Mount the spire and go deeper!

evilskull

Lets see…enter a pocket dimension and steal things and murder folks, or skip town altogether, or go deeper into the home of the most powerful and mace-meltingly evil stuff a righteous cleric could collect…hmm. Deeper it is!

They ask their evil magic 8-ball skull some questions and make haste to leave behind the Lothianites. While it would be good to have extra cannon fodder, having a bunch of righteous folk along might make for awkward times. They pass through the cordon of troops and return to the passages. It looks like there haven’t been any unauthorized entries into the maze of sealed vaults so they navigate to the area of the anti-magic shell. Long ropes are deployed and the chasm is traversed. Sniffles, Bayga, Zaal and Kegdrain remain on one ledge, missile weapons at the ready...

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Nothing is what it seems

FleshGolem

The reversal of path leads them full circle to a room inhabited by wights which do their utmost to slay the party – but to no avail. A set of doors leads to a pair of dwarven constructs and more doors -but these seem likely to open onto the prismatic wall. About face!

Further investigation of a staircase leads them into an ambush as they are blasted by a skeletal figure wielding a wand that shoot lightning into the crowded stairwell. This threat is also swiftly neutralized and the items worth plundering are swiftly plundered.

With a few avenues yet unexplored, the group regroups in front of some large double doors that are sealed in a vault-like manner...

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Intrigue and Indigestion

IceElemental

The group trails after the fleeing gas and the techno-cleric uses a homing device to try and locate the vampire-spawn. They spend many minutes circling around, opening doors and exploring areas before realizing that their quarry might just be inside of a statue they passed by. Breaking the stone reveals a cleverly designed ‘coffin’ in which the creature is reforming. They press a flaming flail against the occupant while the rest of the party looks on.

When the satisfaction fades, the question of a missing gnome once again rises to the surface. As they set off in the last direction of travel, the mage uses his robes to track the gnomish migration path...

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But not my axe!

GhostArmor

What to do with Digin’s corpse? The group ruminates and decides that a trip back to the outside is in order. They depart and make their way back to Rosegate House. The noble enclave is still abuzz with tales of the midnight raid on House Vladaam, but it doesn’t seem as though they have been directly implicated. Some quick bargaining is completed and the Inverted Pyramid pulls some strings to get DIgin returned to the land of the living. He is handed a shiny new axe, dusted off and returned to the front of the party. The group makes haste to reenter the warrens, hoping their slender lead is still large enough that they can reach the goal ahead of those who will follow.

Proceeding along, the group enters an older portion of the structure as they ascend...

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This is the pits!

mechanicalman

As the wagon rolls towards the Rivergate district, the ruby armed mage wipers instructions. There will be an attack and the wagon will be tipped over – in the chaos and confusion of the fighting, the prisoners will escape and head towards a manor house from which one of the escaped entities emerged. There they are to determine how the key they stole may be put to use. House Vladaam is bound to start wondering what they were doing in the basement – but they may be busy trying to explain why they have a secret prison down there. In any case, there is bound to be a short period of time where the group will be off everyone’s radar. Jedica suggests they take full advantage of it.

The attack comes and the ‘cultists’ tussle with the guards...

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