Pwnitive Damages

Armed with nothing more than a general indication – “The frost giants live in the frozen wilderness” and some general pointing – “over that way”, the group sets off to discover how many days they can wander about without freezing to death. Luckily for the slightly frozen party members, Dalliance likes to travel in style – and the hut makes a nice refuge at day’s end. Within a week, they latch on to some indications of travel, and eventually spot a quartet of the frosty ones trudging through the glacial passes. The group follows and sees the giants enter into a large glacier through a crevasse in the side. Invisible to the eye, but not to the ear – the group ‘chuff chuff chuff’ through the snow and descend into the rift...

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Nasty Grub of Evil

…the opening doors heralded the onslaught of another dozen trolls, backed up by the Grub of Evil – a human headed, maggoty-looking thing with a poisonous stinger and the power of flight – and spells. The battle was savage – death touched both sides of the warring factions as TBA and the trolls fell in the melee of blades. Barada escaped the reaper for the moment, but the arrival of 6 ogre archers made it a near thing for a time till Mingus’ Mystic Lash stunned the grub and allowed it to be defeated. Malorn-Shoress ate some grub brain and revealed many of its secrets, including the news that the caravan goods were not present – having been sold off hours after the raid to others.
While nursing the fallen members back into some semblance of life – Mingus remarked upon the remote location and...

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Let’s free the Ettin

Finding Waterdeep (and indeed the North in general) to be a bit…slow…during the mind-numbingly cold winters, the group turns to the previous employer in hopes of obtaining more gainful employment. While the wizards have no need of help now that they have their very nice Soul Gem thankyouvery much, but they might know someone who needs another odd job done. They then contract with a merchant group looking to return the lost caravan goods taken during a raid and to deliver a punitive strike at the raiders. Seeking and finding and returning to the scene of the assault is no great feat – the frozen , naked, half-eaten corpses litter the landscape like some sort of Hieronymous Bosch christmas card.
The group treks out into the High Moor (in the dead of winter…again)...

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The Soul Gem

Following a few days of carousing, the newly formed group sifts through offers and settles on a task to recover the fabled Soul Gem. They set off from Waterdeep, proceed across the High-Moor and eventually come to a small hill that has upon it the remnants of a castle complex.
The group immediately encounters and dispatches a Horned Devil – then proceeds to investigate each of the four towers, slaying things that need slaying and solving puzzles when they can’t find anything to kill.
They gather four strange ‘keys’ and gain access to a central tower. They lay back on some nice ‘couches’ and wait. Soon everything goes all woobly and colorful and the group watches in amazement as a hole appears in the ceiling...

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Life after Thud…

Daliance and Shores leave Thudheim after looting all wealth from Thud’s stores. On the road they meet up with several other adventurers. The newly formed group heads to Waterdeep to dig up information for a profitable trip. After investigating several leads the group hires a smugler to take them via boat to a sinking city said to have great riches. After several days on the sea the group sees a giant towering conch in the distance. It is agreed that the smuglers will return once each tenday to pick up the adventurers. Raisa climbs down the side of the smugglers ship and activates a magical item that transforms into a small boat. One by one each member boards Raisa’s boat and the group heads for the giant conch.
When the group arrives it is discovered that the only entrance had already sunk...

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