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

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South Harbour (Roof of Warehouse)

Lars you sneakily pad over to the crane and you put your body into the crane and pull with all your might. The rotating base moves barely an inch and it squeaks loudly as the wet warped wood shifts. You realize that you may need someone to help you fully rotate it, but the wailing wood will likely be heard by the entire neighbourhood.

Despite the short burst of sound from the crane, you don't hear any movement inside the warehouse. You continue to stealthily move across the roof and arrive at the window with no trouble. Moving slowly and methodically, you are able to pop the rusted heavy lock and lift the window up. You notice that since the window is akin to a skylight, you may need to prop the lid else the constant rains may fall down upon the sleeping thug below you.

The caged animals do not seem to notice the open window, or if they do, they are far too engrossed in chewing on meaty bones to care.
 

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If there is no rope available at the crane, Lars will cut his own rope making a 30 foot piece and a 20 foot piece. He uses the 20 foot piece for his getaway rope, and the 30 foot to lower himself from the skylight, which should be enough since the roof is 25 feet high. Lars then opens the window the whole way, and he casts a sleep spell on the thug below, giving him a 3 minute window.

Lars lowers himself slowly, easily handling the challenge. He listens carefully for any signs of movement. He keeps the Lullaby spell in mind, and casts it on one of the beasts if they get restless. If many beasts start making noise, he climbs back to the roof.

Once on the floor, Lars administers a coup-de-grâce to the sleeping thug and looks around.
 


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South Harbour (Inside Warehouse)

Lars, you descend down the rope as quietly as you can. After 10 feet, the sounds of the rain and waves outside drown away and only the snoring of the thug below you and the gnawing of teeth on bones can be heard. Whether by virtue of your spell or through mundane stealth, your target does not hear you as you touch down gently on the warehouse floor.

You can see that there are some mangy looking wolves in one cage, wrestling over some bones, and a black bear in another, ripping meat from a shank. The animals seem concerned with their meal and pay you no attention. The thug snores blissfully and a line of drool runs from the corner of his mouth to his chin.

Your sword slides silently from its sheath and you hover the edge of the naked blade over his exposed neck. You pause and look around the area. Dim shadows cover most of the warehouse and it is difficult to see beyond the general area now that you are amidst the stacked crates, boxes and barrels. Satisfied that you are alone, you slash your short sword across the thug's throat.

A spray of blood paints the table crimson and the thug wakes up with a start, screaming through a ravaged gurgling throat. He holds his hands against his serious wound and cries out for help and in confusion.

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Initiative

1 - DM #5 (NL)
2 - DM #2 (TWF)
3 - DM #4 (CB)
4 - Lars
5 - DM #1 (THF - wounded)
6 - DM #3 (S)

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GM: Lars, you get one surprise round given that you have literally surprised the hell out of Lowduke's thugs. Feel free to undertake one round of actions and then the initiative kicks in. The blacked out area on the map is all dark (where lanterns have gone out) and you can't see there. The cages with the animals in them are piled where the crates and boxes are. I have not marked their location unless you wish to do something specific (then I can illustrate their precise locations). The green vertical lines on the left of the map indicate the two plate glass windows on the side of the building (the only ones you can see right now). The crates underneath the window are stacked at a height of 7 feet (though we can assume that it tapers a bit towards the ground) so you'll need to either climb / acrobatics (jump) your way up. The windows are closed. Let us also assume that the trapdoor in the floor (to the ocean below) is at H22 (where the winch is).


Warehouse - Surprise Round
 
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Lars curses and decides that sticking around at this point would only be stupid. Horrified at the bleeding figure before him, and eager to shut him up, Lars thrusts his sword violently at the man.
 

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South Harbour (Inside Warehouse)

Lars, your blade slashes through the thug's studded leather armor, opening the back of the horribly wounded man's lower neck and shoulder. He falls over in a gurgling mess of spilled blood. The wolves in the nearby cage, having caught the scent of blood, begin to bark and howl noisily.

You hear booted footsteps on the warehouse floor, and a call from someone in the shadows: "Lowduke! We have company!"

Around some crates, from the shadows emerges one of the thugs you watched from above. His two swords are loose from his scabbard and he looks sleepy and a bit intoxicated. His eyes dart from the corpse of his friend to you and he calls for help.

Nearer to the office at the front of the warhouse come two other thugs clutching crossbows. Only one has a shot on you and he takes it. The bolt whips through the light and shadows and strikes your shoulder with a meaty thud. Pain courses through your arm and chest as you gaze down at the projectile stuck in your flesh.

GM: You're up Lars.


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Initiative

1 - DM #5 (NL)
2 - DM #2 (TWF)
3 - DM #4 (CB)
4 - Lars
5 - DM #1 (THF - wounded)
6 - DM #3 (S)

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Warehouse - Round 1
 
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Lars, feeling slightly sick, turns and runs towards the spot where he saw Nathan Lowduke get rid of the corpse earlier that evening. (OOC: 55-feet, so Lars runs, full-round action.)
 

Arnir grows increasingly frustrated. Despite Alric's heroic attempt to help him out of the webbing, Arnir somehow thinks he is unlikely to overcome it in his current state. Further, and to his growing dread, he is running dangerously low on prepared spells. Cognizant of this, he takes a 5ft step back (to F1), trudging in the webbing and takes aim at the swarm of spiders seething before him.

If this fails, I'm out of here....
 

Arnir, the swarm of spiders moves too quickly for you to strike with your spell. They split their form and begin to move just as your magic is released, leaving only a bubbling mass of acid on the stone.

Hrimr, the swarm darts towards you, perhaps drawn by the thick sheet of webbing covering you. They click and clack as they move forward, seeking to crawl up your body and feed on you. You hastily try to knock them away with your hammer, but your hampered attack and their quick movement bests you. You try not to panic as the little critters scamper up your legs and begin to crawl under your armor, across your face and down your back, biting as they go.

GM: Hrimr, when you start your turn, DC 11 Fortitude save or be nauseated for 1 round (its neither poison nor magic so your dwarfy bonuses don't apply).


The large spider on the web floor suddenly snaps forward with blinding speed. Its many legs propel it towards the suffering form of Hrimr, who struggles against the webbing and hundreds of tiny spiders. Given the height and size of the charging beast, it has no trouble reaching the dwarf with its dagger-sized fangs (spider ends movement in H,I,2,3). The creature misses however, its hairy limbs perched on the side of the stone and its many eyes reflecting the light from Arnir's bow.
 
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Kirio's heart is beating quickly as he weighs his options... he shrugs and moves in front of Arnir (5 foot step to F 2) and begins playing his flute...

OOC: Inspire Courage, +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
 

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