Category DND Blog: EFK Saga

Running away is the better part of…running away.

In the aftermath of the Tomorast induced traumas the party gibbers a bit in abject terror, then gets down to the business of looting and scooting. Humbar is raised and healed. A few spells reveal all that is of magical nature and a few minutes of poking and prying produces some goods and Tomorast’s personal diary. An angry wall hanging tries to kill Humbar, but it is slain before too much harm can be inflicted, thanks to Dalliance’s innovative use of Gaseous Form spells. The wall hanging seems to evoke the mobile Desert City of the Invincible Overlord, but the landscape is alien and there are two suns in the sky.

Bags are filled and a brief debate is floored, with the end result that one more door will be considered and then it will be time to go.
The one more door formula yields some more...

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Blood runs hot, till it runs onto the floor…

Pressing onwards the group starts to explore a region of interconnected passages, doors and rooms. Much is the ‘standard’ dungeon experience – inexplicable twists, hidden rooms, secret passages, a cloak room with a specter that tries to eat Reza…the usual. The group finds a puddle on the floor of a hallway that reveals the vision of a large purple rock…and now everyone in the group is able to ‘feel’ it lurking in their consciousness. The group is also almost trapped in an infinite-loop hallway teleporter, but Bud’s Anti-Magic Shell allows them to exit. The group finds unlocked traps and locked traps and just plan old traps. They also find and pummel a 9-pack of hired foreign fighters. When their numbers are reduced to 4, the remainder surrender...

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Stoned…again? Nope, first time.

With the Lady Lubboch as the least freaked out party member, the group continues onward. Lubbitch ponders a new name to reflect her increased estrogenocity as the group returns to the room of rugs and proceeds to plunder everything in sight. Beyond the rug weaver’s abode is a room of fine tapestries. These too are stolen…er…liberated. As Dalliance wraps everything into a ‘teleportable’ bundle, she reflects on the weaver’s story and comes to realize that Arley the weaver was working for Zagig, the Black Mage of Orlbar…of course, this was long before there was an Orlbar, but still…the group is poking about in the abode of a powerful and very evil mage. Oh well. More rooms are opened and investigated, until finally the decision is made to enter beyond the black curtain.

On the other side is a...

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Sock it to ya!

Dalliance trades her ‘orphaned’ spellbook for a Chime of Opening with 28 charges still within, and the group [Reza, Lubboch, Bud, Dalliance, Barada and Hobar] sets off on a journey to the edge of the vast desert. Along the way, Dalliance pays Lord Stumpy a visit and is warmly greeted with a lavish celebration. After some discussion and perusal of maps, they ask the Stumpmaster about the history of the area. Learning that it was a hilltop fortress of a warlord, the group discovers that the unopenable doors are located in the base of the hill.

The journey to the location is uneventful – as the scouting of Barada and Bud guarantees that there are no unwanted games of catch with the stone giants that inhabit the mountain region...

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I wanna go home!

While in the hallway, it is decided that Bud should check out the secret crawlspace. When he wanders to the end of the passage, the unmistakable stench of Wolverine is smelt. Still without a reason to disturb a wolverine, it is decided to turn back. Perhaps the sad man/death face doors will hold more interest and less undead. The doors are triple locked, but Knock spells and the Wand of Opening is just the ting to open reluctant doors.

inside are chests and torches. They all radiate magic. Each chest is triple locked. After the expenditure of much magic and time, the chests are opened. Before the chests are opened, Barada has his strength reduced to 3 multiple times and the party is attacked by a bear. Bear is reduced to foodstuffs and the chests are opened...

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