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

Hope Never Dies - Part 1 : On the threshold of dawn

Hmm, Kur remembers what he knows about lizardmen, sometimes they fall upon the dead to feast even amidst a raging battle, Perhaps if he killed one some of the others would fall upon it, providing him with an opening to break through.
 

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You close your eyes for a moment, drawing breath, and the memory the air retains of the power of a lightning. You feel it flow in your blood to your fingertips, then you open your eyes and you let go the violence of the bolt again. Its light remains etched on your eyes as you see it discharge on your opponent again, too slow to dodge it as he was preparing his blow. Even more blood rushes to the other George's eyes which seem now completely red, but his movement as he thrashes with his club is easy for you to foresee, and you roll away on the sand to safety. He has no more words for you. Only a deep growl.
 

Alone in the dark, you begin to swim in the direction you think leads you to the air you so desperately need. As pressure keep exacting its toll on your body (-9 hp) you see the glimmer of a lightning, and your blood rushes with the newly found hope. Another effort, and you'll be there...if you don't run out of air before.
 

One of the black arrows hits you (-4 hp), and you expected that. What you didn't expect is what happens behind you. The black knight's armor explodes into two pairs of black batlike wings. He jumps forward right over you as the people escape in terror at his appearance, lands before you, cutting your escape, and makes a lunge with his black sword that goes less than an inch wide from slitting your throat as you stop short in your tracks.
"
Where do you think you're going? You're mine." he says as the black rain of death keeps falling from the sky except all around him.
 
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Suddenly, you feel an invisible hand grabbing your arm.
"
It's me, Kur. Just follow me and climb on that rock there. Whatever happens stay out of the water!"
George leads you to a small rock outcropping above the swamp as the lizardmen keep circling around. Finally they stop, aim their spears at you and charge you with a guttural growl. Their paws lift spurts of muddy water as they run towards you.
Then, just at your right, George appears, as if a curtain fell from his body. You hear him murmuring his mystical words and pointing his finger at the waters. A blue-white lightning leaves his hand and blossoms into a lotus of sparkles as it touches the water. Only a few lizardmen manage to stop in time to avoid its deadly petals. The others fall in the mud, their limbs and tail wildly shaking. Those who survived run from the warlock that killed their brethren.
"
Now run! Your people needs you. I'll keep them away if they try something else."
 


Peregrine gazes into the face of his enemy and nods. He lightly drops the elven girl down behind him and holds Laerad in front of him. A calm numbness suffuses him as he stares down his opponent and embraces whatever fate is in store for him.

His staff blurs in his hands as he swings for the knight with all his strength.

"Very well, I am yours. Now we see if you can handle what you have bitten off."

[ooc - flurry of blows, +10/+10, 1d8+3 dmg]
 

Time slows as you reach for the surface. Just as you think your lungs are going to explode, you find yourself to open air. The pain when you breathe doesn't compare to the elation you feel. You escaped the depths alive. Now you only have to survive the storm. As the huge waves wash over you, you manage to guess the general direction of the wind. You realize that if you were able to swim in that direction, or at least to avoid to be carried along by the storm, you could be out of the worse. But it would weary you to the bone. Will you be tough enough?
 

The world seems to slow down and fall silent as the two fighters face each other. The knight easily deflects the elf's first blow, but he didn't take into account the monk's speed. The other end of the stick seems to sink in the blackness that should be the knight's shoulder, drawing a thick, black liquid from an unseen wound. Immediately the creature shrieks in pain and the wing fall back on its body, taking once again the shape of the armor. The fiery orbs look at you with something older than anger, as he swipes Laerad and goes for your heart. As the black sword plunges in your chest you feel all its burning coldness (-9 hp). But you are not ready to die. You step back before the blade can claim your life, and in a blur of motion you strike below the knight's overextended arm, and at his neck as he winces. He feebly tries to stab your leg, but this leaves his back undefended from your final attack. Laerad strikes from above, and as it touches the black armor you can hear a sound as of glass shattering.
The black armor crumbles in dust at your feet, as something black is swept away by a swift wind. All around you suddenly notice that many other fighters coming from every land of the known war, have similarly ended their battle. The rain of black arrows stops, as the first cheers for victory beging to resound.
You hear a voice, clearly, though you couldn't say where it comes from.

Remember. Remember that you can change the world and its fate. Never lose your faith in this. Tell your companions too. Remember.
Everything around you begins to fade, to become less real, as if it was just painting on a wall. The last thing you can feel is the little girl jumping in your arms, hugging you tightly as she whispers in elven.
"
Oh, daddy, I was so scared."
For a moment you think you'll keep this sensation, to feel her in your arms, forever in your heart like a precious treasure. But as the scene fades into the picture, it fades from your mind as well, until you are left in front of the field of barley you just painted, the salty wind ruffling your hair, wondering why you stopped.
 

"Finally, no more taunts." George breathes as he stumbles to his feat and tries to cast the mages staple.

Magic Missile, cast defensively, unless outside of the other's reach in which case, cast normally.
 

Into the Woods

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