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Head of the class (stonegod judging)[Concluded]


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Seat picks up the spear the half orc dropped, thinking that it's no moment for wielding a simple dagger or using his torch as a weapon, and follows the rest.

ooc: Looking at the combat maps I think it's a longspear, thus I'll need both hands to wield it, and that in turn means no torch. How's the ambient light? do we actually need the torch?
 

Someone said:
ooc: Looking at the combat maps I think it's a longspear, thus I'll need both hands to wield it, and that in turn means no torch. How's the ambient light? do we actually need the torch?

OOC: *smacks forehead* There are torches placed at appropriate intervals on the walls that provide enough light down here. The large room at the top of the stairs also appears to be reasonably well lit.

And yes, the spear is a longspear.
 


OOC: Sorry about my sudden absence folks. My mom had to go to a clinic in Seattle for some tests (she has heart problems), and someone needed to go to the house to take care of my grandfather. They don't have internet access. It turns out that things should be ok.

At any rate, I'm back now, and we're getting close to the end here. ;)


Everyone continues up into the large room. The room is large, possibly a mess-hall at one time judging by the tables and chairs littering the room. High above, large holes in the slate roof let the morning rays of sunlight in, it's steady light warring with the flickering torchlight of a dozen torches set into the walls.

There is a large, open double door set into the north wall, and through it you can see a cobblestone path leading into what must be the loading dock. The black carriage sits silent at it's edge, the horses nowhere to be seen.

There are three doorways set into the south wall, two of which (a large double door and a smaller door for foot traffic) are filled with rubble, their rooms or hallways having collapsed long ago. The third leads off into a hall which ends at a closed wooden door.

On the east wall, another large doorway leads into a well-lit hall. The hall has three doors on each side, before it turns a corner. The sounds of fighting can be heard down this hall. Partway down the hall, Shiv and two human cultists skid to a halt. Both of the cultists are armed with longswords, and judging by the bulk under their robes, they are well-armored. Shiv raises his blade to point at your group, and with a mixture of disbelief and rage he roars, "YOU! I will see to your deaths personally!"

OOC: Initiatives please. :)

[Sblock=Map]

Code:
  A |B |C |D |E |F |G |H |I |J |K |L |M |N |O |P |Q |R |S |T |U |V |W |X |Y |Z
01  |  |**|  |  |**|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
02  |  |**|  |  |**|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
03**|**|**|dd|dd|**|**|**|**|**|**|**|**|**|  |  |  |  |  |  |  |  |  |  |  |
04**|tt|  |  |  |  |  |  |  |  |  |  |  |**|  |  |  |  |  |  |  |  |  |  |  |
05**|tt|  |  |  |  |  |  |  |  |  |  |  |**|  |  |  |  |  |  |  |  |  |  |  |
06**|tt|  |  |  |  |tt|tt|tt|tt|  |  |  |**|  |  |  |  |  |  |  |  |  |  |  |
07**|tt|  |  |  |  |  |  |  |  |  |  |  |**|  |  |  |  |  |  |  |  |  |  |  |
08**|  |  |  |  |  |  |  |  |  |  |  |  |**|**|dd|**|dd|**|dd|**|**|**|  |  |
09ss|  |  |Rn|  |  |  |  |  |tt|  |  |  |dd|  |  |C1|  |  |  |  |  |**|  |  |
10ss|  |Se|Ti|  |  |  |  |  |tt|  |  |  |dd|  |Sv|C2|  |  |  |  |  |**|  |  |
11ss|  |Sh|As|  |  |  |  |  |tt|  |  |  |**|**|dd|**|dd|**|dd|**|  |**|  |  |
12ss|  |Fg|  |  |  |  |  |  |tt|  |  |tt|**|  |  |  |  |  |  |**|  |**|  |  |
13**|  |  |  |  |  |  |  |  |  |  |  |tt|**|  |  |  |  |  |  |**|  |**|  |  |
14**|  |  |  |  |  |tt|tt|tt|tt|  |  |tt|**|  |  |  |  |  |  |  |  |  |  |  |
15**|tt|tt|tt|tt|  |  |  |  |  |  |  |tt|**|  |  |  |  |  |  |  |  |  |  |  |
16**|  |  |  |  |  |  |  |  |  |  |  |  |**|  |  |  |  |  |  |  |  |  |  |  |
17**|  |  |  |  |  |  |  |  |  |  |  |  |**|  |  |  |  |  |  |  |  |  |  |  |
18**|**|**|--|--|**|**|**|--|**|**|dd|**|**|  |  |  |  |  |  |  |  |  |  |  |
19  |  |  |  |  |  |  |  |  |  |**|  |**|  |  |  |  |  |  |  |  |  |  |  |  |
20  |  |  |  |  |  |  |  |  |  |**|  |**|  |  |  |  |  |  |  |  |  |  |  |  |
21  |  |  |  |  |  |  |  |  |  |**|  |**|  |  |  |  |  |  |  |  |  |  |  |  |
22  |  |  |  |  |  |  |  |  |  |**|dd|**|  |  |  |  |  |  |  |  |  |  |  |  |
23  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
24  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
25  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
26  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |

Terrain:
** = Wall
ss = Stairs
dd = doorway
-- = rubble-filled doorway
tt = table
Empty spaces are clear, open terrain (stone floors in this case).

Foes:
Sv = Shiv
C1-2 = Human cultists

PCs:
Rn = Raven
Ti = Tali
As = Anvuss
Se = Seat
Sh = Shoot
Fg = Fang
[/sblock]
 





Into the Woods

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