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May 2010


…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.