Six From Gate Pass - A War of the Burning Sky Campaign (3.5)

Bannock, without much pause for thought, springs up, snatches his glaive, which was leaning in a corner, and flings open the front door. He takes one step into the morning light and there stands, surveying the scene before him, resplendent in his half-plate armor, his polearm at his side, grasped by his outstretched right arm, the butt end planted in the ground.
 

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Lars, being of a diametrically opposed philosophical bent than Bannock, just as quickly jumps up and runs for the back door. Crossbow in hand, he peers from the window there.
 

Alric stands up and readies his shield, cursing that there had to be an interruption to the first solid cup of tea he's had in a while.

At Bannock's chivalric display Alric gapes in amazement for the brashness. If the inquisitors originally thought Haddin was alone that notion would be well dispelled. Brave lad. Not too sharp. But he does have balls.

Crossing the room, Alric glances at Lars, wholeheartedly agreeing with him that avoidance of the inquisitors is a more prudent course of action. Though expects the inquisitors might have them surrounded. "See anything out there? If it's clear, take Crystin and run!" Completing his cross of the room, he puts one hand on the doorknob to Haddin's room, pounds on the door with his shield and attempts to open it saying through the door, "Haddin! Now is not the time to sleep in!"
 

Hrimr looks around him. The doors are manned, Alric is attempting to stir the Wizard, and Rageasians are outside waiting for them. Hrimr grabs a few last pieces of food, stuffs them into his mouth, and wipes the crumbs from his beard.

He reaches into the pouch at his side and pulls out three sling bullets. Holding his other hand above it he cants in Dwarven. At the end of the chanting the bullets begin to glow with a soft blue light.

OOC: Casting Magic Stone on 3 sling bullets.
 

Bannock, early morning sun glimmers on your armor as you gaze out at the front yard.

A humanoid with greyish-green skin and measuring perhaps six and a half feet tall stands on a small hill near the road. The creature is clad only in leather cords and bearskins, revealing glimpses at its savage and muscular physique. It wears a carved bear skull as a helmet and mask and a wicked-looking three-pronged metal claw is strapped to his right wrist. Even from the front door, you can see that its eyes seem to burn with reddish light.

The creature is not alone. Flanking his position on the hill are two imposing half-orc soldiers dressed in the familiar crimson military uniforms of the Ragesian Empire. They grip battleaxes in one hand and heft large steel shields with the other. Their bodies are protected by heavy banded mail which looks well used and shortbows are slung over their shoulders.

Standing close to the creature in the bear mask is an even larger humanoid. Clearly a full-blooded Orc, his savage and scarred face stares out at you with menace and he grips a bastard sword in two hands. He wears weathered leather armor and his long greasy hair blows in the breeze above his sloped brow.

Finally, if the scene were not enough to intimidate you, a group of creatures stand motionless at the foot of the hill. You need to blink your eyes a few times to ensure you're not hallucinating, for these creatures are the skeletons of Orcs, bound and reanimated by foul magic. Rusted, muddy and crumbling armor hangs from their bones and they hold tarnished and pitted scimitars. It seems, based on the mostly disintegrated and tattered Ragesian uniforms that they wear, that military service in the Empire does not end with death.

Lars, you peer out the back door, but you cannot see any enemies. Behind the house and to the right is the stable, which leans against a rocky cliff which rises about ten or eleven feet off the ground. You can see that the cliff surrounds the yard and leads towards the fire forest, eventually decreasing in height a few hundred feet away.

Inside the house, the door to Haddin's room flies open and a barrage of coughing and wheezing meets Alric's face as the old man steps into the main room. He is pale and sweating slightly when he stammers: "You see Crystin!? Do you see what your friends have brought us!? Why can't we just be left alone?"

Haddin pushes past Bannock and stands in the morning sun: "To the Abyss with you Inquisitor! You'll find only death here. Run home to Ragos and tell your Empress to leave me be. I'll bother her not if she leaves me in peace!"

A deep frightening laugh bursts forth from the creature in the bear skull mask: "Fool! Have you confused this with some form of parlay? We are here for your blood and will not leave until we have it! You and these friends of yours die now!"

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Initiative Order and Status

1 - Lars
2 - Arnir
3 - DM #4 (SK)
4 - Bannock
5 - Torrent
6 - Haddin and Crystin
7 - DM #2 (RS)
8 - Alric
9 - Hrimr
10 - Kirio
11 - DM #3 (S)
12 - DM #1 (B)

************

Battle at the Farmhouse - Round 1

GM: Just some reminders. Those of you in the house are currently unknown to the enemies, so you are fully concealed and in cover (you can therefore make stealth checks to go out the back or whatever). Remember that in the first round, if you or an enemy has not acted yet, you/they are considered flat-footed. Good luck!
 
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Intent on not revealing his position, Lars opens the back door and carefully approaches the corner of the house, and takes a quick peek before ducking to cover again. (G18)

He will retreat rather than engage.
 

Arnir sits groggily at the table sipping his tea quietly after having spent the night listening to Bannock snore. As soon as he hears all the commotion he gently sets down his teacup and places his face in the palm of his hands, shaking his head in disbelief.

"For the love of Mystra, I'm truly beginning to hate these Ragesians."

He looks up with a glare as Haddin storms to the door and mutters rather too loudly

"Haddin you old codger, they're looking for you!"

Standing with a grumble and still not quite aware of what's waiting outside, Arnir grabs his bow which was leaning on the table beside him and casts Mage Armor
 

The skeletal Orcs spring into movement at the Inquisitor's final words. Creaking bones, shields scraping against ribs and rattling scraps of armor ring out as they approach Haddin and Bannock's position. Their hollow eye sockets stare through you as they approach and two of the undead manage to raise their rusted blades in an attack against the aged Wizard.

One scimitar misses the old man, but the second descends in a deadly arc. It catches Haddin in the chest with a sickening crunch of ribs and a whimpering cry from his lips. His frail form crumples at the blow and a torrent of blood spills from his wound. He lays motionless on the ground, blood still weeping from his ruined chest.

GM: The skeletons' moves are as follows: R20 moves to O14; Q21 moves to O15; P22 moves to N16; O23 moves to N18; N24 moves to P18; M25 moves to P19

Haddin is currently at -1 hp
 
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Bannock, who by the mystical force that arbitrates this plane of existence was locked in place while Haddin was attacked, is freed from his temporal shackles. His face turns flush as he feels the heat of battle.

"Damned old fart! Look at where all that spouting about 'is supreme powers got him!"

As much as he wants to just let him bleed out on the porch, he finds himself unable to bear the thought of letting Crystin lose her father, even if he is a stupid codger.

He steps over the bleeding unconscious wizard, then with a deft little move tosses the shaft of the glaive backwards a couple of feet and catches it again in midair, so that he now grips it much closer to the blade, and in the same motion delivers a backhand slash to the abomination now in front of him.

He yells into the house,

"Someone drag the old gaffer inside!"

OOC: Sidestepping into Haddin's square, to stand over his body, shortening grip on glaive (polearm master feat), attack on O15 at -4.
 

Bannock, your glaive attack goes wide of your target.

Hearing the sounds of combat, Haddin's death wail and Bannock's command, Torrent dashes to the doorway (M13) and drops to her knees. She reaches out through the door and grabs ahold of Haddin's limp arm, careful to avoid Bannock's stomping feet as he fends off the undead. She grunts as she drags the old man's body back into the house, leaving a bloody smear on the floor, and deposits him in the corner (M12). Momentarily over-exerted, she stands back up hollering: "Someone check him out. If you can't stop the bleeding, I'll see what I can do!"

Crystin stares off into space for a few moments, before shaking her head and repeatedly blinking. She seems confused and disoriented for a few moments before she sees the body of her father. Her eyes goes wide and she brings her hands up to cover her mouth as she cries out in horror: "Father! Oh no! Someone try to save my Father!"

On the hill outside, the two Ragesian soldiers see that the undead thralls have secured the front door and bellow with laughter: "The mage is softer than a Gate Pass guard!" They then begin to head towards the back of the building to surround the house (O25 double moves to H19, and S22 double moves to L19).

GM: Haddin is now at -2 hp
 
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