Category DND Blog: EFK Saga

Synopsis from CMDeDM

While Greenleaf lies recovering amidst the verdant greenery and Max is off scouring the College for an Airy Water spell, the rest of the party posts watches and maintains a nervous eye on the lake below. Max returns, borrows Dalliance’s spellbook and returns to the college. Spells are exchanged and Max returns.

While Greenleaf sprouts small fungi, some Polymorph Self spells allow for the fishwizards to scout the large underground cavern and establish that the dragon resides on a small island in the middle of the lake.

Once Greenleaf has roused himself from a near-death slumber, the group sets out to wreak havoc on the acid-y tormentor...

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Pop goes the Dragon

The newly assembled group departs Thudheim with Thud, Greenleaf, Max and some new adventurers. Ashen, an imposing fighter, Dalliance, a female Magic User, Lucitor the Monk and Clifford the Elvish Thief/Magic User. These 7 set out at the request of Stumpy, the Lord of the Shining Falls, to obtain 3 legendary swords reported lost in the renowned Dwarven Run.
After some uneventful travel, the group spies some orcs making their way into a large mountain, possibly a part of the Dwarven Run. After some Druid/Bird scouting, the group sneaks up to and enters into possible backdoor, a crude tunnel. The tunnel empties into a large cavern where they encounter some Troglodytes and a bear. The Trogs are quickly slain and the bear is set free up the passageway...

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The Trap of the Dragon Cult

The group makes a steady ascent up the cliff side and approaches the entrance of the dragon’s lair. The cave entrance is approximately 80′ high and 100′ wide. In the rear of the cave is a pile of over 100,000 coins. Mostly silver and electrum pieces. No magic emanates from the pile. Moving on the group finds themselves in a large cave with four tunnels leading in opposite directions. There are also many small alcoves with pristine statues in each. The group explores one of the center tunnels and discovers that it quickly connects back to the other center passage. Both end in a large room with yet another pile of treasure. There is also a desk that has several copies of the same map that leads to this lair. “It’s a trap!” someone exclaims...

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Navarro Knifed

The group gathers as much treasure as can be carried including thousands of gold, platinum and electrum pieces. Each member also takes 22,000 in precious jewelery.
With the treasure packed the group returns to the Desert City. Again they take up residence in the rectory in the Belliallian Temple. It is there that Thud takes a knife and cuts Navarro’s throat. Navarro bleeds out dead in front of the rest of the group. Thud states that Navarro was plotting against him. He knows this because of his magical helm. Max uses the ring of truth to confirm that Thud is telling the truth. This is what happens to those that would try to betray the EFK!
The group leaves Navarro’s body where it fell and heads into the city. Greenleaf guides the group to where Crusty’s Tavern used to be...

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Druids Fight, Dragon Dies in the Desert

The party returns to Thudheim where Nimble dick fingers establishes the official Thieves Guild with Thudmeister Splatski’s permission…
Max and Greenleaf depart for the high forest. Max must fight another druid for his 12th level initiation or lose experience back to eleventh level.
The rules are: one non-magical weapon shillelah or club and any of the three animal forms the druid can assume.
Max and his opponent enter the great circle and combat begins. The druids exchange blows but Max takes considerable more damage than the other druid. He is forced to shape change into an eagle. He begins flying in circles while clawing and pecking is opponent. He then resumes his human form and the other druid takes the form of a wolf. He clubs the wolf several times and begins to gain the upper hand...

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