• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Time Well Spent

"Agreed, Master Foxhound."

Calumn's hands move in complex gestures of Spellcasting, and he speaks arcane words in a language you assume is Netherese.

When he finishes, a swirling gate twists open beside you. Beyond it you see a windswept and barren land.

Let us make haste, tall magic-one, hoots Wisp softly.
 

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When has it ever been otherwise, Tall magic-one?

You step into a howling wind, blowing sand that burns your eyes and skin, and the gate closes behind you...
 



You have no idea where you are. The howling wind and sand blow around you (now mercifully deflected--somewhat--by the mage armor, which I'll assume you're 'sharing' with Wisp), and forbidding orange rock formations tower nearby. In all other directions you see flat orange-yellow sand dotted with scrub and battered cacti, stretching off into the haze of sand.
 
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Wrapping one of my scarves around my face and putting wisp inside my vest, I stumble towards the rock formations in search of shelter.
 
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You stagger through the windstorm toward the rocks, which are actually about a quarter-mile away. Cursing to yourself, you nearly fall into a few dry gullies and clamber up the opposite side. By the time the massive wall of needle-like orange rocks rises out of the haze, your eyes are caked with dust and your mouth is full of grit. The sand is in everything--Wisp warbles in anger inside your vest.

There is an opening in the rock wall, though--a small, dark cave.
 
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We'll make a B-line for the cave and find a spot to rest right inside. We'll shake out the sand and drink a bit of water (we'll take about 15 minutes or so to gather our wits before we continue).
 


Into the Woods

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