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Six From Gate Pass - Chapter 3: Shelter From The Storm

"OK, but I can check for normal traps, but you or Arnir should back me up for magic stuff."

"I've already sensed 4 minor magical auras from one of the shacks, perhaps we should check that one out first. I will be unable to sense magic and gather more information from the sources while magically boosting your skills however, but Arnir can and should."

"Yes, I'm sure our prisoner will be a lovely and gracious host."

Kirio smiles wickedly at the younger elf "you misunderstand the situation friend Arnir, "she" is "our" guest, and we her hosts; these are OUR shacks, and OUR things."

OOC: Did Lars remember to add +2 on his perception check? Kirio parts with one of the three daggers he took and gives it to Arnir
 

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"Our bond was magical, merely a simple protective spell granted to me by my god. Please leave poor H'andrea be," she squeals, "I have been truthful with you. I only wish to live. You may have our treasures and our prisoner. That is fair."

Lars, as per Kirio's direction, you walk up to the shack registering the magical auras (from within). Your lit blade sheds some light between the gaps and cracks in the wooden exterior. You can vaguely make out piles of detritus, heaps of old robes, wooden crates, backpacks, etc. You would need to go inside to do a proper search. The door to the shack is fastened with an old pad lock, but a quick examination reveals that the brass key in your possession would unlock it.

[sblock="for Lars"]You do not find any traps.[/sblock]

GM: To make this easier to visualize, picture the five shacks in a shallow semi circle. Each shack faces the docks and a few burning torches hang from sconces. The low burning fire is in the middle of the grounds in front of the shacks.

Also, Kirio, you've already scanned the area with your detect magic. In general, that spell would have picked up any magical traps. Given that you only registered the auras in the cabin, you can assume that the area is magical trap free.

Lars, Kirio's inspire competence bard ability gives you +2 on skill checks as long as he plays (Kirio can only play for a certain number of rounds though, so keep that in mind). You forgot to add it onto your roll, so I've taken it into account for you (your perception was actually +9 in this instance).
 

Lars, satisfied that there is no obvious danger, retrieves the brass key from his belt pouch and opens the pad lock. He throws the lock on the ground, and using the tip of his blade, he slowly pries open the door, peering cautiously inside.
 

The old door creaks inward noisily on its rusted hinges. The pale light shimmering from Lars' blade paints the room in a dull glow. You can now see that in addition to the piles of equipment, boxes and sacks, there are a number of shelves along the walls covered in more packs, smaller containers, bundles of dried herbs, small bones and jars filled with strangely coloured liquids.

In the middle of the room is a massive cauldron sticky with boiled fat hanging over a dug out pit filled with cold ashes. Brass vials, glassblowing implements, and more bizarre tools are scattered across a table surface against one wall. The foul stench of burned flesh and hair fills your nostrils when you enter the room.

[sblock="for Kirio"]Kirio, one of the backpacks up on the shelf contains the four magical auras.[/sblock]
 
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Lars places a hand on his mouth and nose and calls out to the others, "Looks like this is their lab. Smells like they were cooking their victims in here." Lars looks greenish and slightly nauseous.

"You guys can check here if you want, I will open the other huts."

Lars moves on to the next hut, and so on, using the same procedure, until he finds something particularly interesting (like the redhead.)
 

Lars moves from shack to shack, unlocking the doors with his brass key.

Two of the shacks are mostly empty, save for piles of old wizard's robes and heaps of skulls and other humanoid bones that have clearly been boiled clean of flesh.

One of the buildings contains what is obviously the sleeping space for the witches. Three filthy pallets line the packed dirt floor, along with a few piles of clothes, half-eaten hunks of bread and cheese on a wooden board and still-filled chamber pots. In one corner is a horrible sight: the remains of a human male is chained to the wall of the shack. Maggots wriggle across his mutilated body and the stench of rotten flesh is overpowering.

In the final shack you find another filthy sleeping pallet. Upon this sleeping space, and in great contrast to the occupant of the last shack, sits a red haired human woman bound and gagged. She is extremely attractive, despite her current condition, bearing slender curves and wearing a close fitted red robe with flowing sleeves, a tight belt and long leather boots. Her eyes are filled with confusion and fear and she mumbles loudly through her gag when she sees Lars standing in the doorway.
 

Lars kneels next to the woman, and unties her gag. "Hi there, I'm Lars. And who might you be, pray tell?"

If the lady seems sane and moderately cooperative, he will proceed to cut her bonds and set her free.
 

The woman smirks and says, “My name's Katrina. I’ve been waiting for you guys to get me out of here. Listening to you converse in the yard was driving me crazy with anticipation. Anyway, I hope none of you died on my account.” She gives Lars a charming smile and asks, "you wouldn't happen to have any water would you? Those crazy witches half starved me and that gag tasted terrible!"
 

"Hmmm, yeah, sure. Come with me." Lars cuts her bonds and escorts her out in the yard where he can then retrieve a waterskin in one of the boats.
 

With a cat-like grin, she thanks Lars and drinks deep from the skin. When finished, she hands it back and takes a look at the party. "So where are you strapping heroes from?" Just as she finishes she notices the hog-tied witch. "Gah!" she blurts out as she steps away, "Left one alive did you? Well I'd put a blade through her heart and be done with it. Twisted evil thing that she is."
 

Into the Woods

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