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

[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)

OOC: I propose that we get a new player. After all, the more the merrier. And a fresh member would (quite likely) have the enthusiasm to post regularly (like I did). We can safely drop Fierro off a bottomless pit or something and if he comes back we can just RP that he climbed back up. Or wants to join another adventure then we just say that the pit had natural underground waterways which led to the sea where he was found by some sailors who just so happened to be heading where he has to be (or pirates that dump him on another island). Whatever. Meanwhile, a wild [New Player] appears!
 

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OOC: I think we should get two more players personally. At least one defender, if not two. There's bound to be some low level characters kicking around in the tavern. Even if there only level 1 they can still hang with us. Not like we are that far ahead. Heck when Kauldron was level 1 he was tanking for a group of level 5s. Heh.
 


Ovenight a strong wind has blown up, making the waves crash heavily on the beach. Suddenly a small boat heaves into sight. It's a ship's longboat, and it appears weathered and battered by storms. Nobody is visible in the boat, but it rides low in the water as if heavily weighted down.

A large wave catches the boat and flings it towards the beach. It rolls over and water spills over it before it rights itself. Those watching from shore catch a glimpse of green leafy fronds and something shining like metal in the bottom of the boat - is it a phantom returned from the ocean's bottom, covered with seaweed and sunken treasure?

[sblock=OOC]
Nope, just Ironheart and his axe! Looking forward to playing with you.
[/sblock]
 

Finnean watches the shipwrecked... uh, thing emerge from the beach.

"There's a lot of that going around lately. Not the covered in seaweed part, the shipwrecked part."

Still, he keeps a hand near his rapier, just in case.
 

A final wave lifts the boat clear out of the wate. It crashes onto the rocks near the beach and bursts asunder, transforming almost instantly into a pile of driftwood.

One of the larger pieces of wood moves.

A branch-like limb reaches out and grabs the handle of a poleaxe. Dragging the axe behind it, a creature that looks like a waterlogged tree laboriously crawls up out of the surf and hauls itself upright. Its crown of branches is draped in seaweed, with green leaves beneath, except on the left side, which is dead and fire-blackened. An iron rod protrudes from the dead wood, but the creature does not seem to notice it.

It thumps the butt of its axe into the ground and leans on it wearily. "These roots are never leaving the earth again."
 

"I wouldn't be to eager to call this place home, unless home for you is a place crawling with the walking dead or short creatures with bad teeth and worse dispositions."

The halfling hops to his feet at smiles.

"But as soon as we find our own way off of this forsaken island, then you're welcome to come with us."
 

GM: Moving on.

After introductions are given and discussions spoken, it is decided that Ironheart’s path and that of party run congruent and that Ironheart fulfills a part in the party’s composition. The party members prepare their meals from their provisions, and then after a watch order is established, each settle down and drift off to sleep.

The eastern sky is just beginning to herald the coming dawn as those on watch wake the others. Waking up refreshed, you quickly gather your belongings and prepare to set out for the dark, foreboding tower seen in the distance the previous evening. You discover -much to your surprise- that the bugbear grappler, Fierro is missing, with no apparent signs or tracks leading away, as if he disappeared without warning.

You must be away from here, and soon. You feel your luck is drawing to an end. Someone or something will be sent to investigate the slain goblins. Stowing the last of your gear, you and your allies (even the new guy) strike out for the tower.

You approach the tower as the sun breaks free of the horizon. Atop a sand dune, you and your allies survey the lay of the land. Less fog blankets the coastline, but the rays of brilliant sunshine spear through the fog to touch the high tower’s eastern face. Opalescent colors gleam off the surface of the tower, reflecting a colorful display, bathing the barren landscape surrounding the tower with its glow.

How this structure has remained intact through the toll of uncounted years is unclear. A broad ramp dominates the front, slanting up to terminate a large set of doors. No other entrance can be seen. Slits in the walls are scattered around the tower’s circumference, windows of some kind. At the top of the tower, you can glimpse sunlight reflecting off helmets and spear-points, held by small figures, apparently the tower’s guards walking the tower’s parapet.

What is clear is that there is no cover with which to approach the tower unseen.

[sblock=Map]


Illumination: Bright; mid-morning
Tower Walls: covered in abalone shells; Climb (Athletics DC 21)
Double-Door: Metal, 10-feet tall; locked (AC4; 180hp); Thievery DC 15 to open
Arrow Slits: multiple per tower level; cannot squeeze through (only Tiny-sized creatures can fit)
Main Ramp: not considered difficult terrain[/sblock]
 

"I wouldn't be to eager to call this place home, unless home for you is a place crawling with the walking dead or short creatures with bad teeth and worse dispositions."

"In fact, my home is much like this. I was once guardian of a grove of living, growing trees. But Arcadia was invaded by dark magic, and now all my trees are dead. I wander the world searching for a new grove to guard. But the beings of this mortal world have less spark of life than in Arcadia - the plants here sleep, and do not whisper their thanks to me as I watch them. So instead, I guard mortals."

When he discovers that a member of the group has vanished, Ironheart nods ponderously. "You are lucky I came. You are in need of guarding." He hefts his axe and trails after the group, eyes on the surroundings, showing not the least bit of curiosity as to who they are and what their business is.
 

*As the group gets closer to the tower itself, Cyrus surveys the area. Noting the massive clearing he speaks quietly.*

To get to the tower we need to make a full out dash. Get to the walls, it will protect us from most ranged attacks. Cutting off there lines of sight.

*He looks to the group gathered around.*
 

Into the Woods

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