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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Down into the maze of tunnels.

Down into the maze of tunnels. The party decides to take the first on the left. At the end of the hall is a mud statue similar to the happy Buddha. The group discovers that no magic works here. Weapons battle ensues. The golem like creature is destroyed after multiple hammer strikes from Thud. The damage that it has done cannot be healed.
Traveling back out to the intersection, the group proceeds down another passage to a room full of stalactites and stalagmites. There is a stone chest that is the trigger to a falling rock trap. Max stone shapes a hole in the side but there is nothing inside.
Leaving the room the party walks down another hallway. At the end there is a room that contains a skeleton of a Minotaur. As Orthan enters the room a lurker from above envelops him...

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Split tongues as the city burns on the horizon.

While in the city of the invincible overlord (desert city) Skilver hears rumors of inquiries being made regarding him. Following up on the lead Skilver, Raineer and Thud head off to meet with the mysterious contact. When they arrive they are told by a guard to come back after sunset. They decide to go to the church of Belial. It seems as though Skilver has convinced Thud to convert to the Belial religion. Thud converts and has his tongue split in the center in accordance with the traditional Belial initiation. Skilver also receives the tongue splitting as it was overlooked at his first initiation. They are reminded that the iron fist is best wrapped in a velvet glove. Thud must also contribute to the church 10% of his income for the next ten years.
The three depart the temple and travel b...

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