• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[Adventure] KOGANÙSAN (DM: Sanzuo, Judge: TwoHeadsBarking)


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[sblock=OOC in Character or is it In Character OOC?]
From memory we have 3 more ways in to the south: main gate, big cave and little cave. This is the L4E version of brain training.
[/sblock]

"No one mentioned fish so everyone was wrong, not a tentacle demon in sight," adds Kavac. He then continues without a break for a reply, "If that way is blocked we should try the next entrance to the south."
 
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Welllllll..... here.

koganusan.jpg


Reminder, there is also the concealed path just to the north of the main entrance.
 

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Let's be thorough and check the big cave next. There's the possibility that all caverns lead to flooded levels, but I think it's worth checking them before the path.
 

"We should check the main gates as we go past as it doesn't look like anyone has been here for a while," adds Kavac.
 
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GM: Everyone please do me a favor and post your stat blocks since your short rest after the snake-fight and levels. Don't forget any healing surges you've spent today and whether or not you're still sick.


The party makes its way back outside into the ashy pall of the valley and towards the south. There is no change in your surroundings since you were last here. You climb a short, but steep incline to the mouth of the large cave you saw south of the main entrance.

You pause to contemplate what you see before you and decide that it is the product of either a genius, madman, or both.

The cavern ahead of you gapes wide and open, letting in the grey light of the outside. At the mouth of the cave the ground drops out entirely. There is stone platform that hangs over the edge. The walls of the cavern are sheer and vertical. The ceiling is rough and covered with dripping stalactites. The only way you see to traverse the cavern is a narrow series of stone catwalks that weave back and fourth over the darkness and hug the walls. Peering over the edge of the platform, you can see a long drop that ends in shimmering water.

[sblock=Map]
battle03map01.png
[/sblock][sblock=Light]The light of the sunrod extends 20 squares and that is the limit of normal vision.
[sblock=Low-light Vision]You can see all the way to the back of the cavern. It is approximately 200 feet and ends in a sheer stone wall with narrow slots carved in even increments - Arrow Slits

The walkway eventually ends at a doorway going into the north wall.[/sblock][/sblock][sblock=Features]The platform and walkways are level. The north and south walls are sheer and meet the ceiling. The ceiling is 2 squares (10 feet) over your heads. The dark areas are open and drop 4 squares (20 feet) into water.[/sblock][sblock=Shrakk]With your passive perception you notice slight irregularities in the walls, ceiling and walkways - this room is all trapped all to hell. There are thin slots in the walls, likely containing blades or scythes. Concealed in the stalactites of the ceiling are large stone weights attached to chains, ready to swing down across the catwalks. Every square past the platform you are standing on is a pressure plate.[/sblock]
 

"I'll risk being obvious, but this is likely a very large trap"

"Any ideas as how to sort it? We'll probably end in the water fighting zombie fish anyway"


[sblock= Combat Stats]
Shale, shardmind psion 2
Initiative: +1, Speed: 6 Passive Perception: 11, Passive Insight: 16
AC: 18 Fort: 12, Reflex: 16, Will: 16, Resist: 5/psychic
HP: 29/29, Bloodied: 14, Surge Value: 7, Surges Left: 7/7
Action Points: 1, Power points 2/2
Powers
At-Will Powers:Static Mote, Dimensional Scramble
Encounter Powers: Far Hand ( ) Forceful Push ( ) Shard Swarm ( ) Intellect Fortress ( ) Item: Orb of mental constitution ( ) Second Wind ( )
Daily Powers: Living Missile ( )
[/sblock]
 

Into the Woods

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