Back in Thudheim, Update from CMtheDM

Raineer teleports into the citadel of Thudheim looking for the McSillyputty cleric. He has great news of interest to the party – well certainly to anyone looking to make a name for themselves in the great North. For this info, he wants only 10% of the total take at the end.
Hellgate Keep has been exploded! Magic Itms are said to be scatttered across the slopes of the mountains nearby. Already, there have been reports of 100’s of adventuring parties showing up with bags of magic items. As a result the market has been somewhat flooded, leading to a crash in prices for certain items. He knows only sketchy details, but apparently this happened sometime within the last two-three years...

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Assault on the Cloud Giant Tower

The group (Orthan, Thud, Skilver, Greenleaf and Max) travels to Waterdeep. While at the Wizard’s College Orthan meets a mage that is looking for a group to go and retrieve cloud giant brains. He is willing to pay 2500 gold pieces per brain and provides Orthan with airtight jars and surgical tools for the task. The group leaves Waterdeep and travels to the High Moor. All invisible, Orthan rides his magic carpet with Greenleaf curled around him in the form of a boa. Skilver polymorphs into a pegasus and gives Thud a ride. Max flies in the form of an eagle with his familiar alongside.
Arriving in the High Moore, the group visits the former mage of Orlbar. (At least that what he claims) Orthan floats up to the top window of the mage’s tower and knocks on the shutter...

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Building a keep, finding a familiar…

The group travels back to Orlbar to divide up the take. Raineer decides to stay and study under the Black Mage. Thud and Skilver travel to what used to be the town of Loudwater. They purchase a large piece of land and begin to establish a small keep and temple of Belial.
Orthan and Max travel to the Wizards College in Waterdeep. On the way they see groups of farmers headed toward the new lands being established by Thud and Skilver. Upon arrival at the college Orthan checks on the artifact that the efk found years ago. The object is a small rod with 16 separate dials. It has been discovered that the device is used to travel between planes and through time. Unfortunately the device needs more research and is not currently powered...

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The Lady Gasping

Moving on, the group discovers a passage that is blocked by 3 obstacles. Walls of fire, ice and force. After many druidical dispels the walls are removed revealing a door beyond. Using unseen servant the door is explored and upon touch, all three walls are activated. Obviously a grudge hall to kill adventurer time.
Moving on the party discovers a statue of a beggar kneeling with a bowl in his hand. There is a plaque with a riddle. After several minutes the group agrees that the answer is sand and proceeds to pour sand in the bowl. The door behind the statue vanishes revealing another tunnel. Stairs down then lead to a T intersection. There are black stone doors on either end of the passage. The door on the left opens to a circular room with a swivel chair in the center...

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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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