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CLOSED! Rhun's Greyhawk ALPHA Game (ToEE)


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Exiting the north door, you find yourselves in a corridor leading west. After only a short distance, the hall branches. You can head to the south, or to the north.

The southern corridor appears to have another passage that leads to the northwest opening some thirty feet down its length. The northern passage continues on out of sight to the north, though it appears as if another passage opens to the west-southwest some thirty feet along its path.

You see no immediate sign of which way the fleeing guard went. Just as you decide to continue on though, Kurt notices (Spot Check 21) something red on the floor. Closer examination reveals it is a partial bootprint in blood, and apparently heading to the north. Perhaps the guard stepped in some of his companion's blood as he fled...

 
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At Kurt's discovery, Ragnok points his axe to the north and nods. He then leads the way in that direction, noting another couple of bloody bootprints along the path. You pass the western side passage and continue north. Soon enough, the hall turns east, and you find yourselves in a twenty foot wide corridor.

The light from Verdis' sunrod illuminates thirty to forty feet both north and south. The walls of this area are marble, veined with brown and black streaks. It appears to darken to a deep black as one looks toward the south. Cressets are regularly spaced along the walls, but only to the north are they lit, burning brightly. In that direction, the walls take on a more earthy shade of brown, lightening into almost a beige where it rounds the corner. Inlaid into the floor in that direction are triangles of yellow marble, forming a path that leads around the corner and continue to the west. The air here has an earthy, peaty aroma.

There are no more bootprints to be seen. The guard must have come this direction, but whether he headed south or north is unknown.

 
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Dara

“Well, either her took the obvious northern route, or went south because it is the non-obvious route. Who can see in the dark? Maybe quickly head south a distance and check on what's there?”
 

Ragnok nods at Dara and then moves off south to investigate the darkened hall. The dwarf appears to be trying to move quietly, but to you it seems as his plate armor clanks awfully loud. A moment later he disappears around the corner to the south.
 

Verdis

Verdis listens for any sign the Dwarf is in trouble and keeps an eye on the Northern passage from the point where the current passage intersects the north/south one.
 


You don't have to wait long for Ragnok to return. "The hall leads t' a flight o' stairs 'eadin' down,' he says. "It keeps goin' pass the stairs, but looks t' be the same as this 'ere." The dwarf peers closely at the walls as he nears the group. "The walls fade t' black t' the south, they do. They be decorated with weird, glowly scenes o' people dyin' and sufferin' t' the earth, wind and flames. It ain't natural."


 
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Coraine listens to Ragnok's report before replying softly, "Then I suggest we head north. It seems that the guards we encountered were of one of the factions, and it's clear that the earth colours here indicate the faction which holds sway."

"Is anyone still wounded? I would guess that we're headed into trouble, so now's the time to heal up."
 

Everyone seems to be in good shape physically, with the healing the Kurt provided from one of the wands a few minutes ago.

You head north, noting that the air smells more of dirt and earth as you head in that direction. A side passage to the west breaks off from the main hall, and you spot a door about twenty feet away in the southern wall. The passage itself continues on out of sight.

The cressets to the north burn brightly, reflecting off the brown walls, and clearly illuminating the yellow triangles on the floor.



PC Status
Coraine: 36/36
Kurt 24/24
Ragnok 27/32
Dara 21/24
Verdis 17/17
Otto 27/27
 

Into the Woods

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