Sphere in the side pocket – or- Daddy issues

The wyverns are vanquished but the troubles are not over. The sounds of battle have attracted a mob of cultists who rush the party along a narrow corridor – which earns them a lightning bolt for their troubles. Hot on their heels – and apparently unphased by huge amounts of electricity – are a pack of stick thin humanoids covered in acidic slime. They begin battling the party by casting dispel magic on the flying party members, managing to bring down a few. While they battle, these demons summon allies and soon the chamber is thick with the evil creatures. The cleric of Meilikki is brought down and gored by spears, but his noble death allows the rest to retreat a bit.
Some rest and repair in the extra-dimensional hidey-hole and they re-emerge to seek the object of their quest...

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A jarring experience!

After a suitably uneventful bit of overland travel, the group arrives at one of the northernmost outposts of the Thyr sect. Their journey being uneventful so far (except for the at one sighting of a red dragon – or was that just a cloud at sunset), the group is escorted into a narrow tunnel lined with murder holes, then allowed to ascend a steep and curving trail that deposits them in the iddle of a large courtyard.
Barracks, mess tents, training grounds, a massive obelisk with weapons piled high around the base? Seems like your standard military order of a church. Indeed it is, but it is not long until the group is summoned to speak with the commander.
He makes a long story short and sets the group on the path of the knights that he sent to find his daughter and the holy relic that she st...

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Tower of Sour

The party spends the next several days surveying doors and trying to determine the best entry route into the inner sanctum. The presence of traps and the glowing runes – and the occasional energy arcs from the doors vex the party greatly, but they press on.
They manage to open a door and send in a wizard eye – that affords them a brief glimpse of the interior before the pieces they have gathered vanish and the door reforms. They set about reclaiming the pieces – which doesn’t prove terribly difficult now that itt has been done before.
Eventually they stand before the entrance and once the way is clear they rush into the choking sulphur and brimstone smoke...

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Fight the tower!

Moving past the minotaur room, the party parties around. Up one corridor, down another. Here a trap, there a trap. Everywhere a trap trap. They have a savage battle with an iron golem and are forced to retreat. They throw a hemisphere of force over the golem and loot the room, obtaining a golden triangle. In another room they loot a crystal rod. Later that gets turned into a bridge that allows them to cross a river of anti-magic juice. A statue that shoots lightning and pools of deadly poison are all encountered and overcome.
Doors are discovered, ad it would appear that they all lead to the same place (perhaps). THe various pieces gathered by the group appear to fit into grooves in the door’s surface, but one last piece is required...

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Now _this_ is a tower!

After talking it over, the party decides to spend a few more resources on investigating the potential dracolitch lair. After all, who said Melkerech was humanoid? They send in Thrahw to shape a small hole in the stone sealing off the shaft (feed that kitty!). Malchor sends in the wizard eye to investigate. He scopes out an undermountain network of tunnels, staffed by a drow and some druegar, and a purple miniature mountain gorilla and maybe an imp or a quasit…who knows. It doesn’t look like a fun place to run around in – and the tip from Pearsay did explicitly mention a tower – so unless the tower is the shaft (feed that kitty!) then this is probably the wrong place. Welp – off they go into the deeper desert.
Using the powers afforded to them, they spend nights aloft looking for landmarks ...

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