Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is…

Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is…

Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is located, or the inn of that name where they spend the night. Only those with knowledge of the secret histories of the world, or those who sufficiently annoy the locals, will be directed away from the main road and up the winding sheep path to the top of the escarpment where (it is said) Enoch made the Gap.

Surrounded by a low wall to prevent accidental ingress, two halves of a 30′ honey-coloured boulder jut from the meadow, split in two by some ancient calamity. In the split is the Gap itself; not a black void, but a fuzzy grey nothingness, a blind spot unresolvable by normal vision

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Various truisms: Legend says that many years ago Prince Edric the Foolish led his men into the Gap, and none ever returned; the same goes for many less notable locals, sheep, birds, rabbits and the like. You can’t see through or past the Gap. It looks pretty much the same from all sides. Objects thrown or propelled into it don’t come out, even if their trajectory would imply they should. Poles, arms, and adventurers, half-thrust or dangled into the Gap, may be retrieved unharmed; persons retrieved report seeing, feeling and hearing an all-encompassing nothingness.

Such a thing can’t be just a route to annihilation, though, can it? It must lead somewhere. There’s only one sure way to find out…

3 thoughts on “Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is…”

  1. So, I invented this thing on the spur of the moment, based on the player-named village. It’s pretty much how I run the game at all times. The problem is, I’m kind of stumped as to where it actually goes.

    My players were eager to rush themselves through into oblivion, but I’ve distracted them with an attack on their home town.

    Anyone got any bright ideas?

  2. Limbo, definitely Limbo. Give them a description of a day worth of floating in the nothingness. Things barely glimpsed in the distance, inconsistent winds, the gap falling slowly farther and farther away. Ask them if and how they make camp and have a githyanki ship approach them at “night”.

  3. A gray nothingness where they can’t breath – feels like swimming. Eventually they are beached at a hazy beach with the sky the color of television tuned to a dead channel, in the background a soft women’s voice, the hiss of static and the words “Yankee, hotel, foxtrot” and and another man speaking in a language they don’t know but somehow understand. – for the king!

    Custom move – sail the seas of fate by stepping through the gap * on 10+ answer two questions about the city in distance * 7-9 answer one question about the city in the distance and pick one *6 and answer one question about how you are compelled to seek out a person at the city, who they are, and why it is dangerous and pick two below:

    * You drown in the seas of fate take -1 forward on next death roll – luckily you can’t actually die in the seas in between worlds. The first time you taste salt you will vomit uncontrollably vomit up some of the interdimensional ocean between your world and wherever you are.

    * you black out – you awake marked by something or someone on the seas. A big face and neck tattoo of alien sigils. What does it mean? Ask the person to your left. Ask the person on your right what is e worst that could happen because of this marking?

    * somehow your physical world was washed away. You are washed naked as the day you were born with no gear.

    * your soul is delayed and strung out like a tether. No beneficial spells work on you, take -1 forward on wis until your souls drifts forward.

    * you have been tested and found wanting, reduce all your abilities as one as they were dashed in the astral rocks of the seas of fate, until you camp at least once and someone rolls a 3 and 7 on any dice roll. Your are scarred somehow – describe it.

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