• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Iron Heroes: A Saga of Might

Wade quickly slips into the shack after he finishes off the ur-man. "Sloppy, sloppy, sloppy. Wade if dat was a bloody sea troll you would a had you're arms in a stew right na..." He mumbles to himself about his lack luster kill of the ur-man he was particualrly bothered by the fact that he turned around before he was able to strike first.

Wade checks around and he finds a pick axe that would probably solve the chain problem but from the noises that are going on outside he will also need something to solve the catwalk problem. He starts to look around for anything that may be useful and then he sees them, 3 lamps with oil in them ready for use. He takes some time to find something to light them with and he finally finds flint and steel. He lights all of them and then moves out of the shed.

Wade looks over at what is going on sand smiles, {dats one hell o' en distraction} and he then tosses the lanterns on to the catwalk so that they break and catch fire. After he is done this he runs back to the group with the pick axe.
 

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Emerging from the shack, Wade hurls the lanterns over towards the catwalk. Being closer than the rest of the group, he has a better chance of hitting it. The first throw falls short. The ur-man on the catwalk takes aim with its crossbow at Wade, but Xoria sends the "frost wyvern" swooping on front of it and distracts it at the last minute.

The next throw also falls short, but the third hits the catwalk just as the ur-man raises its crossbow again, and sets it on fire. And the two misses at least leave pools of burning oil between the rest of the ur-men and the escaping group.

Wade rejoins the others at the tunnel. The way ahead is dark, the frost wyvern will only last as long as Xoria focuses on it, and the oil will not burn forever, but freedom feels possible. Assuming Olmar's information is correct and you do not get lost in the dark...

[sblock=OOC]
I figure one lantern thrown per round, the first two miss but the third hits. The ur-man takes one round to reload - one shot misses. Wade can keep the tinderbox as well as the pick axe.
[/sblock]
 

"Oi big 'ne, you shud take dis gives ya a proper weapon. If ya din't want it pass it along den" Wade says as he gives the pick axe over to Olmar "Let's git a move on, dey are mighty peved now. Once we git ta a safe distance we can break 'o des chains, if we git yta dat safe distance." Wade says as he begins to move down the tunnel at a moderate pace so that the rest of the group can keep up
 

Defense 12 (FF12), HP 18/18, F +4,R+3,W+3; Ini +2 ; Fury Pool 0/11; DR 1d4

Olmar nods and takes the weapon, ready to break the chain as soon as needed / possible.

[sblock=ooc]

----

Club (gripped with both hand and Power attack 1):
1d20+3 - 1d6+6

In berserker rage:
1d20+4 - 1d6+8
[/sblock]
 

William keeps pace with the group as they move into the darkness (Not that he has much choice in the matter of course), the woodsman keeps a grip on his dagger, constantly looking ahead and behind for any sign of trouble.

"Less with the chatter and more with the running, unless y'all want to be back in the mines or worse"
 

As the chain of slaves begins to make its way down the tunnel, Xoria wills her creation to buzz the guards one last time before it zips back to the alcove from which it came. Then she falls in line with the others before the massive mountain man in front of her can yank her off her feet.
 

The group moves deeper into the mines, and the light cast by the fires left by Wade soon fades. Pausing briefly, there does not seem to be sounds of any organised pursuit - slaves are cheap for the ur-men and as far as they know you are only heading into a dead-end. And, in fact, as far as you know too. A lot depends on Olmar's information being correct.

Wade manages to produce a weak light using the tinderbox and a few strips of clothing, but you have all been uinderground for so long that this suffices. Olmar finally breaks the chains with the pickaxe, the five escapees at last able to act independently.

And so, not wishing to wait for too long, you continue deep into the bowels of the mine, into areas long since abandoned, until, finally, you hear the sound of running water ahead. But there is more - the corridor ahead is lit by flickering firelight, casting shadows of figures down the corridor. Someone, or something, awaits.

[sblock=OOC]
You still have the manacles on, but you are no longer chained together. Anyone who wants can take a length of chain (there are four in total of about 3-4 ft. in length).

If you want to top up on weaponry, there are plenty of opportunities en route to grab rocks or makeshift clubs.
[/sblock]
 

Defense 12 (FF12), HP 18/18, F +4,R+3,W+3; Ini +2 ; Fury Pool 0/11; DR 1d4

Olmar wraps some of the chains around his body to more easily carry them ant the makeshift club and his hands are free to swing the pickaxe, if needed.

"Forward. Must be here. Must be!"


[sblock=ooc]
taking two of them. no armor value, but a cool image :)

Can you give me the stats for the pickaxe?

----

Pick (gripped with both hand and Power attack 1):
1d20+3 - 1d6+6 - 20/x4

In berserker rage:
1d20+4 - 1d6+8 - 20/x4
[/sblock]
 
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[sblock=ooc]
I'd say the pickaxe is equivalent to a heavy pick - damage 1d6, crit. x4 (!), 6 lbs., descriptors: pick, piercing, power.
[/sblock]
 

William grabs some handily sized stones for throwing and glances at the rest of the group "Out of the trap and into the bears maw it seems"

[sblock=ooc]
What clothes are we wearing? Will I be able to manufacture a makeshift sling?[/sblock]
 

Into the Woods

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