The rules of Hospitality or a helping of fatality.

waterfall

Emerging in the endless expanse of water, devoid of any sense of down, the astute party recognizes that they aren’t on the prime plane. Well, that is OK – they are old hands at sailing the planar seas, so off they go. They make contact with a gnome piloting an underwater vessel and come to learn that she is in fact the Squigglespok that they sought. Conversation reveals her backstory and the group is ferried to the palace of the local sea-witch who rules this pocket plane. Entering the complex, the group is confronted by a sign that lists expected behavior of ‘guests’. Interesting. Off they go.

However, the group decides not to antagonize their host and defeat monsters and traps in the least homicidal and/or destructive way possible...

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Revenge is a dish best served with a Passwall!

Turtle_isle

Spending the next nine months in focused activity, the mages prepare an arsenal of scrolls. Goldpiece resumes his role in the party and discusses tactics with Mr T. Once the magical artillery is prepared, there is a brief round of planning. They leave the Airship behind and use the mage’s abilities to teleport to the location of their ignoble retreat/defeat. The group has prepared well. Mind blank spells are in effect on each party member so the telepathic entity cannot sense their approach. They are awash in protection spells – the better to soak up large fireballs and prevent possession – and then they are off!

The actual battle is a bit anticlimactic. Accessing the hidden chamber with a passwall spell allows them to gain the element of surprise...

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You gotta fight with the wights for the partay!

crypt

They float to the final location and spend some time in high-altitude surveillance. After enough passes with the eagle eyes and the swooping raven, they determine this is an old graveyard and there are still some restless occupants milling around near the entrances to the larger mausoleums. During the day, they discover a strangely shaped piece of stone lying in a shallow basin. The flying carpet ferries down Kikko, who plucks the item from the water with the ring of telekinesis and the carpet scoots out of possible attack range. The party descends with spells and carpet, to land atop one of the flat-roofed structures. From there they survey the area and plan the attack.

It is fairly routine, as they engage a few groups of wights and zombies there is little risk to them and in a matter of...

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I told you it was a trap!

hourglass

After a few months of pleasant drifting they approach the location of one of the Oathbreaker’s satellite locations. A tower and outbuildings sit atop a cliff. The tower and surrounding buildings are ruined, but there are signs of a below-ground complex, as evidenced by double doors and a hallway that extends into the mountain, accessible by a wide ledge that runs along the cliff-face.

The group disembarks, parks the airship and begins poking around. They encounter and slay a water elemental that drops a blue and a golden key. They find written information that cannot be seen unless exposed to direct sunlight – happily provided by the Oathbreaker’s Blade – and writing that can be seen with darkvision. The information written contradicts each other...

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Up, up and awaaaaaaay!

seaTower

The lich is pleasant and chatty. It asks the party’s intentions and mentions that it doesn’t get a lot of visitors out in the middle of the ocean. The group nods in stunned silence, but there is a bit of sotto voce conversations going on in the back row of the party. “Are we doing this”? “Should we attack”? “What is it saying”?

Eventually the group decides on violence and Ivan charges while the wizards prepare spells. Ivan’s charge is stopped when he runs into what turns out to be a wall of force. The lich disappears in a puff of colorful smoke and when the wall is brought down, the undead is nowhere to be seen, though a four-armed flesh golem is ready to deliver the beats...

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