Anyone can summarize the game if they want. More people just means more perspectives, and possibly less individual work. Here's my distillation of today's game, 3/30/14, where Lich-King Saul advances time several months, catching up with Elesh.
After great deliberation, Saul decides to personally oversee the integration of the conquered necromancer-druids of the petrified forest into his empire. Though both druidic leaders are politically moderate, the ongoing blood-feud doesn't fade so easily among the rank and file. (alternatively, politicians
need to be wishy-washy). It takes about a month, but the unified druids now keep each other's wildest impulses in check, and rampant terraforming of the desert is no longer likely. A town is beginning to form around the artificial oasis that used to be the center of water-druid territory.
flare22 elected to take Teleport instead of Magic Jar as his 5th-level spell, which improves his strategic mobility dramatically and allows him to conduct some international diplomacy when he has a break from herding cats and averting ethnic cleansing pogroms through threat of acid breath. He approaches the Magus to ask for forgiveness for trying to use the Caliphate's armies against Pyretown. In exchange for heartfelt apologies, promises to be more transparent
and diplomatic, and (most importantly) several of Saul's most powerful magical items, the Magus agrees to drop his vendetta. He even gives the lich a wand of See Invisibility and several pieces of useful information.
1. The whole lowdown on the All-Devourer, which apparently sprouted from a glowing seed that fell from the sky and is a cross between bad-guys from Age of Wonders (Shadow Demons), Starcraft (Zerg), and Chrono Trigger (Lavos)
2. The Caliph is actually more of a figurehead. He called his angels in to secure his place on the throne, and they hold true power in the Caliphate. They'll do what he says, but only so long as it was something they'd do already. Also, the Caliph cannot afford the loss of public faith that would ensue if his armies lost a real battle, which means that Saul is probably safe from full war if he stays in the wasteland of the Accursed Kingdom.
3. The angels guarding the dam-complex known as Hatred Fortress are from a different sphere than the ones "serving" the Caliph. If Saul is
very diplomatic, he might be able to take out Hatred Fortress
4. After robbing from Tiamat's lair, there are some dragon-cultists who are trying to make trouble for Saul. He should be cautious near those the church of Tiamat has influence over. The Magus refuses to have anything to do with the ring of telekinesis Saul took, in spite of the lich's attempt to give it away (even if it was the second most valuable item after the staff of life).
Saul discovers that the crafter-efreet he hired to create a shield guardian has completed the stone golem and the amulet, but laughingly leaves it to him to enchant them as it escapes its binding.
Once the assimilation of the salt druids is completed and Saul's town (which he names Aman-Ka) looks like it will progress independently, Saul begins to explore the two remaining dungeons in King David's old capital. It looks like some kobold adventurers came through recently, and they left a modest tribute to Saul with his garrison. The lich wants to clear the dungeons quickly, before the kobolds take everything.
The first is an ancient alchemical laboratory prophesized by the naga oracles to hold a key to dramatic boosts in Saul's personal power. Inside, old scrolls indicate that the alchemists had captured a green dragon who might have been one of Saul's ancestors, and were using pieces of its body in their experiments. The kobolds have disarmed many of the traps, but Saul has to deal with many more, as well as horrifying ooze monsters and giant mutated cockroaches. The dungeon contains an active shrine to Juiblex and a defiled shrine to
Minderhal, who had been worshiped during Saul's empire. When the lich-king offers a sacrifice at Minderhal's altar, he is given the god's blessing and an urge to destroy the holy place of Juiblex. He succeeds, though the various ooze-demons provide a bit of a challenge, and Minderhal grants Saul an infusion of power that translates to some Inherent bonuses to attributes. Now Saul has a Strength score of 10.
When Saul catches up to the kobolds, he bluffs them by assuming the form of their rogue, whose body he found dead to traps earlier. The deceit is difficult, but he is plausible enough to tag along with them long enough for the kobolds to lead him the dragon corpse everyone is seeking. Conversation reveals that the kobolds are indeed working for the Green Wyrm of the South, hoping to snatch up the dead dragon's power-infused heart before Saul finds out about it. Saul reveals himself and surprise-fireballs the adventurers. He kills one and forces the other 2 to retreat, telling them to relay to their mistress that she shouldn't so drastically underestimate him.
It turns out that the undead, still-beating heart of the green dragon has been sitting at the center of a magical power-focusing array for hundreds of years. Saul places it in his own ribcage, and after many spellcraft rolls and successful saves against Horrible Things happening, he manages to dramatically boost his sorcerous power at the cost of a giant pulsing weak point and the destruction of several more of his magical treasures. (lots of items melted from the vented power. His dagger actually improved, to a +2 Corrosive Burst Returning weapon).
In the last unvisited dungeon, it looks like the kobolds got to the bottom of the secret to "returning life to the desert". Unfortunately, this means that as Saul enters he sees the screaming survivors running from All-Devourer spawn as skin grows over the wall and teeth grow inexplicably from the architecture. He manages to shut off the portal allowing the monster's power to bleed into this reality, and even saves some kobolds from being sacrificed by demon cultists. Then Saul books it in a hurry when he spots angels coming in to clear the whole complex with holy fire.
As a result of the various reports funneling in from her servants, the Green Wyrm of the South decides to extend an offer of recognition to Saul's fledgling empire. The ranting from the church of Tiamat actually serves to bolster Saul's image now that he has displayed real power to back up his position, and peace looks profitable enough when his empire is currently advancing her own goals. Her elves and kobolds now have embassies at the tower of the Naga Oracles and at the town of Aman-Ka. He has an embassy in her forest. He also receives a letter from the Caliph, which offers a little further legitimacy even if it's also full of sabre-rattling and bluster. If Saul's empire stays within the bounds of the Accursed Kingdom wastelands and he keeps the All-Devourer in check, the Caliph will recognize it as a legitimate state.