Bef, Got and Cheekin
The trip up the shaft takes them near the top of this sprawling city-fortress. The group pries open the three …
The trip up the shaft takes them near the top of this sprawling city-fortress. The group pries open the three …
Descending from the rope, the group decides more scouting is in order…the place is huge and they don’t want to …
Malchor has memories of the first massive hall that they enter. It was here on their first journey that they …
Much of the group’s latest endeavors have touched – directly or tangentially – on the plots and machinations of the …
The group shrouds themselves in protective magic and utilizes their vast array of magical devices to make this trip to …
There are spells running and since the ship is tilted at a 40 degree angle, flying is really the only …
The aether yields scraps and the War Wizards do their bit. The spymaster gathers a few threads and the bibliophile …
The search for the missing drow proves fruitless, even with the aid of an arcane eye or two. There are …
They continue careening around the understreet passages and continue slicing and dicing anything that seems like it might pose a …
Reviving the giant is a bit of a mixed bag, but the application of a charm spell makes everything easy-peasy. …
Deciding to fall back and recoup spells, the party retreats to the king’s chambers, deploys a rope and vanishes. When …
The group assembles a dithery plan that eventually has them scout the island via invisible druid in raven form – …