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

Kirio mentally goes through several possibilities as to what he could do to aid his companions against the lumbering Ogre, and decides that the best thing he can do for now is keep playing Inspire Courage...
 

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Hrimr finishes his spell. The ground beside Alric and the Ogre (F11) begins to crack and two earthen hands grab the surface. A halfing sized humanoid made of earth and stone pulls itself to the surface. It sees the Ogre and attempts to slam it with its stone fists.

While this happening Hrimr casts another spell, warm positive energy fills his hands. At the completion of his spell Hrimr holds the energy in his hand and strides forward to help Alric (Move to E12). As he move forward he draws his shield to protect himself. He touches Alric's back and his wounds begin to heal.

"We should pull back! Let him dance with my earth elemental!"

OOC: Assuming the Ogre is of giant subtype my effective AC against it is 21. Elemental durations is 5 rounds
 
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Goblin Camp

With an audible grumble of grinding rock, the small elemental smashes its stony limbs into the Ogre with a bone cracking slam. The Ogre's knee buckles from the unexpected impact and grunts in pain as he prepares to continue the battle.

Ignoring the warrior with the glaive, the Ogre continues his assault on Alric. When his two mace strikes are deflected, he turns his attention to the elemental and slams it viciously with his spiked shield.

GM: Hrimr, when you summon something you need to roll its hitpoints. I've used the 3.5 monster to determine its hit points.
 
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Alric continues to press his attack, bolstered by the backup of Bannock and Hrimr's elemental in addition to Kirio's song.

OOC: Both rolls include the +2 song bonus
 

Alric cuts a deep gash in the Ogre's arm. Though bloody and winded, the Ogre still shows signs of staying in the fight.

Despite the presence of their boss, the remaining goblins drop their weapons and flee to the back of the camp, hoping to climb over the back wall and scatter.
 

Arnir looks at the Ogre with a mix of impatience and admiration

Look how this beast fights on...if only I could control its power!


Nonetheless, there is a job to be done, and Arnir steels his mind to the task at hand. Running to D12, Arnir raises both palms towards the beast and closing his eyes, he begins to speak his ancient words of power. A blinding beam of pure flame erupts from his hands and lances out at the Ogre, weeping blood from its wounds.
 

Combat Over

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Goblin Camp

Arnir's scorching ray causes horrible third degree burns across the Ogre's face and neck. Bubbling charred flesh weeps blood and pus and the beasts eyes roll back into its skull. Its smashed knee gives out and more blood pours from the wound on its inner thigh. With a grunt and a final exhalation of breath, the monster falls to the ground with a heavy lifeless thud.

By now the goblins have climbed over the wall and scattered into the woods yelping and shrieking for their lives.

Hrimr's whirling spell of gravel and rocks finally subsides and you are left alone in the camp.

It is about 1pm in the afternoon.

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Seaquen

Lars, at the end of a rather confusing journey in the catacombs beneath the South Harbour, following the chalk marks on the walls, you climb a ladder, lift a trap door and find yourself in a derelict house. The windows are boarded up and the door is blocked with planks of wood nailed into the walls. You scratch your head and look around until you find a secret door made to look like a portion of the wall. After slipping out and closing the door, you head back to your house.

Unfortunately, the party has still not returned.

It is about 5 or 6 pm in the evening.
 

Kirio stops playing and whistles in admiration at the fiery carnage before him "That was a most satisfying show of pyrotechnics Arnir; impressive!"

He walks over to Alric, shakes his head at his bloody and beaten appearance, and then slowly hums a melody as he waves his hands over him. As his hand move they begin to glow green, and Alric's wounds begin to feel better (CLWs twice).

He them casts detect magic in the direction of the smoldering goblin camp and corpses, and begins to search the corpses...
 

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Goblin Camp

Kirio, nothing in the camp registers a magical aura, save for the lingering presence of the recently cast spells. Also, you do not find anything of value, asides from the mundane weapons and armor, on the corpses of the goblins, the shaman and the Ogre.
 

Kirio gets ups and kicks the dead shaman in the head after searching his remains; he then turns his attention to the hut he came out of and begins searching it and any other hut that is still standing...
 

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