
XIV.
Duskmarch 17, Goldday, Year 731.
The village’s shrine to The Watcher—also called The High Listener, The Fourth Sister, and She Who Watches the Bay, among many other titles—sat in the heart of Vastren Hollow, at the center of a cobblestone square. Alric supposed that, since the village had been founded by rangers long ago, they had built the shrine and its flame to signal safety to travelers or passing caravans, much as Skywarden Tower served for Oakton. Yet Vastren Hollow established no trade routes currently in use and had never proven to be of strategic advantage for the city. As a result, the village had maintained the Watchflame but grown around it, sitting comfortably within the rampart wall and defensive structures, unseen by passerbys. It was now, he guessed, primarily a symbol of safety for Vastren Hollow’s residents, a sign that Oakton’s gods still sheltered them from the wild world beyond.
Today, however, safety was under siege.
As Maelen and Vessa led Alric and the ragged militia through the village, they saw the true devastation of the skratt swarm. Every home gaped open, doors torn, windows bloodstained. Fires guttered across the square. One house, fully ablaze, stained the twilight orange. Black-furred bodies of skratts lay everywhere, some curled on their sides, some with backs arched and white eyes staring lifelessly at the clouds above, and others face down in the mud. Indeed, it seemed that the skratt corpses outnumbered the others by four to one, though everywhere Alric looked there were dead villagers and animals, all shredded by claws and with faces ravaged. The smell of blood, offal, and smoke filled Alric’s nose, making him gag several times.
The shrine itself was a waist-high, octagonal structure made of pale granite, atop which sat a bronze brazier in the shape of an eye. Alric could see immediately that the flame within that brazier was magical, its fires burning both white and blue. A few desperate soldiers stood in a tight ring above a mass of writhing, snarling black fur. Even as they approached, one of the women fell shrieking under the skratt horde. In moments, the others would follow.
With a shout, Maelen charged.
I’m going to run this combat in two parts. Last time I rolled that the PCs would be facing 7 skratts, so that’s going to be the “main” combat, essentially the enemies who pay attention to the party. But I’m picturing the scene more chaotic and cinematic than that, so in the background I’m going to be rolling on how the militia band is doing against the rest of the horde.
First, I’ll have Maelen roll initiative, against her 13 attribute score. She rolls a 7 and succeeds, so the PCs go first. She’s going to Charge (I’ll say the group is currently Far from the shrine), but should she use a class ability right out of the gate and take advantage of Charger? I’m going to say no, because I think Opportunist will help more in a fight against a pack of 1 HD creatures. It’s a normal Charge, then, which not only lets her get into melee but gives her (and the skratts) a +2 bonus to hit. With the Bonebreaker, that’s a whopping +6 to hit an AC 11 creature. But she rolls a 4! Oh dear.
Vessa, meanwhile, will move to Close range and fire with her bow. She has a +4 and rolls an 8+4=12, which is a hit. The shortbow’s damage is 1d6 and I’ll simultaneously roll 1d8 hit points for “Skratt 1.” 2 damage versus 5 hp, reducing it to 3. Something I didn’t do throughout all of Level 1—maaaaybe because I’m still learning the rules and forgot they existed—are Exploits, which are minor (or major) effects combatants can have on opponents. The requirement for a Minor Exploit (which Vessa will now attempt) is to hit and damage an opponent, which she’s done. She’ll hope the arrow will distract the skratt, taking its +2 to hit Maelen away. To do so she rolls an opposed Dex check and rolls a 9 (succeeding by 7) versus a 9 by the skratt (succeeding by 4), which works! Had she failed, she wouldn’t have been able to do another Exploit this combat. Exploits are an amazing way to give flavor and minor advantages, and I’m glad to remember them!
Has Alric received more combat abilities now that he’s level 2? Not really. He’ll move to Vessa’s side and grip his staff, ready next turn to help either Maelen or Vessa as best he can.
Now it’s the 7 skratts’ turns. I won’t roll whether they stay focused on the Watchflame, as these are the skratts who I’ve already determined will attack the PCs. Assume a mass of the creatures continuing to swarm around the shrine and dash all over the village. I’ll say 3 focus on Maelen, and I’ll roll what the other four do.
Skratt 1 (who no longer has a +2 to hit thanks to Vessa’s Minor Exploit) has a +1 to hit, then +1 because of outnumbering her 3:1, versus Maelen’s 14 AC and rolls a 9, missing. Skratt 2 has the bonus and rolls 18+4=22, hitting for 3 damage (on 1d6). Skratt 3 rolls 15+4=19, also hitting and doing 2 damage. Ouch. Maelen is down to 15 hp.
I’ll roll even chances for the other 4. Three of the four will rush Vessa and Alric, but one remains to swarm Maelen. It rolls 13+4=17, and also hits for a max 6 damage. Dangit! She’s down 9 hp, less than half in a single turn.
For the abstracted battle outside the PCs, there are terrific Mass Battle rules in Tales of Argosa, but they don’t quite fit this situation (they’re more for sieges and warfare). Instead, I’m going to do simple opposed rolls between the militia and skratt swarm. The militia rolls 8 to the skratts 17, losing. They take 1d6 “losses” of members and I roll 5. They’ve gone from 8 “strength of force” to 3!
That first round was brutal. Let’s roll Round 2 before I narrate. Vessa rolls 11 against her 13 Initiative, succeeding. Maelen will strike out at one of the four skratts surrounding her with Bonebreaker, rolling 16+4=20 and hitting. She then rolls 5+2=7 damage versus 4 hp and Skratt 2 is dead. She’ll then use Opportunist (which triggers when she reduces an opponent to 0 hp) to attack a second skratt, rolling a nat-19! For a Fighter, that’s max damage plus half her level, plus a Blunt Trauma roll. The 11 damage alone absolutely crushes Skratt 3, so no need for the Trauma. That’s better!
Vessa’s now in melee with 3 skratts herself, so she’ll drop the shortbow, use her Move action to draw her shortsword, and then attack. She rolls a 9+2=11 and hits, doing 1+1=2 damage to Skratt 5’s 6 hp, dropping it to 4. Does she attempt another Minor Exploit? Sure. She’ll try and trip the creature with an opposed Dex check. She rolls 13, succeeding by 3 versus the skratt’s failed roll of 14. Skratt 5 is prone.
Alric will try and bash the prone opponent, which gives him an additional +2. He rolls 9+3=12 and hits! His staff does 2 (on 1d6) damage, bringing it to 2 hp.
It’s now the skratts’ turn. The two versus Maelen no longer have the Charge bonus and don’t outnumber her 3:1, so it’s just a +1 for them to hit. They roll 6 and 7, both missing her 14 AC.
Skratt 5 stands up and launches at Alric, rolling 9+1=10, exactly hitting his AC. I roll only 1 damage, though, bringing him to 13 hp.
Skratts 6 & 7 attack Vessa (rolled randomly) and roll 11+1=12 and 2+1=3, both missing her 13 AC.
Will the militia fare better? Their opposed roll is 19 versus the skratts’ 4, so yes! The Stonekin soldier and his remaining villagers battle back the horde for another turn, whittling away its numbers.
Well, that was a better round for the PCs. No morale checks to make on the skratts, as they’ve only lost 2 of 7 combatants. Here’s the current battle status:
- Maelen faces Skratt 1 (3 hp) and 4 (unrolled). Skratts 2 & 3 are dead at her feet.
- Alric and Vessa face Skratt 5 (2 hp) and Skratts 6 & 7 (unrolled).
- The militia has 3 “strength” remaining before it’s defeated.
Alric had seen her fight before, stumbling uphill at Greenwood Rise, but this was different. She flew across the square, all power and precision. The Vastren Hollow militia, with a whoop, raised their makeshift weapons and followed her towards the besieged shrine. The humans at the shrine let up an answering call, rallying against the enemies around them. Now Alric watched, mouth agape, as Maelen’s spiked mace swung to catch a startled skratt in the chest, sending it arcing into the air. Right behind her, the Stonekin soldier’s glaive flashed out, shining in the bright light of the Watchflame.
Then the skratt mob swarmed them. The whispering chitter of rats mingled with the cries of pain from the militia, and the group disappeared amidst a mass of black fur. Alric gasped.
“Stay sharp!” Vessa loosed an arrow into the swarm, cursed, and dropped her bow. “Here they come!”
Vessa stepped past Alric and slashed with the short blade of her sword, intercepting a skratt that had run at him. It fell to the square awkwardly, scrabbling for purchase with its claws on the stones. Alric swung his staff, cracking into its body with a crunch. Then it launched itself at him, black hands outstretched and white eyes wide. He sidestepped on instinct but felt the hot flash of a claw across his cheek. It had gone for his eyes.
The creatures were everywhere. Vessa pivoted and swung her blade as Alric held out his staff defensively. Magic whirled in his mind, unable to form into anything coherent amidst the battle.
Round 3! It’s Alric’s turn to roll for initiative, against his attribute score of 11. He rolls 18 and fails, so the skratts go first.
All the skratts currently have only their +1 bonus to hit, thankfully. The two facing Maelen roll 15 & 11, hitting once for 2 damage and bringing the warrior to 7 hp.
Meanwhile, I’ll have the injured Skratt 5 continue to attack Alric, rolling 10 and hitting. Thankfully, he takes only 1 damage again (!) and is now down to 12 hp.
The remaining two skratts will focus on Vessa. They both roll 4, which means she easily avoids their claws. Not too bad, all things considered.
Can Maelen take out her two opponents in one turn? She rolls 9+4=13 and hits Skratt 1, and 6 damage kills it. She’ll attempt an exploit to knock the crushed body of the skratt into its companion, knocking it prone. They roll opposed Strength checks, and Maelen rolls a 2 versus the skratt failing. It’s prone, and so she now has a +6 for her Opportunist attack. She rolls a 17, though, so I guess it didn’t matter… Six total damage versus 2 hp, and Skratt 4 is gone. She takes a beating, but she can dish it out too!
Alric tries to fend off the skratt attacking him and rolls a 14! He’ll wield the staff two-handed, which gives him +1 to damage. Since the skratt only has 2 hp, it’s dead.
Vessa will stab at one of the two skratts facing her, rolling a 12+2=14 and hitting for 6 damage versus its 3 hp. Only one skratt is left!
How does the militia do? They roll 16 versus the skratt horde’s 3, keeping their three members alive and further diminishing the mob.
Now is a good time for a morale check. The skratts’ Will score is only 7, but I roll a 3 and succeed. They want that flame out!
All around him, violence raged. Yet for several heartbeats, Alric faced off against the skratt Vessa had injured. It crouched on the cobblestones, feet set wide and clawed hands flexing as it sniffed the air loudly. Then its milky eyes fixed on his position, the oil-slicked, ropy tail lashing. The thing chittered and jumped again at his face.
This time, Alric was ready for it. He interposed the staff between them, though a frantic claw still nicked his neck as he pushed it away.
He swung the heavy wood of his staff in a desperate, wide arc. The blow struck the skratt where its head met its scrawny shoulder and the creature crumpled. Then Alric struck again, and again.
He hadn’t realized he was shouting until another skratt, slashed by Vessa’s blade, rolled into his leg.
Alric whirled, wide-eyed, to take in the scene. The dead lay everywhere, skratt and villager alike, though a cluster of both still battled around the Watchflame. Maelen was there, batting furred bodies left and right with her weapon, a fierce smile on a face spattered in dark blood.
Two skratts leapt out of the crowd at the shrine simultaneously. Their bodies fell atop the Watchflame deliberately, as if trying to smother the fires with their lives. More followed. The scattered soldiers on the granite pedestal cried out in dismay, striking at the smoking bodies. Alric watched the blue-and-white flame gutter, and then he couldn’t see it at all amidst the writhing, black-furred mass.
As we’re nearing the end of the fight, it was time to implement what I’d already rolled last time: That the skratts had successfully doused the Watchflame. It seemed more dramatic to have Alric witness it being snuffed out than to show up and have it already be out.
Anyway, Round 4 is surely the last round of combat. We’re back around to Maelen rolling initiative, and she succeeds with a 7. Can she make a second Charge in one battle? I don’t see why not, so here goes: She rolls a 13+6=19, hitting easily. She then rolls max damage of 10, fully crushing the last skratt. Combat done!
Let’s see if the militia survives the last skratt push. I roll a nat-20 versus the enemies’ 2, so absolutely yes. In fact, I’ll say they are the real reason the battle is over, making the skratt horde flee after they’ve extinguished the Watchflame.
“No!” the stocky soldier roared, his glaive carving a desperate path through the skratt swarm. The last few villagers closed ranks around him, driving toward the shrine. Alric watched, almost transfixed by the scene: A last push of bravery amidst carnage.
The whispery chattering of a skratt near his ear jerked him into the battle. There, one of the creatures bared its long front teeth and spread its clawed hands wide, pale eyes fixed on his face as it readied to leap. He froze, surprised.
Maelen’s spiked mace crushed the skratt into the cobbles with a wet crack. Alric hadn’t even seen her cross the square. The warrior was bloodstained, panting, her hair and eyes wild, as she gripped her black weapon and spun, looking for another opponent. Vessa finished slicing the throat of another creature, then positioned her back to Maelen’s, a move that looked almost instinctual for the two mercenaries.
But it was unnecessary. Any skratts that had broken from the horde at the shrine were dead or gone. For a long moment, only panting and the crackle of fire filled the square.
Alric’s eyes scanned the scene, his gaze passing over countless corpses that his mind refused to register. He focused instead on the shrine. The Stonekin soldier had retaken the granite pedestal. Black-furred bodies lay everywhere around him, the stack of them fully to his waist. Three other humans—all covered in gore—yelled and moved to chase the last of the skratts as they fled. They had been fighting all night and day, however, and had no hope of catching the rat-like creatures. Dozens of skratts scurried from the village square, flowing like a river towards some exit Alric couldn’t see.
The soldier sank to his knees at the brazier’s base. His glaive clattered against the stone dais. The Watchflame was gone, buried beneath smoldering skratt corpses. Only the burning houses lit the square now, flickering orange, warped by smoke.
“White eyes, oily tails, and whispers,” Maelen rasped beside him. “You’re right, lad. Orthuun’s work.” She coughed, blood on her lip, and dropped to one knee.
“Maelen!” Vessa called out, but Alric was already kneeling beside her.
Alric has a new spell! It’s time to Mend Flesh (hopefully), expending 1 of his 2 magic spells for the adventure. To do so, first Alric must succeed at an Int(Arcane Lore) roll, which for him means rolling 16 or under. He rolls 16! Whew.
Next, his Dark & Dangerous Magic score was 2 at the end of last adventure, so Alric must roll a d8 (at 2nd level) and roll over a 2. He rolls a 5 and doesn’t trigger anything nasty. His DDM score, however, increases to 3. It’s… coming!
Finally, how much healing does Alric provide? His spell allows Maelen to recover 1d6+2 hit points, and rolls 4+2=6! Nice. Maelen is now at 13 hp.
Speaking of which, the PCs can now take a Short Rest, a few minutes to let them catch their breath. Doing so allows each PC to make two Willpower checks. Maelen will go first and rolls 10 & 12, either side of her 11 Will. With one success, she recovers half her missing hit points (3 of 7) and is now at a respectable 16 hp.
Alric, meanwhile, rolls 14 & 10, also one success versus his 13 Will. He’ll leave his hit points at 12 of 14, but will instead recover his lost spell slot.
Vessa neither took damage nor used any class abilities, so the recovery doesn’t matter to her. It’s a good reminder to use some of her Rogue abilities in the future, though.
Finally, some housekeeping: I’ll increase the Chaos Factor from 6 to 7 for obvious reasons. Since the Stonekin soldier survived, I’ll give him a name, Sergeant Brodan Flinthewer, and add him to the Character List. I think that’s it for now.
As soon as he’d entered the village, Alric had begun to hear a low, whispered murmur at the edge of his awareness. He’d convinced himself it was nothing.
But as he reached for Maelen’s face, the mumurs rose, coiling around his mind. Words he couldn’t understand, half-heard and hissing. They filled his ears, drowning out everything else. Lone cries from anguished villagers, blazing house fires, and even a question that Maelen asked him as she looked into his eyes—Alric could hear none of it. Only the whispers remained, and his lips moved with the alien rhythm of them.
A familiar numbness spread throughout his body, as if he were separating from the world and becoming apart from it. His skin tingled as it passed from his head, down his neck and spreading throughout his torso and limbs, moving down to his legs and feet. Once the sensation had passed, he felt nothing, no pain or emotions. Dispassionately, Alric said words he and his companions would not remember later.
Maelen’s eyes went wide, then relaxed. She blinked at him, a sense of wonder across her face as he released her head with his long fingers and ceased the spell. It would take, he knew, several heartbeats for his senses to fully return, and the tingling as the numbness retreated was awfully distracting. But he could still speak through deadened lips, and asked, “Are you better?”
“Lad,” Maelen mouthed. “How?”
“Shh,” Alric shook his head, pursing lips. He hadn’t heard her through the diminishing whispers in his ears, but he saw her lips make the words. “Later. Let’s help the others.”
As he stood on shaky legs and surveyed Vastren Hollow, though, he wasn’t sure who there was to help.
The village was gone, its Watchflame cold. Orthuun had wiped it from the world like ink from a wet page.
Next: Make Sure I Do It [with game notes]
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Hell of a battle!!
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