The group stands together as the elder druids begin the magical process. Moments later the group finds themselves standing in a desert volcanic wasteland. Ash falls from the sky which glows a dull red. Players murmur that it is similar to the land of Mordor. Greenleaf casts hallucinatory forest so that the group can find their way back from the brass city. They must be in this exact spot to be transported back to the Prime Material Plane. Setting out across the desert the first encounter is a group of approximately ten wagons. The wagons stop and send a group of footmen. As they approach the group notices that the footman are humanoid but their skin is a metalic brass color. They have knobby horns on their heads and six fingers on each hand...
Read MoreUpon returning to his natural form from the pope the chronicler continues in his foggy assessment of the EFK adventure. All hail the Pope… or the chronicler…
In the next room Clifford discovers a secret door. Greenleaf casts ring of fire on himself and moves through the door. He proceeds down a tunnel and into what appears to be a kitchen. The rest of the group can hear screams and the sounds of burning timber. The stench of burning orcs begins to hang thick in the tunnel. Moving on, Greenleaf makes his way to an underground chasm. Setting all on fire as he moves. He then casts the rainbow bridge allowing the rest of the group to cross the chasm.
On the other side the group discovers a tunnel that leads to another cave complex...
While the group licks it’s wounds from the ferocious attack of the Black Dragon, Max Highfoot (Druid 11/MU 6) transmutes via plant to the college of the wizards to put into effect the plan hatched by the EFK to seek revenge on yon Winged Black Beast. He buys an Airy Water spell so that the group may fight the beast beneath the water where it loves to hide, while it waits to yet again unleash its acidic blast of horrid breath. Plus the group figures acid breath will not be a viable weapon underwater. Dalliance (MU 10) opines that the beast could stick its head inside the bubble created by the Airy Water but is quickly ignored. Scouting reveals the Dragon is comfortably snoring on an island in the middle of the same lake where the party last met the beast when it rose up near the shoreline.
Read MoreWhile 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...
Read MoreThe 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...









