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Six From Gate Pass - Chapter 3: Shelter From The Storm

Arnir nods at Bannock "Those bow wielding ones are known as Poison Dusks - as you correctly surmised, they're quite fond of using giant spider venom on the tips of their arrows and spears. The poison will sap its target's strength unless overcome. You did well, Bannock....Now, if anyone needs me, I'll be in my tent.

...Oh, does anyone know how to skin a lizard? That big one really would make a magnificent trunk.
"

Having said that Arnir parts the flap of the tent and disappears. Shortly thereafter deep breathing gives way to a gentle snore.
 

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"If people don't mind I will take the empty vials. Let me see if this mixture is a magic potion."

With that Hrimr casts Detect magic on the items taken from the large Lizard.
 

Into the bayou...

[sblock="for Hrimr"]Nothing registers as magical. You're very confidant that the flask is filled with the he strongest moonshine Bannock's ever smelled.[/sblock]

You take what loot you desire and then head to sleep or back onto the watch order. The remainder of the evening is uneventful and you arise eight hours later rested and healed of any wounds. The dead lizardfolk are covered in flies and mosquitos and the ever present drizzle results in damp tents and blankets. After a quick breakfast, you pile your gear into the boats and set off into the swamp.

Your boats ply through the murky water by pole or oar. You dodge muddy islands covered in shrubbery or gnarled and twisted trees, and head down narrow riverways clogged with spider webs filled with dead birds and small animals. Some parts are wide open and too deep to pole and others are shallow, muddy and require portaging. Occasionally you pass strange markers in the distance: bizarre shapes carved into the trees, or a cluster of rotting humanoid heads held by small blood-stained spears. The drizzle is relentless and at the end of your first day your boots are caked with mud, your clothes are wet and its all you can do to rest your weary bodies by a small fire. Watches are kept and asides from the biting insects and some strange sounds in the distance, nothing dangerous transpires.

Towards the end of the second day of similar travel you come across a large and relatively dry patch of land in the middle of a shallow lagoon. Muscles aching and wet clothes clinging scratchily to your skin you gladly moor your boats and disembark as the sun begins to set behind grey skies. Tents are pitched, bedrolls laid out and a campfire is easily started from fuel gathered from a large fallen tree. Herbal tea is brewed and rations are shared over a couple of hours as yet another sombre evening in the swamp sets in.

Slapping at an insect on her scarred neck Torrent says: "Well, judging from the maps, I think we've come about two thirds of the way through this charming area. One more day of travel and we should be out of here and on the last road to Seaquen. Why don't we open that flask and..." Her eyes narrow as she trails off, looking over your shoulder and gazing into the fallen darkness around you. Turning to follow her eyes you all see a faint light in the distance. It appears to be suspended in a thick cloud of fog and is slowly approaching your camp.

Suddenly, an eerie female voice begins to sing out in the darkness. The voice is singing in common and you hear lyrics that suggest the great and wonderful pleasures that can be found by purifying yourself in the sacred waters surrounding you.

********
Initiative Order

1 - Lars
2 - Arnir
3 - Kirio
4 - Bannock
5 - DM #3 (W)
6 - Hrimr
7 - Diashan
8 - DM #2 (D)
9 - Torrent
10 - Alric
11 - DM #1 (C)

********

Marsh Attack - Round 1

GM: I've set an initiative clock because actions here need to go round by round.

As with the last situation, the only light is from your campfire.
 
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OOC: Armor spell failure check...

Lars listens to the song and is wary. He concentrates and makes a sharp hand gesture and the noise of several men banging their weapons and making threatening noises emerges from the murk a little distance away, nearer the mysterious floating light. Lars hope that the hub-bub will disrupt whatever subtle magic is being attempted here.

OOC: Lars casts Ghost Sound, 30 feet away at an angle towards the ghostly light. Dur. 2 rounds.
 
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Arnir sits up straight and his eyes dart about, peering into the dark to try and locate the source of the singing. As he focuses on the general location of the voice, he slowly motions with this hands and quietly breaths a few words, in the hopes that he can detect any magic coming from the direction of the sound.

"What's out there..." he mutters to himself
 

mmmmmm, great and wonderful pleasure... if only.


Kirio shuffles uncomfortably and raises his left eyebrow as he listens to the pleasure promising song; he readies his bow and concentrates on the fog approaching them. "Why do they always lie..."


OOC: Knowledge check nature on light and approaching fog...
 

Bannock's head swivels around as he searches the mist uncertainly. The sweet sound of the voice stirs him, but given the strangeness of the circumstances, it makes him uneasy.

"What queerness is this now?"
 

[sblock="for Arnir"]Arnir, when the mist and the strange suspended light comes within 60 feet of you, your spell begins to detect a number of magical auras. You mist itself appears to be magical and another broader aura appears to be emanating from inside the mist but wide enough that it is suffusing the air all around you and the party. Also inside the mist are two other smaller magical auras. Further concentration may reveal the spell schools for each aura as per the detect magic spell. [/sblock]

[sblock="for Kirio"]Kirio, the mist is clearly not a function of natural weather. Its independent movement and the presence of a light inside it clearly indicates something magical and beyond the realm of nature.[/sblock]

[sblock="for Bannock"]You are unable to perceive anything beyond what you can view in plain sight. [/sblock]

The odd light in the middle of the fog, which you can now see is a cloud of about 20ft across and high, begins to move closer and closer to your dry island in the bayou. The haunting dirge increases in volume and pitch as it draws closer. You notice that is starts to slow as it approaches the area where Lars' spell is active, and is currently about 60 feet away from you.

Marsh Attack - Round 1

GM: Since the fog and light have come closer, I put up a map so you can get a better lay of the land around you. The fog is approaching from the North-West.

Some terrain features of the map: The water surrounding the island is about 3 feet deep so it counts as difficult terrain. A bit further out, as listed on the map, the water becomes another 5 feet deeper so you'd need to swim in those squares. The tree functions as a bridge to the other smaller island, but the crown counts as difficult terrain. Lastly, I haven't put your boats on the map, but I can place them if you would like (just flip me an email if you want them placed).
 
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Hrimr draws his sling out and some sling stones.

"I don't like the look of this thing. Let's see if it's alone"

Hrimr checks the area around the party for any hiding creatures.
 

[sblock="for Hrimr"]Hrimr, you scan your surroundings but do not see anything. [/sblock]

Torrent and Diashan follow Hrimr's lead and draw their weapons, staring out into the darkness towards the glowing mist.

"Anyone know anything about this? Arnir do you detect any magic?"
 

Into the Woods

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