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

Arnir, your fireball explodes with a roar and the flames wash over the goblins in the camp. Their clothes, armor, hair and even skin itself is instantly ignited as they are immediately slain and thrown to the ground from the force of the blast. The corpses crackle and burn on the muddy earth and give off noxious smoke as fat renders and flesh melts away leaving blackened bones.
(goblins at J14, K13, L12, K11, I12, H12, G12 and G13 are dead)

The shaman tries to hide its face from the blast, but the wave of fire sets his furs ablaze. Within mere seconds the goblin priest is completely immolated and he drops his fetish-adorned staff to the ground which smolders like a log taken from a camp fire. The shaman shrieks and cries as his body burns away and he collapses in a heap.

The ogre manages to shield itself from the majority of the blast, suffering no more than fairly serious burns on his exposed extremities.
 
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Seaquen Thieves' Guild

Lars, you climb down maybe 30 feet and end in an old worked stone tunnel. The sound of a waterfall fills your ears and it smells of mildew and a faint fetid stench of garbage and bodily waste. Walking along the tunnel, you emerge into an opening, almost like a subterranean cave, except that everything is worked or cut stone and a number of aquaducts can be seen above, below and beside you at the limit of your lantern light. The stone work looks ancient and is a style completely different from that above in the South Harbour. Your only avenue is to cross a worked stone bridge that suspends across the opening. As you cross, you see that a wide river of water rushes beneath you, being brought in by a large waterfall somewhere in the darkness beyond your vision. At the end of the bridge sits an unlocked heavy iron door set into the wall.

When you open the door, lantern light bathes you and you step into a small entrance way where some cloaks and lanterns have been hung and some mundane daggers and rapiers sit on a weapon rack. The lantern light shines in from an ornately cut archway that leads into the next room. You can hear the sounds of people talking and laughing.

The next room is a massive round room with a high carved stone dome. The walls are finely worked stone complete with carvings and bas reliefs. Three other arched portals lead to other rooms - one at each cardinal direction. The floors are covered in expensive-looking rugs and lanterns hang from hooks all around the room. Paintings, tapestries and small statuary are arranged around the space as well, giving the place a well-appointed and wealthy look. When you step in, the temperature suddenly seems to rise to a very comfortable warmth, the air smells sweeter and you can see that 20 or 30 armed men and women of various races are lounging on ornate furniture, chatting, or gambling at a table surrounded by high-backed chairs. Nobody seems to notice your entrance, or pay you any attention.

You have entered from the south and when you move into the centre of the room, you can see down the other exits. The door to the north leads to a small chamber that looks to be very dark, save for a few candles on a pedestal in the middle of the room. The portal to the east is fairly large and looks to be filled with tables covered in merchandise, weapons, armor and other goods. Guild members stand around buying and selling. The exit to the west is blocked by a lock-less heavy wooden door.
 

Lars looks around and smiles. Nice!, he thinks to himself. His first priority is finding an exit, so he heads first to the east to check out the room that way. He takes a look at the merchandise, but he keeps his attention on identifying doors or other means of exit. He also looks for other members preparing to leave, so he can follow them.

He plans on checking the door to the west after.
 

Bannock whoops with glee as the fireball washes over half the enemy number. The huge brute facing Alric now looms large in his field of view. Seeing the danger in the immense reach of the thing's maul, he takes a ginger 5-foot step forward into E-14 and slashes over Alric's head at the beast's face.
 

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Seaquen Thieves Guild

Lars, the eastern room is larger than you thought and there are many tables and booths set up. It looks like you could purchase pretty much anything you could want here: gems, scrolls, wands, weapons, armor, tools, traps, and even thief-specific equipment such as dyed armor, boot-knives, mechanical devices, etc. Also in this room is a large wooden bulletin board posted with various pieces of parchment with writing on them. Many men and women are gazing at the board and discussing. The only other exit leads to another room where a group of robed men operate a complex looking alchemical laboratory and shelves are lined with books, bottled liquids, herbs and other strange looking things.

The only traffic in the main guild hall comes from people either moving from the east (the room of vendors) or heading over to the west door, passing through and shutting behind them. The door to the north has virtually no traffic.
 

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Goblin Camp

Bannock, due to Alric's positioning, the Ogre gains enough soft cover that he is able to block your vicious slash. Your weapon clangs off his spiked shield and the brute grimaces when he feels the force behind your attack.
 


A little smirk goes across Hrimr's face as the goblins are roasted by Arnir's fireball. However, the ogre seems mostly unphased by the damage it's taken. Hrimr moves up (to D15) and begins to cast a spell.

"I'm going to bring in a little help for us!"

OOC: Spontaneous casting of Summon Nature's Ally II, I spend Heat Metal for the casting
 

Goblin Camp - Round 2

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Goblin Camp

"Throg make soup from your bones!" cries the hulking brute before repeatedly striking at Alric with his morning star and then following up with a bash from his spiked shield. The first strike slams into Alric's shoulder with a sickening crunch. However, the second strike and the bash from the shield are knocked away by Alric's armor and shield.

GM: Updated map coming tonight.
 
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In a flurry of events and explosive movments, Alric feels a wash of heat, a blade singing over his head and boulder bashing against the side of his helm. Seeing flashing lights in his vision he spits out a mouthful of acrid blood and looks squarely at the ogre.

"Take my life and eat me if you will foul beast, but not before I take your manhood!"

Alric lashes out with his sword, hopefully not for the last time, at the creature's groin, hoping that it will strike true.

OOC: Alric is at 14hp
 

Into the Woods

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