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

GM: Your wizard is currently enjoying himself out in Montreal right now, so he has asked me to post his turn for him. Here is my best attempt at being Arnir... :)


The canvas tent whips open and then topples over as Arnir, half-dressed and groggy, emerges into the midst of a surprise assault by lizardfolk. He scans the area, quickly rubs sleep from his eyes with the back of one hand (which is holding his bow) and raises the other with a pointed index finger towards the largest enemy.

"Well would you look at the size of that one," he says, "I could have quite the trunk made from that scaly hide."

Then, through a stifled yawn he speaks incantations and a blinding arc of electrical energy blasts forth from his pointed hand. The surrounding area is briefly illuminated and the human members of the party can quickly take in the numbers and approximate locations of their attackers before it goes dark again. The ray strikes the large black lizard man and courses across its body before finally discharging into the ground. The beast lets out a scream of pain and rage, but does not falter.

[sblock="for Arnir"]Arnir, the creatures around you are three different species of Lizardfolk. These creatures are land dwelling, but can hold their breath for unnaturally long periods of time. They make their homes in swamps and hunt for meat to eat. The large black one is known as a Blackscale and asides from being very strong and tough, it also has a natural resistance to acid. The four carrying tortoise shell shields are standard lizardfolk and are otherwise unremarkable. The last two with bows are known as Poison Dusks who, as their name implies, enjoy using poison on their arrowheads and spears. They most commonly use giant spider venom which, once introduced to the body, weakens and reduces the target's strength. [/sblock]

GM: Ignore that concealment roll, I forgot that Arnir has low light vision. Doh!
 
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The arrow strikes Bannock and causes a minor flesh wound, but after a few moments he feels his face go flush and his vision swims, almost causing him to lose his balance. However, he plants his back foot, takes a breath and seems able to regain focus. Ripping the small arrow out of his shoulder, he calls out, "Watch those arrows! They're poison, maybe!"

Then he dashes out in front of the fire (M-16) and attacks the large lizard man, it being the only enemy he can see.
 
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Kirio coughs a couple of times as he wakes up... "What in the nine hells..." he gets up, and after quickly surveying the scene, sighs and curses under his breath "lizard folk, f:eek::eek::eek: those a-;):cool::D..."

He raises his arms and screams in the direction of the archers, and almost visible wave of sound travelling towards them... (targeting C6, area of effect C6-7, B6-7)

OOC: Kirio casts sound burst, 1 d8 damage plus fortitude save DC 15 or be stunned for one round... also nature knowledge check for lizardmen
 

Bannock, your magical blade carves a deep gash down the side of the large lizard folk. Combined with Arnir's spell, it is a blow that surely should have slain the beast. However, it still stands, looking dazed from blood loss but still filled with rage.

[sblock="for Bannock"]After 9 more rounds, you need to make another Fort save vs. the poison (same effect, 1d4 strength). If the combat doesn't last that long, just do it right after it ends.[/sblock]

Kirio, your spell detonates in the darkness. The two lizardfolk clutch at their ears and cry out before falling to the ground with blood and brain matter leaking from their skulls.

[sblock="for Kirio"]You don't seem to know anything about Lizardfolk.[/sblock]

GM: Area of effect spells need only the one damage roll, which is applied to everyone in the area. I took your first roll as that value (which is 8 on my screen).
 
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Screaming in pain and anger, the hulking brute hefts its heavy spiked club and swings it at Bannock. The massive weapon collides with Bannock, denting armor, bruising ribs and puncturing bloody wounds on exposed areas. The brute then steps closer to the fire, blood weeping from its wounds and rage still clear in its eyes (5-ft step to N,O,17,18)

Seeing a potential opportunity, Diashan attempts to tumble forward under the threatening reach of the massive war club (move to N16). He narrowly succeeds in avoiding an opportunistic swing by the large lizardfolk, and when coming out of his roll, he drives his longsword upwards in an attempt to finish the beast. The sword drives into the beast's belly, right to the hilt, and the massive enemy clutches at the wound as it falls over dead with a heavy thud.

Torrent wakes up late during the tumult. Without time to strap on her heavy armor, she stands in only a tunic brandishing her battleaxe and light shield. Confusion is strewn across her face and she readies her weapon in case any enemies emerge from the darkness.

The four lizardfolk continue to press on through the blowing wind and gravel of Hrimr's spell, though unhindered by the pools of water. They emerge at the edge of the campfire light, hiss and raise their clubs menacingly (each double moves - L5 to L11, M5 to M11, N6 to N12, O6 to O12).
 
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The noise and tumult awakens Alric violently. He looks around into the gloom seeing on shadowy figures and curses with having no time to don his armor. So, he stands in place and hefts his sword and shield readying himself for the combat to come.
 




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