Pactlord, shmacktlord!

Bearded Dragon Man

After some time negotiating with the ruby-armed Inverted Pyramid contact, the group realizes that they’ll have to pony up the funds to get planeshifted to carry out their revenge tour if they want the Pyramid to help. Seems that the group’s utility has waned in light of their abdication of the Banewarrens key. The pyramid is scrambling to find a new attack vector to bring about a shift in the city political structure and they are interested in utilizing the group’s proclivities to bring that about – but the prospect of facing off against vampire(*s?) doesn’t make them very happy.
Other ideas are examined and discarded, and in the end it is news of a newly opened portion of the below-ground dungeons that sets them on their next path.

Renewing their Delver’s Guild memberships, they peruse maps and listen to the scuttlebutt before setting out on a long journey that is made much shorter by liberal use of flying abilities. Although there are a few chance encounters, nothing threatens them as they make their approach. The entrance to the area is through a large fissure that runs across the corner of a massive room.

The group explores and finds some doors that open into inky blackness. A bit of the ole ditherydoo and they move into the great black beyond…and find themselves in a vast complex of partially collapsed ceilings and rubble strewn floors. It is clear by the blood spatter that other adventurers have made it this far, and the absence of treasure and denizens makes the party suspect there is little of value in the immediate area.

Further exploration is carried out and aside from a brief brawn with some bearded dragon folk who fall victim to sleep spells and deftly weighted daggers, there is little to challenge their fighting mettle. The only excitement is when a moderate tremor ripples through the area. The party eventually finds itself in a section of tunnels riddled with traps when they stumble into an armory. A brief outbreak of plundering is followed by two days of magical identification. Thus refreshed, they examine the maps made thus far and try to settle on a direction of travel that might bring them into a more seismically stable area.

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