It have been 5 long years of studies and training at the Grandpre academy, but you finally made it: tomorrow's your final exam. Looking back, you remember well the day you first arrived.
Like most of the other 253 new students of your year, your goal was to become a Grandpre adventurer graduate. Not only it held some prestige, but Grandpre adventurers are known to be able to survive the hard challenge adventure is. You were so proud and confident to have been accepted. During the first half year of classes, where nearly half of the students either washed out or decided to drop to an easier training to become lowly guards or the like, you humbled quite a lot. As the year passed and the classes continued to thin, you gained not only the trainings, but a confidence from experience instead of innocence.
Now, of the 253, only 6 remains, and your one of them. As you and your 5 fellow classmates go meet the headmaster to receive your final task, you realise that it have been nearly half a year since you’re the only 6 remaining students in the adventurer program. You know them well, know you can trust them to hold their share in battle or in most situation. As you enter the headmaster office, you realise your ready for the final challenge…
Campaign infos :
1. What game system are you running?
2. What 'type' or variant of game will it be? What is the setting for the game?
I use a world of my own making, using the core books gods.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
4. What's the gaming medium?
5. What is the characters' starting status (i.e. experience level)?
Level 1, preferably young (18-25) but older is ok if justified in the background.
6. How much gold or other starting funds will the characters begin with?
Standard (100 GP)
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Anything in the up to date character builder is fine.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
PHB1, PHB2 and Eberon races are fine. If you want to play a monster race (even the ones in the builder), you have to ask me first.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard point buy.
10. Does your game use alignment? What are your restrictions, if so?
Standard alignment (no Evil or Chaotic Evil). I use alignment as a guideline, rarely enforce it.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Multi-class and hybrid is ok.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
The rolls will be made on the forum.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
No house rules to begin with.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
I want a background (can be short and sweet or long and detailed). It is essentially your origins (family, place of birth and stuff). Feel free to have some juice for me to play with (I like to include players backgrounds within the story), but remember that you were not a hero before. It must end with how/why your going the Grandpre academy to train as an adventurer.
NOTE : You can take a background from scale of war in the character builder, but it must match your backgrounds.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
All of the above.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
As I said before, if it is in the character builder, I am fine with it. If you don’t have the character builder, I'll make sure your character is fine when it is submitted.
Also, since I use the builder, the erratas are included.
The world :
I made the original map in French (my primary language). I translated the index directly on the map. The area without color are either plains or hills (and can have a small amount of anything – only the major feature are on the maps).
For the landscape names, I couldn’t change them all easily without erasing too much. When I'll use them in a post, I'll translate them and add in brackets the name you can see on the map.
Exemple : The Green forest (La Foret Verte) is located east of Bord-Eau.
The Town names will stay as written on the map (even if they can be translated).
The country of The Westernlands (Les Terres de l'Ouest) is one fifth of the continent of Mylthan.
Most of it is controlled passively by Torres, the capital city located in its center. Torres is mainly a military and trade city. It offer protection for taxes to almost all the towns of the country, but leave each ones of them govern themselves.
The Elven city of Yarten, Located within Ter'yav forest (La foret de Ter'yav), is independent. They still have very good relations with Torres.
Only three regions aren’t controlled by Torres.
One of the three regions is located south-east and include the City Grandport and its two towns : Vuesurbaie and Auflanc. They are separated from the rest of the country by two major natural features. To the east and north is the Stone edges (L'equerre rocheuse), a huge mountain chain. To the west are the Spiny Plains (La plaine epineuse), which is a very dangerous natural area.
The second independent region is to the north-west. It is the city of Pifville with the towns L'Oeilnoir, Huville and Rocville. These fare well enough by themselves. They control most of the north trade done with boats and Rocville is have an important gem mine..
The last regions is the south-west peninsula. It is controlled by Bord-Eau with the small town of Grandpre and the fort named Fort-Du-Col. That regions is protected by the Neck Peaks (Les monts du col), an impassable chain of mountains, and the Black Marsh, a goblin infested marsh. That regions is blessed with a very fertile land. The fort control whatever want to come in. Grandpre is housing an academy which train adventurers. They use the lands to train and mostly keep it clean of any monsters. Bord-Eau is well located to do trade by boat and exploit the area well..
Game rules :
1) I will post, at least once a day every weekday if the situation calls for it, please adhere to this schedule as well. Try to get at least one post in every weekday.
2) If you will be gone for some time, try to give as much notice as possible. You can either then give control of your character to one of the other players or a friend or you can just have them go on standby. If we're in the middle of a battle or a social situation where you're heavily involved you must get a stand in or I'll take over your character until they are no longer needed this way.
3) If you leave for a long period of time (3+ days) without notice either I or one of the characters will take over for you until either you come back or we reach a point where your player can fade into the background.
Characters will be removed from play if you're gone for over a week without notice. If you come back after we'll see if we can negotiate.
4) Roleplaying is a big part of this game. This shouldn't be an issue but I want to make it clear you should know how to roleplay and be willing to. You don't need to speak in olde english or what have you to do this though. I am all for roleplay within yourselves.
5) OOC discussion should be limited to the OOC thread. Rolls and quick comments should be put in spoilers at the end of your IC posts.
6) It's just a game, you might die or something funny might happen...whatever. Just play and have fun. Don't take things too personally.
7) Grid based battles will be handled via images or code tags. I'm hoping images but since I might have to update from work I may need to use code tags. We'll see.
9) If you have an idea, run it past me, chances are I'll let you try anything as long as it's actually possible. It might even work and accomplish what you want or give you a bonus to another roll.
10) The game will move at the speed it is resolve by players. When it is solely roleplay situations, I might make it move forward without the post of everyone (when most of you seem to have done what they wanted). For combat, I will wait for everyone to post tough.
When you post your background, you can PM it to me if there is parts you dont want to initialy share with others (just post what you want others to know - it is assumed they know what you openly submit)
I usually post mainly during week days (monday -friday) and work hours (8:00-16:00). I'd prefer players who are active around that time (easyer to do multiples replies during the day and make the game move forward), but I dont really mind as long as you can submit the the game rules above.
Post interest with what you'd like to do (and character when possible).
PS : Also, dont read the other IC game that is already started, would spoil the fun ;).
Some info about the game.
You’re the 4th group to play it. One of my other group is level 14 now, the other one is level 6. I also started it PBP a month ago with an other group. So unless something turn bad, you can expect it to be a long term campaign.
As I said in the recruit thread, my main language is French, so if I make grammar/sentence form/etc. mistakes you'll have to endure them :).
I like to go with the flow, I play by the rules, but still like to create my own stuff. So at some point, you might find some stuff that isn’t written in the rules books. But all in all, I abide by the book rules. I don’t mind being corrected when I am wrong with rules, in fact I expect it – I like to know the correct ruling.
In the games I make, being an adventurer is dangerous. I don’t plan to kill my players, but death can happen. And please, don’t play expecting every opponents I throw at you to be beatable. Retreat can be an option, keep that in mind ;).
Alright, my warnings are done now.
About the academy
The adventurer formation is 5 years long.
Each summers, you got 3 months off. At those time, you returned home (or where ever you wanted).
The academy is known for its Adventurer program, but it mainly form people for any kind of jobs(guard, entertainment, healers, etc.).
The adventurer program is the hardest and, as the campaign spoiler said, most of the people leave in the first 6 months.
Since adventuring is a team effort, so is the formation. It is made so you all meet each other, and as time passes, learn to work together.
There are many reasons for you to know each others:
Same roles have basics class together in the first year.
Skills are taught in class(so anyone with athletics could have met in that class).
You all have one roommate (same gender).
From second year and after, there is tactical classes, where they teach group tactics and make some random groups and make them face each others.
And of course, you've been only ones left for the last 6 months.
There is more teachers that this, but here are the teacher leader of each class :
Fighter : Fernand Gallion (Human)
Cleric / invoker : Medrash Zzlarsh (Dragonborn)
Paladin / avenger : Gurda Ironedge (Dwarf - Female)
Ranger : Malaggar (Dark Elf)
Rogue : Tibius Malroche (Human)
Warlock : Korégore (Thiefling)
Warlord : Mara-Pai (Genazi - Female)
Wizard/ swordmage : Jymo (Eladrin)
Barbarian / warden : Brutal Roche (Human)
Bard / artificer : Ajar (Gnome)
Druid : Mal Thais (Human)
Shaman : Beal Beaudoin (Human)
Sorcerer : Che Cosa (Halfling)
Monk/(all psionic power source) : Borris Plante (Human)
The headmaster is Fernand Gallion (fighter leader).
You all know that after succeeding the final test, you'll all receive a ring (not magical) personalised with your name, bearing the academy symbol. It is prestigious.
Also, each students receive a magical items, decided by its class leader.
Not every years succeed it. And it happened that beside failing some even died (A fighter died during the last exam 3 years ago).
About the world
The whole country is at relative peace. Torres have a slight grasp on most of the middle of the country, but still, each town does as they please.
Last harvest season have been a disaters (an early winter wasted most of the crops and the winter have been long and hard). Bord-Eau region havent escaped this, but they fared better than most places (they had enough food for their population, but less to export).
The world is mainly populatyed by humans. There is one elven city (Yarten) and 4 dwarven cities (Krom-Dac, Torkdeck-Rac, Kadrin-Rac, Borlen-Rac). Other races are scattered among the human cities. Some elves and dwarves also live among human, but most of them stays into their city.
Deva is a nearly extinct race.
Alright, this is about it for now. Any questions?
Use this thread to discuss among yourselves, learn each other strategy (you should know each other well - this is one of the reasons I decided to start with an academy :) so players have a reason to stick with each others).
The Team :
The aces of spades...Human Sorcerer..............Shadow Elf
====== Created Using Wizards of the Coast D&D Character Builder ======
Ace, level 1
Build: Chaos Sorcerer
Spell Source: Wild Magic
Background: Occupation - Criminal (Thievery class skill)
FINAL ABILITY SCORES
Str 8, Con 10, Dex 16, Int 12, Wis 12, Cha 18.
STARTING ABILITY SCORES
Str 8, Con 10, Dex 16, Int 12, Wis 12, Cha 16.
Bard: Ritual Caster
Level 1: Arcane Initiate
Level 2: Orb Expertise
Level 4: Superior Implement Training (Crystal orb)
Arcane Initiate: Nightmare Eruption
Bard at-will 1: Staggering Note
Bard at-will 1: Vicious Mockery
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Concerted Effort
Bard encounter 3: Song of the New Dawn
Ritual Book, Adventurer's Kit, Skald's Chainmail +1, Amulet of Physical Resolve +1, Fochlucan Bandore +1, Longsword, Crystal orb of the Menacing Impulse +1
Comprehend Language, Glib Limerick
Found/seen items/documents : (In order you found/seen them)
Grandpre Academy Seal
De L'aurore new Family Banner
Banners seen in Histak Hut (Kobold village)
King August royal seal (on official papers - given to Filass de l'Aurore)
De l'Aurore Family seal
Sheet of Paper found on Histak (Kobold warleader)
Statue with text: (Post 385)
Undead ward sealed door : (Post 385)
Bord-Eau Map (Post 396) :
Smith Mark on goblins weapon (Post 542)
Sheet of paper found on goblin patrol during Bord-Eau attack (Post 607)
Map of the unseen lands when originaly found (Post 1156)
Maps of unseen land for skill challenge - Bord-Eau area (Post 1204)
Letter found on "Green" (Part 2, post 216) :
Written on the letter.
86 Dove street
Deliver to Green Dagger.
Fee already paid for.
Text inside the letter, with different handwritting
Crocodile, Men, Rattle, Odd, Myself, two
Befoul, Promise, Gore, three
Formation, Origin, Off, Dinner, one
Bruise, Stone, Woman, Remedy, five
Last, Before, four
Failure, Envy, Never, Ram, Italic, Snake, one
Wax seal stamped on the lower right corner of the letter.
This is what the seal look like
Tattoo one "Green" Left shoulder (Part2 - Post 216) :
This is what Green tattoo look like.
Sheet of paper found hidden on Screaming Leather armor in the 3 blue dragons lair (Part 2- post 469)
Orc map drawn on a wolf pelt (Part 2- post 638)
Letter found in Gramliz hut - Goblin camp in the forest (in goblin tongue) (Part 2 - Post 807) :
salu chaif de guerr gramliz je sui contan dai prograi fai par nos trouppe l'attac su le faur sera fai com praivu a la deuxihem nuis aprai la gran lunn. Barsk sera an pozission ent lai montagn avek lai armai rassemblai i fau ke tu soie prait.
gran chaif du clan du serpan. brookla
Lenor's rod, found in Tiamat temple by Ace, seen in post 1394 :
The metallic is 1 foot and half long. The round shaft is about 2 inches wide. Around the middle, there is a notch 2 iches long reducing its width in half. Along the rod, there is some runes carved into the metal.
Game Events summary :
May 23rd, 1500 :
Meeting with Grandpre Academy headmaster about their final exam mission.
Depart from Grandpre academy for Grandvents
May 24th to June 9th , 1500:
Meet with the caravan they got to escort and the mercenaries group : The eagles
Travel up to Grandvents town.
You stopped by Fort-Du-Col, Villenoire, Torres and Bartos.
June 9th, 1500 :
Meet With Filass De l'Aurore to get mission : Get back his falimy Crest banner form Kobolds.
June 10th – 11th , 1500 :
Investigation and skill challenge to find out kobold camp.
June 12th, 1500 :
Battle some kobold, find out the banner (make a deal with Kobold leader (Booktooth) to prevent an all out battle bloodshed).
June 13th-14th, 1500 :
Travel back to Grandvents.
Complete mission (return Banner)
Get reward and note from Filass that you completed mission to give the headmaster of Grandpre Academy.
June 15th – 17th, 1500 :
Travel up to Bartos.
Learn about the Dragon (Razcoreth) living in Ter'Yav forest.
Decide to go see the kobold village in the forest again (because their attacked Bartos as well)
June 18th - 19th, 1500 :
Travel in Ter'yav Forest to the Kobold village again.
Ace secretly go strike a deal with Booktooth : Help the Kobold regain complete control of his clan by killing his rising rival, then he will keep his kobold from attacking the towns around.
June 20th - 21st, 1500 :
The heroes ambush the kobold warchief (Booktooth rival) and slaughter him.
They the travel back to Bartos
June 22nd - July 4th, 1500 :
Plan the return to the academy.
Travel back to Torres.
Find an escort job with the mercenary group (The eagles) back toward Bord-Eau.
Escort a caravan all the way down to the peninsula (through Villenoire and Fort-Du-col).
Split up a few days from Bord-Eau and head up to Grandpre academy.
Jully 5th, 1500 :
Reach the Academy.
Meet the Headmaster and the few teachers still there (summer break).
Get some graduation gift from the school.
Get a voucher to get their graduation ring at a Bord-Eau jeweller
July 6th- July 10th, 1500 :
Empty their room from the Academy and leave for Bord-Eau to go get their official rings.
A few miles before reaching the city, spot an hole in the ground (in a small grove).
Discover a room with a broken statue in the hole.
Eliael find a magical sword named Greenbane in the rubbles.
There is also a sealed door (access to the undead filled bane temple). You don’t explore it right away.
Get to Bord-Eau and go meet the jeweller (will get their ring ready for the next day)
July 11th, 1500 :
Goblin attack the city in the middle of the night (1 AM)
Defeat goblins in the street.
Clear goblins and help secure the north tower (meet Sergent Malcom)
Go regain the north gate control. (Meet Captain Brasseur and Kallik die)
Take some rest after the goblin assault.
Meet the Erathis high priest at noon to have Kallik raised.
Kallik decide to stay with the Erathis priest and leave the group.
See again and get information from Captain Brasseur.
The group split to gather information in the city : (Ace find Tiamat temple, Tam/Eliael thieves guild, Baldric/Malai inspect stolen granaries)
Meet with Flammemorte (missing wizard) apprentice.
Whole group meet with thieves guild members and offend them (making things difficult)
July 12th, 1500 :
Ace investigate on the hidden Tiamat temple and return to talk with thieves alone, while rest of group try to track down the food that have been stolen in the city.
The heroes all (including Ace) end up in front of the Fil D'Or Inn with their investigation.
They agree to let the thief guild watch over the man possibly implicated to locate where the stolen food is.
Decision to go explore the hole they found north of the city (with the broken statue).
Break the seal and explore the ruins filled with undeads.
Learn it is an old Bane temple with some life draining magic using to keep rising undead.
They take some rest at the entry where the life draining magic doesn’t affect them.
July 13th, 1500 :
Clear the rest of the ruins.
Find treasure (magic map with ancient mapping).
Locate source of draining magic (shard in altar) and neutralise it (removing the shard).
Meet Lei Grall as they leave the ruins.
Accept to help her escort some farmers safely back to town.
Escort the farmers then split up to battle/hold up enemies (Skill challenge) splitting up with Eliael, Tam and Baldric.
Learn about the goblin horn code.
Rejoin the farmers and finish escorting them to the city and learn that Eliael, Tam and Baldric are missing (they took as Stand).
Part of the group take some rest, while others does shopping and meet with contacts.
Marius meet up with Marcil Whitehand (Torres emissary)
Ashe have a weird dream about some elven ghost.
Lei Grall and Humffrey split up with the heroes to go search for the missing heroes (Eliael, Tam and Baldric).
Meeting with Captain Brasseur to get latest news.
Ace met Julian and get a message form Zorana.
Group go meet Zorana who found out where the stolen food is.
Investigate, defeat and capture the food thieves and wererats
Meet Captain Beaudoin (and Lieutenant Bernier) and let him take over the food and prisoners (Ace leave with them – Split up).
Explore a possible city security breach in the warehouse (dug hole leading into natural caverns).
Find a dragon den, kill the dragons and a Tiamat priest and meet with new ally (Jieung)
Finishing exploring the caverns and find out an exit out of the city (disable the crane system)
Return to the city and meet up with Ace to discuss options.
Ace decide to split up with the group and investigate in town.
Jieung join the group.
July 14th, 1500 :
Meet up with William Brasseur and decide to go in the Green Forest in search of the magic circle and information on the enemies.
Plan the trip (boat) and heads out at noon.
Sail safely the rest of the day.
July 15th, 1500 :
Travel on boat safely and sees some goblin patrol on shore.
July 16th, 1500 :
Sail safely again under a rainy sky.
At the end of the day, they finally spot what they were seeking (the dock ruins).
Once on ground, Ashe start guiding them toward the druid stones.
Jieung fly and spot what look like a camp to the north.
Monique use her senses and feel the magic that should be related to teleportation to the north.
Follwing Monique, Ashe guide them north.
They find some orc band with slave digging some ruins and slay them.
The salves goes south where the heroes left their boat.
They keep moving north and find a large goblin camp in construction.
They encounter the hobgoblin Axe Clan and discuss with Narth (Warleader).
They come to an agreement and do a joint attack on the Snake clan camp.
The heroes learn about a possible attack on Fort-Du-Col.
When the clan is cleared, Narth leave with his Hobgoblins and the heroes investigate in the ruins bellow the goblin camp.
You find some large cavern in a secret passage with ruins of a street and a tower, but return to the goblin ruins to finish searching them.
Finaly find the bottom of the ruins with the portal.
Move to the large cavern to rest (in a small cave)
July 17th, 1500 :
Wake up mid morning and decide to go to Fort-Du-Col
Find a goblin camp with some stone dome (ignore it)
Travel the whole day up to the forest borders and spot a goblin army.
Decide to send Jieung to the fort flying, while the rest go around by the north (crossing the lake)
Make a forced march in the Big Wood
Get to sleep relatively tired (Ashe fall asleep on guard)
July 18th, 1500 :
Wake up late, spot the army on the move on the west side.
Travel east toward the fort.
Get attacked by an orc ground.
Ung Help them defeat the orc and join them.
Capture a goblin messenger.
Jieung rejoin the group.
Heroes decide to go ambush the whole army, dropping some rocks to kill goblins and block their war machines path.
The heroes sneak back down the mountain and attack the goblins that left behind trying to clear the path (kill a lot and force other to retreat)
They disable a few machines before they have to climb back into the mountain as more enemies comes.
Having done their best, they sneak back down again and heads onto the northen side of the mountain.
They spot a group of werewolf with a goblin emissary.
They intercept and discuss with the werewolves (Monique Duel the goblin)
They obtain a token for future negociations with werewolf clan.
The group rest.
July 19th, 1500 :
As they wake up (around still at night), the enemies prepare for the assault.
The group head into the Fort to help the humans defend it.
Jieung sneak into the enemy camp and poison Gramliz
The group meet up with the Fort-Du-Col leaders and give new information about enemies.
The defenders discover the goblins sneaking up to them from behind and the battle start.
The fort is overtaken and the defenders forced to flee by a secret passage in the mountains.
The humans exit the mountains and make camp into the Big woods.
The Fort-Du-Col constable ask the heroes to deliver a report to Bord-Eau.
Jieung leave for Torres alone (leave the group)
The heroes travel into the Green forest to gather the food in the goblin camp for Bord-Eau.
Intercept a messenger making them learn that the goblin seek the Chest of never.
House Rules :
1 - Corpses count as difficult terrain.
2 - Being unconcious disarm you. Require minor action to pick up weapon.
3 - A corpse can be slid 1 with a minor action.
4 - Common items are sold for 20% of their value (or yeild that value in residium if disenchanted) and can be made/bought without any problems.
Uncommon items are sold for 50% of their value (or yeild that value in residium if disenchanted) and can be made/bought with restriction. They require some research, so ask me when you want those and I'll tell you the skill and DC needed if any.
Rare items are sold for 100% of their value (or yeild that value in residium if disenchanted). They cannot be bought unless some NPC offer them to you (have them in stock). Making them is hard and require lot of reseach and some questing.
5 - Also, you might find some items quite higher than your level (rare, but may happen). If those items have an enhancement bonus (Weapon, Armor or neck), the bonus you receive from them depends on your level (it is capped at 1 + the enhancement bonus of an item of your level). So basicly, the weapon is locked up by your character power (level) keeping you in par with the other (for balance purposes) at +2 (level 1-5), +3 (Level 6 - 10), +4 (Level 11- 15), +5 (Level 16-20), +6 (level 21+). Of course, as you level and reach a threshold, the weapon get stronger until it reach his real enhancement. This doesnt affect the weapon propreties and powers unrelated to enhancement. It also doesnt affect items without enhancements, which work without problems.
Shadow elf, if you dont stop for sleep and try to push on the same night to save time , I'll ask 3 endurance check please (with scaling DC - 7-12-17).
You can decide not to dare risk them, or only push yourself for one ortwo rolls (a roll is roughly two hours).
If you fail a roll, you stop at that point (other rolls beyong are irrevelant as you are exausted and cant really keep going and wont be considered). The only reason you would want not to try all the rolls is to try to prevent a failure in your Skill challenge.
A nice little paraghraph have been added for Ashe pleasure (that probably will cause some discussion among the group ).
Note that Monique and Bolerum also can wake up by themselves at this point (Ashe is doing some noise and all... you can poste before Ashe IC if you want)
I must admit that I kinda enjoy this part your are doing right now.
No other group did it actually and I have to completly devellop it now.
The only thing I had were the dates written (that is why I keep a thight calendar as there is event that are timed) of what happens by default at the fort and the vague options if someone does go there.
I have a real life friend that is having some free time lately and would like to join a game.
Would you guys mind if I have him join the game (probably only for the summer time , maybe more)?
I have a good opportunity to introduce a new player (in Fort-Du-Col)
I'm okay with adding one more player, if he can post regularly.
Looking at our current situation, it seems that we're between a large army and a relatively small beseiging force. Coordinating skirmishes with the fort would be ideal. The army that's on its way is a huge concern, but the seige itself is certainly more than the PCs can handle at the moment.
Their current lack of seige engines is a very good thing for the fort. Under the circumstances, the fort's garrison should probably be running sorties out of its gate in order to wear down the seige. The goblin army would have forces including cavalry and archers to counter these skirmishes. As with the defenders, these tactical units are likely mostly mundane in nature, but will include a few elite units with extraordinary capabilities.
A fort's garrison would typically number hundreds, if not thousands. It is possible that the fort is currently operating with a skeleton crew, which could explain why the seige is working with the relatively small numbers that it has. It also seems likely that the attackers have some very effective elites which are being held at by by the fortifications. While PCs are not close enough yet to safely access the fort's garrison, we can and should infiltrate the enemy communications.
Coming up with a plausible reason for the seiging force to close in on the fort walls and get annihilated by archers or other close defenses would tip the scales toward the garrison, at least temporarily. Intercepting goblin communications may make us aware of other opportunities.
It also occurs to me that a particularly ballsy way to get what we know into the fort would be for Monique to pose as a goblin messenger. She could hand instructions to the local commander directing him to forward the unwitting, doomed messenger to carry an announcement from the bugbear war leader to those inside the fort.
You are pretty sure the enemies are using the road to bring them on (easyer to roll them there than on the open field).
The road itself is mostly going in the middle of the hills/plains, but there is a spot about a mile back west where seem to pass by the sourtern mountain range to go around a big group of hills that could fit your idea. You doubt you would be able to destroy a lot of war machines since the road isnt beside the mountains for a very long segment, but it might works.
It probably also would slow down their advance as they will have to clear the road or go around it in the hills (which probably wont be as easy as they are quite uneven and apear to be a rocky ground).
My only concern is how do you plan to escape if you do that?
Well you make a lot of different things than my other groups (and even the others groups did many different things compared to each others).
But that is usually minor stuff and I simply adjust the game slightly to fit my/ours needs and keep you going where I want to when I really need something to be done (which is kinda rare actually, I tend to stay away as much as possible of the MUST DO concept.)
I'll still wait to see what Jieung does before I move on.
We are waiting for jieung scene right now, but you can chat IC about your options (or OOC at worst).
You can say that you still have some time to consider your option and come up with ideas even if Jieung came back for you (it would be the time he need to notice/find/travel up to meet you ). I simply wont move your part along until I know what Jieung does exactly. I'll still answer any quesiton you may have on the setting right now though.