Dragonbane: Alone in Deepfall Breach 17- The Forging of the Worldbreaker

After defeating the vengeful giant spider, Aleric searches for a place that he might rest as he prepares to press onward to find the orc village and reforge the Worldbreaker spear


The Sulfurous Tunnels

Aleric approaches the stiflingly hot tunnel entrance, feeling the blood still seeping from the wounds inflicted by the spider. He quickly finds a place tucked just near the mouth of the tunnel where he might take a moment to rest. He takes out some bandages and begins to treat his wounds.

Stretch rest: Roll -> Healing(8): 5; Success
Healing (2D6)-> 8; Aleric is healed to 13/17 HP after treating his wounds.

Aleric successfully treats his wounds, feeling much better though still not fully recovered. Knowing that the cultists might catch up to him at any moment, Aleric sighs. "Better to be hurt than dead at the hands of those demonic fanatics. I can only hope that I make it to the village before they catch up..." Aleric stands and continues deeper into the oppressively hot tunnels leading deeper into the breach.



GM Note:
There are two approaches that seem reasonable for Aleric to take as he continues deeper into the tunnels.

  • Attempt to sneak through the tunnels to avoid drawing the attention of whatever inhabitants that Stone-Gaze warned him of
  • Move slowly, taking extra time to be extremely cautious to avoid the chance of drawing the monsters attention.

 The drawback to taking his time will be that the longer time spent in the tunnels may hurt as much as just fighting his way through. So Aleric will need to face a Constitution challenge to overcome the heat of the tunnel. The threat level will increase 1 automatically if he takes his time. Aleric will also need to overcome 3 constitution checks. On failure the following will happen:

Failure 1 -> D6 Damage; +1 to threat die
Failure 2 -> 2D6 Damage; +1 to threat die
Failure 3 -> 3D6 Damage; Aleric must leave the tunnels and draw the attention of its denizens!


Aleric decides that caution is the better part of valor here. He begins to slowly make his way through the winding tunnels. "Must be some kind of lava flow as you move deeper into the breach here! I feel like I'm cooking in my own chainmail..." Sweat almost immediately soaks the wolfkin's fur and brow, but Aleric continues to slowly trudge forward, hoping that his caution will be enough to avoid any other dangers present in the tunnel.

Threat die increased to 2 out of 6!
Roll 1: Constitution(17) -> 6; success

 
Aleric makes his way through the tunnels, slow as he can to avoid detection. Though the heat is almost unbearable, he is able to progress a good distance without feeling the need to quicken his pace.

Roll 2: Constitution(17) -> 6; success

 
The heat continues to build as Aleric moves deeper into the tunnel system, but still the fighter remains steadfast. He slowly continues on, hoping the exit will present itself soon.

Roll 3: Constitution(17) -> 18; failure-> Threat increases to 3 out of 6 and Aleric takes 3 points of damage (10/17 HP)

 
After what feels like an eternity, Aleric finally makes his way through the tunnel system. Though his slow progress was enough to not waken the denizens that might have made the trek drastically harder, Aleric is overcome with the insurmountable heat. On top of that he knows that he has spent valuable time in the tunnels that the cultists on his tail might use to their own advantage. Collecting himself, Aleric quickly presses onward hoping to gain some lost ground.

4. Goblins in the Pit

Exiting the extreme heat of the sulfurous tunnels, Aleric finds himself in a wide open chamber. In the center of the room is a large pit, dug deep into the ground. Though he cannot see them, Aleric hears the voices of small creatures speaking at the bottom. They seem to be arguing over something in a guttural language that Aleric does not understand. "Best to get by these things without alerting them. Though easier said than done..." He thinks to himself, looking down at his chainmail armor that seems to clink and clack with each step. Aleric places his arms against his stomach, hoping to dampen the sound as he sneaks by the pit.

Roll: Sneak(7; Bane) -> 18; Failure


Aleric can hear the chainmail all the same, even with his best efforts. Worried that another fight will slow him down, he redoubles his efforts

Pushing the Roll: sneak(7; Bane) -> 14; Failure Aleric becomes disheartened.

With his best intentions failing, Aleric curses under his breath. The clinking of his chainmail, a boot against the floor. Whatever it was, the sound of the creatures in the pit has quieted. Looking over to the lip of the hole, Aleric sees several pairs of goblin eyes peering greedily at him. The goblins leap over the edge of the pit and charge towards him as he readies for the attack!



GM Note:
How many goblins are hiding out in this pit? I'll say its 2D4 -1 with a minimum of 2.


Roll -> 4 goblin warriors face off against Aleric.
Stats: 10 HP; 2 Armor; Spear (12) 2D8; Evade (10)



COMBAT

Round 1
Initiative
Aleric: (HP 10/17; WP 16/16)-> 2/10
Goblin 1: (HP 10/10) -> 6
Goblin 2: (HP 10/10) -> 3
Goblin 3: (HP 10/10) -> 4
Goblin 4: (HP 10/10) -> 9

Though he is prepared for the attack, Aleric holds back defensively to see what the goblins do. He delays swapping initiative with Goblin 4
Goblin 4 bounds out of the pit and rushes at Aleric. He swings his spear at the fighter. The other goblins do the same, as the small band of goblins rush Aleric! The goblins all rush and attack

Goblin 1
Roll: Spears(12) -> 18; Miss

Goblin 2
Roll: Spears(12) -> 8; Hit!

Goblin 3
Roll: Spears(12) -> 17; Miss

Goblin 4
Roll: Spears(12) -> 14; Miss

Only one of the spears appears like it will find its mark. Aleric quickly parries the attack from Goblin 2.
Roll: Swords(15) -> 8; Success.

Aleric easily parries the attack. He then makes an attack of his own, swinging down on Goblin 2, the only one who was even close to nicking him with the small spear.
Roll: Swords(15) -> 1; Critical Hit!
Roll: Damage(2D8+D8) -> 17 damage reduced to 15; Goblin 2 is cut down and killed!
Crit: Aleric performs a free attack on Goblin 1
Roll: Swords(15) -> 12; Hit!
Roll: Damage(2D8+D8) -> 15 damage reduced to 13; Goblin 1 catches Aleric's Backswing to the neck and falls dead next to his ally!

Round 2
Initiative
Aleric: (HP 10/17; WP 16/16)-> 7/10
Goblin 3: (HP 10/10) -> 1
Goblin 4: (HP 10/10) -> 3

Aleric steps back as the blood of the goblins spills out around his feet. He waits for the goblins charge. And charge they do! Both of the goblins rush in, furious over their dead allies!

Goblin 3
Roll: Spears(12) -> 5; Hit!

Goblin 4
Roll: Spears(12) -> 17; Miss

Aleric again watches the spear and sees Goblin 3's spear coming far too close to his leg. He attempts to swat the spear away with his longsword
Roll: Swords(15) -> 16; Failure!
Damage(2D8) -> 6 damage reduced to 2; 8/17HP

Aleric winces as the spear tip grazes his outer thigh as he is unable to avoid the attack. He quickly turns the attack again against the goblins, attacking Goblin 3!
Roll: Swords(15) -> 2; Hit!
Damage(2D8+D8) -> 16 damage reduced to 14; In the midst of his celebration of the successful attack, Aleric stabs his longsword straight through the tiny creatures body and it falls dead!

Round 3
Initiative
Aleric: (HP 8/17; WP 16/16)-> 4/6
Goblin 4: (HP 10/10) -> 9

With the advantage firmly on his side now, Aleric presses the attack on the remaining goblin.
Roll: Swords(15) -> 5; Hit!

The goblin attempts to shirk away from the blade, now fearing it will meet the same fate as his allies! He attempts to dodge out of the way.
Roll: Evade(10) -> 10; Success!

The goblin quickly dances away from Aleric's first attack. But the fighter quickly follows and makes another swing to finish off the fight.
Roll: Swords(15) -> 14; Hit!
Damage(2D8+D8) -> 18 damage reduced to 16; Goblin 4 is cut down as it attempts to flee.

END COMBAT



Oracle:
Stone-Gaze said these goblins were treasure collectors. How much treasure is there for the taking?
Roll: Oracle (Scale) -> Small
Roll: Small treasure (2D10 Silver) -> 7 Silver pieces.

Aleric looks down into the pit to see a disheveled hovel that was obviously these goblin bandits home. Sifting through the dirty possessions, Aleric sighs. "Really? Only 7 silver? Hardly worth whatever disease I'll probably catch from going through this dirty little home..." Aleric collects his measly prize before pressing forward.

That fight and search took some time. Threat increased to 4 out of 6!

5. Unknown

Oracle:
Has Aleric finally reached the Orc village?
Roll: Yes/No -> 4; Yes!

Aleric presses forward. The small cavern opens up to a strange sight. A massive plateau spreads out in front of Aleric. The plateau falls away to a cliff drop off that falls deeper into the massive cavern. On the edge of the cliff, lays a rather impressively sized village. Feeling the weariness from his travels, Aleric laughs to himself. "Well damn. I made it here in one piece. Might just get back to Stone-Gaze and on to home alive after all!" The cheery thought sits with Aleric for a moment before he begins trudging down the path towards the village.

As he nears, Aleric can see several armed guards standing outside of the rather sturdy looking fence that circles around the village. Once in earshot, he hears one of them challenge out to him. "Halt! Who are you and what is your business!" Aleric holds his empty hands up over his head in a sign of peace to the guards. "I am Aleric, sent by Stone-Gaze above! We have aided one of your village, Gorum, before. I have met your clan as well. I fought beside them as the faced off in a siege of a cultist outpost. I have come to ask for aid. I wish entry and to speak with your chief and Gorum!"

One of the guards recognizes Aleric's name and tale and quickly rushes forward to see if what he says is true. Finally seeing the wolfkin's face he exclaims his surprise! "Aleric! Ah it is good to see you again! We fought side by side against that massive spider to get you to the other side of that gaping chasm! Never thought I'd see you again. Well, come please, this way! I'll take you to the chief at once!'

Aleric is taken into the village and directly to the central building. He is announced, then quickly the orc guard yells for someone to go get Gorum. After some time, Gorum arrives. Aleric explains his need to the both of them. Though at first, the chief is hesitant to aid Aleric in reforging such a mighty and dangerous weapon, Gorum seems more willing to help in Aleric's cause. Finally the chief stands.

"Let us continue this conversation tomorrow. It seems as if you've been through quite the ordeal in finding us. Please, we will provide food and shelter to you and when you have rested on the morrow we will continue these discussions."

With that Aleric is lead to a small hut. Though furnished, he is told that no one currently lives there. He may stay here while he remains in the village. With that he is brough food and water and Aleric quickly eats and sets about tending his wounds. As night falls, Aleric feels uneasy. "This is the first time I'll be staying in the Breach overnight... I hope Stone-Gaze doesn't think the worst. Wasn't a one day job anyways though. I'm sure he knows that." With concern over Stone-Gaze and worry over the outcome of his task, Aleric settles in to rest for the evening.

6. Unknown



GM Note:
Initially I thought that this step would be to convince the orc chief to allow the reforging of the blade. But that seemed quite unexciting... So I asked the oracle some questions. The last series of questions of Aleric's delves into the breach...



Oracle:
Have the cultist tracked down Aleric and followed him to the Orc Village? Yes/No -> 6; Extreme Yes!
That extreme yes makes me think its not only a few. The cultists have formed some kind of army to attack the village...

How many cultists are here to attack the village? Power -> 5; Formidable!

Looks like this cult isn't going to give up without a fight!

The next morning, Aleric is woken up to the sounds of horns. Rushing footsteps. Yells. "Someone is attacking! Prepare! Prepare for war!" Aleric quickly pulls on his clothes and armor, strapping his longsword onto his waist and pulls his pack onto his back and charges out to face the danger alongside his allies. As he reaches the gate, Aleric finally sees what threatens the village. An small army has amassed outside the village. Hordes of cultists and monstrous creatures. Cursing under his breath, Aleric draws his sword and charges forward with the warriors of the orc village!



GM Note:
Aleric will take part in 3 waves of battles with the cultist forces, increasing in difficulty and danger as he progresses. This will be his part in the greater battle to defend the village. In the background the orcs will be taking part in their own battles, but we'll just focus on Aleric as he takes on several battles of his own.

1st Wave: D6 cultists -> 4; The cultists have the following stats:
Knives 12 +D4 bonus damage; Awareness 10; Evade 14; 12 HP

2nd Wave: 2 Cultist Berserkers with the following stats:
Hammers 14 +D6 bonus damage; 2 Armor; 16 HP

3rd Wave: Chaos Demon! The cultists have quickly summoned a demon to attack the village. It will be in a weakened state and will have some variations to the core chaos demon stats:
26 HP; 2 Armor; Ferocity 2; All attacks will be 1 die step down due to the demons weakend state (ie D10 to D8).
The corrosive blood ability will be as follows. The corrosive blood will activate after the first piercing or slashing attack it receives. Aleric will have a 1 in 6 chance to be affected by the ability the first time. The chance will increase with every successful attack. The corrosive blood will permanently damage Aleric's armor. Once it is fully destroyed, it will directly damage Aleric.

Let the battle commence!!


Approaching the battle, Aleric spots a group of cultists attempting to attach a ladder to the village wall. Aleric quickly rushes to ward them off before the cultists can breach the village interior!

Wave 1 Combat!

Round 1
Initiative
Aleric: (HP 17/17; WP 16/16)-> 5/9
Cultist 1: (HP 12/12) -> 1
Cultist 2: (HP 12/12) -> 4
Cultist 3: (HP 12/12) -> 7
Cultist 4: (HP 12/12) -> 3

As Aleric nears the group, several of them break off and charge the wolfkin with their daggers drawn!

Cultist 1
Roll: Knives(12) -> 7; Hit!
Damage (D8+D4) -> 4 damage; The attack glances off Aleric's chainmail

Cultist 4
Roll: Knives(12) -> 4; Hit!
Damage (D8+D4) -> 2 damage; The attack glances off Aleric's chainmail

Cultist 2
Roll: Knives(12) -> 5; Hit!
Damage (D8+D4) -> 7 damage reduced to 3; Aleric 14/17 HP

Aleric quickly mounts a counter attack focusing on the cultist who is lagging behind the rest, attacking cultist 3!
Roll: Swords(15) -> 11; Hit!
Damage(2D8+D8) -> 16 Damage; Cultist 3 is killed before he can attack!

Aleric turns his attention to cultist 1 as he lead the charge against him.
Roll: Swords(15) -> 5; Hit!
Damage(2D8+D8) -> 18 Damage; Aleric drives his sword through cultist 1 and kills him as his dagger harmlessly bounces off his chainmail

Round 2
Initiative
Aleric: (HP 14/17; WP 16/16)-> 6/10
Cultist 2: (HP 12/12) -> 5
Cultist 4: (HP 12/12) -> 1

The remaining cultist regroup before launching another coordinated attack on Aleric!

Cultist 4
Roll: Knives(12) -> 2; Hit!
Damage (D8+D4) -> 7 damage; Aleric attempts to parry the attack
Roll: Swords(15) -> 8; Success. Aleric easily bats away the cultists dagger with his longsword

Cultist 2
Roll: Knives(12) -> 16; Miss

Aleric swings down on Cultist 4 as he ripostes the knives attack
Roll: Swords(15) -> 2; Hit!
Damage(2D8+D8) -> 14 damage; The cultist falls to the ground under Aleric's skillfully placed attack.

Round 3
Initiative
Aleric: (HP 14/17; WP 16/16)-> 3/8
Cultist 2: (HP 12/12) -> 6

Aleric aims to finish this skirmish with a well placed slash.
Roll: Swords(15) -> 15; Hit!
Damage(2D8+D8) -> 10 damage; Cultist 2 2/12HP

Aleric drives his sword into the cultists shoulder, but the cultist is able to roll with the force of the attack. He still stands! The cultist swings a dagger out, hoping to catch Aleric on the back foot

Roll: Knives(12) -> 17; Miss

The cultist staggers as he swings out his knife lethargically. Aleric presses his advantage to finish the fight!
Roll: Swords(15) -> 7; Even with minimal damage, Aleric slays the final cultist.

END WAVE 1 COMBAT!

Aleric quickly destroys the ladder that the group of cultists was carrying to avoid any chance that another group might come in to finish the placement. As he is doing so, he hears a mighty roar from behind him. Aleric reels around to see two crazed cultist hefting massive hammers charging right for him. The pair seems to be out of their minds with bloodlust! Aleric prepares to face the two warriors as they charge in head first!

WAVE 2 COMBAT!

Round 1
Initiative
Aleric: (HP 14/17; WP 16/16)-> 2/5
Cultist Berserker 1: (HP 16/16) -> 7
Cultist Berserker 2: (HP 16/16) -> 1

Berserker 2 charges in and catches Aleric off guard as he swings his massive hammer down!
Roll: Hammers(14) -> 11; Hit!
Damage(2D10+D6) -> 13 damage; Aleric attempts to raise his longsword and block the hammer before it crushes in his head!
Roll: Swords(15) -> 8; Success Aleric is able to avoid the massive hit from the berserkers warhammer

Seeing the ferocity of the Berserker's attacks, Aleric delays his action. Berserker 1 swings his own hammer down on Aleric.
Roll: Hammers(14) -> 12; Hit!
Damage(2D10+D6) -> 8 damage reduced to 4; Aleric 10/17

Aleric responds to the attack with his longsword at Berserker 1!
Roll: Swords(15) -> 13; Hit!
Damage(2D8+D8) -> 21 damage reduced to 19; Aleric cleaves the berserker nearly in half as the cultist falls dead to the ground!

Round 2
Initiative
Aleric: (HP 10/17; WP 15/16)-> 2/3; Activate veteran to keep the 2
Cultist Berserker 2: (HP 16/16) -> 5

Aleric attempts to finish off the remaining berserker, wary of the massive warhammer.
Roll: Swords(15) -> 2; Hit!
Damage(2D8+D8) -> 6 damage reduced to 4; Berserker 2 12/16

Aleric then dances away, ready to defend against the cultists retort
Roll: Hammers(14) -> 19; Miss

As the hammer swings down, Aleric recognizes that the berserker's attack is going to miss! He takes this moment to sidestep the attack and bring his longsword up to thrust into the berserker's chest
Roll: Swords(15) -> 3; Hit!
Damage(2D8+D8) -> 17 damage reduced to 15; The cultist is dead!

The blade pierces the berserker in the chest. Aleric shoves the body backwards, expecting the cultist to charge in for another swing, but it remains down.

END WAVE 2 COMBAT!

Aleric breathes heavily after making quick work of the two berserkers. He takes the moment to retreat to the rear of the battle. He pulls out his healing potion, expecting that he's not quite done with the fight.

Roll: Healing(2D6) -> 9; Aleric 17/17

Feeling refreshed, Aleric returns his attention to the battlefield. From what Aleric can tell, the battle seems to be going in favor of the orc defenders. The battle seems to be coming to an end when suddenly a hulking creature begins bashing its way through the front lines of the Orcs. In a last ditch effort, the cultists have rushed a summoning of a chaos demon and it begins to run rampant through the battlefield! The demon swings a massive blade glowing with ominous runes. It gores with razor sharp horns and leaps after its enemies with powerful wings propelling it through the air. Aleric springs into action, running headlong to face down the creature!

WAVE 3 COMBAT!

Round 1
Initiative
Aleric: (HP 17/17; WP 15/16)-> 3/8
Chaos Demon: (HP 36/36) -> 5/10

Aleric rushes in, noticing the demon appears to be in a weakened state. Taking advantage of this fact he hopes to end the fight before the demon devastates the orc frontline!
Roll: Swords(15) -> 12; Hit!
Damage(2D8+D8) -> 17 damage reduced to 15! Chaos demon 21/36

The slashing attack leaves weeping bloody wounds. The blood drips to the ground and begins to burn and sizzle. "Best keep that blood off me!" Aleric thinks to himself. But just then the demon retaliates with a charge of its horns!
Horn Attack! (2D8; Aleric loses his turn!) -> 8 damage reduced to 4; Aleric 13/17

Aleric staggers back under the demons staggering horn attack. Just then the demon lifts a finger, pointing directly at him. Just then an invisible force throws Aleric back!
Unseen Force(Pushed 2D4 meters and takes equal damage; Falls prone!) -> Aleric is pushed back 5 meters, takes 1 damage and falls to the ground! Aleric 12/17

Round 2
Initiative
Aleric: (HP 12/17; WP 14/16)-> 3/7; Activate Veteran to keep the 3
Chaos Demon: (HP 21/36) -> 1/4

Before Aleric can stand, the demon flaps its massive wings and leaps into the air! It comes down directly on Aleric and rams its runic weapon down at him.
Runic Sword(2D6) -> 4 damage reduced to 0!

The blade harmlessly glances off Aleric's chainmail! Thanking his lucky stars, Aleric rolls away from the creature, standing from the ground before launching his own Attack.
Roll: Swords(15) -> 8; Hit!
Damage(2D8+D8) -> 9 damage reduced to 7; Chaos demon 14/36
Roll: 1 in 6 chance Aleric is covered in the corrosive blood! -> 1! Aleric is covered in the creatures blood.
Damage(D3; first to armor!) -> 2; Aleric's chainmail is permanently damaged by the demons corrosive blood. Armor rating reduced from 4 to 2!

Seeing the armor weakening, the chaos demon swings its runic weapon on Aleric again!
Runic Sword(2D6) -> 3 damage reduced to 1; Aleric 11/17
The runic weapon also saps Aleric's willpower
Runic Sword WP drain(D6) -> 2 willpower drained Aleric 12/16 WP

Aleric knows he needs to finish the fight fast as the blood begins to disintegrate his armor. He swings at the demon hoping to finish the fight!
Roll: Swords(15) -> 10; Hit!
Damage(2D8+D8) -> 10 damage reduced to 8; Chaos demon 6/36
Roll: 2 in 6 chance Aleric is covered in the corrosive blood! -> 3;
Aleric is able to avoid the blood as it seeps from the wound

Round 3
Initiative
Aleric: (HP 11/17; WP 14/16)-> 2/3; Activate Veteran to keep the 3
Chaos Demon: (HP 21/36) -> 4/7

Aleric sees an opening as the demon stumbles back from the wounds. He charges in with a mighty slash of his longsword!
Roll: Swords(15) -> 6; Hit!
Damage(2D8+D8) -> 13 damage reduced to 11; Chaos demon is killed!

Aleric charges forward, ramming his longsword through the demon's chest. The blood splatters over him, burning away the remains of his chain shirt. He quickly withdraws as the demon falls to the ground. Looking around he sees pockets of cultists running as they recognize the battle is lost! The orcs raise a victorious yell into the air as the day is won! Over the next several days, Aleric is treated for the severe burns he received from the demons blood. Once he is recovered the council summons him again. They immediately recognize the danger of the cultists running rampant in the Breach. They allow Gorum to begin working on reforging the worldbreaker spear immediately. They also present Aleric with a mastercrafted mithril chainmail to replace his destroyed armor. With that Gorum and Aleric set forth to craft the Worldbreaker!

7. Aiding the Forging of the Worldbreaker

Aleric is not used to this kind of work. The forge is intensely hot. he must make a constitution check to even be able to aid Gorum in the forging of the weapon.

Roll: Constitution(17) -> 1; Critical success!

Aleric easily acclimates to the heat. He is no blacksmith, but he aids Gorum over the next several days in crafting the weapon.

Roll: Crafting(15) -> 11; Success!

With Aleric's help Gorum successfully finishes the crafting of the mighty Worldbreaker Spear! Aleric thanks the village chieftain and quickly departs to return to the overworld and Stone-Gaze.

The Departure

Aleric easily makes the journey back to the surface. Upon returning, he hands over the mastercrafted spear to Stone-Gaze. The elder wolfkin is overcome at the beauty and strength of the weapon. Stone-Gaze, with this my time here at the Breach has come to an end. I will be departing soon to return home. But do not worry. I will send more warriors to train under you. They will wield the worldbreaker and protect from the dangers of the Breach. There will never again be a time where the Breach is not defended by this spear, and a wolfkin will wield it in our defense!

The next day, Aleric departs for home. Upon returning, he immediately recruits several warriors from the village to set out to serve under Stone-Gaze. Generations pass, and yet still the Wolfkin of the misty vale send their finest warriors to defend against the dangers of the Breach!


The end of Alone in Deepfall Breach

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