Category DND Blog: EFK Saga

Hello god? Its me, Dalliance…I’m here to kill you and take your soul.

Plane shifting to Pandemonium, the group locates the guardian angel (Evo) and her companion (not introduced). They attempt to parley, asking Evo about the prospects for looting the dead god’s tomb. With all due respect, of course..
She puts the kibosh on the idea and suggests that they petition whatever gods they have, for she will not open the door without a fight. Her companion nods grimly. The group retreats, then planeshifts back to Waterdeep. There they do their best to get in touch with a god that appears to give a whoop and eventually Abe, brother of Gabe, contacts a divine representative of Azuth. Azuth will work on his behalf, but in return, Azuth demands certain recompense…like a temple to Azuth...

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Roll the die!

Faced with the potential for a trip to Pandemonium, the group decides to spend some time in investigation. They consult sages, commune with nature, contact other planes, delve into bardic lore and ask the druids for hidden knowledge.

Unfortunately, all this poking and prying into the planes reveals some information. The first bit of information is that some sort of ancient arcane dragon thingy is drinking straight from the font of souls, thus all the soulless children. The next bit of info is that they will need to break into the tomb of a long-dead god to steal something that will allow them to gain access to the soul fountain. Beyond that, they learn that the tomb is guarded by an angelic being of some sort – undoubtedly loathe to allow entry to the tomb.

The final piece of information ...

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Dreamer, nothin but a dreamer…

Deciding to investigate a lead from not too long ago, the group troops off into the badlands to investigate tales of children born with no souls.
The phenomenon is verified and Demming pushes for action, as his constituency is most affected.
The group agrees and information-gathering commences. The lead that develops points the group towards a sect of dreamers who believe answers are to be sought in the dream state.
The subsequent investigation finds a dreamhold. The group enters and is told that their inquiries into the font of souls can only be answered by the Prime Dreamer. They awaken her at their own peril.
They advance into what could be perilous peril indeed, were it not for the array of spells they bring to bear. The Dreamer is awakened.
Questions are asked and answered and it appe...

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Chill out man!

The group ransacks the tiger-man’s lair then puzzles over the lack of options. Oh well – back down the stairs and into an unexplored room. This one is an assembly/storage area for the steel lions currently prowling around the outside of the tower. Onward through some doors and a hallway is revealed. It is guarded by two immense machetegolems.
Cue Demming and his metal repulsion spell. He pushes the golems into a corner so Dalliance can eliminate them. She then eliminates the scary glyphs on the doors, which lets Barada determine that they are quite uncomfortably warm to the touch. Fire up the scroll of fore resistance and off they go, up the stairs.
Upon reaching the top, it is clear that the end is near...

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Toil and Trouble

Returning to the lair of the mind flayers reveals that the expected has happened. The surviving occupant has found a less hazardous space to occupy, and the loot has been looted. The group presses on, ascending a short stair to a landing and two doors. Neither is trapped, both are locked, and one is guarded by a spell-absorbing protection. One door is knocked open to reveal a dusty room, with a trap within. Demming hurls a missile from his necklace into the room and they pull the door shut.
While the fire burns, the group continues to scout the doors. The first two are barred and as the group then doubles back to the burnt room they think they hear a door creaking behind them. A quick and paranoid pause, then a peek into the hallway...

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