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

E1: Tomb of Chaos [Judge: Patlin] [Concluded]

"Thank you.", Nezrak says to Ishmael after he regains consciusness and gets back to his feet. "I still have most of my spells left. Let's worry about hauling all the stuff around after we've throughly cleaned this place."
 

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"I agree with Nezrak. Let's kill everything here first, then some of us can stay here and defend it, and some of us can go get a wagon."

OOC: Didn't we get a wagon?
 


Rodimus gives a gruff thank you to Ishmael as the halfling administers his wounds. He then listens on as the others do the boring task of deciding on what to do.
 

"OK. I hate to split up the party, but if we do clear this place out, then I suppose it would be OK. Let's proceed then. Not here, though. I say we go back and take out the gnolls. They attacked us last time we tried to rest. If we can take them out, we can probably rest in peace as long as we're not opening some tomb door. Let's go all the way back to the entrance hall and take that big door." says Percy.
 

Gorefoot nods his head and casts a quick grin at Rodimus, knowing that the impending violence appeals to the half-orc just as much as to him.
 


Ishmael performs his duties in a daze, barely responsive to anything. The darkness of the curse flickers in his eyes, hindering all that he does. He let's someone else take the fore and falls back. Also, he stows away his hammer and shield in favor of a sling and bullets (which he has a decent chance of hitting with).
 

Rodimus returns Gorefoot's grin with a tusked one of his own.
When they're in the entrance room, he pays no attention to the dead gnolls piled away. If somebody points them out, he'll merely shrug.
 

Blood Shrine

Retreating from the King's antechamber because of the lack of keys. The group heads all the way back to the entryway. In the large chamber they discover that the large doors between the statues have been thrown open. Nearing the doors, the stench of death assaults your senses (as if the smell of dead gnolls wasnt enough). The room is flanked down both side by large granite columns carved with likenesses of jackal-headed humanoids. At the far end of the room is an altar. Littered around the altar are the bodies or what might once have been bodies of four humanoids. Blood coats the altar as it looks like the four were at some time sacrificed there.

Off to the right side of the room there appears to be a side passage.
 

Into the Woods

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