Category DND Blog: EFK Saga

Vampire hors d’ouvres

Stung by the propspect of the long travel with no reward, the group concocts an audacious plan to slay the vampires. With Greenleaf and his firey elemental friend acting as bait, the vampires are lured into the range of the multiple Fireball spells that the party can muster. While Greenleaf and the elemental do battle, the group drops high powered fireballs into the melee until all the vampires have been discorporated or forced to flee.

The vampires are pursued back to their coffin lined lair and spiked while they reform helplessly. Thus it is that Greenleaf restores balance to the 10 undead souls. Emboldened, the group presses on, encountering a huge cerermonial room filled with
a) silence spells
b) wildly ringing bells
c) undulating and gyrating vampires/succubi

the group moves on…thro...

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The Lady Gasping…

After spending a week nursing the fallen cleric back to health and generally recuperating from the tussle with the milk demons, our group ponders their situation. The cleric reports that during his coma, he was visited by a minion of Belial and berated for his actions. As a result he is denied spells above 4th level until the situation is remedied and a temple is constructed. The newly found fighter comrade lies a-moldering near the edge of the demon pool and there is still no idea about how to enter the tomb.

Some scouting reveals an entrance even further up the side of the mountain – trapped – of a vampire-fanged woman of cruel mien. Further below is a tomb entrance with a inscription dedicating it to the Lady Gasping...

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On to the tomb of the gasping lady

Fleeing the ‘unprovoked’ slaying of one of the group, out party finds themselves near Mirabar, in the Spine of the World. The tough descendant of some of the original mining families that helped settle the frozen northern reaches populates this hash region sparely. The group arrives in one such small village and meets with a half-orc fighter. This tongue less individual bears a scrap of parchment identifying himself as Korghn Yellaw. The cleric Belial immediately casts a charm person upon him and presses him into service, which the dim-witted fighter gleefully accepts.

Inquiries about town lead the characters to the home of a wizened individual with apparent knowledge of the location of the tomb of lady gasping...

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Ambush in Krusty’s Tavern

Upon the return to the CotIO, the group meets with K.Rus-T’s silent disapproval for the mission failure. The merchant group is more vocal in their dismay, though they do concede that the information was dated. The minimum is paid and the group reconvenes to address the pesky golem damage. Tis an odd time in the city. Catastrophic fires swept through much of the city – but only in areas where the inhabitants were either a) poor, b) not politically in favor or c) on particularly strategic parcels of real estate. The sudden drop in housing, storage, goods and services has set off a round of inflation that sees prices increasing by as much as 50% in as little as a tenday. The group’s funds are under pressure…

Skilver sets off to try and enlist the support of the Church of B...

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The search for the lantern of magic continues

After resting and counting the loot the group exits the large cave on the opposite side of their entrance. Down some stairs and into a tunnel the party sees a group of 15 – 20 lizard type men at the other end. Removing a ruby from his helm, Max calls forth a fireball and doubles the damage with the rod of fury. The reptiles are cooked to a charred mass of skin and scales.
Moving on Orthan discovers a room that contains a statue similar to the idol depicted above. (Gem eyes and all) Set beside the statue is a large wavy two-handed sword and a pole-arm. Magic is detected everywhere. When one of the party members enters the room the statue speaks in a booming voice. “Add an item to the collection and take one of your choice...

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