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


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I don't know how we are going to explain this to the people who hired us... Alnar mumbles, following after Ferris.

[sblock= endurance= 9]
Roll

Only have two surges left.[/sblock]
 



Though Ferris had never traveled this far to the northeast during his youth on Kythira, he is able to quickly pick up the trail of the fleeing Hekthesh, whose reckless flight through the forest has left many telltale signs of his passage. The chase proves long and arduous though, with both Ferris and Alnar pushing themselves beyond the ordinary limits of their endurance, racing against the imminent start of whatever fell ritual Dhakanmirr has planned.

The party hikes at a brisk pace well past the dawn of the next day, through steep passes that run alongside jagged mountain peaks. The light of day doesn't seem to do much to bolster you spirits here though, in such close proximity to the Shadowrift. The suns light has a dulled quality, and even the ordinarily jubilant dawn chorus of the local birds has a mournful quality to it. Throughout day's journey you pass the remains of roads, towers, and settlements that must have once been part of a great mountaintop Eladrin empire, overlooking the lush jungles of the lowlands. But, under the pall of the Shadowrift, the glory of the ruins is lost on you, and they seem to speak only of decay and destruction.

Towards the late afternoon your chase leads you to travel abreast of tall cliffs to the north, which lead you to a huge cascading waterfall. There's no mistaking it, this must be the river that flows out of Beartooth Mountain, that Fizzenden pointed out to you.

running_bear_falls.jpg


Ferris confirms that Hekthesh did indeed pass this way, and the party begins to climb the cliff face toward the ruins of Baerdun. It late in the day, with the sun sitting low on the horizon when you finally reach the summit to behold the entrance of the ancient Eladrin tomb:

Baerdun.jpg


Statues of Eladrin guards who look to have been arcane sword-wielders guard the entrance to the cavern from which water pours out at a torrential pace. You see lit torches deep within the cavern, indicating someone has arrived here before you. You know full well that danger, and possibly an ambush awaits you inside, but there is no other apparent entrance to the ruins. Steeling youselves for what may come, you enter the cave.

[sblock="OOC - Dungeon Crawl and Tracking"]So, from here on out, I'll post a map with each update as long as you remain in Baerdun. You don't however need to limit yourself to your move speed, or combat-type actions unless initiative is rolled.

Also, here is what I have for each PC as far as surges, APs, and dailies goes. Please let me know if anything is incorrect:

Surges:
Alnar - 2/8
Cyr - 5/7
Ferris - 3/8
Jezebel - 9/12
Sir X610 - 11/13

Action Points:
Alnar - 1
Cyr - 1
Ferris - 2
Jezebel - 1
Sir X610 - 2

Dailies Used:
Alnar - Ice Javelins, Majestic Word, Inspiring Fortitude
Cyr - Staff of the War Mage[/sblock]

Baerdun

You enter the cave and blink for a moment as your eyes adjust to the much dimmer light. Some of the rays of the sun illuminate the very entrance of the cavern, and you can barely make out an immense archway ahead of you that separates the natural cavern, from what looks to be a carefully sculpted chamber within. The cavern floor is warn and cracked here, likely due to periodic changes in the flow of the fast moving stream which runs over the raw stone of the cave. Past the arch however, it seems the streams flow is contained in a deliberately constructed canal. Far past the arch, you can see a few lit torches up ahead, but they do little to dispell the darkness in between.

A wrought iron gate that looks to have long sealed the archway is badly mangled, almost as if a hole was blown through the center, presumably where the lock once was, with some sort of explosive force. The two sides of the gate now hang loosely on their hinges, swaying and creaking in a light breeze that blows outward from the interior of the ruins.


 

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Daily item use is reset after second encounter when I regained AP, no?

"I'd say Hektesh doesn't serve the human, but some other master who will benefit by the ritual result. Thus, he appears to serve, but has no respect toward him."
 
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[sblock=MetaVoid]The text of the rules on magic item dailies is a little squirrelly:

Each time you reach a milestone (see page 259), you
gain one additional use of a magic item daily power.
This benefit can be used to activate any magic item
daily power that you have not already used this day
(even if you’ve already used a different daily power
from that magic item).
After you take an extended rest, all of your magic
item daily powers are renewed, and you start fresh
with regard to the number of magic item daily powers
you can use per day.
I take this to mean that you could use any other magic item power, but not the staff of the war mage power, as you've already used it, there hasn't been an extended rest, and it hasn't been 24 hours since the last use, which occurred ca. 2:00am, and it is now ca. 6:30pm. Normally, you can only use one magic item daily from all your magic items at heroic tier, until you reach a milestone, or take an extended rest.[/sblock]
 

"I don't think they expected us to track them so quickly, but we best be wary of an ambush..." Ferris says as he peers around suspiciously.
 

Sir Exsixten stomps forward into the cavern and booms out at maximum volume: EVILDOERS, WE HAVE ARRIVED AND ARE READY TO COMMENCE HOSTILITIES!

He waits with his head cocked for several seconds.

When there is no reply, he turns to the party. CITIZENS! WHAT SAY YOU? SHALL WE RELY ON THE BRUTE FORCE OF A FRONTAL ASSAULT OR USE STEALTH, SUBTERFUGE, AND GUILE TO PLACE THE BACKSTABBING BLADE OF JUSTICE TWIXT THE RIBS OF INFAMY? SHALL WE VEIL OURSELVES IN SHROUDS OF SILENCE OR BEAT THE DRUMS OF BATTLE TO DRAW OUR FOE-MEN TO WAR?

I SAY WE SNEAK LIKE ASSASSINS INTO THE HEART OF THE ENEMY, SCURRY UNDETECTED INTO THEIR MIDST LIKE MICE, BUT MICE THE SIZE OF CITIZENS AND WARFORGED WITH WEAPONS AND MAGIC AND THAT DON'T LOOK LIKE MICE BUT LOOK MORE LIKE THE AFORE-MENTIONED CITIZENS AND WARFORGED! WHAT SAY YOU?

[sblock=pacdidj]Would it be ok if I did my level 1 retraining for Sir Exsixten now? I want to change out his encounter power (since the one I picked is lame) and maybe switch a skill. That be ok or should I wait until the next extended rest?[/sblock]
 
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