Category DND Blog: EFK Saga

You gotta fight with the wights for the partay!

crypt

They float to the final location and spend some time in high-altitude surveillance. After enough passes with the eagle eyes and the swooping raven, they determine this is an old graveyard and there are still some restless occupants milling around near the entrances to the larger mausoleums. During the day, they discover a strangely shaped piece of stone lying in a shallow basin. The flying carpet ferries down Kikko, who plucks the item from the water with the ring of telekinesis and the carpet scoots out of possible attack range. The party descends with spells and carpet, to land atop one of the flat-roofed structures. From there they survey the area and plan the attack.

It is fairly routine, as they engage a few groups of wights and zombies there is little risk to them and in a matter of...

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I told you it was a trap!

hourglass

After a few months of pleasant drifting they approach the location of one of the Oathbreaker’s satellite locations. A tower and outbuildings sit atop a cliff. The tower and surrounding buildings are ruined, but there are signs of a below-ground complex, as evidenced by double doors and a hallway that extends into the mountain, accessible by a wide ledge that runs along the cliff-face.

The group disembarks, parks the airship and begins poking around. They encounter and slay a water elemental that drops a blue and a golden key. They find written information that cannot be seen unless exposed to direct sunlight – happily provided by the Oathbreaker’s Blade – and writing that can be seen with darkvision. The information written contradicts each other...

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Up, up and awaaaaaaay!

seaTower

The lich is pleasant and chatty. It asks the party’s intentions and mentions that it doesn’t get a lot of visitors out in the middle of the ocean. The group nods in stunned silence, but there is a bit of sotto voce conversations going on in the back row of the party. “Are we doing this”? “Should we attack”? “What is it saying”?

Eventually the group decides on violence and Ivan charges while the wizards prepare spells. Ivan’s charge is stopped when he runs into what turns out to be a wall of force. The lich disappears in a puff of colorful smoke and when the wall is brought down, the undead is nowhere to be seen, though a four-armed flesh golem is ready to deliver the beats...

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Yarr, we plundered your airship!

airship

Elulyn advocates vigorously for keeping the airship. Yes it is impractical as a conveyance and yes it makes additional precautions necessary, but how cool is it to float around in your own zeppelin boat?

As the sun starts to rise, they realize they are far out to sea, with the possibility of as landmass far to the north. They adjust the sails and close the vents to gain some altitude, then spend a few days drifting in that direction. BY cover of darkness, a landing party leaves the airship and sets down in this foreign land. Elulyn summons some mounts and he, Justicar and Mr. T ride out.

They make contact with a camp of stonecutters who seem perfectly fine with random wanderers coming up on them out of the darkness...

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She’s an Oathbreaker, EXP Maker, Airship Taker…

airship

The scriptorium is found and it is looted and the contents destroyed. Elulyn is sad. He pokes around in the paper pile and convinces the party to spend a bit of time organizing. Eventually they find little of direct value and venture on, seeking the last few doors to pen and rooms to plunder.

They find the chambers of the high priest who is entombed in oily tendrils of rock, with only his crystalline skull free from the rock matrix. They snag the skull and plunder the bookshelves, finding the elusive prayer book of altar cleansing.

They anticipate a pitched battle to enter the altar room and transform the druid into a vaporous bat, ringed in a wall of fire that swoops around the room annihilating the leftover shadows. Of the vampires there is no trace – odd but ok...

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