Door. More? More door!

Deciding after all that plundering that the bloodlust was not quite slaked, the party presses onwards. Seeking and finding more doors, the party opens the first to reveal a ‘mad scientist’ laboratory, now partially destroyed and decrepit. Items of interest? A couple of portions. Threat level? Yawn.

The next door reveals a converted chapel, now some sort of op-center for (it is assumed) the Emerald Cobra (mayherestinpieces). Strategy, organizational charts, names, etc all neatly chalked up. Items of interest? Nada. Threat level? Yawn. Biggest threat so far is death by boredom.

The final door in the series is barred from the party’s side. Once unbarred, it opens onto a large room filled with stagnant water and a submerged and glowing star-shape...

Read More

One more door!

Pausing to plunder the chamber of Dillerian horror, the group ventures into a hallway. At the first door encountered, voices re heard from within. When Reza busts through the door, he finds two abominably large snake-men waiting for him. The first instils in Reza a distinct fear of all things reptilian. This hampers the party’s plan of ‘let Reza beat them to death’. As Reza backpedals out the door he just entered, the snakemen follow. The first swings a curved scimitar to deadly effect and the second follows with a two handed sword composed of bones and imbued with an unearthly light. They exit into the hallway to do battle with the party. For starters, one turns the plucky hobbit into a garden snake. Reza is scared of that too and flees even further...

Read More

When in doubt, wipe it out!

Backtracking through the rest of the unexplored passages brings the group into a large (slave-holding) room. Multiple manacles line the walls and several unfortunates are slowly decomposing in chains. Two large piles of refuse brings the party to attention, but a large grating on the other side of the room is more interesting. While crossing the chamber, a profoundly irate basilisk attacks the party, bursting froth from the filth. Lubboch meets its gaze and is protected by his helm. Somewhat befuddled, the basilisk charges and begins to use the Feaster as a chew toy, angered even more by Lubboch’s refusal to get stoned like a good meal. While thus distracted, the beast falls prey to savage beatings from all sides – even FEaster pummels its snout as it chomps upon him.
Searching the filth r...

Read More

On the trail of the Emerald Cobra

Having trekked through jungles dense and steamy, the group begins to explore a little used cave complex. Along the way, they use skeletons to flush out a lurking bulette, Reza solves the riddle of the door ledges, and a handful of snakemen are slain. A slave block is seen and a multiply-armed snake wraith is attacked and sent to the void.. A storeroom is explored as is an old alchemists lab, where some magic potions are plundered. More exploration brings them to along rope bridge that stretches across a vast cavern. While crossing, a duo of four-armed flesh eating monkeys attacks the party, savaging Reza and Lubboch before tossing them off of the bridge...

Read More

Unplug the hole!

After a little bit more dithering, but not too much, the party decides to use a Passwall to bypass the plug and escape the golem factory.
Upon reaching the surface, a slaughtered band of adventurers awaits.
Mules and party have been pummeled to death by very hard blunt instruments. The corpses have been looted and the scene of the slaughter is no more than a few days old. The only clue is a lot of slipper prints that lead away from the scene and out into the badlands.

Naima mentions that the slipper prints bear a distinct similarity to the slippers of the missing ‘rug merchant’ that the group freed in the early hours of the raid...

Read More