Ring around the pit trap, all we got was pure crap!

Powering through the remainder of the trapped and secret door riddled maze, the group exits into a decorated hallway. Several crawl spaces are discovered and they are explored by the elf, one by one. Hours of crawling around, the group has lost a set of blue gems, but has gained a gem of seeing. They have also spent a ton of time and energy to obtain a magical ring of surprisingly limited power – given how difficult it was to obtain.
In the course of the exploration, the group defeats a chest full of poisonous snakes, an animated giant skeleton is teleported into the area, and a well-hidden and a trapped holding cell are explored. A tunnel is discovered that leads back to a trapped area in the entrance hall.
They go on to explore a temple – dedicated to apparently good religions – that qui...

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…when danger reared its ugly head, they bravely turned their tails and fled…

Girding loins both physical and metaphorical, the group re-enters the ground floor of the skyscraper of evil. They gain access to the lobby and beeline towards the stairs they saw during their last visit. As before, passing within 25′ of a pillar surrounds each party member with a shimmering globe of (individually colored) light. As before, they are swiftly confronted by a demon/devil/extraplanar evil of some sort. The cleric dismisses it in short order and the group presses onward. As they approach the stairs, the way is sealed by a wall of ice that springs up. The cleric is struck unconscious by some foul arcane means The elf counters with a wall of fire – take that! – and as the ice starts to melt, a pair of skeletal horrors land in the party’s vicinity. They do combat with the group...

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A short trip to the shaft

After five days of divvying loot and preparing for the next step. the group investigates the rest of the gate captain’s compound. This reveals little but does put the group in conflict with five large and well-equipped trolls. A few strategic walls of fire and the warty foes are ashes. A bit of looting and searching reveals a steep stair to a large roll-up door. The door is opened and a room of pitch blackness is revealed. The darkness is so deep that it threatens to overpower even the aura of magical weapons. The party hugs the walls and scoots into the room. One of the columns lining the wall has a secret door that leads the group to a ledge in the secret shaft.

Passing beyond, the group enters a large room, using a bridge to pass over a lake of extremely black, very still water...

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…carry the one…

The group passes four or five days sleeping, healing and identifying items. Tallies are tallied and lists are constructed. Choice items are diced for and the party is fat with loot. Yet, they are disgruntled.
Being duped by Coburg’s squeeze has irked them, one and all. They are determined to push on and find a way to end his un-life.
They investigate the shaft and wander around a prison complex, view a torture chamber, find the waiting room revealed by the mirror they found in the lady’s bedroom and an exit to a catwalk that stretches across the top of the gates. There are signs of occupation, but all are in the distant past. It does not seem that this area has been utilized in some time...

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Leaky Vessel

The group de-ropes and springs into action – finding their way through a set of well-concealed sliding panels and into a privy. Out of the privy and into a study. Two doors present themselves. Traps and magic are detected on one, the other opens to a staircase leading downward.
Irresistible door gets the dispel magic treatment, and once opened, the Vessel of Souls writes a brief note indicating that there is a ring within that allows her to bypass locks in this place. This would greatly speed the party progress. The group enters the bedroom and sees the usual furniture plus a shuttered window. The window allows a view of the portico, causeway and area in front of the gates. The ring is found and given to the Lady of Garun...

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