Roaming in the gloaming

As the group sits and waits for the results of the Vessel of Soul’s interrogation they idly discuss future plans. The interrogation results reveal that the Vessel is herself a pawn of Coburg the Undying, the Horned God’s terrestrial ‘right-hand-man’. Apparently he holds her soul captive and she does as he commands for fear of forfeiting it.

Faced with the prospect of a six month journey just to get back to Grafika, the group decides to see if things closer to home might prove beneficial. But first, time to go on a shopping spree. They travel to the capital and spend many thousands of gold coins as they acquire various and sundry items. Once they have spent their ready cash, they head up the Imphras River on their handy folding boat and sail northward to investigate reports of unruly lizardfolk harassing the elves in the forest.

Facing only one small swarm of river zombies – thanks Rotting Man – the group makes landfall and heads westward through the forest, seeking to make contact with lizardfolk. Guided by the mage in bird form, they scout in the morning then travel. Eventually, they do make contact, although the venue is a bit different than what they had anticipated. A temple sits in the midst of the forest, adorned with reptile imagery. A band of lizardfolk cluster at the far end, but the doors appear unguarded. As the group draws near, they trigger a deadfall and an alarm bell rings. The party legs it deeper into the woods and the lizard warriors pass by them as they rush to see what has been caught.

Tossing caution to the winds, the group charges into action and as Kormier reaches the closed doors, the mage knocks them open with his spell. A quick glance reveals a quartet of lizard people. As Kormier unleashes a cloudkill spell, the elf plucks a fireball gem off his newly purchased helm and lets fly. The battle is joined and eventually, the party wins through after levitating one of the guards out of the way so they can concentrate of slaying the other. Barring the doors to keep out visitors, the party eventually figures out how to bypass a huge curtain of flame at the end of the room by using the lizard’s holy symbol.

Entering the second room brings a well of bubbling blood, blood soaked floors, more scaly nightmares, a dragon-human hybrid and a statue that possesses the mind of party members until the rest of them batter it into pieces. This last bit of action has the elf continually tripping the befuddles cleric to prevent him joining a wall of bodies that stretches across the rear of the chamber. The group stares for a minute, then begins concocting plans for bypassing this newest horror.

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