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

Surprise Round

GM: This round only takes place for Bannock, Hrimr, Diashan, Lars and the DM. On the surprise round you may only take a standard and a free action.

If you're asleep, you'll need to act on the next round when your initiative comes up. Also, the sounds of combat will wake you, but you begin your round prone.

I've rolled everyone's initiative just so we have a working record when we go into Round 1.

Some terrain details:

The campfire is a pretty small one, so it yields about a 20 ft radius of light all around it. There is then shadowy illumination for yet another 20ft beyond that (shadows that things could hide in, but also be spotted). Targets inside the shadowy illumination have concealment and attacks against such targets have a 20% miss chance. Beyond the 40ft, it is pitch black. At this point, unless you have low-light vision or darkvision, you are effectively blind to what is beyond the light.

Also, the green pools are knee deep pools of water which count as difficult terrain unless you have a swim speed (takes 2 squares of movement to travel 1 square, no 5ft steps and cannot charge through unless you want to try and make an Acrobatics check to jump over it as part of the charge). The shrubs will give concealment to any target inside them (20% miss chance).



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Surprise Round Initiative Order

1 - Lars
2 - Bannock
3 - Hrimr
4 - DM#3 - B
5 - Diashan
6 - DM#1 - L
7 - DM#2 - P

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Full Initiative Order (for Round 1 and the rest of combat)

1 - Lars
2 - Arnir
3 - Bannock
4 - Kirio
5 - Hrimr
6 - DM#3 - B
7 - Diashan
8 - Torrent
9 - DM#1 - L
10 - Alric
11 - DM#2 - P
********

Swamp Ambush - Surprise Round
 
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OOC: Kirio does not need to memorize spells, but he is asleep... Sorry for the radio silence last little while, severe modem failure at home (resolved) and just a little busy getting out there enjoying the weather.
 

Lars steps away from the fire (N15) and shouts, "Awake!" He then draws his dagger, whispers a few words and touches the dagger's tip. It immediately starts glowing with a warm yellowish light.
 

GM: Lars, as I mentioned above, you can only do standard actions and free actions in the surprise round. Your move does not happen.


Lars, the extra light added from your now magically-luminescent dagger just barely outlines one of your attackers. Wreathed in the shadows just beyond your sight stands an 8 or 9 foot tall Lizardman (O,P,22,23). Its body is covered in black scales and its head is dominated by a large draconic mouth filled with sharp teeth. Crested scales run along the top of its head and spine and a large spiked club sits in its hands.
 

Spooked, and unable to see the assailants clearly, Bannock drops into a fighting stance and readies an attack on any enemy who enters his range.
 

Hrimr begins to chant and summons a cyclone of stones behind the four lizard men (Bottom right corner of N3). The stones begin to pelt them in the head and impede their movement.

OOC: Cast Stone Call 40ft area, 20ft high. Difficult terrain in the AOE for 4 rounds.
 
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Cries of pain and hisses sound out in the darkness as Hrimr finishes his spell, the edge of which begins to blow sand and gravel on Kirio's narrowly missed sleeping form.

Near the road, the now briefly illuminated hulking Lizardman releases a deep cry of words and then charges towards Lars with its massive spiked club raised over its crested head. The ground shakes as it lopes into the firelight, light glinting off its large ebon scales and it roars as it brings the club down in a murderous arc aimed at the rogue (charges as standard action to O,P,16,17). The weight of the blow drives the head of the club into the damp ground with a heavy thud, having narrowly missed connecting with Lars shoulder.

[sblock="if you speak Draconic"]Tonight we feast on man flesh![/sblock]

Thanks to his elven eyes, Diashan has the benefit of seeing the additional attackers beyond the gloom. Without much to do as the surprise attack takes place, he draws his two swords and readies to attack any enemies who would approach the sleeping forms of his elven brothers Kirio and Arnir. He calls out: "Arm yourselves friends, lizard folk are attacking!"

Two more arrows then flash out of the darkness and into the camp. This time, the missiles seek out the large form of Bannock who stands silhouetted against the light of the camp fire. The first arrow sails wide, but the second finds a gap in the warrior's half plate. The small projectile pierces the chain undercoat and wedges itself in flesh.

[sblock="for Bannock"]Mere seconds after the arrow strikes you, your vision begins to swim and your stomach starts to roil. At the start of your turn, please make a Fortitude save vs. DC 14 or lose 1d4 Strength.[/sblock]
 
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Round 1 Starts Now!

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Full Initiative Order

1 - Lars
2 - Arnir
3 - Bannock
4 - Kirio
5 - Hrimr
6 - DM#3 - B (Dead)
7 - Diashan
8 - Torrent
9 - DM#1 - L
10 - Alric
11 - DM#2 - P (Dead)
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GM: Given that the darkness is a key terrain feature of this fight, I have edited the map to indicate the aura of light being shed by the campfire. The area between the campfire and the yellow line is fully lit. The area between the yellow line and the orange line is the shadowy illumination (concealment). Obviously anything beyond the orange line is completely hidden by darkness and is thus invisible to you (just suspend disbelief even though you can see them on the map :) ) unless you have low-light vision which lets you see in colour another 20ft beyond the orange line (still concealment), or darkvision which lets you see in black and white the same distance.

Lars is producing an aura of light just as large due to his spell, so I can edit the light when and if he moves or throws his dagger or something.

Is this helpful?


Swamp Ambush - Round 1
 
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Lars, your blade spins towards the hulking monster and embeds itself in its shoulder. It roars in pain and the glowing dagger casts haunting shadows across its face.
 

Into the Woods

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