Doom of the Savage Kings

The daggers appear perfectly normal if well-used and well-cared for except for being left at the bottom of a pit with blood on the blades. Someone who cared for their blades wouldn't have left them in such a state unless they were in a bad situation. Lizt's mind immediately goes to the three from Hirot who were transformed into the monsters they were forced to kill. The serpent mound, the guardian spirit, Azbog, the shed snakeskins, and the strange snake-ghouls those three became; something bad happened, and it looks like it started here.

Boral examines the floor and does find a smear of blood that leads to the stairs. Continuing his search he finds another dried pool on the steps and three steps higher a single footprint of blood. Considering the monsters they found in the chamber of the cave bear, this is probably where the poor man died and transformed into a ghoul.

With no other possible ways to go and with the spear in hand there is only one sensible way to go.

OOC: Hey, I'm visiting the folks over the next couple of days. I'll be back to posting on Thursday.
 

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OOC: Have a good trip, see you on the flip side.


Alois took the one dagger from Lizt, who looked at him quizzically. He picked up the second dagger off the floor, then put both daggers on his belt for safekeeping. "These should go to the families of the men from Hirot."
 

Tender says, "Aye. We don't know their character, but they were brave enough to adventure here and I think it would be the right thing to do." After saying that, he takes the lead as he is able to take a soft blow from unknown dangers.
 

With both stairs explored, the crawlspace avoided as much as possible, and the wolf-spear in hand the only thing left is to leave the serpent mound and hunt down the demon-wolf. After the dim, poorly lit interior of the barrow the light coming from the break where the group entered is near blinding.

As the group starts filing through the break blinking and half-blinded by the afternoon sun they hear a voice:

"Take out their war-leader!"

There is the distinctive twanging of bowstrings and a rain of arrows falls around Tender. Most clang off his armor and deflect to the ground harmlessly but one manages to find a chink in his armor. Alois recognizes the voice of the Jarl's Master of the Hunt. This is a man he knows, and he is trying to kill him! Pure, animal anger surges in Alois' heart...

A lighter round of arrowfire is released from the safety of a nearby copse and four men rush forward drawing weapons. There is still an unknown number in the copse.

OOC: Ambush! Everyone is up. It will take one move to reach the advancing men, three to reach the archers in the copse.


[sblock=OOC]Whether your character(s) starts this battle inside or outside the barrow is up to you (except Tender, who last was posted as taking the lead) although I've assumed Alois is, too. If you are inside the barrow it will take one action to exit.

The Hunt Master is making Alois very angry. He wouldn't like Alois when he is angry. However, CB, you have a choice: suppress the anger and act normally or embrace the anger. [sblock=Angry, angry Alois (or, Embracing the Anger)]The Hide of the Cave Bear allows a warrior to fly into a berserk rage 1/day per level. Rage: +2 to attack and damage rolls, +2 hp per level, +2 Fort save, -2 penalty to AC. Rage lasts for 1d5+level rounds and may be ended prematurely. At the end of the rage all modifiers go away and the warrior becomes fatigued (reduced to half current hp, cannot run or charge) for a number of rounds equal to the rage.[/sblock]

DT, I noticed a couple of inaccuracies on Tender's sheet: a dwarf has a normal speed of 20 and plate decreases that by 10 feet for a modified speed of 10. Plate also gives AC +8, Agility +1, and shield +1 for a total AC 20 for Tender (a change in Tender's favor).

Actions: Rain of Arrows (rolls messed up, but one hit for 3 damage)

Homer 1/8 hp
Hank 2/5 hp
Gratien 2/6 hp
Franko (Lost: Magic Missile)
Boral (Lost: Enlarge)
Kurl (Disapproval: nat 1-2)
Tender 6/13 hp[/sblock]
 
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Hank hears trouble from below and prepares his standby spell, summoning a badger, to deal with the trouble ahead.
[roll0]
[roll1]

Homer looks ragged, he is not suitable for combat, so he will act as a rear guard, hoping not to encounter the grue again.

Franko, still looking like he sees somewhere else in the same place as what everyone else sees, looks like he is having a wordless conversation, then he walks up into the open looking down on the archers. he looks at their leader and says, "Hello friend, long time no see!"

Franko casts charm person on their leader
[roll2]
[roll3]

Hanks spell creates

Franko's spell goes off and their leaders facial features appear to emulate the jester's. Franko' looks at the man and laughs as he sees himself in the man.

needs will save by the leader
 
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Hanks spell: a badger erupts from the ground, fully formed, larger then any other summoned and ready too fight. Baring teeth. it charges one of the archers!

ooc - strange, it says to roll a d6, but only has 4 different manifestations

Franko's spell seems to produce a black cloud over him, reducing the glare of the sunlight and making his seem more pleasant to look at, more friendly, his smile more inviting then even his best friend!

ooc: How would I do a slight of hand: produce a silk scarf , as a funny jester act? I am looking for the information on dc's to figure out what the will save dc is going to be**. The duration depends on the target's intelligence.

edit:** save is equal to the caster check of 19
 
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OOC: Alois is a simple person. He doesn't like to harm innocents, but he wouldn't know better than not to give in to what he feels in any given moment. And, besides, the men who are ambushing them are not 'innocents' in Alois's view, which removes that barrier to inaction.


Alois flexed his shoulders. His fingers curled possessively about the haft of his polearm. It felt good to be angry, good to be riled up. The Jarl Master dared to attack and injure Tender, so the Jarl Master would pay. Alois yielded to the anger welling inside his chest, letting it burst free in a fit of ire. "You dare attack us?! You will pay!" He flew into a rage, and rushed forward to lunge at the men who burst from the nearby copse.

[roll0] and [roll1], plus add the result of this deed roll to both attack and damage: [roll2].

OOC: Alois rage AC 12, hp 7, Fort +2, and +2 to attack and damage for [roll3] rounds.


Gratien hovered in the rear of the formation, back in the barrow. He stayed close by Homer's side; they were both badly wounded and need not risk re-injuring themselves. The Elf forester kept a close watch on the inside of the burial mound, his eyes hunting for threats.

Lizt stayed in the middle of the group. She drew her short sword and skirted to the side, and then toward the front, not wanting to attack friends from Hirot, but not willing to do nothing, either.
 

Homer and Gratien keep watch in the cave, just in case something else lurks within.

Hank casts his spell and the badger, larger even than a normal badger, arrives and charges towards the archers. (After another move next round it will reach the archers in the copse). Franko boldly steps into the open, casts his spell and greets the Master of the Hunt. The Master of the Hunt's lip curls in disdain (and maybe a bit of fear). "Wizard!"

Alois gives in to rage and rushes forward to clash with the Jarl's men. Fates are not kind, or the huntsmen are too quick and his attack misses. Lizt moves to the side and then forward but makes no attack yet.

GM: Mid-round: Awaiting actions for Boral, Kurl, and Tender. Lizt could still use her action die.


[sblock=OOC][sblock=Rage]The Hide of the Cave Bear allows a warrior to fly into a berserk rage 1/day per level. Rage: +2 to attack and damage rolls, +2 hp per level, +2 Fort save, -2 penalty to AC. Rage lasts for 1d5+level rounds and may be ended prematurely. At the end of the rage all modifiers go away and the warrior becomes fatigued (reduced to half current hp, cannot run or charge) for a number of rounds equal to the rage.[/sblock]

Scott, Manifestation for a spell is the same every time you cast it. It may be different for a different caster but Hank, for example, always has the same manifestation when he casts Animal Summoning. You should note this in his spell list.

Master of the Hunt's Will save: [roll0]

Dire Badger AC 14, 7 hp, 359/360 rounds
[roll1]
Bite +6 (1d6+2)

Homer 1/8 hp (cave)
Hank 2/5 hp
Gratien 2/6 hp (cave)
Franko (Lost: Magic Missile)
Boral (Lost: Enlarge)
Kurl (Disapproval: nat 1-2)
Tender 6/13 hp[/sblock]
 
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Scott, Manifestation for a spell is the same every time you cast it. It may be different for a different caster but Hank, for example, always has the same manifestation when he casts Animal Summoning. You should note this in his spell list.

Master of the Hunt's Will save: [roll0] <----Dagnabbit!

ooc:Oh! I must have missed that somewhere. Thank you!
 

The men from Hirot continued to surge forward and attack the party, so Lizt stepped forward and met them in arms. She sliced with her short sword at the nearest one, hoping it wasn't a cousin or a friend.

[roll0] and [roll1]
 

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