundered the faithful servant sent to fetch it never returned. The complex is just south of the Plaza and west of the Library. Bring Me my families legacy and you will be well rewarded. You may keep any other wealth you find, and you should find sufficient. I have maps of the city from family records but most of the city is in ruins. However I understand the merchant district survived. Here is a map of the area


While I personally do not see the need for hast Phlan has asked me to assist you with your intent to restore some of the civic functions within Phaphos. Looking over the reports generated by the clerk, first hand accounts are much preferred. I recommend talking with either Dean, the apparently sapient golem in the swamp, or Commander Ferran Martinel, who controls the undead guards on the isle

Though I do not currently hold a position within the city of Paphos our family did hold a hereditary position I may be able to leverage if you are able to find any intact civic facilities. I will you well in your endeavors come to me if you have any questions but my knowledge is second hand at best and deals mostly with the merchants and their section of the city.
Milady, we appreciate your trust and will happily help you with your ordeal. Would you mind sharing with us what item is this family legacy you mentioned? Probably some piece of jewelry or an artifact? What exactly are we be looking to find? Also, this vault may have some safety devices in place, is there a magical or mundane key for it?
After hearing her answer... If you don't mind me asking, there are some areas in the city that magically recognize the authority of citizens and their descendants...about this hereditary position of the city your family is appointed to, do you hold it yourself?
Lady Tanamere Alagondar

The legacy is in a locked chest that only I can open and she shows you a key. It will be within the vault near here and she point to a spot on the map (13,14) in the SE corner of the map. Unfortunately if there was a key then the lost servant had it. It has some magical protections but if you are careful you should be able to bypass them. It was a place of buisness, not a dungeon so I doubt the deffences will cause harm.
Yes, I do hold the position. It is bested on the eldest child of the eldest child. My father still lives but acording to him this should not matter once I reached my age of maturity. If you find such a place I may be able to assist you but will likely have to go there personally.
Lady Tanamere Alagondar

It is possible. . . However such a thing has a risk to me and my family.
Should my agent do somethings that are prohibited I and possibly Even my family could lose our status with the city. However, if you prove yourselves trustworthy by bringing me my families legacy undistributed, I will grant your this as part of your reward.
Worry not milady, you will find your legacy in your caring hands delivered soon enough by this team of worthy agents. Arc received the map offered by Lady Alagondar.
We may talk about the tokens after the request is fulfilled
Arc looks at the rest of the team to see if they have more questions, you can easily see he is impatient.
About the 1/day
I just try to ensure an understood pace from everyone in a group. Some do more some less. As long as everyone understands the group pace and is ok with it then it is on then to keep up
To Aizashi he answers:"To be fully honest, the only undead I have met have been warmer than most living. Much nicer than spiders this is sure! I cannot believe that Ealdwig decided to go in the underdark, he must have forgotten about spiders..."
The island is wooded and other than the fortress has only a cemetery on the north end of the island. The cemetery used to be infested with aggressive undead but the necromancers creating them were driven off and the cemetery reconcentrated.
Before the cemetery was cleared this island was used to let new scouts and guards get some combat experience. During that time they crafted a simple "dock" with a couple logs and planks tied together and your are dropped off there. The boatmen inform you they will be back at noon and an hour before dusk to pick up any wishing to return to the docks. As you step of the docks onto the island itself you feel an odd sense of foreboding as if being watched by someone, or something, that doesn't want you here. The tops of the fortress towers can be seen over the trees to the north west and you begin making you way there.
Moving into the clearing that surround the fortress surrounded by a nearly palpable dark aura that chills you as you stand there. The west gate open but manned by a squad of 4 undead in plate armor. As you approach the undead turn their helmed heads to watch and you hear one call back into the open gate. A tall pale man in leather armor and an officer's uniform walks forward to greet you. As you near you notice his eyes are black with red pupils and he greets you with a smile, revealing unusually pronounced canine teeth.

Welcome. The commander has ordered that the courtyard and smithy are free for your unescorted use. However before entering each of you must give your parole not to attack any of the guards, enter restricted areas which are guarded, or damage the fortress or any of it's facilities. If you will give me your bond to obey these restrictions you may enter. And he gestures into the fortress while glancing at you with a bit of curiosity and expectancy. His accent is unusual, sounding archaic and formal, but not too different from the common speech you all use.
At the sight of the officer, he is further surprised. He heard stories of such beings, but most stories describe them as enemies. Arc gathers as much focus as he can... Greetings officer, thank you for receiving us. We do come in peace, we will not wonder around and we will do our best not to bother your activities. We wish to speak to Commander Martinel and then we will be on our way. Is he available for a brief audience?
At the sight of the commander his feeling of discomfort deepens but he feels like he finally has an explanation for it. Agreeing with Arc he tells the commander "Yes... In peace. We are here in peace. Struggling a little to suppress a shiver.
"I will not attack anyone that doesn't attack me, I will not damage the fortress or the things within it, I will stay out of restricted areas and keep my movements restricted to the proscribed areas unless invited to do otherwise. We simply come to ask a few questions and leave. We do not wish to cause any troubles."
"I swear that I come in peace and will not attack or harm anyone nor enter restricted areas."

The officer escorts you counter clockwise around the courtyard to the west side of the keep. You notice most of the defenders are skeletal like the gate guards except most wear chainmail. There are also small squads of ghostly soldiers that patrol the area either walking or floating high in the air. You estimate there to be several hundred undead in the fortress, none of which look to be as simple as zombies or the basic skeletons.
Entering the keep you pass more full plate guards in front of a door that leads to the keeps main hall. It has a cross shape to it and you are taken to the middle where there is a large table placed and several undead confer with each other in low voices that stop as soon as you enter. Turning to look at you point gestures the Lieutenant forward.
Commander Ferran Martinel

I hope this actually helps you, not confuse you further...
Map? Must have missed that. What did you want to know?
I hope this actually helps you, not confuse you further...
Commander Ferran Martinel

The commander looks you over for a moment
My very existance is proof that many of the cities enchantments and othre facilities remain intact to this day. My keep has a library with many records about the city, its laws, and other facts bout the city . I have has some of the scholars visit me to study these but when they secured access to one of the library branches they found that place a beeter location for in depth study. If there is something specific in our public records you may ask and i will do what I can to help.
I still retain my authority anc while I am unablelto directly control many of the cilil functions I do have limited authority in time of war or threat to the city. Should I deem any of the local forces a threat to the People I would be able to do more. However I am boundby my oath and the enchantments that grant me continued existence prmarily to this fortress, then the isle, then the city in general. So proof or actionable suspicion would need to be brought to my attention before I can act.
Should any of you join my forces I could grant you privilages that would be recognized by the ciivil services and facilities. Alternately I can make you members of the millitia, that are authorized to help thecity watch in times of need. This would grant you a portion of the authority you desire and make you in effecect not my subordinates but still a part of the military structure under my command.
Beyobnd that if you do not wish to commit to my command I could give you limited authroity if you prove to be trustworthy and I deam that my current forces are not appropriate to fulfill a need that falls under my perview. For this though I would need to test you by having you perform services for me under the eye of one of my oficers. I have a few who could travel with you.
Commander, we appreciate you give us this time, and your offer of visiting your keep's library. It is an offer we can't refuse.
I also wish to thank your offer on becoming part of your garrison. But I'm afraid we already have promises to fulfill to people at the Base, so staying permanently at the island wouldn't be responsible on our side. Nevertheless, if my friends agree, I think we could help you and prove that we are both a trustworthy and capable team, and that we are also working for the benefit of our city... and if you see fit, you could bestow the city authority you deem appropriate on each of us.

What I need most is information. If you will allow one of my scouts to accompany you then this would give his the opportunity to observe the situation outside the island. He and I will be able to remain in limited contact, within the confines of the city. Thus he can relay to you any further actions I may wish to call upon you to assist me with. He turns and utters a few commands to a nearby spectral aid who flies up through the ceiling. My scout should be along shortly in the meantime I can explain more about how the city is structured and why you may have been having difficulty accessing features. He goes on to talk at some length while you wait for the scout.


We can show the Base. There are no citizens there, but that is the base point from which we are working. We have met a citizen named Lady Tanamere Alagondar, who wishes for us to retrieve something for her, too. There is an ancient sentient construct named Dean, who we plan on visiting. I doubt he is a citizen, but he might know about more.
I have also worked with the newly established Lady of the Manor. I don't know for sure if it is technically part of Paphos, but I think it was outside the city.
In addition, we know of four other major Remnants of Paphos we can readily access. One is empty, but controlled by those from the Base. One contains the Library you mentioned already. It is managed by a ghostly Librarian that seems to get along well enough with the researchers from the Base. Two are farther are from these. One is controlled by goblins from more than one tribe, and they let other groups in, but we weren't able to pay their bribe requirements. The other has a group of unknowns that seem to be holding off attacks from more aggressive groups. We can show any or all of these.
One of the first things we would love to be able to use is the infra-city Matrix Network (which we found out about at the Library) so we can more easily get into and out of these Remnants. Doing reconnaissance is much easier when you don't have to use the front door.
1. What is the remnant that is usually empty, but is controlled by the Base?
2. The Safeguard of Paphos is the castle now controlled by the Orcs, correct?
3. Is the Guild of Artisans and Enchanters the Remnant with the mystery forces fending off the orcs and kobolds?
1. One of the residential districts.
2. Yes
3. That is part of the city they controlled but their headquarters did not survive
"I am sorry if the question makes you uncomfortable and you can just ignore it if so. However, I can only notice that you are different from the other members of the island. How did you end up working for the commander?"

Whatever the cause when the necromancers pulled us back by activating the last defense I came back as this.
An intriguing state I will likely have plenty of time to get used to.

Many of the forces in the great war were changed or enhance to be better soldiers. I understand that due to the Shattering they were left without means to resume their proper forms. The goblin and Kobolds were used as foragers and scouts. Geis is a bit, unorthodox, for a soldier but he is true to his task and oath.
After listening attentively to the task required and meeting Geis. Hello Geis, it is always a pleasure to meet a fellow winged scout! says Arc excited to have Geis within the team, if only for a while. Furthermore surprised as Arc recognises Geis resemblance to some drawings he has seen in nature books, Geis looks kind of a person-sized dragon...
About the mission... As we mentioned, we have already traveled through some of these places, so we can report findings. Even a lengthy meeting will require less time than actual travel. And then we can choose the first couple of remnants to prioritize to visit with Geis so you can deepen knowledge on them. And consider we have already accepted a task for Lady Alagondar we will accomplish in reasonable time. Do you find this reasonable?
Geis

The spectral kobold replies in what you take to be a "cheerful tone" though the telepathic speech feels as cold as dead as he looks The Safeguard was stationed in the citadel north west of here. You must have seen it. All I know is it is currently occupied but since this is the first I can leave the isle that is all I know.
Well the escort mission is only a cover or facade if you will. Still it is a legitimate mission that I must attempt to fulfill but I really don't expect to find any city leaders still around. I have a bit of freedom with my orders, an advantage of being a scout. I cant fulfill any of them if I am dead . . . or um deader? Any how I will try to stay out of your way and let you know when we get close to something I need to look into. So sure, sounds like we should be able to make this work.
Do, um . . . . any of you have storage devices?
Do you mean a backpack? What do you need carried?
We can get you into the abandoned residential Remnant, the Remnant with the Library, and take you to the reclaimed Manor, if any of that will help. Regardless, we will be going into the contested Remnant to get something for our known Citizen to demonstrate our trustworthiness. If we can get some kind of invitation, we can get into that goblin controlled Remnant. But we don't know how to get that yet.
Geis

About the storage device I was thinking more of a storage item with more spce insie than out. I think I could hide in one as i do not need to breathe. It is just an idea as many will not be welcoming of a group traveling with an undead.
The two remnants should help. I can show you what I know of the areas. I am definitely interested in seeing the othr forces so will accompany you to the contested Remnant. As for the goblins, well, if they are anything like the ones I knew did you try bribing or mugging any of them?
When we visited the goblins, we were asked for more coin we could part of, in a couple of entrances. And there was no secure way to enter but those doors. And their groups were way biggers than ours, so we stuck to the recon mission we were given. But those conditions could have changed by now.
Geis

Glancing at the pouch Geis shakes his head That's to small
In response to Skeeve he nods his head Sounds like a plan then
Then, hoping everyone else is recovered from the initial chills this place gives... Hey Kaarik, Aizasgi, how are you doing?
Seems a bit of a higher level of artificier.
The others can see him grumbling and being quite frustrated first.
"Please try this."
Rolls
Larger rucksack test - (2d6)
(21) = 3
Larger rucksack test 2 - (2d6)
(53) = 8
"I am. Just impressed by everything going on here. Thank you for asking. I don't know much of this place yet. So I will follow your lead." he says cheerfully as he beginns observing Kaarik.
Intrigues Geis tests it out and though getting in is a bit of a bother the small winged kobold can fit within. However he insists that no enchantments be placed on the top flap of the bag so if needed he can extricate himself from the bag without help from outside of it.
Pleased with this development Geis takes you to the castle library where he shows you a map of the city. While most of the Remnants can be placed on the map their placement is a bit off. Finding the "contested" remnant you verify the map given to you and find it matches closely

If there is nothing else then off to Dean's in the morning
So this is the map of the contested Remnants, very useful!
The Arc quickly check for info on the Safeguard of Paphos before being ready to leave the library.

You stay until just before noon then after putting everything back Geis escorts you from the building. Together you make your way to the islands "dock" and await the boat to take you balk to town. The boatmen and guard are curious about your new cloaked companion but seem to assume he is another adventurer who turned up at the castle.
Maing your way through Ne Paphos you can tell from the way Geis moves and turns his cowl that though curious he is nervous in the crown and moves to avoid contact with anyone. Moving through the western gate you make your way through the grass fields and into the swamp using the now much improved road. Though still a simple dirt track the repeated traffic has packed it down making the trek relatively easy. As you near the western edge of the swamp you start looking for, then find, the smaller trail that will take you to Dean. The track has a clear marking but is small and little use. You follow it to a rough log bridge which you cross to a small island to find a crumbled strcture with a section cleared to reveal stairs leading down to a well maintained and cleaned basement.
Descending the stairs you find your way lit by small magical lights and are greeted by a several tiny golem that open a door as you aproach. Inside is a large room with several side side rooms. The clicks of the tiny golems moving about almost hides the steps of a largr golem who walks out of one of the side doors.

Good day to you Who are you and what bring you to my masters home.
Dean

The simplest means at this point would be to either work for the city or serve a recognized individual. Both the library and legion continue though now staffed by the undead. Either could grant you certain privileges. Other than that it would take gaining control of another civic facility then using civic procedures to become recognized by it.
I for example am only recognized due to the my owners status and him having extended many of them to me that I might act on his behalf when he was still in residence.
Other than that it wild take rewriting some of it's enchantments.
He will talk a bit not and explain his owner was a sage and used Dean as his assistant and walking/talking note pad. Dean has a wide range of knowledge but is still bound to this home and the library, which he can access via a private Node.
Are you willing to let us "borrow" it to get there more easily?"
After thinking a bit, he continues, "Getting back to the private Nodes, do you know the access patterns for any of the other Nodes on the private network. Obviously, you are restricted from going to or using them, but knowing the keys, even if we can't quite use them yet, will be very useful in the near future when we should be able to use at least some of them. Assuming we succeed, of course. There are plenty of opportunities to not succeed."
You see Arc immersed in thought... Houses, temples, schools, shops, taverns, a hall, guild houses, music halls, theatres, crop fields, yearly harvest celebrations, marriage celebrations... It is hard to imagine a big lively city in this area such as it is now... but it does gives Arc a sense of purpose.
Dean

I will suggest that should you gain success at gaining some level of authority recognized by the city then I may be able to aid you in constructing a node at your "base" and helping to integrage it with the others of the city.
I will point out that I aso know of all the public node of Paphos and can sell you the location of these, should this be of interest to you. Note that each of the Remnant currently persisting has one of these in them.
Looking thoughtful for a moment, you have no idea how this is conveyed from its motionless face and stiff form, Dean continues
To help you better understand my interests and prices I inform you that I have two desires. Knowledge and freedom. Though i may act independantly at this time I am still under the enchantments of my creation and bound to my master, thus my continued pressence in this place, his former ressidence. Bring me knowledge I do not posses and is not withing the Paphos library and i will exchange knowledge with you. If you find my master and secure my freedom i will share all my knowledge with you freely.
Clearing his throat with apparent discomfort, he asks : "May I ask you sir, who your master is and if you have any clues of where he could be?"
Dean

Oh, he was a research wizard who worked for the Order of the Arcane Wardens and assisted with several projects for the War and Tower. Most know him as Mordenkainen. An old man who was a bit of a recluse. While I knew him. As for where he is, I know not. Sigh Normally a very thoughtful man I assume he simply thought I was destroyed with the city during the Shattering.
- The Stronghold, aka the Orc-controlled Castle.
- The Residential Remnant, aka the uncontested Remnant controlled, but only occasionally occupied, by the Base.
- The Library Remnant, aka where the Ghost Librarian and open library is.
- The Market Remnant, aka the contested Remnant with the unidentified group fighting off orcs and kobolds.
- The Goblin Remnant, aka where the goblins have the Remnant and let others in with invitations.
Dean

I can send you to another but that would be revealing information. What shall you give me?
I have an idea of something you could do for me. There is an event getting organized in the Plaza (Remnant C on the area map) One of my drones located an object within the location. I wish for you to secure it for my private use. I will give you resources to buy it on my behalf. Or steal it if you must.
I can send you to that or any other location and teach you how to do so on your own I've got gain any form of city authority in exchange for this service.
"Also, I'll want you to teach me how to trigger the node to come back before we leave, as I would rather not have to right my way out."
Dean fetch from C
Lady fetch from D

"Can our companion Geis here provide authority to use the nodes? He is from the Garrison and is an authorized user. Obviously, to come directly here we still need your permission. But can he target someplace like the Library or the Garrison?"
Geis

Yeah I can use them, just, uh, don't like the Matrix so only know a couple addresses. And, um, well, I'm not allowed guest permissions so can't bring you with me
The undead living sounds reluctant, ashamed, and a bit guilty. More like a kid talking about getting caught stepping cookies that a veteran soldier
Brief recap for newcomers.
Remnants are areas of the city that survived the Shattering and reach had it's own Border which makes entry via any means except the gates dangerous or impossible.
The one in question is guarded by goblins asking for a bribe or invitation but several other factions were seen entering and leaving. Some of the factions are known to fight elsewhere.
One success. Updated my inventory.
Rolls
Make Sunburst Talisman Try 1 DC: 4 - Adv - (3d6)
(213) = 6
Make Sunburst Talisman Try 2 DC: 4 - Adv - (3d6)
(525) = 12
1. Set address (Dean's abode)
2. Knock on address
3. Verify address (red light bad / green light good check)
4. Call address (voice and or visual communication if received)
Dean

Did you recover the item? Were there any complications?
"Yeah, there were complications. It cost you 250gp of the diamonds and me a magic ring. I hope it is worth the cost. I will say that how it detects for magic is quite interesting. Also, the little hut holding the Node is being used as a utility room, so we got lucky when we got there, and had to trick some goblins to get back in. If anyone goes to that location again, I'd recommend doing it very, very late."
Sleeve is right, the next use of that Node should be at night, or very early morning. And with weapons at hand, just in case.

Dean takes the scroll and examines it. Thank you for your assistance with this.
He hands back a simple scroll. Opening it you skim the contents and learn the procedures that will need to be taken to gain control of a Paphos neighborhood, the Dock/Base or one of the remnants. Basically it requires a minimum number of people to reside within one of the neighborhoods, one of which must be recognized as a citizen or resident of the city, for a set period of time and then for the people to form an organization and select a form of leadership. You are confident that with the arrival of Lady Alagondar this should work and many of the requirements may already have been met. The expedition can likely sort out the remainder of the details in short order.
Geis

Other than the Node we arrived and left by I know of one other civil administrative office in that area. It is along the southern wall of the neighborhood.
But what are you plans now? Back to report to your people or on to the merchant district?
"This really was worth the ring! Thank you!"
First, if Lady Alagondar takes up residence in the Base, then we have our citizen, and so the other steps just need to be done? And when done, does that mean the residents will be promoted to citizens?
Second, just to be clear, is Geis talking about the goblin-controlled remnant or the merchant remnant?
1 basically yes
2 goblin controlled plaza
So, heading back to base to stay and talk to just hand off the scroll?
Arc thanks Dean and Geis, with good expectations to meet again soon.
"Let's head toward the Library first, then hit the Remnant we need. That way if we have to wait or camp a bit, we can do it from somewhere relatively safe."
Date&Time(Alpha): 30@15:30
So the group has to decide whether they we want to go in at night, or if we want to wait for morning.
I wouldn't expect a fight with hobgoblins to be easy.
Also, don't forget that both Arc and Skeeve have a communication crystal. So we can talk with each other as Arc scouts, meaning he doesn't have to immediately come back to tell us what he sees going on every time.
1) Making sure of who the various factions are and their relative power.
2) Identifying who the "mystery" group is.
I don't know if the secondary items are really possible, but he will be looking for opportunities to find that out.
Also, who's territory is the matrix node pad in, or do we not know yet?
"Ready to go" he says trying to imitate Skeeve's human accent as best as he can.
1) Making sure of who the various factions are and their relative power. Current factions = Hobgoblin, Orc, Lizardmen/Kobold, Gobin, Fey, Expedition, Undead/Necromancers. Ones seen in merchant district are underlined
2) Identifying who the "mystery" group is. Mystery group? You mean the ones that hired the goblins and are organizing the auction or something else?
3) Who's territory is the matrix node pad in, or do we not know yet? Best guess by Arc is the building is in contested or unclaimed territory
How do you wish to approach the Remnant? What gate are you aiming for? 2 gates per side NSEW

Are you trying to stay hidden, searching the area, avoiding others,
Arc can easily fly to the building roof which will still give him cover as sections of the roof or previous 2nd floor are still there. From up there he can scan the surroundings. The entire party could join him up there but that might draw more attention. He was only fired on when he went higher and to the south, closer to the guarded compound.
Once up there, he looks for patrols and for a clear way to the Lady's place, and reports findings through the crystal

Dotted lines indicate rubble from collapsed walls.
Also, I assume that where we need to go is well south of here? Would we be closer to our target if we came through a different gate into the Remnant?
Your target is in the area controlled by armored figures. Entering the southern gates would be the closest but those look to enter in the armored figure controlled area. Next would be the southern gate on the west or east sides.
We should look for a way to get to the Lady's place.
How can we profit from other groups animosity?
Arc tells the team a crazy idea: he may start a fight by shooting arrows to the archers stationed in those roofs. That WILL alert the whole remnant, and maybe (if other groups join against those in armour) start an all out battle.
The rest of or team should be waiting as close as possible to the Lady's place, to try to get there in the confusion... but to close enough to be involved in the battle. Maybe that spot is just outside one of the other entrances. Arc would try to provide some cover, distract the archers of that side... Or we could just position ourself and then wait for other groups to start fighting...
Another option is to go ahead, directly to one of those southern doors, and try to meet peacefully with the guys in armour. We don't know who they are, so they may be willing to negotiate our passing as long as there is no battle to put them on edge.
Or do you have better plan?
Your plan is a good idea, but if they spot you shooting, you will quickly become their main target.
I am all for diplomacy, but does anyone had any idea of how to approach them before they attempt to slain us?
"I am concerned that the armored figures are undead soldiers, and I am not sure whether they are intelligent undead, like Geis, or if they are unintelligent undead under the complete control of necromancers. Attempting to make contact could just be betraying our position."
Geis

From within the pack Gets projects his thoughts.
Might be easier, and safer, to try and find and contact one of the other factions in here. Aren't you guys on good terms with the kobolds? And the goblins seen to be playing all sides so may be open to negotiations
"On the other hand, making contact might not be a bad idea. We could pull back and try a different entrance closer to where a specific group we want to talk to is camping out."
You haven't seen any goblins in the remnant.
Rolls
random roll - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (3) = 3

What's going on down there? The armours haven't done anything strange, but where are you?
Any hint from the contents as to who the occupants were?
Arc stays on the rooftop, just as he was: laying down on the roof tiles and covered (as best as he can) with his cloak... Specially trying to cover his wings, kept as close as possible to his body. From there he will keep guard of the building his friends entered, on the first sign of problems he will let them know. And keep a look on other factions moves
Goblin Rogue

Rolls
Chance and Luck vs Fate & Destiny - (2d6)
(25) = 7
He pauses for a moment, then says, "Where did you come from?"
Skeeve is not making any threatening moves and hopes the party is taking that lead to also be not threatening, too. If Fate has given us the chance for an ally, Skeeve is going to try and take the gift.
"Hello friend! It is really nice to meet you."
Goblin Rogue

Well, first of all you would need to go in to trespass. Add for where I came from that's an interesting philosophical question. Some say the gods, others say we are just the flesh and have no origin beyond our mother's. I didn't stand next to those guys when they say that stuff. . And he grins widely, obviously avoiding Skeeve's question
Turning to Kaarik he gives a quarter bow Well met master elf. We haven't seen much of you kind in a while. But come, let's sit and talk.
Totally unconcernedly he walks though you group and heads into the room to the east. Add you follow several more goblin slip out of shadows, rise from rubble, it drop from windows. Quickly a few blankets are arranged in a corner of the room and the goblin gestures for you to sit.
Now what brings a bunch of fellows such as yourselves to this rough place?
We've seen you looking around. That bird of yours sure draws attention.
But at the mention of 'That bird', he obviously had been noticed before, so he just flew down and moving normally, as if among friends, he waved hello and joined the group.
But at the mention of 'That bird', he obviously had been noticed before, so he just flew down and moving normally, as if among friends, he waved hello and joined the group.
Rolls
Insightful check - reading the goblins - (2d6)
(56) = 11
Goblin Rogue

What armored .. .. oh, you mean the hobgoblins? Yeah, they're what started this mess. They have mostly been staying north of the river but when several squads of theirs converged independently onto this place and took over that compound to the south it got the others all agitated. The orcs and lizardmen were fighting over this place before but now its a total mess.
As Arc joins the group he scans the goblins, who other than the leader are occasionally entering and leaving the room. The fact that you had not seen them previously meant that they likely were adept at stealth. The other goblins are keeping a wary eye on your group and weapons close to hand but the leader is relaxed and confident.
Rolls
Secret Roll
Goblin Rogue

Goblin Rogue

You mean, do we work for coin or other items of value? Absolutely. Doesn't everyone? Some just seem to think their way of doing things is more 'Honorable' and he and several other goblins chuckle at this.
"Also, with the tribes up north*, a couple of follow-up questions. First, while you are not working with them, do you talk with them? Can you get us an 'invitation' to get into that Remnant? (Obviously, we would pay for such.) Second, do those two tribes directly control the Remnant, or are they working for someone? If the last case, who are they working for?"
Skeeve also offers, "As you can probably tell, we work out of the camp in the former Docks. We can help make introductions there and I am sure you can find more work or assignments through them, too."
Goblin Rogue

Well that's easy in idea but difficult in practice. See if you are planning on using us as decoys then we might get blamed for anything you are attempting to do . We can't have you ruin our reputation around here. But if all you need is a diversion, then it can be arranged.
5 gold for a small diversion, 25 for a large diversion, 125 for a massive diversion. Payable in advance.
Now if you are looking to pull one over on the Hobgoblins then we might have some information to sell you that would be worth more than any diversion. 50 gold and we spill all we know on them and their base.
Can you get us an 'invitation' to get into that Remnant?
Second, do those two tribes directly control the Remnant, or are they working for someone?
If the last case, who are they working for?"
An invitation, sure we can get you one, 50 gold!
It's more than 2 tribes and not they are not controlling it. They are working for the big Boss. He is setting up the auction.
At the least, Skeeve will pay for a 25gp diversion. However, if the information he can get from the info dump is worthwhile, he'll take that. If he can get a two-fer, he'll definitely do that. And he is completely serious about coming back for that goblin invitation. This "Big Boss" seems to be enough foreshadowing that we're gonna have to deal with them sooner or later ...
Goblin Rogue

The leader looks you over and says Now if you are looking to tangle with the hobgoblins I would suggest getting information before charging in blindly. Not knowing why are are interested in them I can only guess that with a diversion you want access to their compound. Based on that assumption I can almost guarantee that the information is worth more than the diversion. and shrugs But if you insist on a diversion then fine. Tell us when and where, though you will need to be flexible for us to make arrangements.
"Are you willing to accept gems in lieu of gold? If so, here is an Onyx worth 50gp for the information on the hobgoblins." Skeeve produces the onyx without showing anything else he has.
He does take notes on what information they get. (Like with pencil and paper. Or charcoal and parchment, or whatever.)
The compound is heavily guarded and patrolled but there is a secret path into the compound that the goblins can show you, it's location is party of the 50 gp information. It leads through the sewers and has a few monsters but will get you inside the compound unseen.
if you have other specific questions list then and I will answer later
If people are willing to chip in, I want to buy information on the Big Boss, to be honest. We're gonna have to deal with that at some point, so we might as well get that started now.
Goblin Rogue


Looking over the map the goblin replies
Well you will come out of the well here and he taps on grid 6,12 with your objective at 13,14. So it should not be too hard to slip into the building. But from what we can tell that is where the officers have taken up residence. So though you may face fewer they will likely be a bit more skilled and have better arms and weapons. I suggest heading there now and staying in the sewers till dusk or dawn and use the shadows to hide your infiltration.
Now, I hate to bring this up but I do believe you have realized that much of out livelihood comes from our services as information brokers. Should you wish for us to conceal our knowledge of you and your planned activities there will be a fee of course. and he smiles viciously. It is about this point in time that you realize with the shift in goblins in and out of the room the numbers inside have actually rissen to well over 10 now.
The expedition came with 50 guards and about 10 scouts.
That has increase to about 80 guards and 25 scouts and adventurers. However it greatest power lies in Fiznick, Valpip, and the priests. All of whom are powerful magic wielders.
"However, showing a good-faith offer makes sense. So, how about if we give you another 50 gp for the base info on the Big Boss, with the understanding you'll keep quiet about us for a full day? After that what happens is what happens. But remember, if you don't burn us, we're still good for more information on the Big Boss and those invitations."
Also, I've already removed the onyx from his inventory, and will remove the diamond if the goblin takes him up on the offer. Basically, after this mission, Skeeve is going to be dead broke and likely completely out of talismans.
Goblin Rogue

After thinking for a moment he agrees to a 1 day confidentiality.
The Big Boss somehow has contacts all of the orcs, hobgoblins, bugbears, and goblins. He is currently running things from the keep to the north and has some giants as his personal guard as well as elite orcs and others that are not identifiable but known to be deadly. No one has seen the boss personally but all the factions are still wary of him. All I know is if we so much as annoy him he could have my tribe eliminated without even exerting much of his forces might.
No one is certain what his goals are but they are certain he has information and power to spare in this area. He is auctioning off a "weapon" in a couple of days. The fact he is selling it off seems suspect so is likely a power play or he is using this opportunity to manipulate the other factions though no one seems to know why. The only force he directly opposed to date were those necromancers that some of you guys fought in the graveyard to the northwest.
"Thank you for that info. That is indeed quite useful, and gives us a time limit on when we'd want to use those invitations. As I mentioned before, when we're done with this, there is a good potential for more money from us for those invitations. Now, let's go get in position for our raid."
Give me a marching order, standard actions as you enter/navigate the sewers. Stealth, searching, torches, magic, etc.
"Let's not use torches for now. The stone should be sufficient and it will give us less chance to attract attention"
As for order, I don't think we have anyone with darkvision, so we're pretty much all equal with vision. Aizashi has a good nose, but I imagine it is filled with the vile odor and isn't going to be picking anything else up for a while. So, again, we're probably all equal right now.
So, I guess Skeeve will take the lead and rely on his Perception to give them warning. Let's have Aizashi take up the rear and hope his sense of smell recovers well enough to be of use. The other two can be in the middle, in whichever order. As always, if someone has a better, or even just different, idea I'm game!
colloq. (orig. Stock Market). Downward or lower in value, price, or quality; in or into a worse condition or position. Esp. in to head (also go) south.
According to the instructions you got from the goblins there is a central hub your pipe should lead to that is inhabited by "something nasty". You will have to pass through this room to reach another pipe leading to the compound. All the pipes are labeled in the hub and you will be coming from "B703" and need to follow "B708" to reach the secret entrance to the compound. A few minutes walk and you hear echos up ahead indicating you are nearing the hub.
Skeeve says, "Let's see what the nasty thing living here is. Be ready to attack, but let's see if we can talk first."
How big is the room? In all three dimensions. Trying to figure out our options here.
Just for the fun of it, everyone go ahead and roll initiative. 2d6 and add them together
If you roll equal or higher than all my rolls go immediately otherwise wait your turn
9,8,6,4,3
Rolls
monster Initiative - (2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (15) = 6
2d6 : (22) = 4
2d6 : (54) = 9
2d6 : (12) = 3
2d6 : (26) = 8
Rolls
Initiative - (2d6)
(53) = 8
Rolls
Initiative - (2d6)
(14) = 5
Rolls
Attack - (3d6, 3d6, 3d6, 3d6)
3d6 : (413) = 8
3d6 : (531) = 9
3d6 : (221) = 5
3d6 : (253) = 10
Rolls
At tentacle holding Skeeve - (3d6h1)
(225) = 5
At tentacle holding Aizashi - (3d6h1)
(546) = 6
As he struggles, Skeeve calls out to the source of the tentacles, "Stop! We don't want to hurt you! We don't want to take anything that is yours! We just want to pass through and then we'll be gone! If you stop, I will heal you from our attacks!"
EDIT: I guess I should make a roll for the parley attempt. With the appearance of the tentacles, it may be that my initial guess is correct after all. If I am correct, then it should be able to understand what I am saying and react to it. If it is starving, then it doesn't matter. However, if it is just defending its turf, then we have a decent chance. So, I'm gonna roll the full three dice, then you can discard what doesn't apply to this situation. (Including potentially all of them.)
Rolls
Save Test DC: 5 - Basic - (2d6)
(61) = 7
Magic Bolt 1 DC: 5 - Basic - (2d6)
(45) = 9
Magic Bolt 2 DC: 5 - Basic - (2d6)
(43) = 7
Parley with Otyugh DC: 5 - Adv - (3d6)
(366) = 15
He freezes but keeps his bow pointing in the direction of the tentacles.
Person shoots twice then says we come in peace? . . . Survey says . . . Nope not reasonable.
Ps you can talk all you want but I consider any roll, except a save, an action so next time limit it to that
Arc was just responding before this... whatever it is... gets my friends underwater.
Otherwise... Cool shots, right? ;) Arc has been practicing
Also, I thought talking was "free". You can talk all you want. But, fine, we'll kill it. Everyone: Fire away.
I always thought the negotiations in 5th element was very effective 😁
@ChrSch - Aizashi is up
Rolls
Attack 1 - (2d6)
(26) = 8
Attack 2 - (2d6)
(45) = 9
A worm-like creature erupts from the mound with part of its body still buried in the loose soil and fungus. It has multiple short fleshy legs alongs its length and 8 tendrils sprout from around its head, though a could are now mangled from your attacks.

Opening its mouth wide it raises its body high and emits a keening screech as a fluid is sprayed out over the group. Save test or become partially paralyzed, disadvantage on all rolls for 1 round After spraying you it flops down and lashes out with its tentacles once more.
1 damage to everyone and another save
Rolls
tentacle attack - (Skeeve:3d6, Kaarik:3d6, Arc:3d6, Aizashi:3d6)
Skeeve:3d6 : (416) = 11
Kaarik:3d6 : (453) = 12
Arc:3d6 : (533) = 11
Aizashi:3d6 : (255) = 12
Rolls
First Save Test DC: 5 - Basic - (2d6)
(32) = 5
Second Save Test DC: 5 - Dis - (1d6)
(6) = 6
Rolls
Save - (2d6)
(53) = 8
Shot - (3d6h1)
(652) = 6
Save 2 - (2d6h1)
(24) = 4
2nd head shot - (3d6h1)
(452) = 5
However, he is able to make 2 quick shots with his bow and is positively surprised to see that those seem to hit the creature.
Rolls
Save test 1 - (2d6)
(51) = 6
Save test 2 - (2d6)
(22) = 4
Shooting with bow 1 - (2d6)
(61) = 7
Shooting with bow 2 - (2d6)
(35) = 8
... and no effect.
Rolls
Shatter Attack 1 DC: 5 - Dis - (1d6)
(4) = 4
Shatter Attack 2 DC: 5 - Dis - (1d6)
(2) = 2
Rolls
Save 1 - (2d6)
(32) = 5
Save 2 - (2d6)
(54) = 9
Attack 1 - (1d6)
(4) = 4
Attack 2 - (1d6)
(3) = 3
Vile crawler

The creature sensing its advantage lunges to bite Skeeve, attempting to swallow him while its tentacles continue to attack the others.
Anyone hit needs to roll a save. Disadvantage from the spray does not affect save tests. If Skeeve fails his save he is "swallowed" and takes +1 damage a has disadvantage on all action tests
The creature is looking wounded but not yet severely so
Rolls
Attack - (Skeeve:3d6, Kaarik:3d6, Arc:3d6, Aizashi:3d6)
Skeeve:3d6 : (352) = 10
Kaarik:3d6 : (523) = 10
Arc:3d6 : (351) = 9
Aizashi:3d6 : (626) = 14
Thank goodness! Not swallowed!
Two attacks with Stick!
One hit; one miss. But the hit is a critical, so it's kinda a wash this round.
Rolls
Save Test DC: 5 - Basic - (2d6)
(25) = 7
Stick Attack 1 DC: 5 - Adv - (3d6)
(241) = 7
Stick Attack 2 DC: 5 - Adv - (3d6)
(661) = 13
He pulls all his strength to get free from the tentacle and shoots twice to this foul creature's head.
Rolls
Save 1 - (2d6h1)
(41) = 4
Save 2 - (2d6h1)
(65) = 6
Attack 1 - (3d6h1)
(213) = 3
Attacks 2 - (3d6h1)
(533) = 5
However, overwhelmed by stress and fatigue, he is not able to focus on his target and his shaking hands not helping, he misses both his shots.
Rolls
Save tentacle - (2d6)
(16) = 7
Shooting with bow 1 - (2d6)
(31) = 4
Shooting with bow 2 - (2d6)
(42) = 6
Bow mastery D6 needs to be added to Kaaric (Save was made so mastery allows advantage @ 3d6 / attack)
Skeeve needs 2 saves, 1 vs disadvantage (pending), 1 vs smallow (done)
I will roll these if not added before Aizashi goes
Rolls
Other Save Test DC: 5 - Basic - (2d6)
(46) = 10
I will add two time 1d6 here.
Rolls
Attack 1 - (1d6)
(6) = 6
Attack 2 - (1d6)
(6) = 6
@daryen at 3 HP now, so still okay, I think :)
Rolls
Save - (2d6)
(43) = 7
Attack - (1d6)
(3) = 3
Dodge - (1d6)
(2) = 2
"I think we should leave the eggs alone. They may die because the mother is now gone. On the other hand, if they hatch, they should provide issues for the hobgoblins and maybe even our erstwhile goblin allies. So, let's just leave them untouched. Let's take everything else, though."
In case Skeeve needs a search roll ...
Rolls
Search Test DC: 4 - Adv - (3d6)
(562) = 13
From the lip of the pit Skeeve spots multiple coins and what looks to be a heavily bound book
Now, Skeeve wants to use multiple force walls. While they only take one to destroy, they should be sturdy enough to withstand the gunk. He creates three in the shape of a "U" (if looking from the top). They are about six inches from the bottom. He then creates a fourth next to the bottom of the "U". He then moves the fourth one away from the bottom of the "U". In the end, he should have a box that they can then use to only have to wade through six inches instead of however many feet. However deep the slime is will determine how long each of the walls can be. If needed, he can then reshape Stick into a rake to help with the sifting.
This will get him filthy, anyway. However, when done he simply uses Spell-touched to clean off.
Oh, yeah, he also heals everyone back up.
Looking at the eggs Kaarik adds: What if they hatch? They would never survive without a mother. Are you sure we cannot take them and take care of them?
Rolls
Search - (2d6)
(21) = 3
Knowledge check - (2d6)
(33) = 6
Rolls
General knowledge about beast - (2d6h1)
(43) = 4
Searching - (2d6h1)
(14) = 4
You find : 30 cp, 70 sp, 97 gp, 18 pp and a wand that is cracked but magical.
As you do this you discuss the engs and the creature. As best you can tell it is some kind of carrion eating monster. From what you can recall such creatures are not known for any sort of familial structure and once the eggs are hatched the parent with the eggs ceases to have any form of attachment. Likely as not the parent might each some and more often than not the ones that hatch first will eat the late comers. Thus though there are dozens of eggs it would result in less than a dozen surviving and less than 6 growing to adulthood. However, it might prove useful as these creatures can be used in city sewers to keep other pest populations under control. However this makes sewer maintenance more tactical than technical at times.
Rolls
Search By Raking DC: 4 - Adv - (3d6)
(116) = 8
Following the next pipe you make you way until it dead ends at another door, similar to the one you entered by. Cautiously opening it a crack you see that the door opens into another well. The afternoon sunlight illuminates the well and you see water below and small handholds to climb up carved into the well stonework.
Actually, that's a good point. Do hobgoblins have darkvision? I am pretty sure orcs do, but do hobgoblins? I don't think goblins do, so I'd assume not, but do we know? I'll roll for a knowledge check.
Rolls
Knowledge Test: Do Hobgoblins Have Darkvision? DC: 4 - Basic - (2d6)
(33) = 6
As you rest you look over the items recovered from the pit and between Kaaric and Skeeve are able to identify their basic functionality. The book contains several chapters discussing magics with each containing a single spell while the wand contains only a pittance of it's previous might though it may be repairable.
Alarm : Designate an area (zone) and you will be mentally alerted any time a small or larger creature enters or leaves. This spell lasts 12 hours.
Create Homunculus : This spell has special material requirements that must be crafted by an alchemist. Once these have been procured you can cast this spell and gain a familiar bound in flesh. It can interact with physical objects but when slain is gone forever.
Wall of Light: Create a glowing opaque wall of light in the shape of a strait or curved wall 20'x20 or 10'x40'). Any that pass through it take 1 damage and must save of be blind until the end of their next round.
Flame Arrows: 6 arrows are summoned overhead. Each time you perform another action you can launch one of these at a target of your choice (no action, basic test to hit, 1 damage).

If you want to play propose your bet up to 10 gold. Bets can be against just Geis or an open round with all participants contributing to the pot, winner take all based on their bet. (you bet 1 gold you get 1 gold per player) Geis will roll last.
Roll 5d6, up to 3 times by editing your post. Indicate in the successive rolls which dice are bring rerolled. set the visibility to "HIDE ROLL RESULT", and use yahtzee rules scoring, with everything but the "Chance" doubled on value, to determine the winner
Example below. Result 3,4,3,4,1 = chance= 15 or 2x4's = 16
Rolls
1st roll - (5d6)
(61334) = 17
Reroll 6,1,3 - (3d6)
(342) = 9
Reroll 2 - (1d6)
(1) = 1
Rolls
Game roll - (5d6)
Reroll 1 - (3d6)
Reroll 2 - (3d6)
In addition, he tries to make two Suggestion and one Confusion rune.
...
Well, the talisman failed, unfortunately. The other three seem to be good to go. Supplies are adjusted.
Rolls
Create Confuse Group talisman DC: 4 - Adv - (3d6)
(332) = 8
Create Suggest Rune DC: 4 - Adv - (3d6)
(515) = 11
Create Suggest Rune DC: 4 - Adv - (3d6)
(645) = 15
Create Confusion Rune DC: 4 - Adv - (3d6)
(612) = 9
Geis

Rolls
dice game - (5d6)
(23662) = 19
reroll 3 - (1d6)
(6) = 6
So, one more round with Geis? Let's go! We'll stop after two rounds and figure it's representative of however many we played and that it is now dark enough to proceed. Does that work for everyone?
"The dice weren't with me in this! Thanks for the distraction while we wait, Geis. Here's your winnings!"
Rolls
Dice game - (5d6)
(31541) = 14
Reroll 1 - (2d6)
(34) = 7
Reroll 2 - (2d6)
(55) = 10
Geis

Rolls
gambling - (5d6)
(46164) = 21
reroll 1 - (1d6)
(3) = 3
reroll 3 - (1d6)
(5) = 5
Geis

As the lighting in the well reveals sunset is falling Geis slips out through the small crack and quickly climbs the well before returning and reporting that the hobgoblins are lighting torches but still patrolling the outer walls of the compound. Explaining his current nature has only enhanced his ability as a scout Geis offers to accompany you but explains that he lacks any sort of combat ability and will immediately flee or hide at any sign of a necromancer, priest, or cleric.
How do you want to do this? Qeis asks.
YOu come out out of the well at 6,12 on the Info sheet "Adventure & Tile Maps", "Merchant Quarters Map"
1) The "6" is the number along the top and bottom; the 12 is the number along the right and left sides. Correct? So we are coming up in the little box in the middle of the plaza (which I assume is the well)?
2) Which building houses our target item?
3) Where again is the teleportation pad we can use to get out?
4) Does the map cover the whole Remnant? So, for example, 15,4 and 15,11 are both exits from the Remnant?
5) I assume that hobgoblin guards are moving about and are also on the rooftop corners, correct?
Here is Skeeve's ideas for what we can do.
- If there is a nearby hobgoblin, he will try to use one of his Suggest runes to make the hobgoblin run away from where we want to go making a ruckus.
- He wants to target a corner of a building (4.5,13.5; 3.5,10.5; 4.5,9.5; 8.5,9.5; 8.5,10.5; 8.5,12.5) that is farthest from where we want to go with the Tremor talisman. That should collapse that part of the building making a huge commotion there.
- When we get to the building, he wants to fire a Sunburst directly into the room first, then try to deal with the remnant. They likely have 4-6 HP each, so it is likely he should just go ahead and use both in quick succession.
- We grab the item and either immediately run for the walls to get out, or run for the teleportation pad. Whichever makes the most sense given the above answers.
He is more than willing to have a much more sensible plan given as this will require a crap-ton of die rolls and once the first one works he will have to have multiple consecutive successes for this to all work out. This is a "high-flash" plan. If someone has a more low-key idea, he's ready to hear it!
1 Yeah, trying to stick with X,Y coordinate system, kick me if I get is mixed up
2 Vault is 13,14
3 Matrix node (Still buried) at 7,6 outside to hobgoblin compound
4 Map includes Remnant outer walls
5 yes, guard are at gates, and on roof/wall tops

Also, those maps don't quite match. The map above shows the vault out in the open, with no door into that building. Then, the text map shows no entrance into that lower right corner area.
Sorry for being so picky, be I want to make sure I'm clear before our smash-n-grab attempt.i expect things to go sideways because of dice rolls. I don't want it to go bad because I misunderstood the situation or map.
"Also, Geis, would you first double-check here (pointing to where the vault is supposed to be) and see if that area is exposed? The old map has it hidden, but it looks like it could actually be open.
"Maybe our best bet to try is to simply sneak over to where the vault is supposed to be, get it, then try to sneak back into the well.
"Finally, if things go terribly wrong and we have to just run, let's do this:
"Aizashi and Kaarik, get to the well and leave the way we came. Do not wait for Arc or me; do not look for us. Just run.
"Arc, fly. Try to get their attention, then fly as fast as you can into the darkness. That way they look at you instead of the rest of us, then get away.
"I will use my magic to escape.
"We can then all meet back outside the gate we came in. Hopefully it won't come to that."
Skeeve are you a 100% sure that you can escape with magic? I am not going to run away if there is even a small risk that you get trapped behind.

So what. Am I on on all the loot as an equal partner and a member of the team all of a sudden? I agreed to help guide and advise. Anything else I do is purely voluntary and I am pretty sure that if I'm discovered I can still get killed, so no thanks.
I will go first and see if the coast is clear but there is no way I am going out there on my own. Too risky.
He slips through the door and scampers to the top where he scans the surroundings for several minutes before returning and reporting that though no one is specifically watching the courtyard it is the center of the compound.
If you move quick, and when I tell you then we should be able to avoid getting spotted.
With that Skeeve leads them out towards where the vault is supposed to be.
Skeeve makes sure his talismans are ready to hand.

Do I understand this correctly?
Geis

Yep, that section of the building you were talking about is collapsed. The south wall looks like it may have had a door but the mechanism that opened it is destroyed and the collapsed room is piled against it so I doubt that you can access the building through there. If you start digging through the rubble the guards will definitely hear.
On the other hand it sounded like this building is the officers quarters. Leastwise they sounded more like officers discussing things than soldiers complaining. That's pretty standard no matter the race in my experience.
Geis

Sure you can do that. But sure why you wild do that though.
The locked chest you were sent to retrieve was said to be located in that area, which has collapsed.
Heres a quick recap for all:
Lady Tanamere Alagondar has sent you to retrieve a chest that contains her families legacy from the merchant quarters Remnant. Unfortunately hobgoblins have moved into the Alagondar compound. The map the Tanamere gave you indicates the chest was stored in a vault that collapsed, likely druing the Breaking from what Geis can tell. The chest may still be burried or recovered by others. Acording to the Gripli, froglike locals, the city has not been explored until recently. From what you know of the recent expantion of forces into the area this Remnant has only recently been entered and occupied so chances are that it is still close.
To Geis, he asks, "Did you get a feel for how many officers there are?"
Geis

Well, by the talking there are at least two. Maybe they are the night watch?
Based on the activity of the day s night I assume most are sleeping now
The hobgoblins are a warborn race, created during the dawn war. Unlike most others, including the goblins and bugbear, and ord, they have maintains a rigid military organization. They are not inherently evil but their culture has brought them into conflict with many since the Shattering.
Since moving into the area they have been domineering and aggressive. Multiple scouts have had fights with them and one group even had a hobgoblin assassin squad sent to take them out. They can be negotiated with but only from a position of power, otherwise they just take what they want.
"We are violating their claimed space and there are lot of them. We have already forfeited the chance to talk, and that chance never really existed in the first place. To negotiate, we'd have to come with 100 troops and be willing to buy what we need for a pretty steep price. Otherwise they wouldn't even listen to us. And even then, once they found out what we wanted, they would likely try to extract even more money from us because they would then know it was very valuable to us.
"So, either we back out now because the mission isn't going the way we want, or we do what needs to be done. And doing what needs to be done will almost certainly put blood on our hands. Literal and metaphorical."
We may afterwards argue whether the territory is lawfully theirs, or they are invaders and trespassers in someone else's property. One of those is someone who send us. But that is useless now.
Arc readies his bow.

"Any preferences?"
Do you think is possible to shoot those two down from outside the windows? I mean, if we move closer, just out of those windows, and ready our bows... we may have an opportunity for a surprise attack. If we beat those two before they react, we may avoid further confrontation. Only after that we may enter silently and search the place.
But if those two sound an alarm or call for help, we will need another plan...
Skeeve, do you have some sort of silencing spell?
(mainly rocks I guess)?
He goes in a quiet space in a corner but being particularly nervous it takes him more attempt than he thought.
Rolls
Noise maker test - (2d6)
(23) = 5
Noise maker test 2 - (2d6)
(13) = 4
Noise maker test 3 - (2d6)
(31) = 4
Noise maker test 4 - (2d6)
(52) = 7
Geis suggest that the for is likely not locked so with some timing of the guards several of you can likely slip into the room without being noticed by those outside.
The buildings all have roads, and there is the open courtyard. Guards are on top of every roof at the perimeter and every other roof on the interior, the buildings have small high windows that allow air and indirect light and some sound. You cannot look inside or hear conversations well without climbing or getting a boost up to the window. Geis can fly and will scout but only if safe.
Loud sounds may attract more guards who would likely sound an alarm. Most of the hobgoblins are asleep at the moment so any alarm will take time to get more than a few hobgoblins to react.
The problem is not getting in the room but rather preventing an alarm.
But if installed beforehand, it will attract more of them and maybe even inspire one of them to sound an alarm. If the alarm is sound, all will wake up, and the mission fails.
We need a sneak entrance, to avoid being seen by the sentries on rooftops, and a way to silence the ones awaken within that room before they sound an alarm.
Now, we can't look through or shoot the windows. Then we need to use the door. And we need a way to beat them silently...
Skeeve, you have one of those area spells that can blast light, can you make one based on sound? Specifically a silence-area spell? One that, whomever is inside may not speak nor shout? Or at least that no sound would leave that room, even if they do shout?
Pure sunder might be able to craft a sound destruction option, white noise/ active noise cancellation
I do have a rune supply left. Would that pure sunder be just a one-word option? I can try that!
Yay! We have 1 round of silence, assuming I can cast it at the correct time.
Rolls
Create Sunder/Silence Rune DC: 4 - Adv - (3d6)
(625) = 13
Ex most humanoids yes, rock monster no
Round 1

Rolls
Attack Hobgoblin 1 - (3d6h1)
(615) = 6
Rolls
Shooting with bow - (3d6)
(622) = 10
Keep up the good rolls guys!
Rolls
Activate rune DC: 4 - Basic - (2d6)
(45) = 9
hobgoblin

Two arrows strike the surprised hobgoblins and they cry out to hand the sound abruptly cut off as Skeeve's scroll crumbles to dust and releases it's energy. Aizashi rushes forwards and the two hastily draw swords and attack defensively. 1 damage
both attack and evade.
Round 2
Rolls
Attacks vs Aizashi - (2d6, 2d6)
2d6 : (14) = 5
2d6 : (62) = 8
wounded until it falls. If that one falls, he then shoot the 2nd one awake.
Rolls
Shooting - (3d6h1)
(253) = 5
Shooting - (3d6h1)
(343) = 4
2nd action being evade.
Rolls
Attack roll - (2d6)
(16) = 7
Rolls
Ranged attack 1 - (3d6)
(444) = 12
Ranged attack 2 - (3d6)
(662) = 14
Rolls
Magic Bolt DC: 5 - Basic - (2d6)
(44) = 8
Rolls
Shot 1 - (3d6h1)
(324) = 4
Shot2 - (3d6h1)
(423) = 4
hobgoblin

The room seems to be an odd play as all of this happens in total silence. The remaining hobgoblin manages to avoid being struck by any attacks, ducking behind the table and Aizashi for cover. Dropping his bow he draws his blade to face the party but after a single vicious strike (2 damage : Aizashi) he quickly dodges to the NE corner of the room and run through the wall! As soon as he touches the wall it ripples and it is apparent to be only an illusion.

Round 3
Rolls
Attack vs Aizashi - (3d6)
(665) = 17
I am declaring the sound cancelation is a fixed point and he will likely be outside of it at the wall or soon thereafter.
You are all still in combat time for now
To Aizashi he motions to tackle the hobgoblin.
To Kaarik he motions to shoot.
To Arc he transmits, Shoot the hobgoblin!
After all that motioning, does that count as an Action?
Rolls
Magic Bolt DC: 5 - Basic - (2d6)
(16) = 7
Rolls
Shooting with bow 1 - (3d6)
(534) = 12
Shooting with bow 2 - (3d6)
(125) = 8
Rolls
Shot 1 - (3d6h1)
(423) = 4
Shot 2 - (3d6h1)
(566) = 6
And now... this last hobgoblin already received a magic bolt, and 3 arrows. Is it still alive?
Rolls
Evade - (2d6)
(62) = 8
Grapple - (2d6)
(31) = 4
Is there anyone else in the room that we can see?
Rolls
Shoot (in case needed) - (3d6h1)
(435) = 5


Across the room a massively muscled bugbear is leaping to grab his steel studded mace nearly as big as you. Whirling to face you his other hand snatches up then releases a javelin that flies through the air at Aizashi.

At the corner of the room stands a robed hobgoblin bearing a staff which he is raising as arcane energies gather at its tip before bursting out to strike at all of you. The wounded hobgoblin stands at his side.
Everyone roll a Save Test vs 1 point fire damage then you can go
Round 4
Rolls
Javelin vs Aizashi - (3d6)
(363) = 12
Then, 2 arrow attacks against the hobgoblin that escaped.
Rolls
Save - (2d6)
(26) = 8
Attack 1 - (3d6h1)
(361) = 6
Attack 2 - (3d6h1)
(465) = 6
Rolls
Save fire - (2d6)
(41) = 5
Shot 1 - (3d6)
(466) = 16
Shot 2 - (3d6)
(546) = 15
He fails his save and takes one damage. He successfully casts his Confusion Rune on the mage. His second action is to try to fire a magic bolt at the Bugbear.
Rolls
Save Test vs Fire DC: 5 - Basic - (2d6)
(44) = 8
Cast Confusion Rune on Mage DC: 5 - Basic - (2d6)
(56) = 11
Fire Magic Bolt at Bugbear DC: 5 - Basic - (2d6)
(45) = 9
If I misunderstood just disregard my roll.
Rolls
Evade - (2d6)
(25) = 7
Rolls
Save against flame - (2d6)
(41) = 5
Attack against bugbear - (2d6)
(11) = 2
Matrial strike mastery - (1d6)
(4) = 4

The Staff wielding hobgoblin takes a couple steps back so he is no longer visible as he chants a spell.

The bugbear roars again and slams his massive hammer at Aizashi and with a single swipe knocks him aside 6 dmg and the little monk falls unconscious. The bugbear Steps forwards to face the party.
+ If you are dying, then roll a Save Test each round with a success stabilizing you. The first round is a standard Save Test. The second round is at disadvantage. On the third round you die.
+ Nearby characters can also roll a Test to stabilize you before you die.
+ If you die you can be revived by magic with great diet and cost.
Let me know if my HP tracking is off
Skv:5 -|- Krk:5 -|- Arc:5 -|- Aiz:0

Rolls
Attack VS Aizashi - (3d6, 3d6)
3d6 : (554) = 14
3d6 : (665) = 17
(If Arc can't get to him in one action, he will use one action to move south (trying to avoid melee) and the second to shoot... So to position himself and help Aizashi next round.)
Rolls
Helping Aizashi - (2d6)
(46) = 10
He shouts: "Here big bear!"
Rolls
Shooting with bow 1 - (3d6)
(223) = 7
Shooting with bow 2 - (3d6)
(146) = 11
Also, why the low hit points? Skeeve healed everyone after the fight with the worm. They should have entered the room completely fresh. During this fight:
Skeeve has taken one point (fire).
Kaarik has taken one point (fire).
Aizashi has taken five points (4 physical damage plus 1 fire).
Arc is undamaged.
So I am missing a bunch of damage taken. Where was that done?
Rolls
Save against dying - (2d6)
(24) = 6
And, Skeeve, you have not yet done your actions this round.
Also, do I need to maintain the confusion, or is it just one round or whatever?
Two magic bolts at the bugbear.
Rolls
Magic Bolt 1 DC: 5 - Basic - (2d6)
(66) = 12
Magic Bolt 2 DC: 5 - Basic - (2d6)
(15) = 6
AND Arc must stay by Aizashi's side to block any possible bugbear's attack to him.
bugbear

The two blast slam into the bubear who roars at the damage and twirling his mace slams it down to cruch Arc 2 damage who stands protectively over Aizashi. Off to the side arc sees the mage quickly drink a potion as he steps a bit further back and raises his staff deffensively.
Round 6
Rolls
Bugbear attack vs Arc - (3d6, 3d6)
3d6 : (614) = 11
3d6 : (115) = 7
With panic at seeing his friends being beaten, Kaarik shoots two arrows at the bugbear.
Rolls
Arrow 1 - (3d6)
(266) = 14
Arrow 2 - (3d6)
(223) = 7
Rolls
Rise and shine? - (2d6)
(23) = 5
Don't worry Aizashi, we will get you out of here soon. Skeeve, do you have some healing spell? If the next round's mace attacks are as good as this, or the hidden mage lands a good blow, I'll be down.
Rolls
Shoot 1 - (3d6h2)
(454) = 9
Shoot 2 - (3d6h2)
(556) = 11
And I was really hoping you would shoot the mage. Leaving him alone is going to be very bad for us.
Being down at 2 hp, the next bugbear's attack would kill me too. If we are not sure it would fall this round, I'd prefer Skeeve to heal Arc. Unless you have another trick under his sleeve...
Skeeve now tries to teleport over to behind Arc and Aizashi.
Rolls
Cast Suggestion DC: 5 - Basic - (2d6)
(63) = 9
Teleport DC: 5 - Basic - (2d6)
(52) = 7

The bugbear hesitates as it glowers at the party, swaying from all of the damage as it is near death. Turning to look at the mage, who stands with staff raise at the ready, the bugbear roars, throwing the club at the mage before dashing towards the illusory wall and through it and out of sight.

The bugbear is out of sight, as the illusion wall block sight from both directions, but Kaarik can step through the wall to see him but then he will be in the silence and out of sight of the others. Arc and Skeeve can see the mage/Devastator.
Round 7

Rolls
bugbear throw - (3d6)
(636) = 15
Devestator Shield spell - (2d6)
(23) = 5
Devestator Attack - (2d6, Arc:2d6)
2d6 : (61) = 7
Arc:2d6 : (32) = 5
Rolls
Attack mage - (3d6h1)
(634) = 6
Attack mage - (3d6h1)
(265) = 6
Rolls
Arrow - (3d6)
(353) = 11
Oh well, we're screwed. Hopefully we have killed the mage and can spend a round checking because we're gonna have a LOT of trouble in one or two rounds ...
Rolls
Teleport DC: 5 - Basic - (2d6)
(43) = 7
Teleport Attempt 2 DC: 5 - Basic - (2d6)
(31) = 4
+ If you are dying, then roll a Save Test each round with a success stabilizing you. The first round is a standard Save Test. The second round is at disadvantage. On the third round you die.
+ Nearby characters can also roll a Test to stabilize you before you die.
+ A second success wakes the now stabilized character with 1 hit point
+ If you die you can be revived by magic with great diet and cost.
Rolls
Arcane Shield - (2d6, 2d6, 2d6)
2d6 : (22) = 4
2d6 : (66) = 12
2d6 : (43) = 7
Hobgoblin Devastator

Seeing the group arrayed against him the mage gathers his energies and unleashes a double set of of magical flame.
Everyone roll 2 Save test vs 1 point of fire damage for each save.
Round 8
Rolls
Save 1 - (2d6h1)
(35) = 5
Save2 - (2d6h1)
(45) = 5
Shot1 - (3d6h1)
(111) = 1
Shot2 - (3d6h1)
(423) = 4
Not only are we running out of time, Skeeve is no longer helping.
Rolls
Save Test 1 DC: 5 - Basic - (2d6)
(65) = 11
Save Test 2 DC: 5 - Basic - (2d6)
(23) = 5
Magic Bolt 1 DC: 5 - Basic - (2d6)
(32) = 5
Magic Bolt 2 DC: 5 - Basic - (2d6)
(22) = 4
Rolls
Save test 1 - (2d6)
(42) = 6
Save test 2 - (2d6)
(46) = 10
Arrow 1 - (3d6)
(454) = 13
Arrow 2 - (3d6)
(411) = 6
And I guess he has 1 HP?
So going back to sleep? 😅
Sorry guys.
Rolls
Save 1 and 2 - (2d6, 2d6)
2d6 : (43) = 7
2d6 : (36) = 9
Death Save - (2d6)
(12) = 3
Round 9
Should we understand that the mage, looking to get to the only entrance to this building , run past in front of the team to the west?
I am working on being more descriptive. Yes you understood that correctly
Aizaship moved through the wall before you all followed
The bubgear was SE and the Mage ESE

He then charged the bugbear and fought before being knocked out and stepped past
Arc and Skeeve moved to help and protect Aizashi

The bugbear fleas to the NW past Kaarik who steps to the S to shoot the Mage so no longer blocks access to the illusionary wall

The Mage then runs W, stepping a bit to the north to avoid Kaarik. The rest were already south of the mage and so not in his way as he ran out through the illusion wall
Just before he leaves, he says "Now heal Aizashi, and look for the artifact! If I find too many enemies, I'll try to distract them and then retreat upwards, so you can escape silently".
Rolls
Shoot the mage down - (3d6h1)
(322) = 3
Since Skeeve is already next to Aizashi, he gives Aizashi his (Skeeve's) health potion. Skeeve then starts searching the area for our prize.
Rolls
Search for Item DC: 5 - Adv - (3d6)
(423) = 9
Rolls
Arrow - (3d6)
(566) = 17
Skeeve uses a potion to wake the monk before he starts searching the room. Though you do not see a chest matching the description, what he does fins are an assortment of weapons, money, and items of value as well as random things tossed around messily.
4 Vials, Hammer, Shovel, large egg x3, Waterskin, dried meat, short sword, wooden shield, darts, leather armor, iron key, pendant, boots, gold, silver, copper
It will take a while to find anything in the room
Aizashi is awake with 1 HP and free to act.
Rolls
Arrow 2 - (3d6)
(626) = 14
Despite it he helps Skeeve search the room. Thank you for your help. he mumbles to Skeeve in thanks.
Rolls
Search for items - (2d6)
(53) = 8
Let me know any search parameters (I use these to set/adjust roll effects/results) and give a roll if you have not already done so
Then he starts looking for the chest (other treasures are welcome of course, to be shared with the team after they escape).
We gotta find the chest first, however. Arc and Kaarik on one side of the illusion, and Skeeve and Aizashi on the other. In the search, there was a ruined area. Can we look through it well enough, or is it effectively on the outside?
Are we technically out of combat now, or are we still effectively in combat due to the time crunch. Skeeve wants to start healing everyone. Skeeve also grabs the key, pendant, vials, and gold. He'll have the team grab more if we have time and find the chest quickly enough.
Also, Skeeve will loot the mage if he gets the chance. If not, he's taking the cloak and staff at a minimum.
And where is our undead friend? We need him to get looking, too, and he should be able to check areas we can't.
Geis helps with the searching, starting with the two slain leaders. The outer room has a variety of miscellaneous items but only the two slain hobgoblins have anything of real use for Skeeves plan a bit of light spell work can clean and patch the cloaks
4 Vials, Hammer, Shovel, large egg x3, Waterskin, dried meat, short sword, wooden shield, 3darts, leather armor, iron key, pendant, boots, gold x197, silver x60, copper x1600
ale recipe, Quarterstaff, Morningstar, a small wooden cask of ale, a violet glass eye, a single copper chess piece, hooded Lantern, war axe, iron pot, hubs
2x Hobgoblin gear : Chainmail, longbow, longsword, shield, boots, tunic, cloaks, belt, pouch w/12gp
One had a sack with linen bandage, a set of playing cards, a ivory pair of eating utensils, and 7 amethysts.
Mage
Robes, Scarlet dagger, Gloves, Staff, tunic, boots.
Bugbear
Warmace, Gauntlets, a scrap of vellum, Belt, Bracers
And, again, Skeeve quickly heals everyone.
Also, if Aizashi and Kaarik used the guards' tunics and cloaks and Skeeve uses the mage's robes, will they have a good enough outline in the dark for camouflage purposes?
The hidden door lead the to vault. The vault is now collapsed and its ruble had broken the doors mechanisms. You can likely force it open but it would doubtless make noise. You found the check, see last paragraph above.
Also, how sturdy is it? Is it magically protected? If our only way out is the well, we're gonna have to drop it, and we need to make sure it will survive the fall. The hut with the teleporter isn't nearby, correct?
Also, if the chest is that big, I can't teleport with it, correct? It's just too big to pull with me?
I do think that Aizashi and Kaarik should put on the guards' tunic and cloaks for an attempt at disguise. Won't work up close, but might be enough to give us a few rounds at a distance. Skeeve takes the mage's robes for that. Any suggestions on how to get back out is gladly accepted!
Also, just for now, carry it all efficiently, Arc suggest dividing all according to weight. Also magic things should also be divided equally.
As for clothing/disguise, I agree that Aizashi and Kaarik should put on the guards' tunic and cloaks, also Sleeve should put the Mage's tunic and robes.
Arc will try to come up with a weight-efficient division soon.
[quote="daryen"]Uh, how much can that magic bag hold ... ?[quote]
Equivalent of 2 feet cube.
He puts on the mage's robe over his outfit and takes the staff. Can Kaarik and Aizashi carry the chest to the well? That leaves Skeeve's hands empty for magic and keeps Arc free so he can fly if he needs to.
But Skeeve is ready to go now with their loot and the chest. Unless anyone has a better path, we're going back through the well.
With that, Arc takes what he thinks fits into his magic bag without it's weight compromising his flight:
Large egg x3, short sword, bugbear's a scrap of vellum, Belt and Bracers... hobgoblin's Chainmail (1), longbow, longsword, boots, and cloaks... If those fit the magic bag of course. Except for the longbow which he can carry on one shoulder.
Then he readies to get out with the rest, and walking by the walls' shadows, hopefully get to the well unnoticed.
Test for stealth / subterfuge / performance on declared method of teaching the well to see if you are spotted and identified as invaders. I am treating it as focused to account for your preparations
So stealth and performance since we are trying to not be seen in the first place, performance in case we are seen, to see if people notice anything off about us?.
Rolls
Stealth, performance - (2d6, 2d6)
2d6 : (63) = 9
2d6 : (34) = 7
Also, we will have Geis scout around so we can better time our efforts on the way out. Also, how sturdy is the chest? Will it survive a drop down the well? Also, will we survive a drop down the well? How much damage will one of us take if we just jump down instead of climb down?
And Skeeve will have his talismans ready to hand again.
Rolls
Stealth Test DC: 4 - Basic - (2d6)
(35) = 8
Performance Test DC: 4 - Basic - (2d6)
(16) = 7
Rolls
Stealth - (2d6)
(51) = 6
Performance - (2d6)
(65) = 11
Rolls
stealth check - (2d6)
(44) = 8
performance check - (2d6)
(52) = 7
I had always pictured the monk as being a bit short with the chosen picture forming them into a size more akin to a dwarf.
As for the archer, though his wings are nearly impossible to hide, at night and under a cloak they would be easily lost in the gloom and I pictured him being taller.
Hobgoblins tend to be leaner and tall when compared to average humans.
None of this changes things, just sharing my view piont and reasoning. Please poit out any incorrect assumptions about how I view your characters vs how you do.
The four of you slip from the officers quarters and make your way as quietly as possible. Geis soudlessly melts into the shadows and is gone from your senses before you even realize it. Unfortunatly as you near the open area around the well Kaarick stumbles slighlty under his burden.
Rolls
Guard awarebess - (2d6, 2d6, 2d6, 2d6)
2d6 : (51) = 6
2d6 : (51) = 6
2d6 : (22) = 4
2d6 : (56) = 11
With stealth partially failing you all fall into your roles and Skeeve does his best to imitate the hobgoblin voice and snaps at the guard to get back to his patrol This does not concern you he snarls in a passabe imitation of the mage and he stands between the others and the curious guard who pauses but a moment before a cry from a nearby rooftop is heard.

Taking advantage Aizashi descends to open the hidden door as Kaarick and arc pass down the chest. Skeeve bringing up the rear the rest of you make your way into the sewers and have almost closed the door when Geis slips thought the slightest of cracks and rejoins the group.

I agree with Skeeve, let's take the goblins' path. But let's be careful... they could be waiting for us with a trap to rob us, or to deliver us to another faction.
Just, let's hurry, PLEASE, I hate undergrounds..."
"
Climbing carefully Skeeve reaches the top and pauses to listen before climbing out of the well. Hearing noting he flips over the lip of the well and though he sees no one he gets the feeling of it being watches and the area seems too quiet.
Basically, we'll go to where we came in. Skeve'll go up first to make sure it is clear. If it is, then everyone will come up and Skeeve will use his magic to pull the chest up. Then he'll go ahead to where they need to exit to make sure it is all clear and call them forward to the exit. If he meets the goblins along the way, he'll talk to them to make sure they are still "friendly". If we make it all the way to the exit without finding the goblins, Skeeve will reenter the room we found them in to talk with them. He actively wants to talk with them again. He will have two magic items that we are willing to lose, the amethysts, and the bag of gold with him. (The small bag of gold from a hobgoblin, not the main set of gold they found.)
He will make sure he still has the mage's robes on when he goes to meet them. If he runs into the goblins while going to the exit, he will also have the staff. If he has to come back to find the goblins, he will leave the staff with Arc.
Also, where is the hut with the teleporter pad in it, in relation to our position?
Oh, and don't forget that Skeeve healed everyone back in the officers' room.
![]() | LEft : current situation, Right Area to teleportation pad (green diamond bottom right, several blocks away). It will be simply just to push bast the goblins and leave the Remnant but those bearing the chest will be slow due to its weight. | ![]() |
Skeeve then steps forward toward the goblin leader, but makes sure he is not blocking any potential arrow fire. He says, "I am very glad to see you. With the results of our raid, I can now pay you for that invitation I was asking about. If you are still interested in such a deal."
Goblin Rogue

Oh, sure that offer is still valid. We couldn't help but notice you 'picked up' and accessory and thought to offer our services. hauling the chest must be a pain. How about we open it for you? 25 gold for a basic check, 50 for complex, and 100 gold for enchanted ones. Payable upon success. Or we do it for free and get 10% of whatever is inside and he looks at you while waggling his ears and eyebrows in a both amussing and unsetling manner.
Rolls
Goblin Eavesdropping - (2d6, 2d6)
2d6 : (35) = 8
2d6 : (55) = 10
I'm saving the magic items for the next step of the negotiations.
Goblin Rogue

The goblin exchanges a look with his men and all grin Deal!
The goblin motions to on of his men who pulls a small wooden case from his pack and hands a card, it looks much like the invitations you saw at the plaza, and the 2nd goblin aproatches for the exchange, handing it over only when he sees the 100GP.
We keep our word, an invitation, and we never saw you after our first little chat.
Skeeve reaches into his pocket and takes out the two largest amethysts and the smallest. That should match the 150 gp he bargained with.
Each of you crate a scenario with challenged for the group to overcome but try to keep it focused on the other players character (PC)
Try to keep it in line with the setting as explained so far. Once the other player creates a scenario you try to resolve it in a narrative form. You can direct the entire party during your turn with a solution but focus on your own character and how they overcome the challenge. No dice need to be rolled but you can add some for flair and to indicate how much the party has to struggle to win out.
These challenges do not need to be anything massive Think of it as a way to add your own view of the region and time traveling to the story
To the rest of the group, he says, "You heard the man, let's get moving quickly, quietly, and carefully!" Immediately after leaving the goblins behind, he recommends that they ditch the hobgoblin cloaks and robes and go back to the other kobold/goblin ones they were using beforehand. (They only ditch the non-magical stuff we had used for camouflage. The other stuff like the staff is kept.) Then they set out to get back to New Paphos while avoiding the patrols.
Behind you, you hear a small band of what you assume are hobgoblins (because of their voices). You can see their torchlight approaching, but you can't see them yet. However, ahead of the group they also hear other voices coming toward them, too. They do not have torches going and you aren't sure what they are. You scamper off the path into the tall grass to try and hide. Unfortunately, as you are trying to get to a better spot to hide, Skeeve trips and the chest crushes some dried vegetation making a noise that you have to assume both groups heard.
Arc leaves the chest in the ground, then jumps up high in a ver noisy way... considering his similarities with crows, especially in his neck, when he is about 6 meters high he starts 'cawing' as crows do when injured... still flying as high as he can.
Considering it's night, and the torches light distance is very limited, Arc is able to pass as any other crow that could live around. High enough, out of bow reach, he will continue to fly for a while, in a direction opposite of our party. Thus gving the enemies a plausible reason for the vegetation sounds for them not to search around... And giving both groups of enemies a common direction to meet (and probably fight each other).
Now you can resolve the two enemy groups meeting, whether they fight or join, and Arc can catch up with the party after the enemies are gone. :)
The leader of the lizardmen steps forward and says, "What are you doing out here making all of that noise?"
A hobgoblin retorts, "We're looking for someone and it's none of your business!"
"You're looking for someone? What did they do to get you that riled up? Did they steal something? Did they kill someone ... ?" His trails off and his eyes open wider with realization. "How many of you are out here looking?" He quietly waves at one of his soldiers, who turns to run. However, the hobgoblins figure it out, and kill him with a volley of arrows. With a roar the remaining lizardmen charge the hobgoblins ...
I will try something but I really lack creativity for some time.
The group, reasured by the report that the hobgoblins should now not be a threat anymore, decides to continue their route. However, after only a few minutes, they realize that they can hear some noise on their right. They think it is probably the group of lizardmen returning to their base.
The same noise and feeling of being followed appear quickly on their right and on their back. The group realizes then that there isn't only one big group of lizardmen, but 3 smaller groups who probably divided in order to catch with them more efficiently.
It seems that what the hobgoblins said to them intrigued the lizardmen, and our group could end up being surrounded.
How are our relations with the lizard men?
We have escaped the Remnant with everything but three of the amethysts. We have all of the magic items and the chest and now even have an invitation to the goblin Remnant! (I was prepared to "spend" the dagger or darts to pay off the goblins, but that wasn't necessary.)
On our way back we ran into both a hobgoblin patrol and a lizardman patrol. The hobgoblins and the lizardmen got it on and the hobgoblin patrol didn't make it. Unfortunately, there are apparently two more groups of lizardmen running around and our group is current surrounded! We don't know the disposition of the lizardmen, but we can assume that, since they are trying to take over the area, they will not look at other interlopers favorably. Add in that we're carrying a fancy magic chest and staff, and I imagine their opportunism will kick in. So, we're probably best off trying to just get away.
Your task, should you choose to accept it, is to describe how we manage to successfully get out of this situation. You don't need to roll for anything, and you can control the entire group. But, it needs to make for a cool story when we get back and tell everyone what happened! And, since everyone seems to have had a turn, and since Psybermagi should be back sometime this week, feel free to have us end up back at the Base.
And ... go!
We might not have realized it though.
Skeeve meanwhile uses his magic to create some noise in the opposite direction.
After casting his magic Skeeve attempts to lead Aizashi and Kaarik in long loop around the last group of Lizardmen with Arc following as an eye in the sky.
Thinking they made their escape they soon realize that they could not quite shake the last group as come to a ruined chapel grounds.
Also, sorry it took so long.
We apparently have the whole week to finish it up. Anyone else wanna take a shot of resolving it, or at least moving it forward?
The team enters the garden and look for cover by one of the walls with less light as one of the packs move even more closely.
Suddenly an arrow flies very close to Kaarik's head but misses. Skeeve reacts fast and, knowing that their position should not be revealed, cast a silence spell around the enemies. Kaarik and Aizashi jump out of the shadows just in time to see a second arrow landing in the chest of a lizard man. Arc, bow in hand is about to get a couple more of arrows from his carcaj. While Kaarik shoots down a second lizard, Sleeve magic missile lands in the stomach of the last lizard. Aizashi running at full speed, jumps a few meters from the last standing lizardman and his flying kick lands in the face of the third and last lizard. Strangely not a sound was heard!
Arc lands to help pull the three lizard bodies out of sight, and take their coins. But the other two groups are still close by, and their hidden place will not las long...
By your estimation you are at least half way from the merchant district to the library, where you would be safe from attack until the morning when more soldiers from New Paphos will arrive. Unfortunately the lizardmen tend to travel light, disdaining any additional armor over their natural scales, and from what you have seen it is unlikely you could outrun them even without the chest. With the recent fight it is doubtful you can talk your way out of this as the two remaining groups are on your trail after you slew their companions.
Is there a city matrix node in the church's basement?
"Since we need to move it, I think we should have Arc fly cover and scout for us. Aizashi and I will carry the chest. Kaarik will have his bow ready; I can blast with one hand if needed. If we leave quickly, we can leave through the direction the group we killed came through.
"I am open to better suggestions."
Once he seems he is high enough not to be easily reached by arrows, he flies in irregular circles looking for the two lizards' squads. Arc is specially careful not to fly around the church, as that would signal their foes the hiding place.
In his first round he tries to spot the two enemy squads...
Rolls
Sporting 1st enemy squad - (2d6h1)
(11) = 1
Sporting 2nd enemy squad - (2d6h1)
(31) = 3
Rolls
Sporting 1st enemy squad - (2d6h1)
(24) = 4
Sporting 2nd enemy squad - (2d6h1)
(66) = 6
Are soon realized why it is usually only owls that fly at night. While taking off and staying airborne is simple enough his limited visibility makes scouting difficult at night. While two of the three moons are up it is only one of the larger regular moons and the smaller erratic wanderer and the thin clouds are enough to create shadows such that unless the lizardmen make a fire or jump and wave he doubts he will be able to see them easily.
Can I get stealth rolls from at least 2 of you with any additional actions or details
Rolls
stealth test - (2d6)
(46) = 10
Rolls
Stealth check - (2d6)
(51) = 6
"Arc, please scout the top of the wall above the gate. Let me know what you find up there."
Basically, if the top of the wall looks relatively safe, we'll all move up there to at least be somewhat safe through the rest of the night.
Arc tries to climb closer to trees or to the walls themselves, as no to attract attention from any search party not far enough.
Once high, he focus on the library. Anything different from the last time he was there, any change in lights or new people.
The orbs, floating above the wall, are about 1 foot diameter and bob lazily in the breeze. Each is tethered to the wall by a thin cord. From the air Arc can see the faint haze of a Barrier over the outer wall in inside is an open area around a single large building that is in even better condition than the wall that surround it. The surrounding courtyard is of paved stones set tight without mortar. The building is made of stone with windows on the top of the first floor and filling much of the second floor. On a large plaque over the main doors directly across from you you read Library of Paphos in large bold lettering. The door is of Bronze and like the walls is decorated with mural like etchings and carvings.
"The main building seems nice, if it is safe at night I'd rather camp inside... but I can't be sure it is. Specially considering that they closed the doors, as they may see us as unwelcomd trasspases."
Skeeve wants to just teleport to the top of the wall to see what happens. He is sure the orbs are guardians or something, but he figures they are probably not lethal. Since he is not terribly worried about being captured by the library, he's willing to take the risk to see if he can bring the rest into a more relatively safe position.
I guess that means we sit outside for the rest of the night and hope for the best. We'll look around and see if there is anything approximating a protected location so we can hide the rest of the night. If not, I guess we'll just huddle against the wall and Skeve will create some force walls for some initial protection if something pops out.
And I'll take the first night guardian shift.

A | Residential | B | Library | C | Plaza | D | Merchant |
Then back to camp for some breakfast...
Rolls
Quick scouting - (3d6h1)
(415) = 5
Arc asks the librarian if they know about any recent activities in the neighborhood, and hears with attention Skeeve's question about a possible local node.
Librarian Macreadus

When they meet the people, he asks for news around the base.
I did state that he did it when we got out of the sewer at the hobgoblins so we wouldn't smell so bad that it would prevent sneaking around. I grant that I didn't think of mentioning it when we got out at the goblin's ambush, so we'd still be dirty when we got here, but at the Librarian's disapproval, he would then have cleaned us all up.
Do you want to go early to the "event" in the goblin controlled plaza or wait till the day of the event? Remember to state if you try and disguise yourselves

Making your way through the swamp and to the residential Remnant you follow the directions given to you and meet up with Woosa who is currently setting up the recovery of the Remnant. She shows you the civic node and Skeeve and Kaarik both attune to it
I don't think we should be in disguise, but we also won't be conspicuous. Skeeve wants us to look as innocuous as possible. Well, as innocuous as is possible for a human, elf, avian, and badger-kin.
"Greetings Woosaa,
It's an honour to meet you. As an apprentice Scout, I look forward to learn from you. Hopefully, we will be able to continue working together in the future.
How can we help today? And, what intel can you share with us before using tomorrow's invitation?
"

Woosa goes over additional details about the groups she and the other scouts are watching . The orcs still tend to stay to the NW near the castle and the hobgoblins to the north and NE across the river and the south is claimed by the lizardmen and kobolds. The merchant district is still contested but apparently the hobgoblin hold on the merchant compound cllapsed without its leaders.
After a few chuckles all around, he continues, "Be careful with the orcs. Something is going on in the NW remnant, which is why we're going. We need to figure out what it is.
But, yeah, let's head over in the afternoon after resting some, then see what we find out. We can always come back very early in the morning.
If I recall we didn't exactly fit in well last time we were there? So us loitering around for a prolonged time might draw unnecessary attention?
It's clear that, since they share being scouts, Arc is hoping to become friends.

Let me know of anything you do before entering. If there is nothing special you can just enter the Remnant and let me know where you go or want to do as the goblins at the gate will not stop you if you present the invitation.
On the way into the plaza district, Skeeve will see if he recognizes any of the goblins at the gate as ones that harassed them before. Also, he will listen to any guard conversation to see if there is anything they should know. He will take advantage of his new ability to understand the goblin language. He will not speak it at all, however. He wants to keep that stealth advantage.
Date&Time(Alpha): 35@9:30
Walking up to the guarded gates you are looked over by the guards, who do not look familiar and do not react to the pary other than to relax more after verifying your invitation.
Stepping inside the remnant you look around and see it is a bit more crouded than before.