And behind door number …

After the heroes rested up they opened up the next door. They found themselves in a gothic hall lined by the undead. After blasting through the entry hall they were greeted by a rotting wizard who offered them a eternity in his servitude. Not liking the sound of that or the smell the rushed forward, smashing through two
abominations and took the wizard’s head off. Finding a key they appeared back in the mansion. The seal on the large door below growing weaker with each key. The next door found the heroes back in the heat of things, literally. They found themselves next to the magma cracks in a volcano. The living magma tried to get them steamed but the heroes manages to keep their cool and defeat the hot blobs. The jumped quickly onto a rock island and were blasted to the upper levels of the volcano where they met the more solid rock elementals. They delivered a crushing defeat to these dusty devils and found another key. They once again appeared in the mansion. The seal is down to one thread. After another rest (lazy heroes) they opened the last door. Now the heroes found themselves on a boat (don’t you ever forget!). After bouncing along the waves with Hesikiah at the helm, the boat was attacked by a group of Kuo-Toa. After trying to swim in plate armor, Varis used some of his developing Sorcerer powers to fly back onto the boat. After frying the frog-people the weather began to darken and the Bard spotted a large, squid-like creature not far away. The Kraken attacked the boat, flinging the heroes into each other and trying to drown the rest. The Bard leapt from his perch in the crow’s nest only to take the mast on his head as the Kraken smashed it to the deck. The warlord was finally able to smash the creature in the eye and the Bard finished it with an arrow through its brain. As the creature began to sink back to Davie Jones’ Locker it spat up a key (with a bunch of half digested fish). After touching the key, the heroes return to the mansion. The door below is now unsealed and a swirling vortex greets the heroes. They rush into it to prevent anything from coming out.
Inside they were greeted by a horrible creature. The Sharn consumes you and then bends your consciousness to its will. The area consisted of rock platforms floating about a maelstrom of madness. Hesikiah managed to control the rocks through sheer force of his will. The Sharn seemed to be able to act in three directions at once. Didymous managed to lure the creature close to his blade using the party’s battle standard but the Sharn threw it into the abyss. After a long and painful battle the Sharn was subdued by the Bards arrows. Without the Sharn holding the rift open, it collapsed sending the creatures within it back to their own plains.
The heroes found themselves back in the mansion. They found the wizard Benjamin with them but his life force had been almost completely consumed by the Sharn. Noticing the box the heroes brought with them he managed to say the word ‘Keys’ before passing away. Hesikiah was helpless to invoke a life force that wasn’t there. What does the box hold? Where do our heroes go next? Stay tuned!

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Freebird

After our heroes rested up from their brief trip to hell, they opened the next door. While they were glad to once again have the help of Carlo the Avenger, they had to leave the bard behind to mend a particularly nasty wound. Also, the Warlord Didymous got somehow stuck in the portal and didn’t appear until near the end of the fight. They found themselves high in the sky and confronting creatures made entirely out of solid atmosphere. They also found that there were invisible holes in their invisible platform. The wind-creatures blasted the heroes around the sky causing them to nearly fall to their doom a number of times. The monk was almost lost if not for the quick thinking Paladin. After they vanquished the air-men, they met their leader. The sky grew grey and large platforms made of solid cloud started to swirl around a great air elemental bound in chains. He caused lighting to slam into the heroes but their attacks did nothing to him. They started to break away the chains. After destroying the first chain, the air-elemental used his free arm to smash the party. The party then weakened the remaining chains and broke them all nearly simultaneously. The elemental briefly reared towards the party but was quickly torn apart by his tempestuous nature. The chains that imprisoned him also kept him alive in our world. As the monster was torn apart, a key was flung into the air. The monk jumped up for it and the world of air disappeared. The heroes found themselves again in the house and this time when they opened the door they found a small library. With their Bard healed up and another key in their pocket the move on towards the third door…

The story so far..

The last room in this twisted reality was a long, dark room. As soon as the heroes each stood on a glowing rune, the wall behind them opened and a wave a fire started to rush towards them. Kane, attempting to scamper over the walls, tripped and was consumed by the fire (reappeared back at the central platform with the fear of being roasted alive still assaulting his brain). Varis was the next to fall, unable to keep up in his heavy armor (he too awakens on the platform writhing in remembered agony). Hesikiah fell victim to the flames as he finds himself against a dead-end wall (the comforting warmth he normally feels turns to teeth as he awakes on the platform still yelling at the biting flames). With his powerful legs thundering under him, the Warlord Didymous leaps forward, slapping the silvery symbol and with a white flash the licking flames are gone and he is with his friends back at the central platform.
The party is reunited and the silvery compass is complete. It begins to lift out of the groves on the stone floor and spin slowly in the air. In a flash of white light, a woman in a white robe appears on it. She calls herself the librarian and thanks the heroes for saving her. With a wave of her hand, the party and all the others trapped in Vecna’s sick prison find themselves back in the university. The librarian explains that she is the book they had. Instead of writing them down, he stored many of his secrets with her. She is not entirely sure what is true and what isn’t but she will share what she has. She tells them the tale of the 5 Warriors of light who last banished Vecna from the mortal world. They never succeeded in killing the maimed god but did send him and his undead minions reeling for many years. They used 5 sacred artifacts know as the The
Lightbringer’s Regalia. Her head is a little fuzzy after escaping her prison but she does remember where two of the artifacts we last noted to be. One is in the possession of a corrupt art dealer in the town of Haven’s Rest. The other was in the possession of a powerful wizard who lives near the town of Low Water.
The heroes decide to press forward on this quest and head back to Fallcrest the head east past Hammerfall to the dirty mountain town of Haven’s Rest. They discover that the art collector has used his wealth to bully his way into controlling the town. It has become a den of stinking evil where thieves and smugglers come to fence their goods. The collector’s false store fronts by almost anything of even minor value for a fraction of their worth and then try to sell the goods through apparently legit in larger towns like Hammerfast and Fallcrest. The heroes try to be coy and blend in but their inquiries about The Lighbringer’s Regalia alert the dealer to their presence. After some brief negations break down at the dealer’s front door, the heroes storm the keep. They battle their way through heired thugs, half starved trolls and even rust monsters to face the collector. He turns out to be a lazy, green dragon. Briefly the heroes consider trying to parley with the dragon , but their last draconian contract didn’t end well. After defeating the winged pretender, the heroes discovered the part of the Lightbringer’s Regalia, the Plate of the Bright Champion. Varis donned this silver/white armor and knew that the denizens of the underworld would find his skin even tougher. After freeing the people from their corrupt dictator, a relative of the long dead lord and a band of freedom fighters begin to take back their town and restore it back to a peaceful mining community. After briefly checking in on their bar in Fellcrest, the heroes return to the university. The Librarian has still not fully recovered from her ordeal inside the book so the heroes decide to press on to Low Water. Before they go, they are met by a Halfling from the Daleland’s in the north. His was a Bard who took up the bow after his family was almost completely wiped out by a plague spread by the walking dead. He has spent the last year looking for the source. He tracked the heroes down and discovered their quest might help him in the search. He asked if he could join them and they welcomed the extra help. Kane decided that it might be best if he stay at the university to aid the Librarian in research once she starts to feel better. So with their new Halfing ranger/bard, the party set out to Low Water in search of another artifact.
The party was aided through the Feywild to a different gate about a day’s travel through the woods. The gate itself appeared to be merely a tree bent into an arch but the skilled elves touched the tree and spoke a few words and the air shimmered revealing a different (less magical) forest beyond. The party was given a wooden whistle and told to play three notes at the gates when they wished to return. The whistle would open the gate for a short time and alert the nearby guide-post of their presence. Thanking the elves they made their way through the gate and down the north side of a valley to a sprawling town below. Low Water is larger than Fellcrest and is a major shipping port. It sits on a major river that flows all the way out to the coastal cities. They supply grain and ship much of the ore and minerals from the Dwafforged Mountains. In return they receive fish and goods that can only come from exotic lands beyond the sea. The heroes start their search for the wizard in a small crammed magic shop run by a old, bent Gnome. He thinks the heroes are looking for a wizard named Benjamin the Grey. He doesn’t know much about him only that he used to come to his shop nearly every week but hasn’t been here for 10 or 15 years. He advised the heroes that they may inquire at the other shop in the west part of town (if they can suffer that arrogant Eladrin who runs that place). They heroes inquire at the other shop and after a lecture of dealing with dirty Gnomes, the graceful Eladrin gives them a rough sketch of a map and asks if they wouldn’t mind dropping off this chest that was delivered here 10 years ago. His men had tried to deliver it but met a few magic wards and after escaping with a few scorched cloaks they decided it is best to just wait until he picks it up. It is large chest that is magically sealed. The heroes pick up a mule and cart to haul the chest with them and within about a day’s journey they find themselves looking at a large house that looks like it hasn’t been touched in 15 years. The outside is caked with dirt and covered in ivy. After the warlord bursts down the front door, they find themselves in a grand foyer. Two staircases ascend either side of the room to a balcony. A double door is straight ahead of them. It is sealed with some very strong magic barrier. Glowing lights of purple, green, red, yellow and blue dance under the door jam. Some unseen force is locked behind and it is doing… something. The bard and the cleric inspect the magic and notice that it is tied to the 5 doors in the upper room. The climb the stairs and enter the first room. As soon as they touch they handle they find themselves on a mote of rock floating above a lake of fire. The ski above them seems to be on fire as well. They appear to be in some form of hell. They are greeting by lighting throwing and confounding demons that draw power from runes scattered on the rock. The heroes quickly find out they can also tap into the runes and use this knowledge to quickly turn the tides of battle. On an adjacent mote, they hear cries of battle and see a half-orc monk battling two of the largest demons any of them have ever seen. Rushing to his aid, the heroes overcome the massive abominations. They find a key on one of the slain demons and when they touch it they all appear at the door. This time when they open it they find a simple bedroom. Hesikiah notices that the barrier seems to have weakened just a little… What is the key used for and who is the monk? Stay tuned to find out more.

Everybody Limbo!

Our heroes finally discovered the correct path to the end of the maze.  (It happened to be they simply needed to run back into each portal they stepped out of!).  In the final room they found 1/4 of the compass symbol on the floor of the central block.  When they touched the silvery symbol, there was a great flash and they found themselves on the central platform and the maze was gone.  They next climbed the giant chain to the island that looked like a large stone field.  There they had to push a giant stone ball across a field while trying to dodge 3 iron gorgons.  Although Varis was turned to stone, Kane was able to push the rock across the field causing that island to disappear.  Varis was cured by throwing him over the edge to his death.  He appeared at the island again but again, he came back a little more broken.  They then went to the island that looked like a cylinder.  It was very dark and the heroes were attacked by dark oozes.  After removing the slime, they tried to reach the symbol at the top of the tower.  As they reached for it, the tower flipped over and Didy was thrown into the void.  After some searching and thinking, the party managed to stop the tower from flipping by holding a valve in the middle of it as another hero jumped for the symbol.

They have recovered 3 out of 4 symbols.  What it will free, they are not sure.  What does the last island hold for them?  Time will tell…

Maze of our mind

So after running around the woods for a while, the party made it through the correct, purple, gate. The gate, however, did not lead them to the Feywild. It led them to the keeper of the true gate, a sphinx. The sphinx created a magical dessert around the party and asked them several riddles. The party displayed amazing intelligence and successfully answered all of the sphinx’s questions. The guardian allowed them to pass into the feywild. They ventured onto the university where they learned of a student who had gone missing when studying an evil book. After considerable deliberation the dean of religious studies allowed the party to study the book. After a few pages were turned, the book sprung a magical trap, throwing the party into a pocket dimension. They found the missing student and he had gone completely mad. He tried to kill himself but he only reappeared! It seems that death does not kill you here, it just drives you slowly mad. The party found themselves on a floating block with 4 other blocks of various sized chained to it with giant chains. They made their way along one of the chains to a small block with 4 other larger blocks floating around it. Entering into the block they found themselves jumping through portals into different mazes. They have been fighting minotaurs and getting very tired. They hope the end of this hellish portal maze is in sight.

No need to get owl(bear)ly

Our heroes continue to search the forested valley for the correct flames to lead them to the Feywild. After defeating the Korrads they got their barings and headed north. They came across a blue flame cauldron guarded by a group of Satyrs. The group made quick work of the piping pests with the help of an elven ranger named Cale. Cale has also come to the valley looking to gain access to his ancestral lands in the hopes of removing the growing undead threat.

The party made their way back to the orange gate they came through to find that a group of Owlbears thought it would be a great place to move into. While Cale skirted around the party, the rest of the group fought off the feathered fiends back to back.

The party had three different flames; red, yellow and blue. They now have to find the correct combination to let them forward.

Just a note. The current players are as follows:
Josh plays the Human Wizard Kane Shadowsedge
Ray plays the Teifling Cleric Hesikiah
Rob plays the Half-Elf Paladin/Sorcerer Varis
Gary (who joins us via Skype) plays the Human Warlord Didymous. Gary did not join us for this last session.
And new to the group is Brodie who plays the Elf Ranger Cale.
There are also a few others who sometimes play. At this time I don’t think they are continuing in this campaign but I do have room for one more player so we will see.

Also this is my first post via email. I hope it works right.

No tigers in these woods

A lot has happened since we last took a look at our heroes journey. Here is our story so far…

The heroes managed to find a liberary in the secret monestary. Unfortunately one of the most important books has been magically encrypted. Not even the best cleric in fellcrest can unlock its secrets. The old vicar did know where the heroes may be able to divine the knowledge contained in this dark tome. He advices the heroes to travel to the an Eladrin city in the Feywild. The city has a huge university and if there is a way to get the answers from the book, it can be found there. He heroes must find a fey-gate to get into the elf realm and the one know locally is found in an ancient forested valley to the northeast.

The party made their way to the woods and after dispatching some hags, discovered a cave with what appears to be a portal in it. They determined they had to find magical fires to light fire pots attached to the wall. After collecting a red and a yellow flame the part expected to find themselves in the feywild by only ended up in another part of the valley. After almost being forced to dance to death by some crazed Korrad, the party continues their quest.