With Gutboy and The Justicar rounding out the roster, the party seeks for something relatively simple that will allow for some inter=party bonding to take place. Finally, Pearsay offers them a simple task. Journey to the Glacier of the White Wurm and slay dragon that has been preying on the northern supply route these past few months.
The group springs into action. spending three weeks writing scrolls to take with them, then teleporting the party to the glacier’s edge. The druid uses his commune with nature ability to locate a likely region in which to begin exploring, after about a week of trying. Next the flying eyes take to the skies and before too long a likely cave complex is identified.
Some rapid travel brings the group to within eyesight of the entrance, at which point Malchor rel...
Category DND Blog: EFK Saga
The party briefly explores the antechamber. . Crumbling, moldy plaster adorned with indeterminate images – a small room that looks to have been the lair of the little brain horrors…and a great moldy curtain into the next area. Elulyn draws back a corner of the curtain and sees a trio of goggle-eyed fishmen. Elulyn says ‘hello’ with a fireball and the trio is dispatched in the next ten seconds. A quick investigation of the area reveals a number of alcoves with statues of a lobster lady – her head removed, the arms snapped off and a severed head placed atop the jagged stump. Drow, druegar, elves and even a githyanki head – nicely preserved – all are missing the brain. It appears to have been yanked out through the back of the skull. Cheery...

Investigation reveals more of the same. Rubble strewn passages, crystal doors and the occasional tentacled brain thing, some armed with lightning blasters. More or less, all the encounters proceed in a similar fashion. Brains surprise party and get in a few licks. Party rallies and slays creatures in a manner of seconds. Rinse and repeat.
There is a bit of a break in the monotony when the mage sends in a wizard eye to scout one of the last chambers and spots a larger than normal, extra adorned brain lurking just off to the side of the top of the rubble pile that the party will have to climb. Sneaky sneaky brain. So, Malchor out-sneaks the sneaky brain by crawling up the walls in his spider slippers and disintegrating the thing before it is aware of his presence...
Read More…and on and on and on. Demons are summoned and promptly imprisoned. The lich? is desperately sought and ideas and suggestions are shouted from party member to member. The druid deploys an obscuring mist and beats feet in retreat, followed by Iko and Elulyn.
At one point the image vanishes and then the actual? lich? appears on the other side of the group’s passwall spell as he webs it shut. An ice bridge is laid and a burning hands spell clears the webs. Goldpiece advances and sees the mage and the yakuza yeti behind prison bars, relaxing in a holding cell. . Thye mage turns out to be an illusion and the yeti is burned to death by a wall of fire placed within the cell by a thoroughly pissed-off Elulyn. The crafty mage reappears and blasts Goldpiece but does not disintegrate him...
Entering the chasm of winds they discover a rift to the elemental plane of air overseen by a curiously veiny old man, windblown and weathered. A djinn is summoned and the party battles furiously. The elven whirlwind called Goldpiece wreaks havoc on the djinn while the malformed mage blasts the veiny old man into the afterlife. The rest of the party aids as they are able but seem content to hold the rear.
With the old man and the djinn slain whatever eldritch magic that keeps the rift open starts to fade and within minutes there are no more howling winds. Gee…I wonder if anyone will notice? Looting is undertaken and the missing holy weapon is recovered. Right...