Category DND Blog: EFK Saga

How now brown drow.

Drow

Emerging from the place of security, the intrepid band resumes adventuring in this seemingly endless maze of tunnels, doors and rooms full of either nothing or attempted murder.

They begin by examining the scene of the recent battle, scooping up all loot that seems to be worth scoping and investigating the locale. They run across a pair of rust monsters and slay them before examining a long hallway of increasingly dense spider webs. Eventually the occupants are found and set afire. They also engage and slay a set of animated stone column-golems and poke around in a dead end. Following up on the contact made earlier, they use the drow’s intel to prepare for and destroy a beholder in the service of one of the warring factions...

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Hi ho, hi ho…down the stairs we go…

elfspider

Descending along the trail blazed by the lazy mage’s traveling eyeball, the group reaches an intersection where the sounds of distant construction are heard. Less noisy hallways lie in the opposite direction. Forming a defensive shell, the mage sets his eye to wandering. He spots a goblin construction team building a stage, a flourishing bazaar with goblins buying and selling a variety of gently used equipment and explores a variety of other areas, including a prison and a barracks. He notes a pair of guards at each entrance, then reverses course to see what lies in the other direction. A rusty hand-pump is all there is time to spy before the spell ends. The group moves onward, eventually passing into a series of unused chambers...

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Where are the stairs?

manticore

The hijinks continue. The group wanders near and far, hither and yon, all in the pursuit of the elusive stairs they have heard exist. A few more days exploring has them talking to the skeletal, severed torso of a halfling chained to the wall of an alcove. He tips them to the presence of a secret wizard school or something that apparently exists somewhere below this area.

They enter a large room and are attacked by a trio of manticores, which are swiftly slain. While the room is explored for secret doors and whatnot, the wizards set about preserving various monster bits for resale or trade at a later time. During the ongoing investigation of the manticore nests, the group becomes aware of a large floating eyeball observing them from the doorway...

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Buuuuuurn!

braininjar

The statue battle is pitched, but the slow speed of the statuary allows the group to subdivide them using walls of force, so they can be dealt with in relative ease. While Gutboy acts as bait, the rest of the party pummels them with various missile weapons and spell effects, until they are reduced to rubble.

The well opening unlocks, the lid is pushed aside – and after a return to the outside to try and recoup a bit – the group scouts the entrance to the next level. A set of whirling death blades proves troublesome, but eventually the central spindle is stoneshaped and the cuisinart of death is jammed. A large room with unlit braziers, and a statue of a crouching tiger is all that seems to be therin. A wide hallway set with slab-doors is dominated by a large carving of a scarab...

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Moar Dragons!

dt
Acting on a hot tip from Pearsay, the group is teleported a vast distance to the Troll HIlls. The information given is that a red dragon has been attacking caravans along the dragon coast. Pearsay is less interested in the economic costs, but sees an opportunity for the group to tweak the nose of the noble houses of nearby Amn, whose nobles have raised an army and are pursuing the dragon. The plan is to beat the army to the l;air, collect the choicest loot and depart.
Use of clairvoyance and teleport allows for rapid movement, and after a few days of flying, teleporting, hiking and scouting, the intrepid adventurers are high on a ridgeline, looking down into the vastness of the Giant’s Plain...

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