Category DND Blog: EFK Saga

And now for something completely different

As the group prepares for the aforementioned dungeon foray of prisoner rescue and goodness, an aide -de-camp seeks an urgent audience with Lord Baradagrym and his hat of disguises. Attackers are apparently attacking from the skies above the twisted tower. The Lord and his new generals are sorely needed in order to repel the assault!

Sorely vexed at this alteration of plans, the Baradagrym and ‘generals’ move out to the newly extinguished and still burnt-smelling command center. There they espy what appears to be a swarthy woman clad in plate mail, riding a Nightmare and swinging a wicked bastard sword at anyone unlucky enough to be in her path...

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So…wait, we gotta go back into the dungeons?

While the fires burn upstairs and the alarm bells ring all around them, the group readies itself for the final push. When Reza exits into the corridor to see what level of hostility they may encounter, a pair of fireballs detonate near his head. At the end of the passageway is a shield wall, manned by crossbowmen, pikemen and a pair of pesky mages. Burning and choking, he dives back into the room for some quick healing. While Humbar tends to Reza, Dalliance thinks she may be able to dislodge the obstacle by blasting away with her wand of fire (fire!). While she does lob a shot into the shield wall, she earns a crossbow bolt in the head for her troubles. She also retreats into the room for some hasty healing.
Powering up, she enters the hallway and lets rip with a duo of fireballs to help c...

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Remember to take one alive! Oh, I thought _you_ were doing that.

Retreating briefly, the group regroups and plots the hallway assault.
Invisibly, and silenced, the group creeps to within 20 feet then bursts from concealment. Reza wields the Justicar with deadly skill, slaying four guards in the first few seconds then assisting the group in slaying the rest before they can flee and spread the alarm. Under cover of the silence spell, the group opens a door that eventually leads to storage cellars, a huge slithery thing, and flaming skeletons serving soup to emaciated prisoners. Hmm. Does the lord of the fortress live here in the cellars? ‘Prolly not, so back up the stairs they go, with Bud Fester yammering on about how he would live in the top of the fortress if he were in charge...

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They’re here, they’re there…the EFK is everywhere!

A hasty consult with the local druid representative reveals the possibility of additional allies to be recruited to the cause. In particular, the wolves of the frozen northern wilds might be persuaded to aid if the pack leader can be defeated in single combat.
Additionally, the faerie folk of the woods will aid the rebellion if the group can defeat a monster that terrorizes the crossroads – a series of linked portals that can be used to travel great distances in a short time.

Leaving their de facto headquarters, the group uses one of the crossroads to reach the northern foothills where it is decided that Reza will represent the party in single combat against Frostbite – a hulking, elephant-sized, ancient dire winter wolf...

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Blinded by the wight…revved up like a dude frozen in carbonite!

Taking a look around the lich’s chambers the group does a quick assessment of the situation. A hasty bit of plundering follows while the group tries to orient themselves. Several doors lead to more secret peepholes and passages and one os followed into a strange cavern…complete with hexagonal rite pit, chained and caged corpses/wights a strange knot of living darkness and a brace of shadowspawn guards with wicked flails of electrical blasting. The pit is also home to a strainge and regal woman clad in armor and bearing a snake headed mace.
The group rolls up and attacks…Reza engages a guard, takes a wicked blow and then fells him with a smash from the Mace of Disruption. As he advances, the woman blasts him with a bolt of dark energy – slaying him immediately...

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