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

[IC] The Trouble at Durbenford

Feeling compelled to keep silent in the austere quiet of these long-sealed chambers, Ruathen follows Jasper and Padraig, imagining the rooms' former state as he glances around them.
 

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Gil searches the fireplace and finds that, though it has a flue, it is blocked by a mass amount of debris, birds' nests, etc., and it would not be wise to light a fire in it. There is little else of interest but what might have been in the past.

After the search, the party continues through the next door, and finds that it leads to a hall with runs to the west into what appears at first glance to be a large room.

A loud creaking noise, and an occasional crash of stone can be heard to come from that direction.



[sblock=ooc]I've left the map numbers in for ease of explanation.

7 is the fireplace room. 6 is the totally empty room. 3 is the room directly off the entry hall. You can't quite see into the next room without moving down the hall.[/sblock]
 

Gil draws his bow and nocks an arrow. Whispering, he says, "Well fellas, if we wade into this one we should try and keep surprise on our side. And if there's a group of them, like more bugbears, we should try and use this narrow hallway to our advantage. Maybe draw them down the hallway, and ambush 'em here in this fireplace room?"

Thinking again, he says, "...Mmmmaybe I should just take a peek first. Keep the lights back here."

And with that, he very quietly sneaks up to the corner and peeks around to have a look, as stealthily as possible.

[sblock=OOC]Move Silently +10, Hide +13[/sblock]
 








This large chamber extends some 40-feet deep and the far end is not visible through Gil's darkvision. The hall you entered through opens on the southern side of the eastern wall. Trash and debris fill this room. Cobwebs extend from the 40-foot tall ceiling to connect to the littered floor, filtering the narrow beams of light from a crack overhead in the ceiling. Scuttling about the large room are uncommonly large and hairy spiders. Lording over the arachnid vermin is the remains of a forgotten guardian, an animated construct of fearful proportions. The guardian is a massive spider-like construct of rusted steel and broken cables. It staggers around the room, three of its eight legs in such bad repair that they no longer function. The lot of them are obviously moving to investigate the light and sounds spilling out of the hall.

So much detritus, leaves, rocks, and bits of bone and withered flesh litters the floor that that the party may find it difficult to move at more than half-speed.



[sblock=ooc]You can move at more than half speed with a balance check. There are 5 spiders (large), and a huge monstrosity.
Jasper: casts magic vestment.


Init:
G: 25
P: 19
Large Monstrous Spiders: 15; 1(), 2(), 3(), 4(), 5()
Construct: 13
R: 12
Z: 10
K: 9
J: 3; Magic Vestment(+1 AC)
[/sblock]
 

Into the Woods

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