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

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Goblin Camp

Alric, your weapon cuts a long deep line on the inside of the Ogre's exposed thigh. He roars in pain and rage.

Witnessing the conflagration that destroyed the majority of the camp, the remaining goblins stand slack jawed and terrified. It is only after they hear the cry of the Ogre and witness him smashing his weapon in Alric that they harden themselves and continue the fight.

Three goblins seek to kill the elven wizard who threw the ball of fire (J16, L16 and L17). They take aim with their bows and fire over the wall at Arnir. Two arrows connect and punch through the wizard's conjured armor, but they cause mere gouges and scratches.

The two other remaining goblins (G4, H5) attempt the same, but aim for Hrimr. Only one arrow finds the dwarf and like Arnir, suffers no more than a glancing strike from the projectile.

GM: Arnir, the third attack was +1 higher than it should have been. Accident on my part. Result is still 21 which hits: your current AC is 21 (+4 from the cover of the wall).
 
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Hrimr attempts to retain his concentration on the spell as the arrow glances off his shoulder.

OOC: DC for concentration check is 13 (10 + Spell Level (2) + Damage Taken (1)). Roll modifier is +8 (Caster Level + Wis Modifier).
 

Lars/Romeo is brought up short in fascination. Such a fantastic market! Gatepass had similar things, but not quite like this.

He approaches the bulletin board, and noticing everybody's interest, he catches the eye of a nearby guildmember and asks, "Hey mate. I'll give you a silver bit if you would read the notices for me."
 

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Seaquen Thieves' Guild

An attractive young woman with short dark hair, green eyes and thin lips looks back at you from under a dark hood. She is clad in black leather armor and a rapier and hand crossbow hangs from her belt, while a bandoleer of tools and small instruments runs from a shoulder to an opposite hip. She smiles and says: "Sure, always willing to make extra coin."

She points to the board, on which there are four separate notices. "These are the jobs that are open to guild members - first one to complete it gets the purse. Leadership puts them up once and a while, but any member can post a job they need taken care of. Right now there is an assassination contract put out on the head of a small carpenter's guild that some refugees formed in order to make some money and help build homes. Don't they know we run that racket? Anyway, there is also a notice that some fellow named Nathan Lowduke is in possession of a dragon's egg and is looking to sell. Notice says that he has been unwilling to use the guild's fence and should be relieved of his prize. They mark his hang out or home as a warehouse near the Bronze Trident. Hmmmmm there is also a contract for someone to steal a small stone statue from Magristrate Lorb's estate ... that should piss the ol' cranky dwarf off. Last is a a request from the Three Delinquents, those robed Lyceum flunkees in the other room cooking up potions and what not. They are offering to pay gold for the acquisition of rare and strange material components - grave dust, mandrake roots, spider fangs, blah blah blah."

The young thief looks you over and says: "Well that's the board. You're new here eh? I've never seen you around." She stretches out her hand to shake yours with a grin, "name's Marion the Underhanded. Pleased to meet you."
 

Arnir roars as much in pain as in indignation "Filthy little wretches! Why don't you have the good sense to just die!" Holding his bow tightly, he extends his hand, palm facing the goblins and three shimmering white orbs with purple specs fly from his hand with a streak into the chests of the goblin archers
 

Lars/Romeo shakes the girl's hand, briefly regretting that he doesn't appear as Lars at the moment. "Romeo. Ahhh, Barnburner to my friends." Lars/Romeo grins hideously, displaying his rotting dentition.

"So, ummm, do they say exactly, ahh, where this warehouse of Lowduke's, ahh, is? I might, ummm, take a look at, ahhh, Magistrate Lorb's as well. Anyways, yes, I, ummm, am new here. From, ahhh, Gatepass."
 

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Goblin Camp

Arnir, all three of the goblins crumple to the ground with smoking holes in their chests.


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Seaquen Thieves' Guild

"Nice to meet you Romeo. Gate Pass eh? You're a long way from home. Anyway, lemme take another look for you." says Marion who then turns her attention to the notices for a moment. "Hmmmm, looks like Lowduke's warehouse is West of the Bronze Trident, along the docks, between a fishmonger and a rope maker's shop. Should be easy enough to find. Lorb's estate is up near the Lyceum, everyone knows where it is. That twat of a magistrate fills his grounds with gaudy statues of Dwarven gods and other expensive crap. Anyway, lemme show you around."

Marion leads you into the main room and describes it as the Guild Hall, a place where members relax, gamble and gaze upon some of the acquisitions that have been made and donated to the guild. To the north she notes that the small shadowy chamber is the chapel to the Church of Mask, Lord of Thieves. Marion tells you that a priest named Father Dusk makes his chambers in there. She then leads you over to the Western door, opens it and takes you through.

You walk along a short stone hallway and reach a four way intersection. "Alright," says Marion, "if you keep walking West, you get to the guild member chambers. You or any other member can find a place to rest or lay low for a while. Some of the guild lieutenants spend time there, you can make them out by the extra ring they wear on their finger. Now, if you see someone with three rings, you watch your tongue and you keep your eyes down. There is also a well stocked pantry and kitchen should you need a bite or a drink. If you turn right and head North, you'll come to a heavy iron door which leads out into tunnels that probably served as a sewer at some point. Just follow the chalk markings on the walls and eventually you'll find a ladder leading up to an abandoned house in the South Harbour. That's your main way in and out. If you take a left here, and go South, you'll find the guild office which is where you turn in completed jobs, pick up your purses and pay your guild tithe. All clear?"
 
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"All clear! Ahhh, thanks for your help, ummm, Marion. I'll, ahh, see you around." He waves and starts walking towards the chalk markings. When he is sure he is alone, he lets his Romeo disguise slip, and heads slowly towards home, hoping his friends will have arrived.
 

Bannock sidesteps into F-13, and shouts back at the huge beast, "You keep the soup! Bannock'll make a porridge of your brains!"

Though somewhat sluggish, due to the fact that he's missing a small piece of his soul, attacks with vigor. As he steps out from behind Alric, he switches to a left handed grip on his glaive, and taking a back step with his right foot, he pivots on it as he pushes off with his left, to deliver a wild whirling strike at the ogre.
 

Goblin Camp - Round 3

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Goblin Camp

Bannock, before you're able to strike, you find that you have stepped into Hrimr's ongoing spell of whirling gravel and rocks. They pelt you when you move into position and hamper your movement. Your attack also clangs harmlessly off the ogre's shield.

GM: Bannock, you take 4 damage from Hrimr's stone call spell.


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Initiative

1 - Kirio
2 - Hrimr (stone call ends in 2 rounds)
3 - DM #3
4 - Alric
5 - DM #1
6 - Arnir
7 - Bannock

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Goblin Camp - Round 3
 

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