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Following the directions provided by the bard, the group overlands it to the coast of a vaaaaaaast inland sea. They make contact with a fishing village and obtain directions to a larger port town. There they start what becomes a 3 month tour – interrupted only once by pirates – of the inland sea as they wrap their way around the northern shore and towards the city of Treflamme. There they tour towards a vast mountain range on the border of Aglarond. They climb into the mountains (again) and seek the source of the rod tugging. More triangulation, more climbing and a chance encounter with a juvenile silver dragon, more climbing and an avoided encounter with some flying carpeted elves, and finally the group comes to see a mountaintop fortress surrounded by a plain of cloud-like substance. Some reconnaissance reveals a well guarded fortress – multiple guard towers stocked with cloud giant guards and/or trolls…and a griffon air force…and multiple alarm bells…this should prove to be interesting.
Interesting it is! Invisibly flying group members assault the uppermost guard post under the cover of a silence spell. The trolls are slain and the group quickly assaults its way downward into the fortress. They dispatch a couple of cloud giant sentries and start a major conflagration with a few hundred gallons of oil in the griffon stables before the general alarm is sounded. Throwing caution to the winds – the group presses on – running into stiffening resistance – more cloud giants, ogres hell hounds, leopards, fire giants! Reiza is slain in the pitched battle, but a timely Resurrection returns him to the fray. More battles until even the most optimistic party member suggests that ‘To Flee is Golden’ …and they’re off. Moving at full tilt and utilizing whatever magic seems useful, the group exits the front door of the castle and runs pell-mell through a field of grain…away from the tents and pavilions that are erected around the castle – and towards the edge of the cloud plain, which they promptly jump over….leaving Barada inside the castle.
The invisible Barada utilizes Flying and Gaseous form to navigate the complex. Seeing a group of magic-toting giants, Barada decides that one of them must have the missing piece. He witnesses what appears to be a meet and greet between fire and cloud giants – and what looks to be the makings of a marriage…He skulks about and eventually finds his way into the bridal chamber, where fire giant mom and daughter are getting ready for the ceremony. The object of his quest is in the jewelry box – but he is a gas cloud! Barada decides to try and wait it out, but as it turns out, the item in question is used as a hairpin by the matron of honor! Curses! Quickly transforming into a hawk, the still-invisible bard trails after the bridal party. As the bride and her mother move to greet the guests (mostly giants, but a smattering of humans and even a few elves), Barada seizes the moment. Flying at full speed, he latches onto the hairpin and yanks mightily. It sticks momentarily, and then slides free.
He flees for all he is worth, and though there is some pursuit, it is ineffective at locating a hawk that does not behave in a hawklike manner – hugging the ground and moving at top speed. The group regroups after a few days travel and determines that there is yet another piece that exists, for Barada feels the now familiar pull on his rod.

Following the familiar tug of the rod, the party wends its way higher into the Giant Mountains. At one stage the pull is northwards, but a few hours later, the pull is eastwards. The group is puzzled, but adjusts course as necessary. Eventually they run across a high sheep pasture tended by a stone giant ‘lad’. The group avoids contact and skulks about for a bit. They move when it is prudent and traverse a long mountain valley used by the giants for raising livestock and farming.
They reach a crossroads, and the rod tugs them towards the mountain peaks located to the east. Deciding to ‘off-road’, the group unlimbers all manner of Fly, Air Walk, Levitate magic and starts moving in a more direct route, narrowly avoiding an encounter with some sort of Hill Giant official retinue. As they cross the convoluted terrain the pull of the rod becomes more and more vertical. They begin scaling the nearest peak, a process that takes the better part of a tenday- when one of the group spots a Roc returning from a hunt.
The rod pull is triangulated and it seems that the Roc’s nest is the likely repository for the missing segment – which might also explain the rapid motion of the piece…
A plan is hatched and the group waits until the creature departs to hunt, then moves to swiftly assault the nest. Daliance starts out by Fireballing the remaining Roc that is tending the young, then follows up with a flurry of Magic Missiles. Reiza and his boots of springing jump into action to rain blows upon the creature. Meanwhile Parker casts Sanctuary and Locate Object. While the battle rages, the second piece is recovered. Leaving the young unharmed, the group flees by the shortest and swiftest path possible to a spot below the treeline. There they hunker down and try to avoid being noticed, in case there is vengeance aloft.
When enough time has passed that it seems unlikely the remaining Roc would still be looking for them, the group now contends with the realization that the second piece indicates the presence of a third piece – far removed from where they now reside….

The group rests and forms a plan. Airy Water is cast for the group and Barada cast Water Breathing on Himself and Reza. Since they both have free action they will be able to attack beyond the Magic bubble. Dalliance casts Poly-Morph self and the group heads for the edge of the lake.
10 of the fish people are waiting and they cast 10 blue lightning bolts. Although they are illusionary some still believe and take damage. As the group drops down into the water 5 Giant Crawfish start zeroing in. Dalliance uses her wand of fear and all but one flee.
There is a sink hole in the bottom corner of the lake and the Rod of Barada pulls towards it. The group heads for the hole. They descend 300’ feet to a large room that opens beneath their feet. A truly huge Crawfish attacks. After killing the critter the groups approaches a portcullis and wrenches it open. They are met by murder holes full of attackers firing arrows and throwing tridents. The group runs past and drops down another dark shaft. At the bottom there is another room with an even larger crawfish. Another portcullis lies beyond.
After breaching the portcullis the group travels on and is stopped short as one of the walls crumbles and a Purple Worm attacks. The Purple Worm also is illusionary. Although it still deals a great amount of damage before its true nature is detected.
The party encounters another pit with a great mucusy monster. It charms Barada and he brutally attacks Dalliance with his Spear that drains a level from her.
The gooey beast is bashed by Reza and a metal tube is stuck in one of the chunks broken loose. Barada sticks this metal piece in his Rod and it is absorbed into the Rod. For a few moments an unrecognizable ruin glows on the bottom of the Rod. There is speculation about what this ruin might mean. Some decide .. as usual .. that it spells, “Doom”.
Gold glitters on a ledge.
9,000 platinum.
Cloak of the Manta.
A Paint Set
Crystal Vial with Green liquid.
A Platinum Statue of an Evil Goddess
The party back tracks and heads for the surface. Dalliance teleports to Waterdeep to visit the Church of Lothander. She attempts to trade the Statue for a Restoration Spell to return her to her former level. However the Church wants three magic items in addition to the Platinum Goddess Statue. Instead Dalliance uses one of the wishes on her Ring of Three Wishes. She then teleports back to the party.
While Dalliance was gone Brada tells the party that the Rod now pulls in a new direction but that it may only be a few days or weeks away. The party begrudgingly agrees to continue on his quest with him.

…recovering from the predation of the leeches, the group peers down a large sinkhole and wonders what lies at the bottom. ‘Doom’ is offered as a possibility, so the group decides to venture along the twisting passages formed by ancient waterways. After some (long) time, a chasm is reached.
Reiza’s boots of Striding and springing are lent to Lord Lubboch, who leaps the chasm with a rope. Upon landing, he is entangled in the adhesive tongue of a Cave Fisher, which immediately starts reeling in its prey. Dalliance detonates a fireball in front of the rock outcropping that shields the lizard from the party’s view and manages to ‘convince’ the creature to let go of Lubboch.
Lubboch is unamused with his status as food, and leaps the chasm again, stabbing the poor, hungry creature right in its head and slaying it. As a debate rages about whether to go ‘downriver’, Reiza (under the effects of a Fly spell) decides to swoop into the water and see what can be seen – which is precious little.
Onward into the passages. Onward and onward until eventually the group reaches a dimly lit room from which wafts the pungent smell of fungal composting. Suspecting shriekers to be present – the group hatches a plan. Upon executing the plan, Reiza changes it – abruptly deciding to turn right instead of left. Pursued by a host of ambulatory fungii and some disgruntled fungus farmers, the group charges onward into a large cavern filled with pools of brackish water.
There, Reiza is attacked by a goggle-eyed fish man who hurls bolts of lightning at him. Reiza closes for combat, pursued by the hasted Parker and the furiously pumping stubby legs of Bud Feaster. Reiza and co. end up on the edge of a large underground lake, but no sight of the fish-man remains. At this instant, Barada is attacked from behind by a previously invisible assailant – who narrowly misses shanking him in the kidney. Simultaneously – the (invisible ) lightning hurler appears behind Reiza – and a furious battle springs up – with much damage dealt and taken.
Daliance summons an Umber Hulk to attack (or at least threaten) the fungus farmers and their charges, while the group tries to dispatch the fishfolk. They are tougher then it would seem, delivering hammerblows to Reiza and necessitating desperate measures to finally pummel them into submisison (death).
Hot on the heels of the party ‘victory’ a team of fishfolk rise from the shallows and begin working in concert to blast Parker, Reiza and Bud into unconsciousness with blasts of ‘plasma’. The remaining members launch desperate rescue missions to regain their fallen comrades and retreat from the lake edge.
Resting in a shelter erected through Dalliance’s magic, it is necessary to fireball the large fungal protest group. The survivors flee. The group rests. The ‘plasmacised’ victims regain strength and he group debates about how best to follow the tug of Barada’s rod – which now leads to a damp place…under the surface of the lake…

The group decides to give up on the worm chase and return to following the Rod. The encounter the town of Treil which has a population of 10 thousand or so. The group debates whether they should sneak across invisible or announce themselves and possible subjected to taxes and other harassments. They decide to declare themselves and explore the town.
Bud Feaster uses his Fork of Travel to determine the safest route on their quest. He comes up with the only road that leads out of town.
There is a river that runs south then east through Treil leading to the city of Amn. For a mere 300 gold the party books passage along the river. The customs officer of Amn questions them on why the wish to travel to their city and charges two gold for the pleasure. Barada explains that that the party merely seeks passage through their lands. The ship is rowed by a crew of slaves. The road into Amn from the docks is bustling. The slave trade is in full swing. The crew heads down the road to the east. They pass through several more towns. No trouble is encountered. Once the Rod leads directly South the party leaves the road to travel through the lands that lie between the Sunset Mountains (of Giants) and the Troll Mountains. The path between the two is full of wild game but real few beasties.
A large lake is encountered that will take days to get around. The Rod pulls to an area where the river headwaters pour out of the side of a mountain. A small village is located at the base. The party ventures forth and finds a cave leading into the cliff base. Not is found but a carrion pile full of Shreekers. There are two paths that lead into the Mtn.
The party ventures in and finds Umber Hulk tunnels. They turn around but are ambushed by the lumbering beasts. Several party members are confused by the creatures. They madly bash each other and Parker is savaged as the melee spills down the hallway.
The creatures are defeated and the party heads down one of the unexplored passages.
They come across a room full of mushrooms both small and giant. As the party advances slimy creatures (3-5) emerge from the fungus patch. Reza dashes down the hallway to engage. The poor shroom farmers are soon beaten down.
The adventurers agree that it is time to camp. The secure shelter is cast in one of the mushroom rooms.
The next day they continue on encountering much of the same. The party comes to a crossroad where one way smells of offal and one that smells of the sea. The party chooses the sweeter of the two and finds a large cavern with a large murky pool in the middle. The cave is warm, moist and drippy, the party muses that this must be the right path for the Rod’s quest. The water is but three feet deep and the band walks into it. They skirt a small opening that bristles with pole arms and continue down a path that aligns with the pull of the Rod. They emerge from the waters and are covered in large leeches which have sapped away much blood.

Dalliance scouts as a crow and spots a group of 30 Hobgoblins, lead by a Shaman, coming out of the fortress on an intercept course. Dalliance lands, changing back to her human form and fireballs them, nearly wiping out the would be attackers. The rest retreat to their walls giving up the chase.

The first night is bitter cold and 3 of the former slaves perish in the night. Tomorrow shall fare better as Dalliance will begin summoning fire wood and creating her Secure Shelter. 6 days later the company comes across a bandit camp. Dalliance and Bud get a little closer and Dalliance casts fireball on the encampment. She follows up with a tripled Magic Missiles delivering 18 strikes of damage. All of the bandits are killed and the road is made safe for the party and other travelers.

Thad is returned and he rewards the party with 10,000GP. Dalliance returns her 2,000 gp share to Thad.

Dalliance identifies the magic items. She determines that the treasure consists of:

* 2,000 gp Gold
* Fine matched sets of Jet (10)
* A Brass chest with:
o 2 crystal Potion Vials ‘
+ Mummy control
+ Diminution (Reza)
o A ring of Fire Resistance (Lubboch)
o Rolled up scroll tube. Wind Walk, Cure Light, Deaths door, Cure Serious, Purify food & Water, Resurrection. (Parker)
o Ravens Feather wrapped in gold wire. Is a feather token. Bury in ground and 60’ Oak grows in one minute. (Bud Feaster)
o Wand of Opening (Dalliance)
o Two Handed Sword of Black Fog is +1 (Reza)
o 10 matched opal and silver bracelets
o 50 in small gems.
o 3,000gp

Dalliance builds a shrine to Selune on her grounds in Thudheim, spending 2,000gp of which the city of Thudheim kicks in 1,000gp.

Barada returns from the Bard’s college. He has a previously obtained Rod of Healing that draws him South-South East. He feels that there are additional pieces that fit into the bottom of the Rod. He attempts to convince the rest of the party to join him on a quest to the south.

Reza and Dalliance travel to Waterdeep looking for Magic. Dalliance buys a “Stone to Flesh” spell, a “Project Image” spell and several Potions of Healing. Reza trades much magic for a pair of “Boots of Striding and Springing” worth 30,000gp. Barada buys a map of the south land.

The party heads off with aerial recon scouting the way. The party learns of a Dragon Sighting in the Forest of the Worm. He is large and green. The group heads for the forest whose edge lies 2 days away. The forest itself is nearly 300 miles across.

The two Druids begin flying about looking for traces of the Dragon. The rest of the party skirts the edges of the forest. The group debates whether or not to continue after the Dragon or follow the summons of Barada’s Rod.

After killing the blind warrior the party hears a woman’s voice screaming from behind a locked door. She yells for someone named “Icar” to let her loose. The party speculates that she might be referring to the sightless fighter. Dalliance (MU 11) converses with her through the door. Dalliance tells her that the party has killed everyone inside. The imprisoned woman says that her name is “Melanadress”. She says that if we release her we should not look at her. The party deduces from this information that Melanadress is a Medusa. Lubboch (F 9) , who is immune to the effects of Medusas due to his Helm of Gazes, enters the room and engages the beast. Her snakes attack but are unable to hit and she soon falls to Lubbocks attacks. The group collects her head and fills two water skins of her blood. Dalliance will cast preserve on the blood and they will see if they can bring the blood to market.
Reza (F 9) breaks loose Thad, protector of Thudheim, pulling his chains from the stone wall.
A search of the blind warriors room reveals a secret trap door beneath his bed and a metal chest that is chained to the floor.
As Dalliance and Bud (M 6/D 6) check the chest, Reza, Lubbock and Parker (C 9) attempt to put out the flames from Dalliance’s fireball that are merrily burning away all the food and supplies stacked about the room. The chest cannot be easily opened so the group goes back to the smithy and gets tools to bust open the lock on the chest. Failing that Parker the Cleric uses his Staff of Opening to magically unlock the chest.
Inside the party finds:
· 2,000 gp Gold
· Fine matched sets of Jet (10)
· A Brass chest with:
o 2 crystal Potion Vials ‘
o A ring
o Rolled up scroll tube
o Ravens Feather wrapped in gold wire
· 10 matched opal and silver bracelets
The trap door beneath the bed opens to a straight 3 x 3 ft shaft dug 45 ft down into earth, with rungs bolted into wall. Thad of Thudheim declares that being without armor or weapons he will not venture down. He will barricade himself in the room and await the parties return. At the bottom of the shaft there is a long hallway which dead ends. Reza uses his Wand of Secret Door Detection and finds a secret door at the end of the passage. Reza investigates the secret door but can’t figure out how to open it. Others try but all fail as well. Dalliance comes down and shows group how to open the portal.
The door rolls straight up and a hallway lies beyond with two alcoves. In each alcove lies a chained Dire Wolf. They both spring at Dalliance but miss as she dances away from them. In response she casts mirror image and two replicas of her appear. As she begins backing away, Parker runs to the front and swipes at the Dire Wolves, and misses. Bud Feaster, the plucky Hobbit Monk/Druid, slaps one of the fowl canines. Bud Feaster then delivers a stunning blow (20) then strikes with his other small hand (20) and yet somehow manages to do almost no damage.
At this point, for some reason, the party begins to laugh about “Choking out the Half-Ogre”.
The rest of the fighters move in to finish off the stunned the creature.
The group decides that they have left Thad of Thudheim too far behind. Dalliance and Parker the Cleric return to him.
While exploring below Reza, Bud and Lubbock are subjected to a mid size lightning bolt coming down the hallway. They rush towards the source of damage but find only a door of iron bars across the passageway. They rush up to it and attempt to break through. Hearing the noise Parker casts haste on himself and climbs back down the trapdoor.
They enter a room that is half lab half bizarre showroom. There is motion on the balcony in the far corner of the room and a “”Frankenstein” like monster begins to rise from a work bench in front of them. Reza uses his gloves of lightning on the creature. Reza is struck by an arrow from the balcony. He then attacks the monster on the work bench with his long sword. As they attack Reza and Lubbock are struck by a volley of Magic Missiles. The Monster is cut down and the three fighters head up a set of stairs with Parker right behind them. A noise like a bottle breaking is heard up the steps and a blue smoke wall begins to form up. They try a side passage around but are ambushed by a volley of arrows fired by six Goblins. A secret door opens and Owl Bears emerge. Parker is bear hugged by the Owlish beast (20) and Bud is also savaged, he runs away as he is close to being killed. Parker joins him but far out paces him with his haste spell in effect. Both Owl Bears chase the near dead Bud. The savage him and bring him to the razor’s edge (1hp). Reza attacks the Owl Bear chasing Bud and strikes a mighty blow into its back. Lubbach kills the other critter. Bud Heals himself and Parker helps too.
Reza is determined to open ONE more door. He believes it to be the lair of the Magic User. That door leads to many, many more doors. Reza tries to convince Dalliance to explore more of the dungeon without Bud. Just the four go on to open ONE more door finding a library beyond. Parker the Cleric casts detect magic but finds nothing.
The party turns back to rejoin Bud, Thad and Dalliance. They head back to the Shadow monster area and kill the beast with Magic Missiles. The group figures out how to feed the captives and begins to figure out a strategy back to Thudheim. The party exits and Dalliance polymorphs into a Crow and begins to scout. The troop heads back to return Thad and the former slave prisoners to Thudheim.

Exiting the well and water storage area, the group sneaks and peeks around, discovering the odd trap, a storeroom or three and the odd assortment of barracks – most without occupants – but a few rooms hold snoozing guards – who are encouraged to snooze for eternity. The group picks up speed as it moves from area to area. Dalliance summons up a trio of ghasts to take the lead, and they gleefully rend and tear all that venture within range. Stopping only to rescue a badger and a halfling (at the insistence of Mr. Feaster), the group tears around the final corner at high speed. Bursting into a large room filled with Hobgoblins, barbarians and a black plate mail clad individual – Dalliance whips up a Rod of Fury tripled Fireball that roasts all within the room to a fine medium rare. All excepts the plate mail man, but he succumbs to a savage beating from Reiza and the Feaster.

Stopping only to extinguish the fiercest blazes, the party members spring into action, smashing doors and taking stock. They find the missing Thad and are engaged in trying to open a stubborn close door when a woman’s voice begins calling them all manner of vile things from beyond the door…

Stuck in Mirabar, the group ponders what to do. Ma’lorn (AKA Shoress) opines that he is sick of trudging about for much risk and little reward and wants to take a break. He asks the group to accompany him to Daggerford, where he hopes to join Kowela’s theater troupe and earn an ‘honest’ living. Given his Zhentarim connections, it is far more likely that he plans to spy on Thudheim, but his announcement angers Dr. Mingus. Mingus takes the opportunity during the discussion to cast Slay Living on the unsuspecting Ma’lorn.
Luckily for Ma’lorn, his Cowl of Warding reflects the killing spell back onto Mingus – who fails his save and promptly expires on the spot. Stunned into silence for a few seconds, the group quickly loots the cooling Mingus and flees Mirabar, hiring a comfortable wagon to deliver them back to Daggerford.
Along the way, Dalliance ponders deeply upon the path her feet are following and wonders about the wisdom of the company she has been keeping. Returning to Daggerford, her mind is primed to receive the gentle words of Parker, cleric of Selune – who converts her to his cause (and alignment) – and who then joins the group. While thus engaged, Dallance is approached by a halfling who offers services to the group – but not too many. The interview process is a bit…confusing…but soon enough the little wooly wonders has broken Reiza’s arm in a demonstration of his martial prowess. He apologizes and sets the bone and helps it to heal a few minutes later, aided by the bemused Parker.
Dalliance and crew head back to Thudheim, where she checks on her tower. Soon thereafter she is ‘invited’ to a meeting with Thud. Obviously lobotomized (or heavily charmed) Thud is a mere shadow of his former self, but there are no grudges held against Dallaince. Soon enough, in an attempt to show the new leaf she has turned over, Dalliance leads the group out into the hills to break up what is left of the slaving operation that ran throughout the area. Their primary target is Thudheim’s own Thad (ex-captain of the guard and prominent man about town).
Sneaking and peeking – scooting and slinking – the group gains entrance to the complex through a well-camouflaged well. They set about trying to determine how next to proceed.

Armed with nothing more than a general indication – “The frost giants live in the frozen wilderness” and some general pointing – “over that way”, the group sets off to discover how many days they can wander about without freezing to death. Luckily for the slightly frozen party members, Dalliance likes to travel in style – and the hut makes a nice refuge at day’s end. Within a week, they latch on to some indications of travel, and eventually spot a quartet of the frosty ones trudging through the glacial passes. The group follows and sees the giants enter into a large glacier through a crevasse in the side. Invisible to the eye, but not to the ear – the group ‘chuff chuff chuff’ through the snow and descend into the rift. A gigantic open space awaits, with a trail that runs along the sides of a crevasse filled with mist and vapor. Sneaking about, they come face to snout with a pack of winter wolves that have climbed out of the crevasse. The group slams it into high gear and begins systematically slaughtering everything in view. The wolves are the first to go in an explosion of fire, then a couple of snow leopards, a dozen or so ogres, about a baker’s dozen frost giants are fired up and dispatched in short order. Having expended the bulk of Dalliance’s assault capabilities, the group retires to the hills for another day or two in the hut.

They return, this time taking an alternate route through the entrance and start sneaking in again. This time, the occupants are ready and have planted several deadfall traps. The group triggers one and seals off a likely avenue of exploration. Some combat ensues – more frosty ones are dispatched and the group finds themselves in a large room of frozen trophies. Debate is offered about a likely course of action – and the decision is made to exit and renter through the first opening.

This is accomplished and the group finds signs of activity – the bodies from the first raid are gone and an alerted pair of giants stands guard with a pair of winter wolves to alert them to invisible sneakers. The wolves detect the party and earn a pair of fireballs for their good work. The guardpost is now the party’s. Exploration reveals many branching passages and a ledge that overlooks some sort of frost sinkhole. The decision (long and arduous as it was) was made to descend and see what can be seen. Reiza Bullar, TBA, Dr. Mingus and Dalliance descend to the floor of the crevasse to check out what appears to be a large igloo. Distracted by shiny objects, the group is surprised by the charging attack of the Remorhaz – into whose lair they are venturing. Enraged, the ice worm inflicts terrible damage on the group – swallowing TBA whole and killing him instantly. Dalliance and the rest finally dispatch the beast and recover TBA’s body. They beat a hasty retreat with what loot they have and set up camp in the hut.

Sadly, TBA’s soul does not heed the call to return to his earthly shell. Reiza buries his littermate in the frozen lands, and the group retreats from the Spine of the World – a lot colder and a bit wiser. Heading into Mirabar, the party remnants seek employment of a more lucrative nature. Perhaps they will find a brave soul that will accompany them on their travels…

…the opening doors heralded the onslaught of another dozen trolls, backed up by the Grub of Evil – a human headed, maggoty-looking thing with a poisonous stinger and the power of flight – and spells. The battle was savage – death touched both sides of the warring factions as TBA and the trolls fell in the melee of blades. Barada escaped the reaper for the moment, but the arrival of 6 ogre archers made it a near thing for a time till Mingus’ Mystic Lash stunned the grub and allowed it to be defeated. Malorn-Shoress ate some grub brain and revealed many of its secrets, including the news that the caravan goods were not present – having been sold off hours after the raid to others.
While nursing the fallen members back into some semblance of life – Mingus remarked upon the remote location and expressed interest in making the temple of Shar a thing of reality. The group listened politely and clamped their purses shut when donations were solicited. Guess Mingus will have to wait for that diamond pinky ring…
Having gathered experience and booty – Barada flew off to study bardliness for a year while the rest of the group returned to Waterdeep. Scraping the bottoms of the job market, the best they could do was a license to risk death on behalf of the Captains of Luskan. Off to the Spine of the World to track and punish whatever frost giants they happen across. It could be a cold journey…

Finding Waterdeep (and indeed the North in general) to be a bit…slow…during the mind-numbingly cold winters, the group turns to the previous employer in hopes of obtaining more gainful employment. While the wizards have no need of help now that they have their very nice Soul Gem thankyouvery much, but they might know someone who needs another odd job done. They then contract with a merchant group looking to return the lost caravan goods taken during a raid and to deliver a punitive strike at the raiders. Seeking and finding and returning to the scene of the assault is no great feat – the frozen , naked, half-eaten corpses litter the landscape like some sort of Hieronymous Bosch christmas card.
The group treks out into the High Moor (in the dead of winter…again). From there – a little bit of luck lets the polymorphed wizrd spot a tomb set back into the foothills that seems to have a bit more activity than is to be expected for a final resting place.
Some invisible scouting reveals a pair of manacled ettin forced to stand guard, a bevy of orc strongpoints scattered about and an inviting tomb complex to explore. A bargain is reached with the ettin and the group slips in invisibly, freeing each ettin with a ‘knock’ spell. They proceed into the fortresess and then run afoul of some trapped stairs that plunges them (well, most of them any way) into a deep, spiked pit.
Those that avoid the pit encounter a pair of trolls and a quartet of ogres. Despite the rather severe disadvantage, the group delays the onrushing trolls with magic and slays the entire brood of attackers in the space of 30-40 seconds. Despite their efficiency, one troll manages to alert three more and the battle is renewed. Having won through the onslaught again, the group pauses for a moment – but only a moment, for more doors are opening….

Following a few days of carousing, the newly formed group sifts through offers and settles on a task to recover the fabled Soul Gem. They set off from Waterdeep, proceed across the High-Moor and eventually come to a small hill that has upon it the remnants of a castle complex.
The group immediately encounters and dispatches a Horned Devil – then proceeds to investigate each of the four towers, slaying things that need slaying and solving puzzles when they can’t find anything to kill.
They gather four strange ‘keys’ and gain access to a central tower. They lay back on some nice ‘couches’ and wait. Soon everything goes all woobly and colorful and the group watches in amazement as a hole appears in the ceiling. They ascend the shaft – traversing large chambers with an Air, Earth, Fire, Water theme. Along the way they slay a sphinx, many large and angry monkeys,a medusa, a fire giant and his lava rays, a big fish and some death’s head rays before finally arriving inside the uppermost central tower chamber. There sits the object they were sent to find. After _quite_ a bit of dithering, Dr.Mongus summons an Umber Hulk to go and retrieve the gem. Two minutes later, the gem in theirs and the group uses the amulet to return to Waterdeep.
There, they are congratulated on a job well done and the terms of their contract nullified. Now flush with cash, the group goes on a buying spree – depleting most of what Waterdeep has to offer in the middle of winter. Now, they search for new adventures and try to make sense out of the news that Thuds has returned to Thudheim – apparently with a new advisor. The description of this advisor seems remarkably similar to the desert mage that annihilated the last party of which Dalliance and Shoresss (now Malorn) were a part….

Daliance and Shores leave Thudheim after looting all wealth from Thud’s stores. On the road they meet up with several other adventurers. The newly formed group heads to Waterdeep to dig up information for a profitable trip. After investigating several leads the group hires a smugler to take them via boat to a sinking city said to have great riches. After several days on the sea the group sees a giant towering conch in the distance. It is agreed that the smuglers will return once each tenday to pick up the adventurers. Raisa climbs down the side of the smugglers ship and activates a magical item that transforms into a small boat. One by one each member boards Raisa’s boat and the group heads for the giant conch.
When the group arrives it is discovered that the only entrance had already sunk below the waterline. Daliance casts aery water enabling the party members to breath while swimming down and through the entrance. As the group surfaces, lizard men are seen on a landing above. There is also a group of humans on an adjacent landing. After an exchange of attacks with the lizard men, most are killed, two flee for reinforcements.
The party converses and befreinds the group of humans as they explore the inside of the giant conch.
The lizard men return with reinforcements. Daliance casts phantasmal force to create the illusion of an angry red dragon. The Lizard men scatter. Many are then killed with a Daliance fireball. With little profit found the group decides to leave. Not being able to transport the group of humans from the sinking conch, it is decided that they should all be spared the agony. So Daliance casts fireball, engulfing the humans in flame and releasing all of them from their mortal bonds…
Upon exiting the conch the group climbs back aboard Raisa’s boat and paddle away. The group sails north for several hours before suddenly grounding on a large rock. The small boat begins to take on water and sink. The group all exit the boat to the water and the boat is dragged off the rock. They then slowly tow the boat to a nearby island. Upon arrival they try to repair the damage to the magical boat. They fail and the boat is ruined. The group leaves the boat behind and make their way back to Waterdeep.
In Waterdeep the group obtains a suite in a middle-class hotel and party it up!

Several members of the party climb the outside of the tower to a balcony where others have landed. The door into the tower is locked. Clifford is electrocuted while trying to unlock the door. After he recovers he uses knock to gain entry. The group proceeds up a circular stairway.
Thud enters a room that has four paintings. Each depicts a different elemental plane. Fire, Earth, Air & Water. There are also three doors in the room. Thud peeks into one of the doors and flops on the floor in fits.
Suddenly a magician half appears and casts fireball on the group. Greenleaf casts dispel magic and the apparition disappears.
The magician reappears and casts charm on the group and disappears.
Several of the members begin to attack one another. The magician reappears and uses his rod of beguiling to dominate person and control the final members. Dalliance and Shores flee and barely escape the tower. The rest of the group is killed by the magician and their items taken.
Among the dead are:
Thudmeister Splatski (Thud)
Greenleaf Longbranch
Maximilian Highfoot (Max)
Ashen Louie
Clifford Brownjacket
Dalliance and Shores return to Thudheim. Using a disguise they are able to fool the town guard and loot most of the magic and wealth that Thud had stored….

new characters coming soon…

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