Category DND Blog: EFK Saga

Hostages? Never heard of ’em.

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...

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A jarring experience!

After a suitably uneventful bit of overland travel, the group arrives at one of the northernmost outposts of the Thyr sect. Their journey being uneventful so far (except for the at one sighting of a red dragon – or was that just a cloud at sunset), the group is escorted into a narrow tunnel lined with murder holes, then allowed to ascend a steep and curving trail that deposits them in the iddle of a large courtyard.
Barracks, mess tents, training grounds, a massive obelisk with weapons piled high around the base? Seems like your standard military order of a church. Indeed it is, but it is not long until the group is summoned to speak with the commander.
He makes a long story short and sets the group on the path of the knights that he sent to find his daughter and the holy relic that she st...

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Tower of Sour

The party spends the next several days surveying doors and trying to determine the best entry route into the inner sanctum. The presence of traps and the glowing runes – and the occasional energy arcs from the doors vex the party greatly, but they press on.
They manage to open a door and send in a wizard eye – that affords them a brief glimpse of the interior before the pieces they have gathered vanish and the door reforms. They set about reclaiming the pieces – which doesn’t prove terribly difficult now that itt has been done before.
Eventually they stand before the entrance and once the way is clear they rush into the choking sulphur and brimstone smoke...

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Fight the tower!

Moving past the minotaur room, the party parties around. Up one corridor, down another. Here a trap, there a trap. Everywhere a trap trap. They have a savage battle with an iron golem and are forced to retreat. They throw a hemisphere of force over the golem and loot the room, obtaining a golden triangle. In another room they loot a crystal rod. Later that gets turned into a bridge that allows them to cross a river of anti-magic juice. A statue that shoots lightning and pools of deadly poison are all encountered and overcome.
Doors are discovered, ad it would appear that they all lead to the same place (perhaps). THe various pieces gathered by the group appear to fit into grooves in the door’s surface, but one last piece is required...

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Now _this_ is a tower!

After talking it over, the party decides to spend a few more resources on investigating the potential dracolitch lair. After all, who said Melkerech was humanoid? They send in Thrahw to shape a small hole in the stone sealing off the shaft (feed that kitty!). Malchor sends in the wizard eye to investigate. He scopes out an undermountain network of tunnels, staffed by a drow and some druegar, and a purple miniature mountain gorilla and maybe an imp or a quasit…who knows. It doesn’t look like a fun place to run around in – and the tip from Pearsay did explicitly mention a tower – so unless the tower is the shaft (feed that kitty!) then this is probably the wrong place. Welp – off they go into the deeper desert.
Using the powers afforded to them, they spend nights aloft looking for landmarks ...

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