The clash of the ash

As the tentacles burst forth into the coffin world, the coffins start to crumble where it touches them. Billowing ash accompanies its entrance to this cheery place and the group responds with a hearty ‘haveatchoo’. However, when the Gal charge into the maelstrom of tentacles, her armor becomes pitted and cracked and the magic blade shows signs it is not immune from the ashy acid storm. So, a hasty retreat is beat. The beast signals displeasure by hurling an exploding tentacle that coats the party in an acid mist.

Since the beast seems intent on passing through the portal, it seems like a good idea to hurl it back...

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Get into mah belleh!

Passing through the portal in the skeletal remain of the prehistoric eel-thingy, the group steps into a vast expanse of sand under a sunless sky – though it is bright and well lit nonetheless. After some wandering, the sound of surf is heard. Eventually, the group reaches an encampment of sorts, where the tattered remains of a tent and the mangled remains of a guard are found. Scraps of paper indicate that others were here and have sailed on the sea. The gem of seeing reveals an emerald mist stretched across the water, \far away.
The group deploys the boats and is off into the surf. After several hours of rowing and paddling, they reach the mist and pass through to reveal a large island jutting out of the sea...

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I love the smell of hellhound in the morning!

The group journeys northward along the Giant’s Causeway until the pass the abode of the insane druid. They debate a visit then decide against it, as it means passing near an ungern encampment. A few days later they run into an interesting sight. Where once stood chaparral and scrubland, now sits a steaming jungle and a massive lake with the skeletal remains of a colossal eel splayed halfway out of the water. Hmm. This. Is. Odd.
A quick flying trip back to seek the advice of the crazy druid and the only information gleaned is that the druid is gone, and the vast flocks of soul-stolen ravens that once surrounded the tower and blanketed the countryside are now gone as well. The ungern encampment is still there, however. Back to the jungle, it would seem.
After a few days, a morning flight...

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The poop is angry!

The earnest exploration reveals little more than ambulatory piles of toothy offal and a cord and a few random things. It is thought that the cord may be used to bind the horn pieces together, but that implies another northward journey to see Frosty and his brother. Thus, the group sets off on a northward journey, deciding to stop and visit the golem-manufacturing plant discovered some time earlier.

After much trouble and use of magic, entry is gained to a large corridor. The corridor is full of traps. After a few days of trap avoidance and use of much magic, the end of the hallway is revealed to be a dead end, Curses!

Doubling back, the group finally discovers a well-hidden secret door just inside the main entrance...

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Two Dee Bee

Pursuing the plunder and peril mentioned in the last episode, the group resumes traversing the halls, seeking and finding an aminated pile of assorted limbs topped with a crocodile head. Sickened, the group blasts it to bloody shrapnel using Laddington’s javelin of lightning and seizes the hammer it was using to play some magical chimes.
The group retreats to the central stair and rope tricks into a resting spot. When they emerge, they are refreshed and also a bit weaker, losing some strength and constitution to the ill environment. This spurs them to renewed action and within an hour’s time they have battled a four-armed bear-man-bear for a drum mallet and all the loot they can carry,and stolen the last striker from the unguarded kettle drums found in a nearby chamber...

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