[KAUAI]The Rod of Seven Parts: Of Hexes and Gems

Voadam and Maelicent trek back south, down to the gate. By the time they arrive, the mage-priests of Xylla must've finished loading their gruesome detail, because the black wagon and its trappings have gone. The officer, who Brakkus informs them is Commander Gabriel Burne, stalks around by the gate with his pikemen. When Brakkus nears the gate with the others, Commander Burne comes over and gives Chop Liver a pat on the horse's fetlock. "I can stable this mount and the donkey at the barracks stable for you. I'll leave word with the groom who his owner is and that he may be signed out by your hand. The stable's just there," Burne points to a structure beside the Admiralty nexus of buildings, "to the left of the last row of barracks."

Commander Burne purposely avoids looking at Maelicent but winks at Brakkus. Turning to his pikemen, the officer barks, "Part ranks right!" At Burne's command, the pikemen on the righthand side of what used to be the portcullis break ranks and admit the group. A thick hedge full of thorns meets the group and looks like it might well prevent passage all on its own until Burne calls two men forth. "Cass, Leftwich, front and center!" Two pikemen run up to Burne and the three whisper quietly for a bare moment, both the underlings nodding vigorously. A moment later, the two unsheath short swords and begin hacking away at the brambles. When a hole large enough for a man to walk through has been carved into the thick underbrush, the men sheath their weapons and, wiping sweat from their brow and making a futile attempt to brush away the worst of the dirt and grime from their task, step back into ranks.

When the group has stepped through the threshhold onto the citadel grounds, the pikemen form ranks behind them. A dark wood with boughs that hang low overhead greets those who enter. Maelicent, who'd by many devious yet successfull measures had snuck into the grounds even before a hole was cut in the brambles, has yet to explore this particular area of the grounds and finds that the trees here by the gate are unlike those nearer his shelter to the north. The trees here drape their wooden arms in a hard embrace about any who linger. The dark green and grey variegated leaves of the mixed deciduous forest splay in patterns meant to keep out the sun's bright light. The floor underneath the wood is spongy with layers of decay, but at least the lack of light also means a lack of tangling weeds. Preternaturally quiet, the sounds of the city disappear into a vaccuum just a few steps from the gate until all is silent and all is still, save for the breathing and movements of the group. The air in here is thick, cloistered, and there seems to be an invisible ill will that sets itself against the companions and makes even walking difficult.

Gamad, Voadam, Maelicent, and Chev fail a DC 15 Will save and take a -2 to attack rolls, saving throws, skill checks, and ability checks. I did include Gamad's +2 vs. spells for being a dwarf.

[sblock=Gamad, Chev]Peering about the wood, both of you note that the ill will and dark demeanor of the wood is not by chance. A doom spell lingers over the entire area as an area effect, the limits of which are not currently within your view. The effect is divine in nature.[/sblock]
 

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"Fie. It is an ill omened place. How far?" The last is directed to Gamad. Voadam's eyes scan around taking in the surroundings first then he starts looking for tracks.
 

Maelicent, seeing the guards draw their short swords and begin hacking away at the vegetation, quickly retreats deeper into the Old City Forest lest the trees turn their wrath upon him for the fool guards' intrusion. The Gudwulf warrior was glad to be back amongst the familiar surroundings of his home, but was certainly dubious about having a group of giant-kin entering his territory. Seeing how the locals regarded the place, it wasn't a big surprise that the trees harbored feelings of animosity towards them, he felt much the same himself.
 

"This place feels cursed and not by chance alone. There are divine magics at work here." Chev says to the group as he notices they have the same reaction he does to the area. "Be prepared for anything. Hopefully we won't be in here too long."

Drawing his shield and battleaxe, Chev takes a spot near the front of the group behind whomever might take a scouting position.
 

I can stable this mount and the donkey at the barracks stable for you. I'll leave word with the groom who his owner is and that he may be signed out by your hand. The stable's just there
"I appreciate it. Don't give him any apples or anything too fancy. He doesn't deserve it and I don't want him spoiled."

Brakkus takes up his guisarme. Seeing Chev step to the front, he takes up rear guard to allow coverage of the party's rear and flanks with his guisarme. This forest does not seem like a place to have all the armor in the front. "By the way, the Commander paid us 200 crowns to go in and investigate - meaning look around like we wanted to anyway. We can split it up after we get out." His voice trails off at the end betraying a bit of doubt that it might not be a bad idea to wait until they see who makes it out.
 

Gamad

Gamad taps Hamor and place him in the stables.

When all are in, he moans.
This woods radiate evil and despair, be prepared for the unusual, I sense the vile thought of this earth like a closing claw of an hawk on its prey.
Gamad motion arcane symbols in the air and casts a protective spell upon him.
once the spell takes effect He loads a bolt to his crossbow and takes the rear

*Mage Armor
 

Voadam tries to shake off the malevolent influence and sets to work making sense of the scene.

ooc Track survival +3-2=+1, spot +3-2=+1
 

As Voadam scans around he says "Watch yourself near that hedge. Let's see if it reforms itself back up. It was unbroken before despite the portcullis being torn down. I'm wondering if anything jumped the hedge after causing the commotion and tearing down the gate. See anything Maelicent?"
 

Ignoring Voadam's question, the hidden Gudwulf warrior silently surveys the environs. Looking northward along the length of the outer wall, Maelicent estimates that his hovel lay roughly a half-mile away from the group's current location. Turning his attention to the ground underfoot, the goblin had doubts that any trails would be found since the damned trees had a propensity to shift their roots about. He'd have to be careful that the group didn't get turned around and lost by the wily trees' efforts. Maelicent knew that the inner curtain wall lay just a few hundred yards deeper into the forest. He'd never noticed the stones moving as the trees did; as long as they kept one of the two walls within sight the goblin imagined that the group would be alright. (Track / Survival +6 & Knowledge (geography) +2; Hide +11 & Move Silently +11; Listen +6 & Spot +6)
 

Marching order (with Maelicent out to the side):
Voadam
Chev
-----------------------Maelicent
Gamad
Brakkus


Under the low canopy of trees that shrouds the keep from view, Maelicent's best guess at guiding the party through the wood seems to be to keep the outer curtain wall to his right and head north. A quick check of the upward cant of the ground confirms the goblin's guess that north leads home; both Maelicent and Voadam remember well the more genteel and ornate homes lining the terraces in the city's northern ward and how, looking north, one can see the homes rising upward.

With Voadam, Chev, Gamad, and Brakkus walking one behind the other and allowing for a respectable distance between the four of them, and Maelicent on his own out to the side with the curtain wall to his right, the group makes off through the low forest. Voadam is unable to find any regular path leading through the wood. The tall bearded human easily locates a rabbit's tracks, only to lose the trail a few moments later when what looks to be a skunk and maybe a large canine of some sort cross ways. Worse, where once there was a trail, Voadam circles around and finds that the trail's origin no longer exists. Maelicent, however, seems fairly confident where to go. As the group sets off, the thorny briar guarding the citadel's main gate does not reform under Voadam's watchful eye but does give way to the smooth unblemished stone of the curtain wall after 100 yards. Devoid of undergrowth, the forest offers little concealment at the group's height. Although everyone remains in sight of one another, Maelicent's footfalls are soft to the point of silent.

Chev, second in line in the marching order, trips over a burrow concealed by a rock laden with moss. Chev momentarily loses balance, then rights himself ere falling over. Voadam and Maelicent, still out to the side, turn to see the commotion in time to spy three unusually large and odd-looking rabbits burst from an open knot in the base of a tree 50 feet away. No ordinary woodland rabbit by their mere size, neither Voadam nor Maelicent recognizes this species other than the creatures' rabbit-like resemblance. With all the trappings of a normal rabbit, right down to the brown fur, white cottontail, whiskered nose, and long erect ears, these rabbits are roughly the size of a riding dog and sport a single curving grooved horn between their eyes. Worse, these bunnies don't flee but sniff the air, then leap forward in a mad dash toward Chev.

Everyone sees the rabbits. No one is flat-footed or surprised. The rabbits have charged.

Initiative:
Rabbits 21
Gamad 19
Maelicent 18
Chev 13
Brakkus 7
Voadam 3


Their horns leveled out front as they dash forward, the first two rabbits charge Chev and try to gore the priest. Both of the first two rabbits miss, but the third rabbit takes a flying leap at Chev at the end of its run and gores the priest in the thigh for 4 points of damage. The rabbits have a wild look of excitement in their eyes and make a queer chittering sound of aggression as they attack Chev.
 

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