Hooray, the world is safe again. Now, which bear will we poke next?

Leaving the safety of the lava caves, the group sets out on a last-ditch effort to right the wrongs that need righting and not righting the wrongs that don’t need to be righted. Right? Onwards!
With the help of the jackal map they find the cleft in the rock face that houses the caves of the sentinel. ‘Is that all there is to it?’
asks Dalliance. ‘I don’t see what the big deal is’.

The group wanders through a maze of lethal traps and misses every single one. Providence? Divine guidance? Dumb luck? Take ‘yer pick, but alive is alive.
They arrive at a Wall of Disintegration and use the power of the ring to pass through it unscathed. The ring power also suppresses the hundreds of potentially lethal traps that dot the chamber...

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Ding Dong the lich is dead…and so is Ron’j! – but he feels better.

Pausing only to scoop up a few parts of the fallen for use in later resurrection efforts, Barada, Bud Feaster (miraculously healed due to a goddess blessing he picked up a few adventures back), Oryndel and Dalliance depart the lich’s tower at top speed. Dalliance polymorphs into a small dragon and sets about chasing the fleeing Demming and Ron’j!. She herds them together and lands a last ditch dispel magic that breaks their terror stricken state. They immediately reverse course and make the journey back to the vegetation near the tower.
Night has fallen and a sliver of the moon illuminates the barren landscape as the party slowly and a silently as possible starts to climb the slope...

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Woops gets upgraded to Uh-Oh

Dalliance wrangles additional assistance in the form of Aftoun Phaxer (10th level High Priest of the church of Lathander) and Kaz’n Ifect (his Ranger Lord bodyguard), Oryndel (a fighter/rogue from the hinterlands), Demming the Druid from the edge of the badlands and she also enlists an old acquaintance – Ron’j! – a 12th level master monk.
Additional defenses in the from of scrolls and a ring of spell storing are also purchased. The group is swiftly reassembled on Sentinel Island – and then teleports to the far side of the Lich’s island paradise. Another set of hurricanes lash the area and the weather does indeed rage between blizzards, howling winds and calm sunlight...

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Wooops.

The morning brings frost and a cold snap, but the afternoon is warm and sunny, so the group carpets to the southernmost island. Upon arriving they make camp near a beach and send out scouts while Dalliance prepares to leave with the booty garnered from the tomb of Hestrin the golem-loving merchant. The scouts return from the first flyover and report the ruins of a large structure and a tower are the only buildings. the island is densely vegetated and there is a pride of lions on the plains. Dalliance teleports back to Waterdeep and the scouts go out for another round of looking. That leaves Humbar, Lubbitch and Reza back at camp.
The scouts return and report that the building ruins must be the destroyed temple of hades and it looks as though the place exploded from the inside, collapsing t...

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Shhhh….be vewy quiet…I’m hunting gowems

Pausing only to fall into, then cross a large pit hidden by illusion, the group continues into a large amphitheater. The seats surround a central raised dais of black stone and are surrounded by black tapestries showing scenes of decay and death. Although there is an exit directly opposite the entrance, the group decides to investigate . They are attacked by tapestries and the dais sprouts tentacles tipped with fanged mouths.
Deciding that this brand of horror can wait till later, the group presses onwards, moving into a short hallway that ends in a door.
Door is opened, room of statues that animate and dance, delaying the party members long enough for the gas in the room to render half of them unconscious. The fallen are dragged away until they regain consciousness...

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