Holding Out- Solo in The Hold of Belkzen (Inactive)

Game Master Mowque


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This is unexpected

The orc leader peers around the tree and casts a single spell, before moving out into the open. In his hand is a sword made of pure force, like compressed fog, but the blade looks sharp.

For a second Noche'Wa wonders what spell was cast and then he sees the ground beneath his feet turn into a greasy patch of slippery grease.

Noche'Wa Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

It is too much of a shock and the transformed Shoanti trips and fall into a pile of the slippery liquid at the base of the tree.

Yous till have cover but the orc is moving closer. You are prone. I love Grease


Heroism and Luck help my saves. In the last case, that would be +2.

The Wild Mouse curses as he slips. He gets to his feet and moves out of the greasy patch.

Missing dice from last CMW roll: 1d8 ⇒ 2

Acrobatics with Heroism: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Don't forget I have reach if he closes in.


The orc leader, skull clacking against his chest, grins and charges the transformed Noche'Wa.

Acrobatics to avoid AoO: 1d20 + 1 ⇒ (5) + 1 = 6

Nope, feel free to take the AoO. I'll let you do it, since I'm not sure what you want to do.


Now you bleed. thinks Noche'Wa as the Orc leaves an opening for his spear.

Longspear with Heroism and PA: 1d20 + 9 + 2 - 2 ⇒ (13) + 9 + 2 - 2 = 221d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19

Is he stepping in his own grease spell?


No, he is smart enough to avoid that. You could bullrush him into it, I suppose? Nice hit

Noche'Wa's blow makes a huge gash open in the orc's side. Blood bubbles out, spilling between ripped tendon and flesh. The orc grunts in real pain before trying to slash with his own weapon at Noche'Wa's head.

1d20 + 9 ⇒ (4) + 9 = 13

The blow misses and the orc, staring at Noche'Was changed figure, 'What are you?"


"I am Revenge, and I am taking you!" replies the Wild Mouse with a snarl, defiantly standing his ground on the greasy ground, his longspear snapping at the Orc's throat, while he rolls out of the grease.

Acrobatics with Heroism and Luck: 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13

Longspear with Heroism, Luck, and PA: 1d20 + 9 + 2 + 2 - 2 ⇒ (4) + 9 + 2 + 2 - 2 = 151d8 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19


Noche'Wa's blow slides right through the orc leader's windpipe. It cuts off his yell of pain. For a moment he hangs there, trying to draw in breath through the long blade of the spear, thrashing like a fish. Then his eyes roll back and he grows still.

Eventually Korz re-appears looking pleased with himself. He is splashed with blood from neck to knee.

'You won?"


The Wild Mouse looks at the dying and bleeding leader for a moment. This is not what he came to Blekzen for. He was good at it, but he was no killer. He could hear the spirits of the land, some angry, some merry, and some thoughtful.

This one would likely have made peace impossible. He had to die. he thinks, as the chieftain gurgles his last curse.

Ignoring Korz's rhetorical question, he dismisses the dweomer disguising him and hurries towards the fortification.

"Let's hope she's there. And alive..."

Perception with heroism and luck: 1d20 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14


Together they reach the ruined fort, keeping a lookout. They reach a battered wall and peer over it. The old fort is more like a hollowed out bowl now, with the old walls rising around it. At the base is a small camp, surrounded by diggings and shafts leading to the foundations. Among these are a few small huts. There are two orcs Noche'Wa can see, sitting around a fire. One of the huts is barred and locked.

Korz grunts, "Two left only. You did well."


"Perhaps. Might be more than two..." warns the Shoanti, taking a bit more time to observe what is going on.

Wouldn't the Orcs have heard the commotion?


You were down a path and into some woods, and they were inside some walls. They probably didn't hear you or IT IS A TRAP.


The Shoanti turns to his colleague: "Younprefer up close or with that bow of yours?"

He turns his features to that of the chieftain and adds with a snarly grin: "I prefer up close. No noise if possible. There are others in those tents I'm sure."

He then makes his way to the two Orcs and asks: "Where are the others?"


Disguise with Heroism and Hat: 1d20 + 4 + 2 + 10 - 2 ⇒ (15) + 4 + 2 + 10 - 2 = 29


"I'll stay back in case you need help." He strings his bow to cover Noche'Wa.

The two orcs stand up instantly as they spot Noche'Wa enter the camp. They look confused, 'They left with you? We ask the same question, where is everyone?"


The chieftain's eyes grow wide and he fills his voice with alarm: "You mean they never made it back here?!? There's only the two of you., What about the prisonmer., Is she still in here!?"

Bluff with Heroism: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17


The two orc look at each other and one points to the locked hut, "Of course." Another asks, "What is going on? What happened to the man with the gold?"


The Wild Mouse looks at them thoughtfully: "He's dead all right, but his armour is too heavy... Now, why do you think you two were the ones I chose to leave behind?" he asks, wondering if their lives should be saved.


The orcs scowl at this and look like they might fight, then grunt and hangs their heads. "We are the lowest in honor and status. You shame us to further your own honor." One growls, "Why do you rub our noses in this?"


"Mmmh... Then I have a mission of prestige for you. Go find that golden armour and return it to me. The two of you should be strong enough. DO NOT return without it or I shall wear your heads on my belt! Go now and hurry!"

Intimidate with Heroism: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30


The orcs look like they want to ask questions but then think better of it, running out of the old fort and diggings as if they had wings. Later, Korz climbs down beside Noche'Wa.

"You let them live? Bah, soft pinkskin." he says, spitting, "They are only White Skulls. Did we not come here to kill White Skulls?"


"These two were not Skulls... Just Orcs." says Noche'Wa flatly, dispelling the aura shifting his features and moving to the locked hut, getting his tools out and spread on the grass, and kneeling to be more comfortable.

Without a word, his attention shifts as he focuses on making the lock work, sliding slender picks in its opening.

Disable Device with Heroism: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17


Korz grunts, 'They were in the White Skull tribe, just too low to have any skulls. You just let our enemies go, perhaps to lie in wait to hurt us later? You have weaknesses, Shoanti."

Noche'Wa works on the lock. It is surprisingly good for an orc lock in the field but he manages to get it open. The hut is squalid inside, with a dirty floor. In one corner is a pile of hay for a bed and in another a bucket for waste.

On the pile of hay is a woman, shivering in a thin cotton dress. She is dirty, thin and dead alseep.


Noche'Wa whispers to Korz: "Don't underestimate me. Last time you did, it ended badly for you. I have my reasons to let them go. Now, move out of sight for now. I don't need her panicking more than needed."

He then proceeds to enter the hut and speaks to the woman from a fair distance: "Wake up girl, you are safe now. Your father sent us to rescue you. The White Skull Orcs are gone. You're going home."


Korz grumbles but turns away, keeping an eye if any orcs circle back. Or whatever killed the hunting orcs decides to pay a visit.

At Noche'Wa's voice the woman wakes, sitting bolt upright. Noche'Wa can see she is young, with a serious looking face, dark eyes and greasy brown hair. "Who...whoa re you?" She says, with the voice of someone suspecting a trick.

"I won't help you."


"I am known as The Wild Mouse. With my companion Korz, we answered your father's call and came to your rescue. You need to follow me. We are bringing you back to Trunau. Are you fit to travel?" asks the Shoanti, trying to make his voice soothing, yet commanding.

Diplomacy with heroism: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20


"Trunau...Trunau, that was the town we passed through." She stands then, a bit weakly but on her own. She walks over to Noche'Wa, her feet bare and covered with slime and dirt. "I..I'd do anything to get out of here." She comes up to the door, eyes scanning, watching for a trap. Anything to break the spell of being freed. 'Did you kill the orcs?"


"We did, my colleague and I. Now, he is an Orc, but he's not with the White Skulls. He's a fierce trader and has offered to accompany me to get you back safe and sound to Trunau, where your father awaits."


The woman hears Noche'Was remarks and spots Korz at the same time. She recoils in terror, nearly falling over into the dirty pile of straw.

"You..you are working with them! They killed all the others, I saw them. They..did terrible things to them, even worse then just killing them. They are monsters. Leave me alone!' She breaks into sobs and cries.


Shoanti life has little patience for this kind of bahaviour. Noche'Wa looks at the woman, perplexed: "Which Orcs killed which? You think humans are different? No looting, no kidnapping, no spoils of war? Wake up young one. Now, do you wish to stay here and die, or worse, or can you face the world as it really spins and come with us to be with your father again?"

He leaves the tent and shouts: "Korz! If the way is clear, we're leaving!" He pauses a moment to hear if the girl starts moving.


Noche'Wa's blunt words must have gotten through to the woman. At his pause she runs up behind him, feet nearly silent on the dirt. "Of course. Just...just keep me safe, Wild Mouse. "

Korz eyes her speculatively. Not hungrily, but more sizing her up. He grunts and mutters, 'A burden on the road." But then offers, "No sign but let us move. Some of those we scared are likely to be back, if only for our prize here."


He's right. She'll draw predators... thinks Noche'Wa.

Then he grins as an idea struck him. He takes off his hat of disguise and sleeves of many garments and hamds them to the girl: "Use these. Chamge your appearance to an older, bigger, and meaner woman in armour." and he hands her his longspear to complete the disguise.

As they set out, he passes by the place where he dropped the chieftain's sword, picks it up, and offers it to Korz. "A gift." is all he says, but with a smile.


It is odd seeing the pale, obviously unwell young woman turn into a hulking pile of armor, blades and braids. She takes the spear though and seems to be better for it. She just seems happy to get out of the encampment.

As she talks she mentions the orcs had been using her to try and find relics buried in the old fort.

Korz raises an eyebrow at the sword but takes it, weighing it carefully. 'A princely gift. But I will have to see how it does in a real fight."

The day is ending and long shadows are forming in the woods and meadows. Korz snorts, "A soft land." he remarks as lightning bugs come out, winking and blinking. A soft hoot of an owl sounds, signalling the start of night.


"How far do you think we are, Korz? Think we can push it?" asks the Shoanti.


The orc looks at the night, at the trees, then at the woman and Noche'wa. 'If was just us, I would do it, just to see who gave out first, pinkskin."" He eyes the Shoanto then shakes his head, 'But the woman is weak, no matter how you dress her up. No orcs treat their prisoners well, and one reason is for this. Too weak to travel far. She will need to rest."

It doesn't sound like the orc enjoys the idea of camping out here.


Noche'Wa suppresses a sigh of tiredness and nods. "Then we need a place to rest. Somewhere sheltered from wind and from sight if possible. I have some food we can share..."


Korz sniffs the wind and frowns, looking at the sky. "I do not trust this night. I feel danger, but cannot name it." Grumbling they seek out a safe place. It is obvious the orc is correct as the young woman starts to stumble very soon, her bare feet bleeding from the twigs and sticks of the forest.

Survival check please. Looking for anything in particular?


Noche'Wa shrugs. He knew not whether Korz's warning was well founded or just auperstition, but he was not willing to find out the hard way. Moreover, he didn't feel like sleeping and leavimg his life in Korz's hands. The two had struck some kind of bomd, but it was still tenuous and the girl was temptation enough.

Resolute, he looks for a spot that is a tad more secure.

Survival: 1d20 ⇒ 11


They look around, the darkness hindering then. Noche'Wa finds two spots that seems suitable enough. One is under a thick grove of pines, creating a dry and more comfortable spot under the thick, interwoven branches, among the brown needles.

Secondly is a place among cragged rocks near a small stream. There are varied nooks and crannies among the stones, providing easy to defend places.


If he had known the area, he would have chosen the crag, but the nooks could very well be hiding potential predators...

With a shrug, he aims for the tree and sets up a rudimentary camp for them to rest until dawn.

He did not plan to sleep though, but watch the stars perhaps.

"Know any good stories?" he asks Korz.


Korz ponders the question, as the woman falls asleep instantly. His dark eyes rest on her for a long moment then he says, 'Nothing you would enjoy. Most of them end with the victors ravaging the entrails of the loser. That or they put you pinkskins in a bad light, which you are not fond of. Humans rarely like to hear the other side of the glorious battles or savage defeats." The orc says, roughly.


"Try me." replies Noche'Wa, keen to learn more about Korz's culture.

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13


Korz leans back, staring at the few stars visible above the tangle of brown, dry pine branches. Then he launches into a long story, much of it in verse of a orc warlord known as Belkzen.

Belkzen was a mighty orc warrior the finest in his clan. Fast, strong, willful but even so his people were dying. The dwarves had pushed them into dry, broken lands hoping that the orcs would shrivel and die.

Korz smiles at this, seeing to find it amusing.

No, instead men like Belkzen were born. Hard and strong, toughed by the hard land. But even the best warrior could not drive the dwarves back, not alone. So Belkzen, gathered all the tribes under his banner (this part of the story is long on Belkzen's genius and wit, as he rallies tribes using charm, force, persuasion and even bribery).

Together, and driven by his will the orcs won victory after victory over the dwarves, reclaiming land. Soon they stood outside the Sky Citadel. Many of Belkzen's general wished tot urn back for no orc force had ever taken such a formidable place.

'Who are we?' They asked in fear at the tower of stone and steel.

'We are the bravest, the strongest, the fiercest fighters! Together we cannot be stopped! Belkzen offered, raising his bloody sword in defiance.

So battle was joined and after many actions of bravery, cowardice, genius and luck, the orcs took the city and even now live there, renaming it Urgir, meaning First Home, a home that was won through blood, iron and unity.

Korz pauses, the stars have wheeled overhead. 'What do you think of that pinkskin?"

Sorry I can't actually write verse


The Shoanti gives his whole attention to the tale. When asked about it, he takes a sip of Shoanti whisky and offers some to Korz: "A great and enlightening tale. If you ask me, there is not much difference with the stories of Men, except that Orc stories tell it like it is, with the grime and the dirt. They don't play with words like some do, in order to make them look good."

"I appreciate that."

And his eyes return to scrutinizing the darkness around them.


Ate my post

Korz opens his mouth to say something but stops suddenly. A huge crash comes from above, like a heavy weight being dropped onto the trees. Korz, quicker then Noche'Wa thought possible, rolls away and grabs his sword (Noche'Wa never put his aside). The girl wakes up screaming as the sound of snapping branches grows louder.

With a loud thump a shape lands nearby, in a cloud of pine needles. It is humanoid, but larger, with a vast pair of wings spreading out, snapping twigs. It is a brightly painted clay statue, which lurches forward, hefting a wickedly hooked sword. The head is crowned with a helmet that reminds Noche'Wa of the paladins of Lastwall.

"Defilers. Intruders. You will die. It intones, voice flat and hard.


"Intruders!?" roars the Shoanti, defiant, as he brings his spear to bear and rolls to his feet.


Korz Init.: 1d20 + 2 ⇒ (20) + 2 = 22
? Inti.: 1d20 + 2 ⇒ (18) + 2 = 20
Noche'Wa Init.: 1d20 + 2 ⇒ (20) + 2 = 22

One heck of a set of rolls. You go first, Korz and the ? will follow. It is 15 feet away, varied tree trunks separate you but you could charge.


Quicklike, Noche'Wa's hamd finds his favorite potion as he conjures the spirits to grace him with luck.

MvA and StA: Grab and down potion of Enlarge person. SwA: Start Luck for 3 rounds.

Suddenly, he grows in shape with a deep roar: "You best rethink your words and intent, bird-man, or your blood will feed this land."


Korz looks at the enlarged Noche'Wa, grins and moves to try and flank the construct. He doesn't quite make it, but he manages to close the distance, sword in hand.

The winged creature says, voice monotone, "You violated the crypt, you must be destoryed' Oddly, at that, the woman stops screaming and starts staring, open mouthed.

No time for that now...the construct charges, sword flailing.

Charge: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13

Moving faster then it should, it swings twice.

Attack: 1d20 + 10 ⇒ (3) + 10 = 13

Both mighty blows miss, but the construct makes no word.

You can take an AoO if you wish, of course.


The crypt... What a stupid guardian! thinks Noche'Wa, hoping Korz did not pick up on this.

Using his great reach, Noche'Wa slams the guardian as he closes in. The strike might do little damage, he thinks, for constructs can be hard to harm. Nevertheless, the blow will give him some information.

Enlarged longspear with luck and PA: 1d20 + 9 + 1 + 2 - 2 ⇒ (10) + 9 + 1 + 2 - 2 = 202d6 + 6 + 2 + 6 ⇒ (6, 1) + 6 + 2 + 6 = 21

I'll wait to see what the blow does before continuing. I am -1 AC.


Noche'Wa's blows hit Barely the construct and the spear head slices into the stony exterior of the creature. It doesn't do quite as much damage as he would have hoped Some DR but it obviously wounds the creature, poking a hole in one outstretched wing.

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