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Der Kluge's Wilderlands Campaign
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<blockquote data-quote="reddist" data-source="post: 2986800" data-attributes="member: 5212"><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'">We collect Theros and decide we have had <em>enough </em> of this temple for one day. We exit the temple into the evening sun and pick our way through the dimming forest back to Torm’s shrine. There, we make camp for the night, Cyridon using what Favor he has left to heal us while I start a cooking fire and prepare our meal. We talk more of the quest given to Balderk, the Tomb of Alaric where we are to find lost artifacts, how we are to destroy or disable the Blood Fountain and its dark glyph. Well… The Knight, the Mage, and the Cleric talk about it. Chath and I go to bed once dinner is finished. It has been a long day, and I don’t feel like reminiscing about it at the fire. I feel like sleeping.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'">The next day we head back to the temple, though Theros does his little teleporting trick at the entryway, and make our way back to the foul fountain room. There are six other passageways that lead from the room, all with stairways leading up. The glyph still glows with its pale, evil light. Even after discussing it all night and looking at it a second time, those three still don’t know what to do about it. Cyridon though, he makes a careful copy of it in one of his books. I won’t be surprised if the journal starts spitting little paper skeletons out at Theros before the day is through.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'">I point out the hidden passageway leads <em>down</em>, and perhaps we can find the source of the fountain below and shut it off. Rather than explore the upper sections of this tomb, we decide to go below. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'">The narrow hallway turns to rough stone as it curves around and down. Finally, after a descent of perhaps 30 or 40 feet, the stone stairs lead to hard packed earth, and a chamber opens up ahead of us. The dank smell of decay is strong here, and there is a still pool on one side of the chamber reflecting our light against the rough walls. </span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'">Chath ambles over to inspect the pool, and as soon as he is range, a white, pasty toad lurches out of the water, slapping Chath with the sticky end of its spear-like tongue and pulling him in so nothing but the Halfling’s feet hung out, kicking feebly. Another toad sloshes forward out of the pool, snapping at the Halfling’s feet before it notices us.</span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'"></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Century Gothic'">Balderk and I rush the Chath’s aid, slashing into the toads with our blades. Practiced toad-killers, we make short work of them and free Chath from the beast’s mouth. He tumbles out, covered in slime and blood, gummy and rank.</span></span></p></blockquote><p></p>
[QUOTE="reddist, post: 2986800, member: 5212"] [SIZE=3][FONT=Century Gothic]We collect Theros and decide we have had [I]enough [/I] of this temple for one day. We exit the temple into the evening sun and pick our way through the dimming forest back to Torm’s shrine. There, we make camp for the night, Cyridon using what Favor he has left to heal us while I start a cooking fire and prepare our meal. We talk more of the quest given to Balderk, the Tomb of Alaric where we are to find lost artifacts, how we are to destroy or disable the Blood Fountain and its dark glyph. Well… The Knight, the Mage, and the Cleric talk about it. Chath and I go to bed once dinner is finished. It has been a long day, and I don’t feel like reminiscing about it at the fire. I feel like sleeping. The next day we head back to the temple, though Theros does his little teleporting trick at the entryway, and make our way back to the foul fountain room. There are six other passageways that lead from the room, all with stairways leading up. The glyph still glows with its pale, evil light. Even after discussing it all night and looking at it a second time, those three still don’t know what to do about it. Cyridon though, he makes a careful copy of it in one of his books. I won’t be surprised if the journal starts spitting little paper skeletons out at Theros before the day is through. I point out the hidden passageway leads [I]down[/I], and perhaps we can find the source of the fountain below and shut it off. Rather than explore the upper sections of this tomb, we decide to go below. The narrow hallway turns to rough stone as it curves around and down. Finally, after a descent of perhaps 30 or 40 feet, the stone stairs lead to hard packed earth, and a chamber opens up ahead of us. The dank smell of decay is strong here, and there is a still pool on one side of the chamber reflecting our light against the rough walls. Chath ambles over to inspect the pool, and as soon as he is range, a white, pasty toad lurches out of the water, slapping Chath with the sticky end of its spear-like tongue and pulling him in so nothing but the Halfling’s feet hung out, kicking feebly. Another toad sloshes forward out of the pool, snapping at the Halfling’s feet before it notices us. Balderk and I rush the Chath’s aid, slashing into the toads with our blades. Practiced toad-killers, we make short work of them and free Chath from the beast’s mouth. He tumbles out, covered in slime and blood, gummy and rank.[/FONT][/SIZE] [/QUOTE]
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