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Strahd's "The lost Caverns of Tsojcanth" - Game Ended successfully!

Allyra

“Oh, goodness! Quick, now. The same? Or the others? I guess the same... hopefully we will end up in the same place then... and hopefully it is not too bad.”

Allyra picks up the golden helmet as well, and puts it on.
 

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Toman puts on the helmet and prays for the gods.
A moment pass and you all appear before great doors similar to the ones you opened earlier. These doors are closed and no foot prints mark the dust beside them. Clearly the same doors but in diffrent location.
These doors bear the same plaque with the following runes:

Code:
IGGWILV'S TREASURE RESTS WITHIN.
HER CURSE ON ANY WHO DISTURB IT.
SEEK NO FURTHER TO STEAL IT, NOR
TO FREE SHE WHO IS PRISONED HERE,
FOR A FATE WORSE THAT DEATH IS
SURE TO COME TO THOSE FOOLS WHO
VIOLATE THIS CIRCUMSCRIBED PLACE.

Behind you, the exit is screened with red curtain-like shimmering sparkles.
 


With great effort you manage to open the iron portal and confronted with another hall, same as the one you saw before, or is it the same?

Beyond the iron doors is a corridor with walls of red marble. A thick black carpet runs from the entry to an ebony door some 40’ distant. The arched ceiling is of black marble shot through with bands of scarlet. The walls and floor are polished and dust free. From the entrance you can see the gleam of silver hinges, studs, and ring set in the far door. A dim red glow seems to come from the ceiling. This eerie light pervades the entire passageway.
 


Allyra

“I have absolutely no idea,” Allyra says cynically.

“Well, it's not that we have a lot of alternatives here. Onward?”
 

Again, a golden shimmering light blinds you and you open them to find yourselves in a corner of a vast chamber. In the middle you spot a 30' tall with a 10' diameter bright white column that stands at the top of the terraces in the center of the room. The bottom terrace is a 40-foot square, the middle, 30-foot, and the top, 10-foot. The white marble walls enclosing the area are flat and featureless, making them to seem unclimbeable. The walls around are approximately 80-100' by your guess.
The entire ground is a bright green grass that you can tell you never saw in such an excellent shape.

Under the blue moonlight in the grassy field stands a creature that has the legs and body of a horse and the torso and head of a man - a centaur. He stops suddenly and looks around, keen eyes searching and coming to bear on the southwestern corner of the area. His appearance seems somehow sinister—his skin is dark and his muscles bulge unnatural power. He remains motionless only a moment before fixing his gaze on you.

evilcentaur.jpg
 

"This does not bode well..." says Turo, gripping his morningstar. Still, the gnome is confident in he and his companions' ability to survive this challenge. The smallish cleric speaks the words of a prayer, and his weapon momentarily glows with a golden hue.


OOC: Cast Magic Weapon.

Magic Circle vrs. Evil in effect, duration 180 minutes. 170+ minutes remaining?



[sblock=Current Spells]
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor + (D) Bless
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence + (D) CUre Moderate Wounds
3rd (DC 17): Prayer, Magic Vestment, Dispel Magic, Summon Monster III + (D) Magic Circle vrs Evil
4th (DC18): Divine Power, Summon Monster IV + (D) Holy Smite
5th (DC19): Summon Monster V, Flame Strike, + (D) Dispel Evil[/sblock]
 

Into the Woods

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