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

Adventure: A paladin in need (DM:Someone, judge: THB)

"That sounds like a good hypothesis. I wonder if our paladin friends went down or if they continued into these adjoining rooms." Brenwar looks around for any obvious signs of forced entry on the doors (of our level).
 

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"I would wonder much the same," Joy replied to Brenwar. "I would also wonder if they are still alive. I'm kind of surprised we don't hear them fighting down there somewhere," she added, as she stepped to the edge of the balcony and looked down. After a moment, she reached back into her pack and drew a sunrod- snapping it alight, she dropped it into the central well...
 

The sunrod begins it's accelerated voyage, illuminating at least ten balconies before hitting one of the stairs that cross over the void and starts tumbling madly from one side to the other and disappearing from sight. You can't spot any creature or any other threat.

Meanwhile Brenwar tries one of the doors. They are wooden and heavy, though they swing easily and there's no dirt that could slow the one you're trying. There's a room beyond, large and oval shaped and filled with tables and shelves which contain things like carefully reconstructed pottery, stone tablets inscribed in an alphabet you don't recognize, arrow points, and fragments of statues.

The other room in this level is similar, though this one contains a small library. The books, written in Allarian are all about history; a casual inspection reveals that many of them treat about far lands you've never heard about. Disturbingly enough, all the books look fairly well used.
 

"I wonder where these all came from," the Starling murmurs, fingering a worn treatise. "Surely not from these islands? Our host must have some fascinating stories to tell... If he weren't such a cranky-pants."
 

"Hope you didn't need that," Halleck said, watching the sunrod vanish. "That is a looong way down. Nothing human carved this place out, I'd venture."

Confused by all of material, and no doubt more and more and more below, Halleck walked back to the stairway.

"HEEEELLLOOOOOOOO!" He called. "WE'RE LOOKING FOR SOME RECORDS, AND WILLING TO PAY FOR THEM! WE DON'T WANT TO BE RUDE AND SEARCH THROUGH ALL YOUR PERSONAL ITEMS, SO YOUR HELP IS APPRECIATED!"
 

The Starling startles as Halleck begins shouting, then shoots him a relieved smile. "Oh, good. I was afraid you guys were going to be the cautious, sneaky types. This is much more heroic."
 

As the echoes of Halleck's voice die, you hear not any answer, but the faint sound of rubble or rocks being displaced one over another and something that could be a trick of the wind or some howl of agony.

GM: Should I assume you continue your way down?
 


With some hesitation you cross the dark pit over the first flight of stairs. They are the perfect place for an ambush, but nothing happens. Hey, this whole mission seems to be much easier than you though at first. After descending twelve levels, you get your sunrod back; it bounced next to some of these doors that lead to side chambers.

The chambers contain more or less what you found in the first ones; collections of items of little value, mostly broken pottery (apparently, when a civilization is about to fall, they gather all the pottery and thoroughly smash it) and stone, with a few pieces of bronze or masses of rust that once were iron trinkets, and a few libraries with rolls of parchment and books ranging from myths and legends to laws from far away lands, none of it particularly valuable and nothing like the records you're looking for -though it's true that an exhaustive search of the place would take some time.

You reach the lowest balcony. Your light reveals the pit continues down, though there are no means to descend; you'd hve to use a rope or something, and you can smell something foul coming from there. This last balcony also has two doors; one leads to a wide corridor and a much larger, dark room; the other is made of iron and had a robust lock; however, the lock is broken and the door is ajar.
 
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Into the Woods

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