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

UaVS-Yrtchull's Return...

Moving off down the tunnel, winding this way and that, you soon become confused as to which way is which. Urftuk moves to the front , where his keen Nose can benefit the group, sensing no Grimlocks in the immediate area. After a good 5 minutes of cautious advance, the tunnel oens up into a cavern, cold and damp. Water drips from the ceiling and several stalagmites and stalagtites are within, as well as two columns that stretch from floor to ceiling (some 20 overhead). There are two other tunnels, some 30 feet and 50 feet away on the left and right walls respectively, and the Drow can see a third perhaps 80 feet away at the far extent of the Chamber.The entire chamber is perhaps 40 feet across and 90 feet long, curving very slightly to the left. No Grimlocks are in evidence.

OoC:Picture a bean shaped chamber...
 

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"lets se what this cave is all about before we head off in any general direction. Uftuk, let me know what tunnels smells least like grimlocks and lets take that. i dont want any of my blood wasted on the floors of this filthy place."
 

Vorath will move ahead with Urftuk and use his tremor sense to try to uncover any movement down the tunnels ahead.

"Smell you anything, my friend?" He whispers to the reptillian creature near by as he wracks his brain trying to see if he can remember this place. An uneasy feeling has settled into his stomach and he wants to know why.
 


OoC:Grimace, it'f Urftuk...

IC

Nurin and Cambrech have a closer look at the chamber, with Nurin finding nothing of interest. Cambrech, however, finds a tattered cloak, Drow in design, lying against one wall. Mundane, it has upon it a Brooch of House Vesperech. The cloak is bloody, long dried.

Urftuk and Vorath move deeper, keeping a keen watch out for Grimlocks. None are close, as far as they can tell.

Yrtchull and Teretha remain vigilant in the center of the room, watching different passage3ways, in hopes of avoiding an ambush.
 

once uRftuk finds out what way has the least smell of grimlocks, then i think we should move in that general direction. we need to make way for a city of some sort and these tunnels may keep us out of the eye of other enemys besides grimlock..."
 

Nurin shakes his head. Your thinking is slightly off. Any way that does not smell like Grimlocks most surely holds something they feared. otherwise they would have branched out. He continues to look up. Nurin knows caves hold beasts that lurk above as well as on the floors and walls.
 

OoC:There is the closer (left) passage, which has Grimlock Scent quite strong, the further one on the right side, with a fainter scent and the furthest one,unknown as-of-yet.
 

"Tis' true, but it might be better to sneak past one enemy that many. lets see what they find out with the last passage and decide from there. i am sure we are up for something no matter what path we take, it just depends on what that something is."
 

Into the Woods

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