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

Haddin going down, his bloody mess being towed inside and the ringing of steel brings Alric into focus. The din of battle doesn't excite him or cause him undue fear but there is no hesitation in his thoughts and action. He dashes for the doorway to cover his comrade in arms' flank. Though upon seeing the skeletons he's horrified to see this animated effigy of what could have possibly been him. And upon seeing their numbers, he realizes standing outside the door may not be the most 'tactical' position.

Bugger the old man, he's dead. I'm more concerned with the living and the .... unliving


OOC: Alric moves to N13 and attacks the skeleton at O14. Alric of course didn't see the soldiers go around the corner.


"Bannock, get inside! We'll be surrounded out here! I'll cover you and follow you back in."
 
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Hrimr sees the bloody mess that is Haddin and cringes at the gaping wound in his chest. Hrimr moves next to Haddin (L12) and begins to chant. His hand begins to glow with a warm light and he touches the wound. It immediately begins to heal.

OOC: Worst roll ever
 

Alric, your attack is true and you put much strength behind the blow. However, you are surprised to see that your slashing blade does not shatter the skeleton to pieces. In fact, you notice that you are doing less damage than you should.
 

"F$%K!" Kirio sighs deeply, moves calmly to the side of the room (K15) as he brings his flute up to his lips and begins playing. The melody is soft, and the obsidian flute seems to glow green as he plays. In sharp contrast to Kirio's often callous and cynical exterior, the music is soft and deep with emotion; it builds slowly as you feel it lift your spirits...

OOC: sorry for the delayed reaction... been dealing with an pooing/puking monster, that somehow managed to remain insanely cute throughout... neat. Anyhow, performing Inspire Courage, + 1 to all your attack and weapon damage rolls 'till I stop or die ;)
 
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The half-orc on the hill raises the bastard sword above his head and moves forward in the wake of the skeletons. He lets out a bestial roar as he approaches the melee near the front of the house (moves to P16).

The inquisitor follows behind the half-orc, walking in strong confidant strides. He stops, takes in the battle that is forming by the front door and then begins moving his hands and mumbles dark words (moves to Q20). When he finishes casting his spell, he glares his glowing red eyes at Alric and raises his hand in a beckoning motion. He speaks a curt command: "Approach!"

GM: Alric, on the start of your turn you must succeed at a Will save vs. DC 14 before you take any other actions. If you fail, you must spend your turn moving as quickly and directly as possible towards the inquisitor. You may take no other actions beyond that. If you succeed on the Will save, you may take your actions as per normal.


************
Initiative Order and Status

1 - Lars
2 - Arnir
3 - DM #4 (Skeletons - 1 destroyed, 5 remain)
4 - Bannock
5 - Torrent
6 - Haddin and Crystin (Haddin at 1hp)
7 - DM #2 (RS)
8 - Alric (resistance active for 10 rounds)
9 - Hrimr
10 - Kirio (Inspire Courage active)
11 - DM #3 (S)
12 - DM #1 (B)

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

Battle at the Farmhouse - Round 2
 
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Lars retreats to the door and closes it behind him. "some of them are coming from the back!"

OOC: Can the small window be used to shoot at those outside? If so, Lars breaks the window.
 

Arnir's eyes grow wide as he sees the skeletal warriors for the first time. Seeing Alric's well-placed strike do less than expected damage, he racks his brain for knowledge about what would harm or affect the undead.

Arnir calls out to his party "Knives and swords won't hurt the skeletons as much! Does anyone have a hammer or bludgeoning weapon? Use that! Magic does full damage, but you can't stun them!"

Having said that, he hears the inquisitor's command and runs deftly to Alric (m14) and reaches out, touching his shoulder and says "Be strong!"

OOC: Arnir casts Resistance on Alric, granting him +1 to all saves for 1min
 
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GM: Lars, yes you can fire through the opening, so consider that window smashed.


[sblock="what Arnir knows']Arnir, you know that while slashing and piercing weapons can still destroy a skeleton, the damage is mitigated due to its lack of flesh and organs. In order to cause full damage to a skeleton, you require the use of weapons that cause bludgeoning damage (e.g. quarterstaff, club, hammer). Magic also causes full damage.

You also know the following things about "undead":
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
[/sblock]
 
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The skeletons standing before Alric and Bannock attempt to close in around the defenders. They shuffle mindlessly, paying no heed to the opportunistic attacks that Bannock and Alric unleash (O14 attempts to move to N12; O15 attempts to move to O12; and N16 attempts to move to O13).

The first skeleton (O14 to N12) is promptly shattered by Bannock's glaive as it tries to step past. Whatever foul necromancy bound it together is snuffed out and bones rain on his boots. The second skeleton (O15 to O12) moves past unscathed, resisting Alric's attempts to slow it. The third skeleton (N16 to O13) is not so lucky as it is stalled by the broad surface of Alric's tower shield (stopped at O14).

The skeletons further away from the front of the house also move in, scimitars raised to chop mercilessly at the defenders (P18 moves to N15; P19 moves to P13; N18 moves to O16). When all skeletons have finished moving, those within range begin assaulting Bannock and Alric their blades (O12, O14 and N15 make attacks). Blades rise and fall, but each is turned away by armor or the edge of a weapon as the two human fighters hold the line.

GM: Small error, the attack in the dice which says N16 attack vs. Bannock should be N15.

This post was as confusing to create and it likely is to read! :) There are only 5 skeletons left and they are located in these squares: O12, O14, N15, P13, O16
 
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Bannock, now almost surrounded, and with his back to the wall, knows from his childhood lessons with his father that this is a poor position to fight from. Seeing Alric and Torrent blocking the door, however, forces him to consume all his effort trying to safely withdraw while getting around his allies. He gets back into the house and takes a position behind Torrent.

"Is the old man conscious again? You two better get clear of the door."

OOC: Withdraw as a full round action to L13
 

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