Miquiztli
First Post
Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, the sun sinks below the horizon and night comes. Breathless, the party drops to the ground, and you try to catch your wind with the welcomed rest. Somewhere behind you comes the sound of distant shouts. Scrambling back to your feet, you force your way further into the brush, past great carved stones which lie overturned on the ground.
A full moon rises, sending moonbeams and ghostly shadows to
flicker through the branches. Ahead in the woods a light glows
and seems to beckon - perhaps a shelter for the night. Though
thorns tear and impede your progress the source of illumination is
reached at last. Before you is a clearing. There is an ancient ruin -
a worn and overgrown pyramid fills the courtyard, shining in the
moonlight, seeming almost brighter than the moon itself. A
refuge? Perhaps; tomorrow with daylight the party may explore,
but tonight you must have rest.
There are five: Thrarn Iranorn, a warrior by trade, with a price
on his head; Sylvia a banished druidess who prefers the company of animals to people; Hawkslayer, a fighter who seeks redemption; Liathan, a half elf rogue on the run after a botched coup of a thieves' guild; and Beleril, a elven sorcerer who was at the wrong place at the wrong time. In recent weeks past, Sylvia, Hawkslayer, and Beleril helped Thrarn and Liathan
escape the clutches of large group of bounty hunters, and thus became fair prey as accomplices. Taking passage on a ship faring south the party had thought to evade the hunters, but the persistent trackers followed in a hired ship. In final desperation the party had abandoned their vessel for the wild jungles of this savage land.
The sun has risen, and after hasty counsel and preparation the
party gathers up their equipment and starts towards the pyramid-
temple. You tread carefully across cracked and overgrown
flagstones, stepping over fallen and shattered pillars, pushing
aside vines and briars. As the party approaches the temple the
sound of crashing through the underbrush comes from behind
you. Turning around, the party glimpses men moving through the
woods towards the clearing. Then the earth shudders and gapes
open beneath the party‘s feet and you are falling amidst the roar
of collapsing masonry. Dust fills the air and the sunlight
disappears as the darkness swallows you.
Breathing heavily, you find that the world has stopped
tumbling and you now sit on cold, damp stone. The
coughing and wheezing of your companions can be
heard nearby, hidden in the darkness. To your back are
rough rocks and broken earth. As you sit, the rumble and
clatter of rocks diminishes to the occasional rattle of
pebbles and the shush-shush of sliding dirt.
A full moon rises, sending moonbeams and ghostly shadows to
flicker through the branches. Ahead in the woods a light glows
and seems to beckon - perhaps a shelter for the night. Though
thorns tear and impede your progress the source of illumination is
reached at last. Before you is a clearing. There is an ancient ruin -
a worn and overgrown pyramid fills the courtyard, shining in the
moonlight, seeming almost brighter than the moon itself. A
refuge? Perhaps; tomorrow with daylight the party may explore,
but tonight you must have rest.
There are five: Thrarn Iranorn, a warrior by trade, with a price
on his head; Sylvia a banished druidess who prefers the company of animals to people; Hawkslayer, a fighter who seeks redemption; Liathan, a half elf rogue on the run after a botched coup of a thieves' guild; and Beleril, a elven sorcerer who was at the wrong place at the wrong time. In recent weeks past, Sylvia, Hawkslayer, and Beleril helped Thrarn and Liathan
escape the clutches of large group of bounty hunters, and thus became fair prey as accomplices. Taking passage on a ship faring south the party had thought to evade the hunters, but the persistent trackers followed in a hired ship. In final desperation the party had abandoned their vessel for the wild jungles of this savage land.
The sun has risen, and after hasty counsel and preparation the
party gathers up their equipment and starts towards the pyramid-
temple. You tread carefully across cracked and overgrown
flagstones, stepping over fallen and shattered pillars, pushing
aside vines and briars. As the party approaches the temple the
sound of crashing through the underbrush comes from behind
you. Turning around, the party glimpses men moving through the
woods towards the clearing. Then the earth shudders and gapes
open beneath the party‘s feet and you are falling amidst the roar
of collapsing masonry. Dust fills the air and the sunlight
disappears as the darkness swallows you.
Breathing heavily, you find that the world has stopped
tumbling and you now sit on cold, damp stone. The
coughing and wheezing of your companions can be
heard nearby, hidden in the darkness. To your back are
rough rocks and broken earth. As you sit, the rumble and
clatter of rocks diminishes to the occasional rattle of
pebbles and the shush-shush of sliding dirt.
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