The group exits the council rooms and proceeds to investigate empty room after empty room – apparently vacated in some haste following the party’s assault. SIgns of a thriving giant presence are found, and it clear that despite the slayings, many survived to flee the area.
The party pokes about in a desultory fashion and finds evidence of hasty gathering and fleeing, but little plunder. They discover a door that is barred from the outside and ole. It to discover a trio of merchantmen who claim to be hostages. Dalliance notes that the last rug merchant that the party believed ended up being Mr. Slippers and that little oversight nearly cost her life.
Ti’Karu breaks out the starlight sphere and the scene changes somewhat to reveal the trio of merchants is really a trio of deadly Rakshasas! T...
Category DND Blog: EFK Saga
Maintaining the advantage created by their blitzkrieg assault, the party moves onward, examining an abandoned barracks (probably the home of the now deceased bodyguards) and moving to open a set of double doors. The doors reveal a hallway, the end of which has been retrofitted to accommodate a party of hill giants and their pet bears. Dalliance softens them up with a lightning bolt and Demming hurls a missile from a necklace of missiles and burns the rest. The monks scale the barricades, and a few moments later the fight is over. The bears do some gnawing upon Feaster and Ron’j! is struck unconscious – but the party quickly recovers and moves to another door off the long hall. Locked and barred – knocked and opened,
Inside the party faces off against the matriarch of the fire giant clan...
Read MoreDeciding that the wintery northlands are getting too hot to be enjoyed fully, the group takes a vacation to the jungles far to the south. Luckily for them, Dalliance remembers the village where they stayed and so the group skips over a long overland journey and a longer sea voyage in favor of a teleport to the final destination. When they arrive they pump the villagers for information. As it turns out, things this close to ‘civilization’ are pretty settled – poisonous snakes and flesh-eating monkeys notwithstanding.
The group sets out on an overland journey with a guide hired from the village. The guide guides them to the next village where the questions and guide-hiring are repeated. Eventually they arrive at a village in the deep jungles near the slopes of a trio of active volcanos...
After battling the dreaded tombstone golem, the group begins to investigate doors. The doors lead to one of two destinations. The first is a dust filled room with a trapped sarcophagus and a meager haul of coins and gems. The other is a dust filled room with an untrapped sarcophagus with an even more meager yield. There is one brief break from the monotony of ‘search for traps, pick lock, open door, etc’ – that is when Oryndel plummets 60 feet into a spike filled pit. He dies on impact and loses several important magic items to the crushing impact. The party sends down a representative to loot the body and take a tissue sample in case of later resurrection opportunity. Beyond the sarcophagi are long tunnels that go from catacomb to catacomb...
Read MoreThe group sweeps into the ruins of the lower floor of the tower and descends into the depths of the pit to investigate the downed dragon heart and the mysterious hatch that appears in the wall at the bottom of the pit. The heart is investigated by a wraithformed Ti’karu and subsequently by Bud the Feaster. The plucky hobbit discovers a body busily reforming in one of the heart’s inner chambers. A few blows from a stake and hammer and the threat is neutralized. Not satisfied with neutralization the group carves a hole in the side of the heart and extracts the vampire-lord’s body and hauls him into the sunlight on the back of Ti’karu’s broom.
Once the fangy threat is fully baked, the group reassembles and investigates what lies beyond the hatch...









