Six From Gate Pass - Chapter 2: The Indomitable Fire Forest of Innenotdar

"By the by, Hrimr is right, the lake will likely be downstream. From what I remember, the White River begins from some glacial source and flows into the woods, and does not in fact exit, so it must flow into the lake."

Lars says, "Well, I might not have been outside Gate Pass much, but if all the water from the river flows into that lake, and no river comes out, that must be a mighty deep lake. Anyways, I vote for knowing more before going to the lake. We should check out the shrine and abandoned village first. I'm just worried about that devil coming back with some of his buddies. Or even hi big brother."

Lars enters the pantry and pokes around to see if there is anything of interest.
 

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A short rest and the journey continues

Lars, the pantry yields nothing of interest asides from desiccated bundles of food and dried-up waterskins.

"Well," Torrent says, "that settles it then, the majority want to check out the village and shrine. Your skins are filled, so drink up and lets share a meal before we turn in."

You all spend the rest of your waking hours eating rations, drinking and laying around on your bedrolls. The ambient light of the forest fire reduces somewhat after a few hours, giving you some hint that it may be dusk or full evening. With the thoughts of the day still fresh in your mind and the strange feeling of an alien energy coursing through your body, you all drift off to sleep in the tower. Watches are kept and thankfully no disturbances occur when you awake in the morning. Prayers are spoken, spell books studied and muscles loosened before a quick breaking of the morning's fast. Torrent once again magically fills your skins.

[sblock="for Lars"]Lars, for the first time in a long while, you do not have a frightening dream that leaves you sweat soaked in the morning. Instead, you awake confused, as if your mind is filled with cobwebs. Your dream was short, but powerful and filled with strange messages that your brain struggles to decipher when you awake. You remember standing, waist deep in a body of water. Flaming trees surround you and the heat is intense. Somewhere, on the edge of your vision, stands a cloaked figure. It beckons to you with its hand while it calls you "cousin." You step forward through the water, slowed by its drag on your hips and legs. You try to get closer to see its face, but it always hovers just out of range. "Cousin" it says again, "Release us."[/sblock]

Once packs are filled and possession stowed, you all head down out of the tower and back into the blazing winds and ash-strewn ground of the fire forest. Pondering on whether you will escape this inferno today, you continue over the bridge and walk into the wide open and largely flame-free clearing where the village is located.

The village is perhaps a quarter of a mile across and consists of a ring shaped clearing with the outer edge dominated by former homes and shops. The buildings are either carved from the trunks of large trees, or made from soot-stained stone that was sculpted to resemble trees. Flames cover many of the buildings, but some of the stone structures could likely be entered and searched. In the centre of the ring, atop a low earthen mound is the Shrine of Anyariel. It was likely once a beautiful fountain in the shape of a grand willow tree with drooping branches, which once rained soothing water upon a wide, shimmering pool surrounded by a ring of seventeen old oak trees which now burn brightly. A walkway of stepping stones leads to a small island in front of the willow, where townsfolk would probably have offered prayers and thanks to Innenotdar's hero. Now the water has boiled away, and only the trees remain, occasionally raining fiery debris. The stone willow tree is covered with ash which falls in small clumps like depressing snow.
 
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Lars looks distracted while he eats breakfast, with a bit of a vacant look in his eyes.

At the elven village, Lars cautiously advances on the stepping stones, headed towards the island. He has his crossbow in hand, loaded and ready to shoot. "Maybe it would be best if Kirio or Arnir came with me, in case we see some elvish inscription."

Once there, Lars has a look around.
 
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Lars, standing in the midst of the dried up fountain, you look up and see something in the carved stone willow, perhaps 15 to 20 feet away from you. You're not completely sure what it is, but it appears to be two dried, cracked corpses, caked in ash. Their limbs hang down, eerily drifting in the hot wind like actual willow branches. You reckon that they are hanging about 15 feet from the ground.
 
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Lars calls back, "Cover for me!"

He deposits his crossbow and pack, and he starts climbing the willow so he can approach the two corpses.
 

Waking the dead

Lars, when you get within 10 feet of the base of the willow, you look up just in time to see the two corpses slide off the branches and land on the ground. What appears to be decades worth of ash falls from their bodies in thick clumps giving you a better picture of what they are. They look as if they once were elves, but now their skin is a mottled grey and it is stretched over emaciated limbs. Hands end in filthy long-nailed claws and their lips have receded or rotted away to reveal mouths full of sharp yellowed teeth protruding from greenish gums. Their eyes look hollow and sunken and their long greasy hair whips in the wind. Weeping sores cover their body and a horrible cloying stench fills your nostrils.

Free from the ash, they burst into flames and one of them cries out: "Burning! Burning! Always burning! But now ... now you see ... you see don't you my love ... fresh meat has come. As I said it would. Fresh meat for our cursed hunger!"

Licking their lips with grotesque tongues, the abominations attack.

************
Initiative Order

1 - Lars
2 - Hrimr
3 - Alric
4 - Arnir
5 - Kirio
6 - Torrent
7 - DM #1
8 - DM #2
9 - Bannock

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Round 1

GM: Everyone is at full hit points after the healing and rest from the night before. If you haven't done so yet, please update the spell planning document before your first turn. The only terrain feature of note are the 17 burning trees. Obviously standing the in same square that they share will result in some burns.

There was no real marching order other than Lars moving forward so I've randomly placed you in the general area.
 
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Lars presses the trigger of his crossbow, aiming at the closest abomination. (K18) He then back-pedals to get in a safer position (Move to K13).
 


Seeing Lars in danger, Alric let's out a warcry and launches himself forward drawing his sword (normal bastard sword) as he charges. His armor, shield and blade gleem eerily in the light of the forest fire, having all been polished immaculately the night before. The impression of the polished steel figure charging violently towards the fire-wight is like an apparition composed of many small flickering candle flames dancing in a turbulent wind which loudly whistles Alric's warcry.

Alric charges towards the nearest wight, drawing his sword in transit. Alric ends his movement in K17 and attacks the wight in K18 with his charge attack.

OOC: I used the wrong attack bonus. I actually have a +10 attack with the charge bonus, so the actual result is 24.
 
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Lars' bolt flies wide, as does Hrimr's dart of acid.

Alric, when you get within 10 feet of the monster, the smell of rot and death overpowers you. Your stomach roils and hot bile creeps up the back of your throat. However, you pull yourself together enough that your charging slash connects, drawing a long slash down the arm of your target. Black blood and ichor drips from the wound but the creature does not howl in pain, it merely stares back at you with hungry lifeless eyes.

GM: Alric, you are sickened. For the rest of the encounter you suffer a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
 
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