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April 2009


The group stands together as the elder druids begin the magical process. Moments later the group finds themselves standing in a desert volcanic wasteland. Ash falls from the sky which glows a dull red. Players murmur that it is similar to the land of Mordor. Greenleaf casts hallucinatory forest so that the group can find their way back from the brass city. They must be in this exact spot to be transported back to the Prime Material Plane. Setting out across the desert the first encounter is a group of approximately ten wagons. The wagons stop and send a group of footmen. As they approach the group notices that the footman are humanoid but their skin is a metalic brass color. They have knobby horns on their heads and six fingers on each hand. Clifford casts a ten foot radius invisibility spell to hide the party from the footmen.
The group moves on slowly as not to kick up any dust to avoid detection. The footmen move in the direction of the hallucinatory forest and a few minutes later the forest is dispelled. The group then comes to a large body of trees and jungle type plants. Moving through the jungle they then approach a river that is one to three miles wide. There is an enormous pool in the river that the group suspects is inhabited by some giant creature. There is a mesh bag on the shoreline that contains some old dried fruit.
Some of the members travel back to the jungle to get some fresh fruit. Upon their return the fruit is placed in the mesh bag and the bag is set in the water. The bag submerges from sight. From the pool of water swims a 50′ diameter dragon turtle. It picks up the bag in it’s mouth and flings it back on the shoreline. Then the turtle positions itself so the group may climb on the back of it’s shell. The ferry is here and the toll is paid. The group is transported safely across the river. In the distance, Ashen Louie spots the Tower of Time that he had seen depicted on the elder druid’s map. As the group approaches the tower time begins to slow with each step. The group decides to take the long way around figuring that it would actually take far less time…
Having avoided the tower the group then arrives at what appears to be an oasis. There is a small lake with steam rising from it surrounded by trees. The lake is about 1/4 mile across and 1/5 mile long and is fed by a river from a waterfall. In the middle of the lake is a red skinned boy who appears to be stranded on a log. Something swims and disturbs the water around him. The druids recognize the red skin as being that of a djin. Greenleaf casts rainbow bridge across to the log. Max climbs halfway up and shouts to the boy “you are free.” The boy returns a surprising gesture of his middle finger raised and then lifts his loincloth towards Max. The bridge is dispelled and the group moves on from the oasis. Traveling along the river the party arrives at a waterfall coming from a cave opening in a cliff side. Through the cave, the group emerges at another lake. Fire giants are seen swimming and sunbathing in the steaming lake. Far beyond the lake, some sort of ancient ruins are seen. Avoiding the fire giants, the group continues to travel along the river arriving at another cave entrance. The river flows directly out of the cave. Continuing on the group comes to an oil field where pools and eddies of oil ignite and extinguish randomly. Max casts rainbow bridge and the group safely traverses the oil field. On the way over the bridge the group spots a group of fire lizards below but manages to avoid them using the bridge.
Traveling on for several more hours the poarty spots another oasis in the distance. As they approach, the oasis looks to be populated with many different beings. Efreetes are seen among other humanoids. Some have horns and brass skin while others are red skinned and assumed to be djins. There are also humans and elves among the other beings. The group decides to avoid the encampment and head toward a flaming tower that is seen in the distance.
Upon arrival at the tower, a booming dead voice claims that the group must sacrifice one of their own to pass. The party decides to return to the oasis encampment and discuss their options.
At the encampment, Ashen Louie is asked to service a slave girl while the crowd observes. Ashen goes at the girl with lust filled aggression and whoops up the crowd as well. A deal is made to acquire a young male child. The father of the child is paid 5,000 goild by greenleaf and given a potion of longevity from Max. The group then takes the boy back to the flaming tower. He is offered as a sacrifice to the tower demon and the group is allowed to pass.
Down through a mountain pass where giant worm holes are spotted. The desert spreads off to the South East. As the party continues the hard ground turns to soft sand. slogging onward, their movement attracts a giant sand worm. (didn’t even need a thumper)’ Max uses his wand of polymorph to turn the sand worm into a carp. (oooh fishy fishy fishy fish)
Onward across the desert for several more hours, the group crosses over into the Plane of Hell. A black tower is seen and a path of glowing blue stones leads away to the west. Bat winged creatures, flying quasits and vulture headed demons are seen flying around the tower. When the party arrives at the tower, it animates and bends over and demands a magical payment for safe passage. A giant hand appears and the group begins to throw minor magic items to it’s grasp. A wand of magic missiles, a +1 spear, a +1 dagger and finally a ring of telekinesis.
The tower allows the group to proceed. They pass a cavern that smells of death. Flaming tormented faces are seen and send Thud and Clifford screaming like scared children…

Upon returning to his natural form from the pope the chronicler continues in his foggy assessment of the EFK adventure. All hail the Pope… or the chronicler…
In the next room Clifford discovers a secret door. Greenleaf casts ring of fire on himself and moves through the door. He proceeds down a tunnel and into what appears to be a kitchen. The rest of the group can hear screams and the sounds of burning timber. The stench of burning orcs begins to hang thick in the tunnel. Moving on, Greenleaf makes his way to an underground chasm. Setting all on fire as he moves. He then casts the rainbow bridge allowing the rest of the group to cross the chasm.
On the other side the group discovers a tunnel that leads to another cave complex. A secret door is found that leads to a room above that has arrow slits for ambush. The group thinks they have now come full circle and the original cave entrance is below the ambush room. Another secret door is found and Max uses detect magic and finds a potion bottle. As the group moves back through caves they can hear more burning sounds as the fire greenleaf set spreads. Thud finds a closed door and begins to open it. As he does he is attacked by two large wolves. Then an axe is thrown from within the room and plants itself deep in Thud’s shoulder. Thud staggers back as the Ogre moves through the door and pulls his axe out of Thud. The ogre is dispatched by the rest of the group and the Druids insist on setting the wolves free safely.
While the Druids are helping the wolves escape, the group rests and heals in the arrow room. A side room is discovered when to the low screams of 2 prisoners is heard. Each are in a small locked cell. Dalliance asks the two men to pick a number between 1 and 10. He then frees the prisoner who guesses closest to his number. Chaos…
After healing and rest, the group proceeds across another rainbow bridge to a cavern filled with stalactites and stalagmites. An iron door is discovered. The door is opened and the stench of troglodyte sweat. The group is immediately attacked by 8 troglodytes and all are killed.
The group has now searched the entire complex without finding the swords for Lord Stumpy. The group returns to Lord Stumpy’s compound at the shining falls. They pass along the bad news that none of the swords with the smithy stamp have been recovered. The group does give Lord Stumper another weapon found that bears the smithy stamp.
Max and Greenleaf are summoned by their Elder Druid. He tells them that they are to be punished for the misuse of the summon fire elemental spell. He tells them that they must go to the plane of fire to make amends for their transgressions. He will give each member or the group a ring that will allow them to pass as fire elementals.
The group makes ready for their trip to the Elemental Plane of Fire!