shut your foaming lardhole!

The group continues investigating the level, wandering into and then rapidly out of some crumbling dirt caves. They find door after locked door – one of which is ornate and bears runes that are read and reveal it to be the resting place of a paladin turned evil. Bypassing said door, the group eventually finds, tussles with and slays a barbarian vagrant who appears to be living off of rat meat.
They take his key and kill his larder full of rats. They investigate doors one by one until they enter the crypt of the fallen paladin. The fallen paladin wields a greatsword to great effect, slaying The Gal and nearly doing in several other party members before he is brought down.
The fallen are raised and the wounded are healed...

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What is behind door number one?

Passing through the foreboding door leads the group to a maze of passageways and traps. They wander about for a short time then find a set of stairs heading down. The boredom is interrupted by an iron cobra that tries to strike down the party, but it is swiftly slain by the missile mage.
The stairs terminate and more doors are found and opened/ Exploration continues and more strange things are found. Among them are a group of shrieking black iron skeletons that are remarkably difficult to kill and a star-shaped room full of ghouls and ghasts that the party dispatches in short order.

What an odd place.

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Northward hooo!

Following the maps leads the intrepid explorers northwards into the increasingly wild landscape. They blaze a trail straight across the large expanse of prairie that separates a large inland sea from an imposing mountain range. When they realize that the ‘treasure’ map leads to a complex that they have already discovered and plundered in an earlier excursion to disrupt the plans of the Rotting Man, they decide to beeline for the coast.
They deploy the folding boats and travel in style and comfort along the shoreline – disappearing with boats and gear up a rope trick in the evening – and make their leisurely way northward…ever northward.
The main point of excitement of the trip is the sighting of a huge red dragon near an island in the inland sea, and the cryptic divination uttered by the ...

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Shadoobie, my brains been battered

Summoning their last scraps of hope the group enters the room with the scary iron statues and spends some time investigating. They find one secret trapdoor that leads to a narrow passageway below, one smoking urn of large size and a couple of trapped chests that they plunder.
A few days pass and a door is investigated, the urn is opened and an efreet pledges his service to the bemused elf. The efreet is tasked with finding the key to the door and off it goes. Meanwhile side passages are explored and it is found that they lead back to previously explored areas of the complex.
The efreet returns and the key is used. An empty room soon reveals its secrets and the key is used to unlock a hatch that causes a mithril vault to rise from the floor...

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Are we there yet?

Undaunted by the fact that they have been exploring this …tomb…maze of deathtraps…whatever it is for almost month, the intrepid heroes press on and after exploring some death traps, find their way through a secret door into a hallway that ends in stairs that lead up to a trapped wall, and a hallway that leads to another door. That door registers as a trap and an elaborate scheme is hatched to open the door from afar. When the door opens a cloud of gas floods the hallway and the mage falls into a deep sleep. The rest of the group drags him to safety and watches as a stone roller proceeds to travel the length of the hallway – it would have certainly crushed anyone who was prone. Upon doubling back, they find a secret trapdoor set into the floor.

Eventually it is opened and a steep staircase...

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