Heading through the hall of losers, the group opens a door into the playing field. The spectator’s seats look as abused as the rest of the area and the presence of a large tentacled fungus doesn’t really do a lot to reassure anyone. Slap a wall of force over that fungus and the party is off to explore the team rooms.
Interesting equipment and a trio of demons complete the experience. The battle rages for a while but eventually two are downed and the third flees the scene. The group tries to bypass a pair of very stubbornly locked doors and resorts to passwall spells to accomplish the goal.
A long hallway brings them to what they are sure is the object of the quest – the demon called Blasphemy. The door is opened, but the way is blocked by a blade barrier...
Category DND Blog: EFK Saga
Pausing to take 10 and plunder the library, the vastness of the task is daunting. In the end, only the scrolls that were separated from the rest and placed on the librarian’s table are even considered. When the first one turns out to be a guide to the Abyss, the group kinda freaks and makes haste to depart.
They roll into the hall and open the remaining untrapped door to reveal a conference room of sorts. Dalliance opines that whatever is within is unimportant since it is clear that Blasphemy is not within.
The wand of Negation is produced and wielded liberally upon the trapped double doors. The group pushes past and finds themselves in a large room, covered in elaborate and demonic decor. The room is dominated by a throne – made from a defiled altar from the church of Lathander...
Armed with knowledge and powered by boredom, the group travels to the region where the lair of Blasphemy is said to lie. It turns out to be surprisingly easy. Following thevarious signs (folks buried alive and the like) leads the group to a large cave. There are some ominous signs, including flaming blood weeping from the walls and some infanticide themed statuary. Magic is sought and found, and traps are detected.
Undeterred, the group presses on into another room that fairly reeks of evil. Maybe the statuary, maybe the pool of flaming blood…maybe the gargantuan, magic-wearing gargoyles that try to slay Barada – but this place seems unfriendly. Images of demons adorn most surfaces and the exit from the room of flaming blood reveals a hallway with more of the same adornments...
Several years pass after the group defeats the Sphinx queen and plunders her treasures. Members train and investigate various and sundry things, including seeking out some ‘easy’ money in the form of some dragon lairs.
Luckily, Dalliance knows where there are five orphaned red dragon young – since she slew the brood mother – so the group packs up and teleports to the volcano lair. A day of scouting is followed by 75 seconds of disintegrating dragons, then a few hours of shoveling treasure through teleportation circles.
Still feeling frisky and looking for more loot, the group seeks out and finds the lair of a black dragon in the High Moors. The unfortunate saurian is reduced to dust, but there is no treasure to be found...
After stalling for days the party finally has to make a decision about the staves and the sphinx queen. Dither and done – a plan is hatched, laid and goes all cattywhompus in the first few seconds.
The staves are placed in the hands of the statue and the wand of illumination is used to activate an elaborate teleportation ritual involving the couches in the sarcophagi. One by one the group is teleported away to face their dopplegangers and a dracosphinx. Yeah – you read that right. As each party member is teleported from the sarcophagus, he is faced by his exact duplicate.
Barada goes first and has the presence of mind to try and attack the mirror that is producing the duplicates. Unfortunately, subsequent party members mistake Barada for the doppleganger and some mayhem ensues...
Read More








