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

Arnir delays to see what the goblins do having just witnessed Alric skewer one of their ranks. He hopes to Mystra they will bunch up by the entrance to the fort.
 

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OOC: Whoa, sorry for the delay, I honestly thought it wasn't my turn.


Bannock launches into a charge at the remaining guard near the wall, charging directly for it (into D-14), and raises his glaive high to spear it from the other side of the wall.

"I'll make me a necklace of your wee little skulls!"
 


Goblin Camp - Round 1

Bannock, you fumble with your glaive, managing only to strike the wall surrounding the camp.

After the shock of the surprise assault, another goblin steps out from inside the large hut. The little creature wears tattered furs and wields a crude staff from which dangle a number of spider effigies. Its face is painted red and it hobbles into the camp (to L10) before chanting and casting a bursting and crackly reddish spell that washes over his goblin comrades.

Following behind the weird goblin shaman and lumbering out of the hut is a hulking humanoid that stands well over 9 feet. It's sloped mongoloid face is painted with the image of giant red spider and it looks out at you with glazed yellow eyes. Its massive frame is covered in a patchwork of plate armor pieces, covered in metal spikes and the surface of the heavy shield it carries in one hand is likewise spiked. In its other hand rests a rusted and blood-stained morning star, with a head almost the size of Kirio or Arnir's torso. It roars out something in a mongrel language and moves forward with heavy thumping steps towards Alric. Raising its massive weapon, it brings it down in a heavy strike intended to smash the human to goo. The weapon strikes into Alric on the shield side with a horrible crash and creak of metal on metal. The blow ripples through the human's body, jarring his bones and filling his vision with lights.

[sblock="if you speak goblin"]Kill them, but spare some to be sacrificed to God![/sblock]

GM: Hrimr, you're up. I've made a mistake and the large humanoid went before you. Whatever happens on your turn, I'll take into account whatever you do as prior to him attacking Alric. Apologies.


**********
Initiative

1 - Kirio
2 - DM #2
3 - Hrimr
4 - DM #3
5 - Alric
6 - DM #1
7 - Arnir
8 - Bannock

**********

Goblin Camp - Round 1
 
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Seeing as the Goblins aren't coming out of the camp, Hrimr lets the spell go without casting it. He begins to cast another spell . The wind begins to pick up and suddenly a shower of gravel starts pelting the goblins.

OOC: Hrimr casts Stone call on the bottom right hand corner of square of M13. It has a 40 ft radius, the area is difficult terrain, and will last for 5 rounds.
 

Hrimr, your spell seriously injures the goblins as gravel and small stones batter their bodies and rip bloody cuts in their skin. The weird shaman seems less hurt and the large humanoid seems unfazed by the damage and is able to push through the difficult terrain and continue with his assault on Alric.

GM: Alric, you're up. The attack on you from my last post still takes place and the map reflects the current situation.
 

Alric staggers with the tremendous force of the behemoth humanoids blow. He grits his teeth in jarring pain and staggers back a step as the gigantic weapon skids off his shield and hits the ground with the same thud you'd expect from a boulder.

Raising his sword and shield afterwards and returning to his fighting stance you see that Alric might be able to take 2-3 more blows such as that. But his glare is now focused like tunnel-vision on the giant since he now realizes he has to fell the beast quickly, lest that morning star create a grave and bury him in it simultaneously.

Alric shifts nimbly within reach of the large monster and within range of the point of his sword. As he moves in he thrusts the point of his blade seeking an opening between the mismatched armor plates to find the vulnerable abdomen of the creature.

OOC: Alric takes a 5ft step to F12 and attacks the large humanoid.
 

Alric, in your attempt to shift into range of the hulking brute, you wind up moving into the fringe of Hrimr's magical swirling vortex of stones and gravel. The conjured rocks bash at you as the do the goblins and it makes movement difficult. This causes you to stumble, leaving you open for an opportunistic strike from the giant warrior. The blow clips off your shield with tremendous force and your attack glances harmlessly off the spiked armor of the giant.

Some of the goblins then move in to attack Alric. They drop their bows and draw their small morning stars, pushing through the wind and dust from the spell. The closest goblin to Alric and Bannock (F14) is immediately decapitated by a quick opportunistic slash by Bannock as it scrambles across the entrance to the camp. Two goblins manage to take clumsy swipes at Alric, but miss completely.

The rest of the goblins push forward and take pot shots with their bows over the wall at Hrimr and Bannock. Two arrows sail over the wall in the direction of Hrimr, but fail to hit. The salvo of five arrows aimed at Bannock pepper him, but only two manage to strike glancing blows across his exposed face and into a gap in his platemail.

(moves: F14 to F13, I13 to G12, I15 to G13, H7 to F10, I8 to F9, I7 to G4, J8 to H5, K10 to H12, K12 to I12, M18 to J16, N17 to L16, O18 to L17, N11 to K11, N13 to K13, O12 to L12)
(Bannock got an AOO on F14 to F13 - rolled below)
(attacks: G12 and G13 vs. Alric; I14 and I16 vs. Hrimr; K11, L12, K13, L16 and L17 vs. Bannock)


GM: Alric, you suffer 4 damage from Hrimr's Stone Call spell.

I've also updated the map to reflect the current position of all the goblins - to make your lives easier! :)

Bannock, only one arrow actually hits you (so only 4 damage). I miscalculated the cover bonus for you. I've amended on my own sheet for tracking the party hit points.
 
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Bronze Trident


Reece takes you out of his office, which he pauses to lock back up and takes you across the main cellar room, over to the other iron door. Up close you can see that this door has a number of reinforcements on the metal, as well as four different heavy locks that Reece uses a different key for each. Finally, he swings the vault-like door open and before you is a barricaded wood and iron trap door in the floor. Reece laboriously slides back the iron barricades and lifts the heavy door up by a large iron ring on the surface. The faint smell of mildew and sewer rises into your nostrils and a wrought iron ladder leads down into the darkness. Reece picks up one of 5 lanterns that hangs from some hooks on the stone wall and heads out into the main room to light a wick from the burning one on the barrel. When he returns, he hands you the lit lantern and says: "Here you are Romeo, just head down that ladder and follow the old sewer tunnel. There is only one path to follow from this location so you'll have no trouble finding the guild house. Make sure your ring is visible. Also, this is a one-way entrance only so you'll want to locate another exit when you're down there. Oh and watch your tongue down there, we all may be guild mates, but you would not be the first green member to have his throat slit over some choice words."

Lars/Romeo slips the iron ring on his left index, and nods amiably at Reece. "Sure thing, Reece. I know, ahh, how these, umm, things go."

Looking much more confident and relaxed than he really feels, Lars/Romeo slowly descends the ladder. It is awkward with his sword banging against the rungs, and the lantern clumsily gripped in his left hand.

Lars orients himself at the base of the ladder. He then steps a few feet away, to make sure that he is alone and out of sight of Reece. If he is, he lets slip his Romeo disguise before casting it anew, giving him a new half hour of disguise time.
 

Arnir glares at Alric's back and curses his stupidity after doing exactly the opposite of what he had been told.

I'm beginning to doubt this man was ever a soldier


Running up alongside Bannock (D16) and points a long slender finger to a spot behind the ogre (Top right corner of J10) and from its tip a small bead of flame grows and morphs into something resembling a flaming skull. Once it reaches its full size of about 1 feet in diameter it shrieks off with terrifying speed about 5.5 feet off the ground, over the fence and the heads of the wind-whipped goblins, right into the heart of their ranks.

Arnir smiles with satisfaction as the blast licks at Alric in his heavy plate, no doubt singing some of the warriors hairs.

Maybe the fool will listen next time
 

Into the Woods

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