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

[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)

Jezebel groans in annoyance as the automaton announces the party's arrival. She's likely to be leading the way into the cavern, and contrary to Exsixten's apparent deathwish, she does not wish to walk into an ambush. Plus, she was hoping to place a dagger in Hekthesh's back, exactly as Exisixten just suggested. Too late for that now.

The tiefling brings hear readies her armaments and strikes ahead into the cave. She cautions, "Keep an eye on that waterline. One crocodile attack per job is quite enough."
 

log in or register to remove this ad

[sblock=ooc]@Iron Sky - We're not in an encounter yet, so go ahead and retrain your power now if you'd like.

@Everybody - So, you guys are calling the shots here. Let me know how you'd like to proceed. I'll need a marching order, a torch-bearer (if any), and whether you want to proceed as a group on the same side of the canal, spread out across the canal, send out someone/something to do advance scouting, etc.[/sblock]
 

[sblock=ooc]Just a heads up that I will be out of town, and unable to post on Friday, Saturday, and Sunday. I'll update again on Monday, according to whatever actions/plans the group agrees upon.[/sblock]
 

SIR EXSIXTEN MOVES OFF INTO THE LEAD, TRUSTING ONE OF THE CITIZENS TO PRODUCE A LIGHT-SOURCE, Sir Exsixten says, advancing forward at a crouch, mail clinking and metal plates clanking with every step. SIR EXSIXTEN AND THE CITIZENS OF JUSTICE ADVANCE INTO THE HEART OF DARKNESS, TRUSTING THEIR STEALTH AND KEEN EYESIGHT TO GIVE THEM AN EDGE AGAINST THE ENEMY. THEIR FOES WILL NEVER SEE THEM COMING.
 

[sblock=ooc]
I would like Alnar to be in the middle marching order wise. I want to keep him safe since he only has 2 surges left.

By the way, congratz on your wedding pacdidj!!! :)[/sblock]
 

Hm, bummer, I used it in the last fight counting on having it restored for this one. I planned on enlarging my daily to stun as many as I can and maybe interrupt the ritual by stunning the caster.

Cyr goes in front of Alnar right after first melee line (Sir Ex and Jezzebel?) We should have somebody brawny behind too.

Congratulations, pacdidj!
 

"I'll be rear guard." Ferris states... trying to hide the fact that the days battles have been wearing him down substantially.

[sblock=ooc] Try and stick together if you can... Alnar and I have only 5 surges between us, and we need something to keep enemies from ploughing through the lines into us. Plus I only have a range of 5 on my HW's. [/sblock]
 
Last edited:

Steeling your nerves, you advance through the archway, and up a set of stairs just beyond the broken gate. On the way up, Jezebel's boot disturbs the skull of a decayed skeleton that lies sprawled on the stairs next to the fast-moving canal.

[sblock=Nature 18]The skeleton is that of a shifter, and it looks to have been here for at least twenty years. It definitely predates the damage that was done to the gate.[/sblock]

[sblock=Perception 23]You notice from the arrangement of the skeletal remains that the hapless individual seems to have fallen down stairs just prior to their death, as the bones of the feet are located near the top of the stairs, and the skull and hands are halfway down.

[sblock=Perception 26]You also find several stone arrowheads underneath the skeleton's ribcage.[/sblock][/sblock]

Reaching the top of the stairs you look out on the antechamber of what is clearly a tomb. Though air is now circulating in the ruin, a lingering musty smell and thick layers of dust indicate that until recently it had fallen into long disuse. There is a brazier at the far end of the room that illuminates two warrior statues, similar to those you saw out front, guarding a large, iron double door. The north and south walls are lined with torches, only one of which is currently lit though the others look to have been recently used as well. In their flickering light you can see that the room is lined with alcoves filled with Eladrin bones arranged in strange, ornate shapes:

1096085228_96b6e0e1b0_o.jpg


Six columns, also inset with ornate patterns of bone, march alongside the flow of the canal, and reach up to support a vaulted roof that is lost in shadow.

The torchlight also reveals archways in the north and south walls of the far end of the room. The a sharp bend in the canal diverts the water flowing from the southern arch eastward, toward the entrance to Baerdun.

[sblock=Perception or Arcana 14]Something about this room makes your skin crawl. Much like what you felt at the crocodile pool when the enchanted mangroves began to close in on you.

[sblock=Arcana 19]You detect the lingering traces of shadow magic recently used here.[/sblock]

[sblock=Perception 24]You notice small dark runes inscribed on each of the six pillars holding up the vaulted ceiling.

[sblock=Arcana 22]They are runes of entropy, similar to those you saw on the bridge to Turtlespine Mountain.[/sblock][/sblock][/sblock]
 

Attachments

  • Baerdun Antechamber.jpg
    Baerdun Antechamber.jpg
    78.5 KB · Views: 96



Into the Woods

Remove ads

Top