Category DND Blog: EFK Saga

No time to rope!

wreckedship

There are spells running and since the ship is tilted at a 40 degree angle, flying is really the only way to get around quickly and quietly. Off they go!

The group investigates a chamber once filled with barrels of fresh water – now a lot of broken barrels and a large puddle. They look at the cargo piled up to the ceiling and think about how to excavate the space behind it – where it seems there is a room of some sort. But, then again…tick tock, tick tock… so off they fly.

They swoop through hallways and find doors that lead to rowing benches – full of deceased rowers and one troll who has survived by eating everyone within range. The group is oddly merciful and leaves without slaying it...

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Whatever defloats deboat, man.

msphere

The aether yields scraps and the War Wizards do their bit. The spymaster gathers a few threads and the bibliophile monks of the Singing Swans give the greatest part of the puzzle, but when all is assembled, it looks like the name of a powerful storm giant clan is involved. The OG Stormbringer was reviled for his raids on the seaports of the Sea of Fallen Stars. Eventually, the loss of income was too much to ignore and the merchants pledged a large sum to whomever could restore peace. Peace came once the patriarch was beheaded and the clan scattered.

It looks like the offspring are back and looking to avenge dear old dad with some sort of naval assault . Or maybe they are working for Coburn to destabilize the region...

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The plot thickens…or is that the gravy?

ismap

The search for the missing drow proves fruitless, even with the aid of an arcane eye or two. There are too many doors and too many passages to be sure of anything. There is a fair bit of head-scratching about how this is all supposed to fit together. Giants (Hill, Cloud, Stone) are in league with Coburn to destabilize Cormyr’s western flank, but the party found a teleportation device that brought them somewhere hot and volcano-y. Unsurprisingly, it is a home for fire giants (and apparently seafaring stone giants, and maybe visiting frost giants?). OK – the giant trail continues.Following the trail of the giants introduces wererats and drow into the story...

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Fish Fry!

ktshrine

They continue careening around the understreet passages and continue slicing and dicing anything that seems like it might pose a tangential threat. It does seem that the opposition is getting a little more organized, for a fireball detonates in the group at one point. Well….how rude!

The response is disproportionate. Malchor vaporizes an intersection with a massive fireball and then they charge-shuffle through the narrow passages and encounter the temple guards. Mr. T brandishes his scary whacking stick and starts a retreat. As his opponents flee, he chases them and beats them savagely – to death in fact. Goldpiece tags along looking for an opportunity to kill something...

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Cool Story bro.

kuo-tao

Reviving the giant is a bit of a mixed bag, but the application of a charm spell makes everything easy-peasy. Turns out that the fleeing refugees were supposed to regroup at a landmark known as the shrine. His party split off from the main group to deliver a message and they were headed back towards the river when they ran into the beholder.

Now, the group knows that everyone else is dead, but they decide to string the giant along for a bit to see if they can discover anything else. They do determine that the giants are communicating and organizing on behalf of a greater plan, but ole Barney Fire Giant doesn’t have many details. So, the group abandons him and proceeds with great haste via WindWalk and Fly spells. They cover a lot of ground in a really short time...

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