Six From Gate Pass - Chapter 3: Shelter From The Storm


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Hrimr, you find the secret door which is made to blend in with the wood paneling of the walls of the theatre. The lights are beginning to dim and the audience seems to be preparing for Act 3 of the performance. As you look the door over, you notice that there are no handles, knobs or even key holes on the door.

Kirio, you recall meeting these two half-orcs very briefly when you first arrived in Seaquen. Torrent turns and meets your eyes with concern on her face as she remembers as well. These two were visiting Lee Sidoneth: Torrent's old mentor, Druid, master of Seaquen's harbours and member of the Council. The two half-orcs were ushered out of his home when you came to visit.
 

Hrimr realizes this door doesn't open in any normal manner. He realizes he won't be able to get it open without some help. He curses under his breath and heads up the stairs to the deck as fast as his Dwarven legs can take him.
 

Kirio, fearing they are all about to be pulled into a teleport (and so burned to a crisp) decides they have no choice but to fight, "I think Giorgio is trying to activate the ship, we have to stop him or we are all about to see first hand what's wrong with teleportation magic..." he begins motioning with his hands and humming a strange tune...

OOC: Kirio begins casting a spell...
 

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Initiative

1 - Lars
2 - Lowduke
3 - DM #2 (S)
4 - Arnir
5 - DM #3 (N)
6 - Kirio
7 - Hrimr
8 - DM #1 (B)
9 - Giorgio
10 - Torrent
11 - Bannock

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Round 1 Map

GM:
Terrain Notes:

Obviously there are not three ships in the water. These are the various levels of the ship. The far left is the fore and aft castles, the middle is the main deck (where you're positioned) and the far right is the downstairs (where the strangely larger theater is). Moving up or down a set of stairs will position you in the logical place on either map.

Rain makes the surface of the ship slick and the growing storm rocks the boat. Running, double moving or charging will require a successful Acrobatics check.

The wind and rain causes a -4 penalty to all Perception checks and ranged attacks.

Rigging lines can be reached from each square along the edge of the ship, except the very fore and aft. Climbing into the rigging requires a Climb check, and moving around in the rigging requires either a Climb check or Acrobatics check.

The items on the starboard and port side of the main mast are barrels.
 
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OOC: Sorry boys! EnWorld has once again let me down with respect to notifications!


Arnir sits glumly casting cantrips like a petulant child. Theater was one of many things he was forced to partake in as child, and he never gained an appreciation for it. When not casting cantrips, he tries to identify the particular spells being used by the performers.

Chuckling at Katrina's fiery exchanges, his eyes open wide as he sees Giorgio and races up to the deck. "They mean to kill us all! All the dignitaries!" he exclaims as he clutches his bow and braces against the wind, cursing the effect it will have on his aim.
 

OOC: First things first, since I haven't posted in a few days...

Lars, after nearly a full week holed up in the Lyceum, finally emerges with a companion tagging along, sometimes on his shoulder. It is a rat with sleek black fur. "Meet my new familiar. His name is Hope. He is quite intelligent!"

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Lars boards the ship and spends the first two acts delighted and entranced. He always enjoyed street theatre as a boy, since it was almost the only form of entertainment he had access to. This was on another level, and Lars seems quite boyish as he watches, open mouthed.


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When the trouble starts, Lars follows the others up on deck. He takes stock of the situation and decides to use the new power he has been working on. He concentrates, speaks a few words and ... nothing happens. Lars curses under his breath in frustration.

Lars takes a step sideways and now stands on the stairs at J10.
 
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Lowduke holds his two-bladed sword in one and and uses his free one to make gestures while praying. At the end of his casting, he throws back his head and releases a wolf-like howl (casts Hunter's Howl, centered on bottom left corner of O 12, Will Save DC 13) aimed at shaking your opponents and giving him a ranger's insight into their weaknesses.

[Brutus and Giorgio are now considered Favored Enemies of Nathan Lowduke. He gains a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them]

GM: I accidentally switched the saves of Brutus and Setales. Doh! Tired...


Setales, the half-orc wielding the greatsword and clad in robes points a crooked claw of a hand towards his ally in the full plate (at O 13). He cries out arcane incantations and clasps his fist in finality. Suddenly, the other half-orc, Brutus, grows substantially in size. Within seconds he stands over 9 feet tall and several feet wider. His weapons and equipment grow along with him. Planks creak under his increased weight.

[Brutus (shown on the map at O 12) is now a large creature and fills N,O,12,13]
 
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Arnir rocks and sways on the somewhat uneven deck of the ship. Seeing Lars' spell fizzle on his fingers Arnir rolls his eyes "Sorcerers...Lars didn't your master teach you that if you want to play the mage you must dress the...." He trails off as Brutus literally doubles in size before his eyes "...:):):):)."

Squinting as the wind, rain and spray lash his cheeks, he gestures and points to a point between the battle mage and the enormous half-orc.

OOC: Arnir has cast Deep Slumber focused on the top right corner of O11 (right next to Setales). DC18
 

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