The group resets time and re-ponders the issues at hand. Shall the party re-engage the jungle dwelling magician and his snakefolk allies? Shall the group go take on the ‘god’ of the fogfolk? Shall the group return to the fire giants to seek out he Drow and engage them? Maybe the group could use their high level wizard to go beat up some mongrelfolk? A sense of ennui settles over the group. As they sit by their campfire, the bard leaves through the magical atlas they kiped from one poor foe or another. He looks at the various lands and reads the entries regarding the basic information about each...
Read MoreFeeling somewhat disgruntled, the group tries again to gain some reward from this farglebargling jungle city. They circle around the perimeter and head towards the large lake that sits against the eastern side of the sunken landscape. They notice a pair of snakemen guarding the main road entering the city…one small and armored, one huge and armored, The group makes note and continues to circle, avoiding the occasional foraging group of mongrelfolk. Scouts report that there is something huge in the lake – a la Nessie – of even which the large crocodiles seem afraid. Eventually they descend along the cliff face and into the water. Water Breathing and Airy Water ensure that the trip is nice, although muddy as they slog along the bottom of the lake...
Read MoreDeciding that the last visit to the deepest darkest jungles wasn’t scary enough – what with magic resistant flesh-eating tiger men and what not – they decide for a repeat performance and return tot he deep jungle that they traversed when they encountered the swath of destruction referenced here: [https://dndblog.com/2011/02/#]. Venturing in the same general direction brings them into contact with a large city in the process of being swallowed by the jungles and an ever expanding swamp.
Having learned the value of good reconnaissance, the group hangs out in the deepest of the jungle thickets and scouts the city through various means, revealing the presence of four distinct groups of dwellers: brutish hominids living on the cliffs surrounding the city, tree-top dwelling hominids inside the ci...
The group exits the council rooms and proceeds to investigate empty room after empty room – apparently vacated in some haste following the party’s assault. SIgns of a thriving giant presence are found, and it clear that despite the slayings, many survived to flee the area.
The party pokes about in a desultory fashion and finds evidence of hasty gathering and fleeing, but little plunder. They discover a door that is barred from the outside and ole. It to discover a trio of merchantmen who claim to be hostages. Dalliance notes that the last rug merchant that the party believed ended up being Mr. Slippers and that little oversight nearly cost her life.
Ti’Karu breaks out the starlight sphere and the scene changes somewhat to reveal the trio of merchants is really a trio of deadly Rakshasas! T...
Maintaining the advantage created by their blitzkrieg assault, the party moves onward, examining an abandoned barracks (probably the home of the now deceased bodyguards) and moving to open a set of double doors. The doors reveal a hallway, the end of which has been retrofitted to accommodate a party of hill giants and their pet bears. Dalliance softens them up with a lightning bolt and Demming hurls a missile from a necklace of missiles and burns the rest. The monks scale the barricades, and a few moments later the fight is over. The bears do some gnawing upon Feaster and Ron’j! is struck unconscious – but the party quickly recovers and moves to another door off the long hall. Locked and barred – knocked and opened,
Inside the party faces off against the matriarch of the fire giant clan...
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