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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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.

Lets go lawn gnolling

Surging forward into the gnoll lair, our heroes rescued two prisoners, a human warlord and an eladrin avenger who were being tortured by the gnolls.  The gnolls stranded by the falling brazier were climbing across ropes to engage our heroes.  Kane and the ranger managed to cut the ropes with arrows and arcane blasts sending another fiery brazier into the gnolls living area effectively cutting off all reinforcements.  After finishing off the guards at the temple entrance, they ventured inside.  They were greeted by a large, ape-like demon who proceeded to pummel the party.  He was joined by a few very vile demonlings who caused the party to wretch in agony.  As Varis drove his sword into the demon, it exploded scorching the party and destroying any remaining demons.  The party had finished off the demon.  They could rest easy… or could they?  Did anyone remember to lock the door?