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

OOC: Can Arnir talk while channeling Detect Magic? If yes, then He says the following, If not, he keeps his focus and tries to learn more, maybe nodding or giving some other subtle sign if possible.


[sblock="If Arnir can speak"]"I'm sensing a number of auras here....Both the mist approaching and something in the air all around us....There's also two smaller auras within the list, but I can't tell what they are yet...."[/sblock]
 

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Alric seems enchanted by the melody for a moment, but then snaps himself back to reality seeing the looks of concern on his comrades. He readies himself by making sure his shield is secure and drawing his silvered sword.
 

The fog-suspended orb moves forward again, slowly, undeterred by Lars' cantrip. It comes to stop about 30 feet away from Alric (centered at B3), appearing to bob on the water. The strange song then changes key and begins to resonate strangely in your ears. Your skin begins to prickle and you develop a pit of your stomach sense of excitement and anxiety as the lyrics wash over you. You suddenly find that is almost impossible to focus on anything other than the music.

GM: At the start of your turn, please make a Will save vs. DC 17 to resist the lure of the song. Passing or failing will affect what you can do on your turn, as referenced below.


[sblock="if you make your save"]You may act normally on your turn.[/sblock]

[sblock="if you fail your save"]You are enthralled and unable to do anything other than give the song your undivided attention. You can take no actions on your turn asides from discussing how amazing the song is. You are considered to have an attitude of friendly towards the glowing orb in the mist. If you witness anything that you would naturally oppose, you are entitled to another Will save to break the enchantment. [/sblock]

********
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 2
 
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Ooc: will save...

Lars tilts his head and smiles softly, greatly pleased that such pleasant experiences can be had in such an icky place.
 

Arnir smiles to himself as he listens to the song, walking up to Lars he taps him on the shoulder "A most excellent song! I think our Kirio would be hard-pressed to equal it!"
 
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OOC: will save VS song

"Bastards..." Kirio takes his flute out and begins playing. The song he produces seems to flow against the melody of the song coming from the strange fog, as he tries desperately to counter its magic...

OOC: Kirio's countersong is attempting to disrupt the magic of the other song each turn, and you can apply my perform check instead of your will save this round (meaning you all make your will save this round, including Lars and Arnir "If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save").
 
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[sblock="for Kirio"]You're confident that it may be magical, but you do not know anything beyond that. [/sblock]

GM: Just to clarify, Kirio is effectively countering the strange song. His perform check of 28 is most definitely higher than any possible Will save by anyone in the party and its way higher than the DC you need to save against. As long as Kirio continues to counter song, you may ignore the need for Will saves. Lars and Arnir, you gain another saving throw, but its moot given the above reasons. You're free from its sway.
 
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The dissonance created by Kirio's music played against the mist's song snaps Bannock out of the reverie he was falling into.

"This is a queer thing... I don't like it one bit!"


He moves to I-10 behind Alric and Arnir and readies his glaive to strike anything what moves into range. His mind races over the the stories he's heard of things from deep and dark places.

OOC: Readying an attack with the trigger that something attackable moves into a square I threaten. No guessing on the knowledge roll... that just autocompleted from a previous roll. :)
 
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Likely driven by Kirio's music, the eerie song abruptly comes to an end and the fog drives ever closer to the island. It floats towards you for the last 30 feet, the glowing sphere now swaying to and fro within the mist. When the edge of the miasma brushes the shore, you hear a woman's voice muttering and the wispy cloud quickly dissipates into nothing.

As the fog blows away, you now see that it was obscuring the passage of a long river boat bearing two female passengers. The macabre craft is decorated with humanoid skulls, streamers of wizard’s robes trailing along the sides in the murky water. At the prow stands a witch-like woman in the tattered remains of a once grand aristocratic gown. Chubby-faced with short brown hair, she leans her youthfully feeble body on a twisted staff also used to pole through the water. A flaming lantern swings from a crook at the top of the staff. At the stern, clutching another pole is the second occupant. Strands of bone-white hair hang across the face of this emaciated woman, her skin seeping black ichor from countless sores. A trembling gray cloak hugs her hideous armored form, and green water oozes from her mouth.

The witch in the front of the boat cackles with delight and points a finger at the group muttering dark words and drawing incoherent symbols in the air. Arcane energy erupts in your midst and cascades across your bodies. Everyone but Hrimr and Lars are affected and feel heavy, overburdened and tired, as if you are trying to move through a vat of maple syrup.

GM: If you failed your save vs. DC 16, you are slowed and suffer the following conditions for the next 5 rounds: You can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, you takes a -1 penalty on attack rolls, AC, and Reflex saves. You move at half your normal speed (round down to the next 5-foot increment)


On the other side of your island, as if from nothing, the shallow waters then burst forth in frothing splashes as two figures dash up onto the shore. The first is yet another woman. Black-haired and wide-eyed, this slender witch drips blood as she emerges from the swamp, threatening with a spiked club in her left hand. She wears a thick green reptilian skin like armor, and carries a bloody glass sphere in her right hand. The second figure is a scaled crocodile with bared fangs and a gnarled ridged tail.

The water and blood dripping woman moves towards Hrimr, swinging with her club (move N15 to K15) with a screeching war cry. The club drives its spikes into the dwarf's shoulder, shreding hides and puncturing bloody holes in his flesh.

The crocodile rushes towards Lars, body low to the ground, and twists its body so as to whip its tail towards the young rogue (move O15 to L15). Caught unawares, Lars' skull is driven inwards violently by the force of the blow. He immediately crumples to the damp earth with a heavy thud as blood begins to pool beneath his head.

GM: Lars is currently at -4 and automatically stable due to Indomitability's boon



GM: The witch in the water and the crocodile delayed on the previous round and I have adjusted the initiative count below to reflect the new order.


********
Initiative Order (Updated)

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

********

Marsh Attack - Round 2 (Updated)
 
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Hrimr gasps as the woman and crocodile erupt out of the water. He turns to call out but is stopped short by the spikes that are driven into his shoulder. Wincing with pain he takes a step back (I16) while drawing his battle axe. He then touches his chest and casts a spell. His skin begins to take on the texture and colour of tree bark.

"Come on you bitch, let's see you try that again!"

OOC: Ac is 18 without shield and 20 with Shield. Barkskin lasts for 40 minutes
 

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