AiS 033: Dagon Awakes!

AiS 033: Dagon Awakes!

The battle raged on. While most of the heroes fought the first animate statue, Warg bravely fought the other in single combat. As Alice rushed across the chapel to aid him, the redoubtable dwarf struck his attacker a blow so powerful it also destroyed the statue. Still, some fell magic held the creature together and it continued to flail at the dwarf.

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AiS 032: The Forgotten Temple of Dagon

AiS 032: The Forgotten Temple of Dagon

After a restful night in Naitheror’s bucolic woodland valley-home, the party were ready to depart. As wisps of mist below in from the sea, the heroes climbed out of the valley and—skirting the Blight by travelling along the cliffs—made their way back to Coldwater without incident. It was now mid-morning and the heroes set about making their final preparations for daring the sunken stairs in Devil’s Cove. 

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AiS #029: Vampire in the Well

AiS #029: Vampire in the Well

Without warning, the vampire dryad emerged from her tree in gaseous form and flew down the well—straight toward poor Orithur, who until moments before had felt relatively safe as the battle raged above. Although the rest of the party tried to stop the creature, their weapons and attacks were ineffective against the foul beast’s insubstantial form.

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AiS #28: The Thing in the Well

AiS #28: The Thing in the Well

With the violet fungus slain, the party dragged its limp remains into the light and set about exploring the cellar’s cramped confines. Grogor slowly and carefully searched the room, paying particular attention to the secret door and skeletal remains nearby. The daring rogue recovered eight magical arrows and other odds and ends, but the majority of the slain adventurer’s equipment was beyond salvage. However, he did also find the haft of some kind of weapon buried in the earth. 

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AiS #27: Into the Fetid Cellar

AiS #27: Into the Fetid Cellar

Orithur steeled himself for some terrible effect from the pollen cloud emitted by the plant he had just cut down, but nothing happened and after a few moments it seemed like the doughty dwarf was safe. With this revelation, the rest of the party approached the ruined house to survey what lay within. 

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AiS #26: Into the Blight

AiS #26: Into the Blight

The party discussed their next plan. It seemed they had found all they were likely to find in the old smugglers’ haunt. After dividing up the loot, so that they might carry it forth, they returned to the beach. There, they explored the remainder of the cove; except for more foul-coloured seaweed and a single, strangely discoloured leg bone they found nothing of interest and so quickly returned to their fishing boat. The pilot—Ilja—seemed relieved to see them and several of the party noticed the man noticing the heavy nature of the various boxes and barrels the party had liberated from the smugglers’ den.

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AiS #25: Deadly Treasure

AiS #25: Deadly Treasure

Grogor cautiously moved forward to investigate the other two cell doors. Peering through the doors’ grill he determined one was empty while the other held nothing but a rotting chest piled high full of mildewed gold! The door was locked, but after a few minutes Grogor had defeated the lock and rushed into the cell. Sadly, all was not as it seemed. As the door opened, the rotting chest began to move—the pile of mildewed gold exploding outward to punch the brave rogue full in the chest. The treasure chest punched Grogor so hard, only his savage orcish heritage kept him standing. As Grogor staggered back, the rest of the party leapt into action. Quickly, Thangrimm slammed the cell door shut. This action gave the party a few precious moments to prepare, but the thing in the cell—identified shortly thereafter as a zombified mimic—quickly shattered the door.

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