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The Enemy Within


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Gorim Grimmson

"At least I can try! Hurr!"
Gorim tries to bring the horses to move faster. They nearly stop.
"Uhm... it seems they are not trained for dwarf commands."

[sblock=OOC]
Nature (1d20+2=6)

[sblock=Mini stat block]
Gorim Grimmson
Perception: 12 Insight: 12 Low-light Vision
AC 17 Fortitude 16 Reflex 11 Will 12
Initiative: +1
Hit Points: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Resist:
Saving Throw: -
Action Points: 1 Second Wind: 1
Healing Surge:7 Surges per day: 12 / 12
At-Will Powers: Brash Strike, Cleave
Encounter Powers: Dwarven Resilience, Hack and Hew
Daily Powers: Driving Attack

Condition:

[/sblock][/sblock]
 

Although Gunnar and Hultz wince and groan at the jerky progress, they make no attempt to take the reins back.

"Doing fine," says Gunnar as he curls up to sleep.
 


Gorim Grimmson

"Hurr! Move faster or I will come over to you!"
Gorim tries to bring the horses to move faster again. The horses seem to realize the anger in his voice as he seems to be more successful.

[sblock=OOC]

not much I can do. Are we waiting for Hans to respond?

[sblock=Mini stat block]
Gorim Grimmson
Perception: 12 Insight: 12 Low-light Vision
AC 17 Fortitude 16 Reflex 11 Will 12
Initiative: +1
Hit Points: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Resist:
Saving Throw: -
Action Points: 1 Second Wind: 1
Healing Surge:7 Surges per day: 12 / 12
At-Will Powers: Brash Strike, Cleave
Encounter Powers: Dwarven Resilience, Hack and Hew
Daily Powers: Driving Attack

Condition:

[/sblock][/sblock]
 
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Gorim manages to get the coach moving along at a fair pace, and the dwarf is making good progress for about an hour before suddenly the coach hits a particularly bad rut in the road and one of the wheels bounces off into the woods. Luckily, Gorim manages to bring the horses to a stop quickly without tipping the now three-wheeled coach over. Gunnar and Hultz wake up and wipe the congealed drool from their chins.

"Wuss going on?" asks Gunnar.

[sblock=OOC]
Not sure what to check against, so just did a Dex check for Gorim, but luckily I rolled a 20.
[/sblock]
 

Gorim Grimmson

"Nothing. We just lost a wheel. Let me guess, the wagon wasn't made by dwarfs..."
Gorim answers and gets down to have a look if something of the wagon got damaged.

[sblock=OOC]

not much I can do. Are we waiting for Hans to respond?

[sblock=Mini stat block]
Gorim Grimmson
Perception: 12 Insight: 12 Low-light Vision
AC 17 Fortitude 16 Reflex 11 Will 12
Initiative: +1
Hit Points: 31 / 31 Bloodied: 15
Temporary Hit Points: 0
Resist:
Saving Throw: -
Action Points: 1 Second Wind: 1
Healing Surge:7 Surges per day: 12 / 12
At-Will Powers: Brash Strike, Cleave
Encounter Powers: Dwarven Resilience, Hack and Hew
Daily Powers: Driving Attack

Condition:

[/sblock][/sblock]
 

Garold jumps down from the wagon, "It's not going to walk itself up here, anyone want to help me look for it?"

He starts walking down into the woods.

[sblock=Garold Riechenberg]
Status: good
Init: +0 Speed: 5 Perception:9 Insight:9
AC: 18 NAD: F: 16 R: 15 W:14
HP: 25/25 Surges: 8/8 Surge Value: 6 AP: 1
Str:18 Dex:10 Wis:8 Con:13 Int:14 Cha:14

Powers:
At-Will: Direct the Strike, Wolf Pack Tactics, Rousing Assault
Encounter: Battlefront Shift, Shielded Assault, Inspiring Word, Inspiring Word
Daily: Lead by Example [/sblock]
 
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Gorim discovers that the lynch-pin for the wheel has shattered, and replacing it is no problem. The wheel is a short distance away, hanging in a thorny bush and it doesn't take long to repair the coach.

Gunnar and Hultz take command again, having recovered slightly from their hangovers, and the coach continues on its journey towards Altdorf. It begins to rain, drenching those travelling on the roof of the coach, but the coachmen continue through the shower and eventually the rain stops but the day remains grey.

As the coach approaches a bend, Hultz begins to slow the horses down; there is a figure hunched over in the middle of the road.

"You there, move aside!" shouts Gunnar. The figure turns around. It was once human, but now its skin seems to hang from its face in tatters, dripping blood. In its mouth it holds a severed human hand, which it spits out as it leaps towards the coach with a savage howl, a dagger in one hand. You all feel a slight shiver of fear at this unnatural sight.

The horses rear and whinny, and snap their traces. Hultz, holding the reins, is pulled off the coach and dragged behind the panicked horses into the trees.

[sblock=Hans]
Hans recognises this creature. It is, or was, Rolf Hurtsis, a thief from Delberz. A few months ago Rolf began to develop a strange rash on his face and hands, and eventually dropped out of circulation. No one in Delberz has seen him for weeks. Now you know why.
[/sblock]

[sblock=OOC]
Okay, fight time. In a situation like this, to save time, I usually roll initiative.

The mutant's appearance has a fear-causing effect but failed to overcome anyone's Will.

Initiative order is:

Hans
The Mutant
Garogram (Gg)
Gorim (Go)
Garold (Ga)

Hopefully the three G's are clear on the map, I can always change colours if not. I reckon a distance of about 20 ft. between the coach and the mutant - the map has no printed scale.
[/sblock]
 

Attachments

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Hans, upon seeing his former acquaintence, leaps from the coach and slowly approaches. "Rolf... is that... you?"

As the mutant turns around to reveal himself, Hans draws his mace and dagger. "Well, what once was Rolf... I guess I should put you out of your misery!"

Hans charges forward and strikes with his mace, slashing with his dagger.

Hans looks down at the creature he once knew as Rolf. "Why don't you stay right there?"

OOC: Move Action: Move 6 squares (to avoid provoking Opportunity Attack) and get in position to provide someone a flank.
Standard Action: Disheartening Strike against "Rolf". Due to his First Strike class feature, Hans has combat advantage against the target. 21 vs. AC. On hit, inflicts 21 damage and target is rattled until the end of Hans' next turn.
Action Point - Standard Action: Termination Threat against "Rolf". Due to his First Strike feature, Hans has combat advantage against the target. 19 vs. AC. On hit, inflicts 11 damage and because the target is rattled, the target is now also immobilized until the end of Hans' next turn.
 
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