Dragonbane: Alone in Deepfall Breach Session 3- Time to Escape

Aleric charges into battle to finish off his first mission down below into Deepfall Breach!


5. Fiendish Altar

Aleric’s charge takes the cultists off-guard, but only for a moment does he have the upper hand! He’ll have to make this count.

COMBAT
Round 1
Initiative
Aleric (HP17/17)- (Army of one: Draw 2 Initiatives) 1 & 10
Cultist 1(HP 16/16) (Dagger)- 6
Cultist 2 (HP 12/12)(Staff)- 8

Seizing the moment of surprise, Aleric rushes towards the rear of the room where the cultists stand stunned in shock. The man with the dagger appears to be the tougher of the two, so he swings his newly acquired longsword down with a hefty overhead attack.
Roll: Aleric- Swords (14):  14;  Success
Damage (2D8+D6): 11

The cultist attempts to dodge out of the way of the blow, reflexively pushing himself away from the other cultists
Roll: Cultist 1- Evade (14): 15; Failure- The cultist takes 11 damage, almost dropping him in a single hit! (HP 5/16)

The cultist tries to save himself, but catches the brunt of the swing across his back as he attempts to move out of the way! With the situation finally sinking in for the other cultist, he raises his staff and tries to knock Aleric unconscious.
Roll: Cultist 2- Staves (14): 8; Success
Damage (D8+D4): 12

Aleric raises his shield to intercept the blow, cursing under his breath as he realizes he left himself open to the other cultist’s attack
Roll: Parry w/ Swords (14): 4; Success
With a strong arm and a quick shield, Aleric knocks the blow aside just before the knobby end of the wooden staff knocks him square in the head.

Round 2
Initiative

Aleric (HP 17/17)(Army of one: Draw 2 Initiatives)- 2 & 8
Cultist 1 (HP 5/16)- 6
Cultist 2 (HP 12/12)- 4

Aleric presses the advantage as the dagger wielding cultist staggers away from him. Hoping to make this a one on one fight quickly, he goes in for the kill!
Roll: Aleric- Swords (14): 20; Critical Failure!
Roll: Mishap D6:  4;  Accidentally toss your weapon D3+3 meters. Move and spend an action to pick it up! (Aleric tosses his longsword 6 meters away!

Moving too quickly for his own good following his foolhardy charge into the room, Aleric swings wildly at the fleeing cultist. His swing goes wide and the momentum pulls the grip of the unfamiliar weapon from aleric’s grasp! “OH Damn it all!!!” He yells as the ancient longsword careens nearly to the other side of the room. He reaches down to his belt, pulling loose his trusty broadsword before facing the cultists as they move in towards him

The staff-wielding cultist steps up towards Aleric, hoping this time to connect with the staff. Raising it over his head, he brings the staff down on the Wolfkin.
Roll: Cultist 2- Staves (14): 16; Failure

The staff crashes into the stone floor as Aleric easily avoids the unwieldy blow. The next cultist steps up with his dangerously curved dagger and stabs at Aleric
Roll: Cultist 1- Daggers (14): 19; Failure

The wound across the cultist's back drips blood down his cloak. The pain courses through him as he tries to stab out at Aleric, causing his attack to go wide! With the cultists on the back foot, Aleric presses in again for the attack hoping this time to put the first cultist out of his misery
Roll: Aleric- Swords (14): 8; Success
Damage (3D6): 7

With his trusty broadsword back in his hands, Aleric thrusts at the cultist as he stumbles from the pain of the first slash. The point of the broadsword pierces the man’s chest directly below his throat. His heavy breathing quickly turns to gurgling sounds as the man tries to gasp for breath only to pull more and more blood into his lungs. The man falls to the ground as he sputters on his last few breaths.

Round 3
Initiative

Aleric (HP17/17)(Army of one: Draw 2 Initiatives; Veteran Spend 1 WP to keep last initiative)- 2 & 5
Cultist 2 (HP 12/12)- 3

Aleric raises his bloodied broadsword and makes a sweeping attack towards the remaining cultist.
Roll: Aleric- Swords (14): 10; success
Damage (3D6): 9

The cultist attempts to block the blow by bashing the longsword with his staff
Roll: Cultist 2- Parry w/Staves (14): 11; success

Desperately, the cultist knocks Aleric’s sword aside. The fighter steps forward, moving within the cultists guard and stabbing forward towards the mans chest
Roll: Aleric- Swords (14): 7; Success
Damage (3D6): 10

Aleric’s broadsword pierces deep into the cultists shoulder, catching him as he was off guard from parrying the last blow. Aleric aims to end this fight now!

Round 4
Initiative

Aleric (HP17/17)(Army of one: Draw 2 Initiatives)- 1 & 10
Cultist 2 (HP 2/12)- 4

Seeing the bloodlust in Aleric’s eyes and bleeding profusely from his shoulder, the cultist turns to flee! As he turns Aleric steps forward and stabs again towards the cultists back
Roll: Aleric- Swords (14): 6; Success
Damage (3D6): 10

As Aleric’s blade slashes forward, the cultist again tries to knock the blow aside
Roll: Cultist 2- Parry w/ Staves (14): 16; Failure.

Aleric cuts the remaining cultist down.

END COMBAT

Aleric sees the fear creeping into the cultists eyes. The man turns but moves too slowly. Aleric steps forward and with a deft thrust pushes his broadsword into the man's back and through his chest. The cultist crumples to the floor not far away from his ally. Aleric wipes his broadsword clean of blood on the fallen cultist’s cloak before retrieving his flung longsword. He shakes his head and laughs to himself, “Gonna have to get used to the balance of this thing before I take it into any more battles.” He sheathes the longsword and finally moves over to the altar. The gagged orc weakly struggles against his bonds, bleary eyes staring up at Aleric. Aleric holds his hands out, showing the man that they are empty, “I’m a friend, have no fear. Someone sent me to get you out of here. Just calm down and let me cut you loose.”  The orc seems to relax slightly…

Does the orc believe Aleric? He just saw the man cut down two cultists with ease and his clouded mind might not be too easy to trust
Oracle- Y/N Does the orc trust Aleric: 3; No

Aleric advances and begins untying the Orc’s hand. Just as the rope comes loose, the orc tries to swing his newly freed hand up at Aleric. The wolfkin quickly dances back away from the slow punch. He sighs, “Obviously you’re in no state to be reasoned with… I’ll just let you lay there a while longer. Hopefully whatever those cultists gave you will wear off soon and we can have a nice civil chat.” He shakes his head and turns his attention to the rest of the room, searching it for anything of use or value while the orc continues to sluggishly fight against his bonds.

GM Note: Since the orc will need some time to clear whatever drug the cultists gave him out of his system, I’m going to advance the threat die by 1, moving it to 5 out of 6!

Aleric begins by riffling through the dead cultists' robes before moving onto the rest of the room… 

Roll: Scavenge Table: 3; nothing of note

He gives up after a few moments, finding that the two men had very little of value, let alone anything worth hauling out of the place. The staff was nothing more than a sturdy bit of wood with a small amount of carving to make it easier to hold. The dagger on the other hand was interesting. The strange runes that covered the altar were also engraved on the blade. Aleric tucked the dagger away in his pack, “I’m sure old Stone-Gaze will want to see this in person. Could give us some hints about what they were doing down here.”  Continuing to search the room, Aleric finds little of interest. The room was empty outside of the countless candles that circled the edge of the room and the altar at its center. Shaking his head, Aleric kicked some of the candles out of the way before sitting down and leaning against the wall. He sat and listened, hoping not to be surprised like his recently deceased friends were when he burst into the room. After a while, he stood and moved over towards the altar where the orc remained tied up. The man must have tired himself out, as he had laid back and closed his eyes at some point. Aleric nudged the man gently, hoping that enough time had passed that the man would be a bit more clear headed.

“Rise and shine big boy, let's try this one more time. I’m here to get you out of this place… Are you going to calm down and listen to me?” The orc’s eyes open, still a bit blurry but with much more clarity than the last time. The orc eyes Aleric suspiciously before finally nodding down towards his gag. Aleric nods, removing the gag from his mouth. The orc takes a deep breath, finally unhindered before speaking. “A friend you say? Who sent you? I know not anyone who would even know I was taken to… wherever this place is.”  Aleric smiles at the friendlier reception this time. “Ah yes that… Well it's a long story. I’ll get you out and then the one who sent me can answer any questions you might have. Sound like a deal? I’m going to untie you now, please keep your hands and feet to yourself.”  Aleric finishes untying the orc. He sits up from the altar, rubbing at his wrists where the bindings had been tightly tied moments before. “Thank you.”  He says after a moment. “My name is Gorum. I… There was something I had found before being abducted and taken here but… I can’t recall what it was. I… You have my thanks.” Aleric smiles, patting the orc on the shoulder. “Think nothing of it, friend. I am called Aleric. And if you’re feeling ready, let's get moving. I’d like to make it out of the breach before tonight's dinner is cold.”  Gorum sits stunned for a moment. “The breach? As in Deepfall breach? How?”  Aleric sighs, “Look I don’t know how they got you down here. Just be thankful that I’m here before those cultists got their act together. And doubly thankful that there is someone out there watching over this place. You easily could’ve been lost to the world had you not been so lucky. Now on your feet. Like I said, my friend above will be able to answer your questions much easier than I. I’m just the hired help after all.”

With that Aleric turns to move towards the doorway he had just recently burst through. Gorum stands, stumbling momentarily before regaining his balance. “Looks like whatever they gave you hasn’t quite worn off yet. Just stick as close to me as you can and I’ll get you out of here.” With Aleric’s assurance, the pair begin to make their way back out of the breach.

Familiar with the way back, Aleric guides them quickly back towards the stairway that he had come down earlier that morning. The room filled with never-ending stairs caused some delay, but once they had passed that their journey was unhindered. Before making their way through the twisting passages, Aleric warns Gorum of some sleeping danger. Luckily the orc was wearing nothing but plain clothing. Nothing to cause sound as they passed. Aleric led the way slowly, careful of his chainmail and quieting its soft clinking as much as he could. Finally they found themselves at the base of the long stairway that led out of the breach. With renewed vigor, the pair made their way up towards the heart of the chapel above. The air began to feel crisp and clear, Aleric happy to take in the fresh clean air as they made the final ascent.

They found Stone-Gaze waiting patiently in the room where Aleric had left him that morning. As the two breached the stairs into the chapel, Stone-Gaze stood, letting out a quiet sigh of relief. “Gorum I presume? Come friend, I’m sure you have questions and I’ll do my best to answer what I can. And hopefully you have some information that might guide our next moves.” Stone-Gaze leads Gorum up into the chapel proper, giving Aleric a thankful nod. After the tension of his mission is lifted from Aleric, the wolfkin sits for a moment, leaning against the stone wall of the chapel’s basement, taking a moment to rest from his journey. He finally makes his way above and finds Stone-Gaze working to prepare food for the evening. “You did good work, it seems you saved our orc friend in the nick of time. He is resting now. You should do the same. Once you’ve eaten I’m sure you’ll want to rest. Delving into the breach can be more tiring than you realize until you finally make your way out. Rest and on the morrow you can journey to Outskirt. It’s the nearest town. I’ll send you with some gold, I need supplies since we’ll have another mouth to feed. And you can take some time to think on if you’ll continue to go on these missions. No, don’t answer yet. Take some time to think and give me your answer when you return. Outskirt isn’t a large town, but it has amenities. Shops, inns, and bars. It seems Gorum is having a bit of trouble remembering whatever information he had discovered about that cult’s purposes. I’ll spend the days working with him and hopefully by your return he’ll have remembered whatever it was he had discovered.”

With that, the three spent a quiet night in the chapel. Dinner was filling and Aleric found that his weariness weighed heavily on him. He slept through the night well, before waking in the morning to prepare for the journey to Outskirt. 

Advancement:
GM Note: With Alone in Deepfall Breach, there is a separate experience system. Each skill that was used to roll a Dragon (1) or a Demon (20) will have a chance to advance. After each mission Aleric will also have the chance to advance 5 other skills.
Demon/Dragon Rolls: Swords
5 skills for advancement: Awareness, Bushcraft, Evade, Healing, Spot Hidden

Advancement rolls
Swords (14): 15!; Swords +1
Awareness (10): 13; Awareness +1
Bushcraft (5): 10; Bushcraft +1
Evade (12): 10; No advancement
Healing (5): 10; Healing +1
Spot Hidden (5): 20; Spot Hidden +1


Next session Aleric will be making his way to the nearby town of Outskirt. Though the Journey should not take long, it won't be without it's dangers. Once in Outskirt, Aleric will have some rest and relaxation before deciding whether or not he'll be continuing to delve into the breach to aid Stone-Gaze's goals. 

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