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Remnants of the Horde-Flight from Aruth


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Kurg follows after the hag-child, his flail swinging slowly back and forth, cracking with unholy energy. He knows that this place is a death trap waiting to claim them all, and his eyes dart back and forth, scanning the shadows for the next threat.
 

Durgo takes point, leading the group out of the chamber and into the endless hall. He is disturbed by this prospect and has difficulty wrapping his mind around the fact that the hall may never actually end. No, that's foolishness; of course it ends! Stupid mojo. Whoever heard of making your house into a maze!?
He wonders if they should take a prisoner but then thinks better of it as he wouldn't be able to trust one in this place...

The ogre moves along the left wall toward the open door, wary of any traps and takes a peek inside.
 

OoC:If anyone else is using any potions /spells to heal, please post so in the OoC thread...

IC: Moving deeper into the Hag's Demnese, the Band steps cautiously and warily towards their goal.
Wekerak and Midnight Fang are to the left and right, with bargo, Forlash and Krug in the middle/ Durgo brings up the rear, in case anything nasty tries to attack from that direction.

Coming firstly to the lefthand doorway, Wekerak's noce is assailed by the stench of Troll. This must be where the mutant trolls laired. Peering caustiously in, the goblin sees no sign of further trolls. In fact, the room immediately off of the Hall seems more likely the lair of the grimlocks, as many smaller piles of furs and skins lie about in a random pattern. A rack of axes and great maces sits against one wall, though the weapons look to be in less than optimal shape. A small box also draws your attention, this sitting near the weapons racks.

A great door stands open, and it is from this doorway that the scent of troll comes, the beasts must have laired in a chamber further in.

Midnight Fang enters her sword and knife at hand, moving to the rear of the chamber, eyes keen.
 


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Once we make sure both of the rooms are clear of enemies (and assuming that they are) Wekerak points at the chest,

"I'll check that for traps and get it open." he glances sidelong at Durgo, "No point trying to outrun the alarm after all the noise we've made, and there might be more healing in there."
 

Wekerak and Midnight Fang move in, covered (I assume) by the others from the doorway.
The Half-Fiend goes to the entrance to the other chamber, hiding against a wall as she does, barely visible to those looking.

Wekerak moves to the Box, checking it for any sign of danger.

Midnight Fang signals that the other chamber is clear of trolls, and her 'signs' indicate that there are habitations for 3, which is the number that you slew.

Wekerak sees that the box is locked, though it proves easy enough to pick.

Inside is a small rack of glass vials, each sealed with a silver stopper. There are 7 light blue 'potions', 1 orange one and 2 dark green ones. there is nothing resembling writing on the vials, as the grimlocks are, of course, blind.

As well,the box contains a heavy satchel that obviously contains coins.
 
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As the treasure of the box is revealed, Kurg's first impulse is to take. An urge bred into all gnolls through generations, the idea that they should have everything. However, as he starts to move, the words of Yeenoghu come back to him, the warning against stopping for trinkets. Besides, what's to say that those potions are not designed only for grimloks? There will be time to get some later, after their effects have been determined.

And so Kurg's eyes shift around the area, keeping a lookout for any intruders.
 

Moving towards the box, Forlashs' attention is drawn to the vialsHmmmm,yesss,,,perhaps I may be able to discover what lies in these vials to best determine what to do, just need a little time.... Forlash begins pulling out various small beakers and measuring impliments out of his robes, Just don't disturb me,hmmmm, or the results could be most distresive yess?

ooc: I'll attempt to identify potions with spellcraft checks (16 skill) just realized they got rid of alchemy in 3.5(duh....) will modify other skills now...
 

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