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Remnants of the Horde-Flight from Aruth

Ogune turns to Wekerak, his face contorted in contemplation.
Moving forward, sniffing the ground and testing the groud, the Hag-Born moves across the intervening distance between your location and the edge of the Cottage's 'Yard'.
Coming back some half an hour later, he grins and tells Wekerak that 'No more Quicksand, no Dangers, until you get to Auntie's Cottage...huh,huh...'
Ogune then hunkers down behind a fallen log, digging at the rotten wood, until he unveils a mass of writhing worms and grubs, which he then begins stuffing into his mishapen mouth.
 
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Looking up, Durgo sees that both of his 'scouts' are still around, even after the hag-born returned with its news.

"You scout? Scout!" he growls, trying not to shout and give away their position. Nevertheless, his red face and bulging neck-veins demonstrate his annoyance at their sudden lack of action, "Durgo get tired of waiting! Need to hurry!"
 

Wekerak glances at Midnught Fang,

"We circle left, keep sun out of eyes." he points, "Try not to get lost."

Without waiting for a response, the goblin slips off into the marsh.
 

OoC:Er...

IC: Wekerak swings left, keeping the dreaded Sun from his eyes (what little sunlight makes it through the gloom of the marsh).

Midnight Fang moves stealthily forward, keeping up and out of the water and any Quicksand.


KithKor the Bat flies ahead as well, giving Valrack a link to the Duo.


The Cottage sits on a raised hummock, not steep, though it rises nearly 30 feet from the water level.
Actual water borders on the East side, inlike the rest of the surrounding environs, which are the same semi-solid Marsh that you have been traversing.
Two emaciated Dead Willow trees stand near the fore of the Yard, as well as a dead rose bush that lines the western side of the Cottage proper.It would seem that, unlike your employer, this Hag doesn't exactly have a green thumb ...
a Stone-capped well lies near the porch, connected by a pebble path. A Jetty with an old ricketu swamp-boat is similarly connected to the Cottage.
A large Outbuilding, most likely a stable of sorts, sits to the west of the Cottage proper.
 
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Wekerak pauses to check the direction of the wind. He them moves on, taking care pass too close to the stables, in case something there might scent him.

Also giving the willow trees a wide birth, Wekerak swings wide around the hillock, surveying it from all angles (at least, as best he can; the water to the east makes it impossible to see every angle).

He takes particular care to look for any sign of movement or creatures (living or otherwise).

Once done, he seeks out Midnight Fang.

"Hag have good position on hill. See well in most directions. Not much cover, but stables block sight to west. That is best way to approach, I think, though if things inside, they may smell us."

As he speaks, the goblin glances around, looking for any particularly strong-smelling pool of water or muck.

"I mask scent with marsh-slime, go closer to stables; see if anything in there. You keep watch for guards."
 

Wekerak easily finds plenty of foul smelling Marsh water/mud to mask his scent <Good idea>.

Moving West around the bottom of the hillock, the Goblin notices that within the withered branches of the Willow tree closest are several skeletons/withered husks of birds and bats, as well as the skeletons of a few more terrestrial creatures. these seem wrapped up in the long tentrils of the Willow.

The rear <North> seems clear, almost too clear.
Within the water, the boat sits, covered in marsh wet-lichen, the water covered with a thick film of it as well. Moving back to the Stables, Wekerak hears something Big moving inside. The thing suddenly stops moving and Wekerak hears <to his growing comcern> the sound of a great nose Snifing the air.

Kithcor relates to Valrack " Big Cottage, dead trees, dead bushes,water and boat. Big Stable, I smell something Foul within."

The Bat darts within <which Wekerak notices as well, easily spotting it as Valrack's familiar>.
Within is dark, which does not bother the bat in the least.
The sudden blast of Flame does, however, a Fiery gout blasting the inside of the stone stable. Kithkor dodges nimbly, but sheer terror is what assails Valrack's mind, one word from the frantic Bat 'Dragon!'

Back in the Swamp

Valrack speaks quickly, agitation in his words

'That damned Elf-Bitch and the Wolfrider have roused a Dragon! Fire Dragon, by the sound.'
 
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Going off such scant knowledge, Durgo rises to survey the scene before making a decision. He holds up one hand behind him in a signal of 'Halt'. If the situation is truly so dire, Durgo knows how to kill dragons now...

OOC: Delay. If Durgo sees the scouts engaged with a dragon any smaller than the one he killed two days earlier, he'll order the charge. If it's any bigger, he waits and watches them die. If he sees no fighting at all, he'll continue waiting and allow the scouts to do their job. He might even smack the 'stupid gobie' for making him stand up for nothing.
 

Wekerak flattens himself against the side of the stable, silently cursing the fool necromancer's pet. He knows his only hope now is that the dragon will pursue the bat, leading it rapidly away from him, and that to run would simply draw its attention.
 

As action happens nearby, Kurg is in another place altogether. As his hastily constructed incense pile produces think, clinging smoke, smoke tinged with the scents of sulfur and grave dust, Kurg's pupils dialate as he feels the presence of his darkling god. Lowering his head to bare the back of his neck in a ritual gesture of supplication, he allows his thoughts to form into his request, speaking it aloud as well as not to insult Yeenoghu by demanding that he pluck his servant's thoughts from his mind.

"Yeenoghu, I ask you this, what must I do to not only survive what is to come, but to gain further power in your service?"
 

Into the Woods

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