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

Torrent looks down at Haddin who stares back up at her with panic in his eyes. Seeing that he is no longer at Kelemvor's doorstep, she pulls out her holy symbol and clutches it tightly. As Bannock steps past her, she raises her shield and says: "Haddin, get out of the way and Crystin, you take care of him while we handle this. In the name of Istishia I need to try and turn these abominations!" She then bolts out the door to take Bannock's old position (N14), trusting in her armor to save her from the attacks of the skeletons. Their rusty edges glance harmlessly off her shield and she cries out: "Back to your graves! In the name of the Lord of all Oceans, I compel you!" Her eyes glow white and the four nearest undead physically recoil in silent pain.

Haddin does as he is told, holding his hand to his wounded chest as he moves to the back of the room (J12). "I am not useless!" he states, "but my powers are unfortunately limited and my spells do nothing against undead!" Crystin moves to join her father, sobbing: "Oh father, father! I thought you were dead!"

Towards the rear of the house, the two Ragesian soldiers move to the back of the door (G16 and F16). One barks something in a rough tongue and then the sound of a heavy axe striking the wooden door rings out. The axe cracks through the wood, splitting the door in two and it falls inward in a mess of splinters.

[sblock="if you speak Orc"]Smash the door down and kill everyone inside![/sblock]

GM: The skeletons at N15, O12, O14 and P13 have been turned. Turned undead flee (on their turn) from Torrent by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
 
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At the command word of the Inquisitor Alric's eyes bulge in amazement as he feels compelled to move his legs in the opposite direction he really wants to. His face twists in agony as he fights the conflicting compulsion, and he mutters something incoherent as he attempts to will the foreign compulsion from his mind.

Ultimately, the compulsion wins over Alrics mind and he seems to mutter through clenched teeth, "Damnit..... Blast it....." as he moves towards the inquisitor, heedless of welcoming his enemies' swords, and stops directly in front of him.

OOC: Alric double moves to Q19 by way of moving from his original position to O13, then from there to Q15, then to Q19. Thanks for the spell Arnir, too bad I made a :):):):):):) roll...
 
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Alric, thankfully the undead in your path were turned by Torrent. However, en route to the Inquisitor, you step along side the half-orc warrior with the bastard sword. As you move past against your will, the warrior tightens his grip on his bastard sword and takes an opportunistic swing with all his strength. The blade slashes downward but Alric manages to lift his shield just in time, deflecting the mighty strike.
 

Hrimr hears the harsh orcish tongue and cringes. He'd love nothing more to crush them with his pick, but it looks like Torrent is going to be in trouble soon.

"Bannock orcs are coming from the back. Take care of them, I am going to try and help Torrent."


Hrimr moves in behind Torrent (n13) and begins to cast a spell.

OOC: Spontaneous casting of summon natures ally. Losing speak with animals.
 

Seeing the back door being smashed in, Kirio stops playing, waves his arms forward and yells/sings three sharp notes sending a green mist towards the back of the house where a pool of grease quickly spreads (G 15-16 and F 15-16).
 

The wild-looking Half-Orc grins a yellow-toothed smile as he watches Alric do his master's bidding. Seizing the opportunity to flank the human, he dashes up behind Alric (Q18), raises his bastard sword and slashes downward with a bestial cry. The blade connects with Alric's mailed shoulder with a heavy thud, but the edge is turned away and no wound is made.

The Inquisitor contemplates driving his wrist claw into Alric's belly, but reconsiders once he notices the dwarf casting a spell. He maintains his position and focuses his red eyes on Hrimr as he raises his hands in anticipation.

GM: The Inquisitor has readied an action that triggers once Hrimr casts a spell. The Inquisitor will therefore act just before Hrimr on the initiative count.


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Initiative Order and Status

1 - Lars
2 - Arnir
3 - DM #4 (Skeletons - N15, O12, O14 and P13 have been turned; 016 is autonomous)
4 - Bannock
5 - Torrent
6 - Haddin and Crystin (Haddin at 1hp)
7 - DM #2 (RS)
8 - Alric (resistance active for 9 rounds)
9 - DM #1 (Inquisitor)
10 - Hrimr
11 - Kirio
12 - DM #3 (S)


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Battle at the Farmhouse - Round 3
 
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Lars shoots his crossbow at the nearest half-orc (G16). He curses when he sees his bolt embed itself in the doorframe. He then backs up 5 feet (I15) and draws his shortsword, waiting for the half-orc to advance through Kirio's Grease.
 

Arnir hears the crash of the Orc's axes on the door and spins around. Bow in hand, he prepares for the onslaught and casts Gravity Bow in the hopes of doing some damage.
 

The skeletons near the front door begin to move away from Torrent's glowing holy symbol. They shuffle as quickly as their animated frames allow (O12 to Z11, P13 to Z12, O14 to X6, N15 to W9).

The one skeleton that avoided Torrent's holy command steps forward (to N15) and attempts to slash her with its scimitar. The tarnished blade succeeds only in glancing off of Torrent's light steel shield.
 

Bannock resumes a standard grip on his weapon, restoring his full range, and stands behind Lars (J15), steeled for the moment when the attackers enter striking distance.

OOC: Readying an attack on the first hostile soul to enter H-15. The attack will be a power attack.
 

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