Dragonbane: Alone in Deepfall Breach 16- To Reforge the Worldbreaker

Aleric awakes from his restless evening to find Stone-Gaze ready and waiting to impart upon him his final mission. Its finally time for Aleric to make his way into the Breach for one final time... 


Aleric awakens the next morning feeling exhausted. Though he does not remember any more dreams interrupting his sleep, he’s certain that his mind was racing through the whole night. Groggily he rises and seeks out Stone-Gaze. He finds the old wolfkin sitting in his study. The shard of the worldbreaker spear lays next to the vial of sap Aleric collected from the soul tree. Aleric sighs, “Well. I suppose the time has come to complete our goal. Reforge the worldbreaker and ensure the safety of the world from the dangers that lurk below us in the Breach, eh?” Stone-Gaze almost jumps from his seat as it is obvious Aleric has startled him from some deep thoughts. After a moment, Stone-Gaze’s tension releases as he lets out a quiet chuckle. “Yes I suppose we are ready. I still can’t believe that we were able to recover the shard and prepare for the reforging of the worldbreaker. This will certainly be worthy of a celebration. Once we’ve seen it through of course. For now though, let me lay out the final mission you have ahead of yourself.” Stone-Gaze reviews the final delve into the breach with Aleric. 

The Final Delve: The Orc’s Forge

Mission Five: Find the Orcs of Maladuk deep in the molten wastes of the Breach and have the Worldbreaker reforged!
Threat:  Demon cultists hunger to recover the shard of the worldbreaker. They will hunt Aleric down as he makes his final journey into the breach. If the threat activates, the Cultists will attack!

1. Iron Ladders: To descend into the molten wastes, a series of massive iron rungs have been carved into the cavern walls. Use these ancient iron ladders to climb down into the depths of the breach. Be wary, a massive spider haunts these crevices and hunts you for killing one of its kin previously.
2. Unknown: The way is hidden to Stone-Gaze. There is no aid to be offered here.
3. Sulfurous Tunnels: Hazardous steam and heat fill the tunnels that lead to the Orc village. Travel quickly and beware of the creatures that live in the superheated tunnels. 
4. Goblins in the Pit: A band of goblins hunt unaware adventurers and will stand in your way. Sneak past them or defeat them to pilfer their collected treasure. 
5. Unknown: The way is hidden to Stone-Gaze. There is no aid to be offered here.
6. Unknown: The way is hidden to Stone-Gaze. There is no aid to be offered here.
7. Molten Wastes: After finding the orc clan you must aid Gorum in reforging the weapon. Stay in the village and lend your aid to him until the weapon is finished. Return with the worldbreaker reforged!

“It appears we were lucky after all when we rescued Gorum, for he is the master blacksmith destined to reforge the Worldbreaker! You must travel to his village, where Gorum will use the molten wastes to reforge the Worldbreaker. A weapon forged in its depths and quenched in the sap of the soul tree. A mythical weapon indeed, and destined to guard the world from the dangers of the Breach. A fitting end to your time with me, I might say. As we agreed, once you have completed this mission you are free to leave and take your journey where you want. I require your service no longer and can deem you a mighty warrior.”

Aleric takes a moment to take in Stone-Gazes final words. “Yes… Yes I suppose it has been quite some time. I think I shall return to my village. And in case you need any more help, I’ll make sure to send any hopeful warriors your way. Someone will have to share in the weight of guarding this place. Who else better than bright and upcoming wolfkin warriors.”  

Stone-Gaze smiles at the suggestion, nodding happily that Aleric would take on the job of sending more help to the breach once he had left. “Be that as it may, we’ve still got a job to do yet! I recommend you take some time to rest before you undertake this last mission. You’ve earned it.”  Aleric nods, a look of slight relief on his face as he departs. “Sounds fair. I’ve got some things to collect from Outskirt anyways. I’ll be back soon ready to finish up our last task.” 

With that Aleric prepares his pack and makes the journey to Outskirt. While living with Stone-Gaze, he’s made the journey many times now. Its much safer now that the bandits in the area have been taken care of. The villagers are always glad to see Aleric make his way into town. So long as he keeps making the journey, they know the roads will be safe. His first order of business on this trip is to buy a few things from the general store. The thought of fighting another spider worries him, though he still has the antidote that the Orcs gave him when he first fought a giant spider. But some sort of healing remedy would certainly be welcome. He comes to the general store and hopes he might be able to barter a bit for a healing potion. 


GM Note: Since the people of outskirt are familiar with Aleric and the help that his presence in the area has had in keeping the road safe, any bartering interactions will be made with a boon. 



Roll: Barter(5 w/ a boon): 1; Critical success!


The store owner laughs off Aleric’s attempts to barter him down on the price of the healing potion. “My friend! For all you’ve done in keeping the roads safe my business is booming! Supplies come in with such regularity, I certainly have you to thank for it. Here please take this potion as a way of saying thanks! And in the end, if you don’t need it you can always return it to me before you depart these lands. Though I hope that is still a long ways off!” 

With the healing potion secured, Aleric finds himself with an abundance of gold in his pouch! He spends the day and rest of the evening in raucous celebrations with his friends in the local tavern. After a late night and an even later morning, Aleric decides the sooner he finishes his next journey the better. He leaves behind Outskirt and travels back to Stone-Gaze’s chapel. He spends the evening resting and preparing himself for the next day. After waking in the morning, he bids Stone-Gaze a farewell as he travels one last time down the stairs that lead from the chapel basement into the depths of the Breach. Once more alone, into the breach!

1. The Iron Ladders

Aleric descends the long stairway from the Chapel, making his way to large open cavern. In front of him, is a deep trench plunging down into the depths of the Breach. The glow and heat of magma below fills the air with heat and steam, making the muggy air difficult to breath in. Large iron railings drop from the edge of the cliffs. As Aleric inspects the railings, he finds that they lead to the iron ladders. Rungs forged into massive Iron bars that have been expertly melded with the side of the chasm’s walls. Aleric begins his descent, wary of the threat of the large spider that might hunt him along the climb. 


GM Note: Aleric will complete a strength challenge to descend the walls. He will make three strength checks. On 1 fail, the spider will notice him descending. On 2 failures the fight will be at a disadvantage to Aleric. The terrain will make the battle hard as he attempts to fight the spider as he clings to the iron railings. 



Roll 1: Strength (18): 1; A critical success!


With this success, Aleric will be able to find a place to fight the spider if it comes after him. He cannot be  in a disadvantaged place if the spider does engage with him. 

Aleric swiftly makes his way down the ladder rungs. Though they seem to be made for larger creatures to climb down than a normal humanoid, Aleric proves his strength and ability to adapt with ease. He quickly descends, keeping an ever watchful eye to the ceiling of the cavern for any sign of a spider giving chase. 


Roll 2: Strength (18): 12; Success.


He continues to make his way down with ease. 


Roll 3: Strength (18): 2; Success. 


Unsurprising to the wolfkin, the climb down the iron rungs of the ladder mounted into the chasm walls were no challenge to the warrior. Aleric quickly finds his feet touching down on solid ground, well below the lip of the chasm where he started his climb. Brushing off his hands, he gives one last look up towards the ceiling in case the spider decides to show itself. He turns to find himself at the base of a large chasm. Off on the distant side, Aleric can see tunnels. “Must be the tunnels that I’m to make my way through to reach the village… But there was something else that Stone-Gaze foresaw. What could possibly challenge me between here and the other side of this chasm?” 

Laughing it off, Aleric begins to make his way to the tunnels on the other side of the deep chasm. 

2. Unknown



GM Note: Now Aleric certainly made easy enough work of the climb. But thats simply to be expected of him. Though I think there is still a chance that the spider might have been watching and waiting for his guard to be down. I’ll give a fortune oracle roll and see if thats the case. 



Roll: Oracle: Though Aleric evaded the spider on the climb down the iron ladder, does it give chase and confront him before he reaches the tunnels? Odds Likely. Roll twice and take the more positive: 5, Yes the spider is going to attempt to confront Aleric even though its lost the advantage of fighting him while he needed to climb down into the Chasm. 

Roll: Oracle: Will the spider be at a disadvantage fighting in the base of the chasm? Unlikely. 3, No. This is going to be an even fight. Aleric will need to defeat the spider or evade it long enough to flee into the tunnels where it likely will not be able to give chase!


As Aleric makes his way forward, the sound of skittering legs against the rock wall echoes down towards the chasm floor. Suddenly, leaping from the darkness above towards Aleric is a massive monstrous spider! Without wasting a moment, Aleric draws his longsword and charges forward!


COMBAT

Round 1 
Initiative
Aleric: (HP 17/17; WP 16/16): 6/7
Spider: (HP 36/36): 1/5

The spider glares into Aleric’s eyes, attempting to mesmerize the fighter. 
Roll: Aleric Will Save(16): 1; Critical success! Aleric will be immune to the fear attack from the spider for his critical success!

Chittering in anger as Aleric squares up against the spider, no sign of fear creeping into his mind, the spider lashes out with its massive barbed legs. 
Damage(D8): 7 damage; Aleric takes 3 piercing damage after reducing for armor. 

Aleric staggers under the heavy swipes of the spider’s legs. He quickly presses forward, hoping to catch the creature off guard. He swings his longsword twice in a large arcing attacks. 
Roll: Aleric- Swords (15): 1; Critical success! Aleric will do double damage on his first attack!
Damage (4D8+D8): 7 slashing damage

Roll: Aleric- Swords (15): 6; success! Aleric’s second swing connects as well!
Damage (4D8+D8): 11 slashing damage

The spider reels back as Aleric slashes at the legs it just swiped out. Taking advantage of the situation, he scores a deep slash across the spiders belly as it rears back. 

Round 2
Initiative
Aleric: (HP 14/17; WP 16/16): 4/7
Spider: (HP 18/36): 9/10

Aleric presses his advantage and swings again, hoping to finish off the spider before it can gather itself for another attack.
Roll: Aleric- Swords (15): 7; success! Aleric continues to connect with the massive spider
Damage (4D8+D8): 17 slashing damage!

Aleric drives forward again, surprising the spider as it looks for an opening in Aleric’s defences. Acting quickly, Aleric drives his sword into one of the spider’s eyes! It reels back in pain and terror, feeling its life quickly draining from the wounds Aleric has left on its body! Aleric steps back after his flurry of attacks. A beast backed into a corner will act irrationally and so now he chooses to see what the spider will do before going for the killing blow. 

The spider takes the opportunity that it has been given by Aleric’s caution to charge forward! The massive spider slams its body into Aleric, knocking him back and off his feet!
Damage(2d6): 7 bludgeoning damage; Aleric takes 3 damage after reducing for armor. 

The spider quickly leaps onto the prone fighter, hoping that it can kill Aleric before he has a chance to escape from its clutches. It bites down with its massive mandibles on its prey as Aleric is defenseless to block the attack!
Damage(2d8): 10 slashing damage; Aleric takes 6 damage as some of the damage is blocked by his armor

Now cursing himself for giving the spider a chance to attack, Aleric grasps his sword tightly. He struggles to find an opening as the spider looms over him, biting down on his shoulder. He can feel the mandibles piercing deep. But he also feels the waning strength left in the spiders attacks. It’s close to death! Knowing that it is now or never, he rams the longsword up into the abdomen of the spider. 
Roll: Aleric- Swords (15): 15; success, just barely! Aleric slams his longsword up into the spider as it bites him
Damage (2D8+D8): 9 slashing damage!

The spider is slain!

END COMBAT


Aleric can feel the spider fighting to stay conscious as his longsword drives deep into the creature. Its strength continues to fail as it finally shudders and topples to the ground, pinning Aleric beneath its body. With blood gushing from the slashes and cuts the spider had inflicted on him, Aleric desperately climbs out from underneath the spider. Wiping sweat and blood from his brow, he quickly sheathes his longsword and makes his way toward the tunnels. “Well lets find a good place to rest a moment after that… Though if I don’t see another giant spider in my lifetime, I’ll say it was a blessing.” He weakly chuckles to himself as he heads into the tunnels, looking for a place to rest and recover before pressing onward into the breach. 


Aleric starts his final mission into the breach with a successful climb down into the depths, only to barely escape an encounter with a Giant Spider. He'll need to rest up and get back to it to make it to the Orc village deep in the Molten wastes... 

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