The day starts with the PC’s in bright sunshine, standing on a path leading to a mansion. Birds twitter in the trees, all seems normal, leading the heroes to the conclusion that they are back on the Prime Material plane. Oh yeah, the Clerics and Paladin have complete contact with their gods.
Walking up the path to the smiling face of Rath Modar, Seakul says the command word for the Soul Jar but nothing happens. Maybe another simulacrum?
Not Rath Modar invites us in, saying that “we” have a proposition for the heroes. We are invited into the house and taken to talk over a well laid out dinning table. At the table is another Rath Modar. The sitting down Rath Modar starts the monologue. He regrets his actions as part of the cult. He has a plan to remove the Lich lord of Thay, who it has been discovered, has a power base that threatens the security of the entire Sword Coast again. He would like heroes like the Stag Part to help.
His comrade Mennek has more information for us. He has been working on something to do with the Blood Gate, found at Blood Keep near Daggerford. Powered by the elemental nodes. We must retrieve the key from each node and escape to stop the Gate drawing on the elemental power. We are then Teleported to Daggerford.
Arriving in Daggerford, we are greeted by our old contact. Sir Isteval and then meet with other people who will help with the raid on the Elemental Nodes. Mennek will lead the other group as the Stag party attempt the elemental node of air. Prepared the party step into a magical portal. The world disappears and the party finds itself in a think fog. It is very cold so the party head in the direction to get out of the cold. Emerging in the caverenous area, Jareath’s bow gives warning. Errich detects invisible creatures present..
Errich prepares, Azim takes a defensive stance and Jareath casts Foresight. Sir Axialrod prepares for attack. Seakul prepares also. As the creatures arrive Errich hears them so immediately stabs one to death, Seakul also swings, hitting one. Everyone is attacked with only Ulfgrim being hit.. He is able to return the complement smashing one. In a short brutal combat the invisible creatures are destroyed. Looking around the cavern, the walls are semi solid walls of fog , with frozen lightening in them.
Picking a corridor at random, the heros find a circular room with an hour-glass shaped pillar formed from fog. In the thin part of the pillar is lodged an orb (is this the node key?). Again Jareath’s bow gives warning. Four large Air Elementals move to engage the party. Before the combat Jareath prepares, Sir Axialrod fires a volley of mighty shots from his bow, killing one. As the Air Elementals arrive Jareath stabs twice due to his Foresight. They then slam into combat, hitting Sir Axialrod and Jareath. In short order the elemental guardians are dispatched.
The party moves to investigate the Ice pillar in the middle of the room. As the Errich and Jareath approaches lightning arcs out knocking Errich over onto the ice, he gets stabbed by the Ice, shocked by lightening and Frozen. This forces Errich to back up. Jareath continues on his investigation, Jareath pulls out the orb (with holes in it) out from the fog. At that moment a rumbling is heard. The party makes its way to the fog in the central chamber. Jareath seems to know to manipulate the fog to transport the party.
The silvery light fades to a blue globe as the party arrive in the water node. After a quick moment of panic as the party finds themselves in water, but can breath. The only exit leads to a room with icy haze covered stalagmite with a glowing blue orb on top of it. Four Water Elementals are guarding the stalagmite. The Water Elementals run forward to occupy the same space as the PCs trying to drown the party members. The party then start to wail on the Water Elementals while swimming, after a bit of to but mostly fro, the Water Elementals are destroyed. Seakul and Jareath swim up toward the dias, at about 15’ from the target the water freezes. Seakul grabs the Orb, then starts swimming back, but gets frozen but is able to resist. Due to the fact that we are swimming the node collapses before the heros find the exit, ejecting them forcefully from the node.
The Party finds itself in an emmense oblong room, red wizards have defensive positions around the room, blood flows everywhere. The blood gate stands at the other end of the room. Standing in a blood gate is a lich, who casts his milky gaze at the party…. to the Thay forces he says three words…. “Slay them all”. Que fight music.
Jareath and Errich try to kill off the Thay Wizards next to us. Sir Axialrod charges the wizards on the other side. The Thay Wizard that Errich got to casts Misty Step then Fire Bolts Jareath. The Thay Wizard Sir Axialrod attacked does the same but puts himself too close to Azim who kills him. Skeletons then rush from the gate at the other party on the other side of the chamber and also at Azim to surround him. Seakul runs at the Lich, but enters the gate and vanishes. The Monstrosities fly at Jareath. Ulfgrim uses his divine ability to destroy 3 undead around Jareath who uses his cloak to Dimension door away from the creatures he then tries to mock the the wizard. Errich hides behind the altar and snipes the running Thay Wizard, killing him. Sir Axialrod runs to a Dread Warrior of Szass Tam and cuts its head off.
A Thay Wizards casts Ice Storm around Sir Axialrod, Azim and Ulfgrim, hurting the dwarf. Azim finishes off the last large Skeleton then runs at the wizards around the other side. More Skeletons arrive though the gate as does Seakul. Seakul tries to bash the gate, noticing that only the radiant damage does damage to the gate. The Monstrosities fly at Jareath again, mostly missing due to his powerful spell. Ulfgrim casts Spiritual Guardians but nothing happens due to a Counter Spell, then struggles forward due to the slippery ice under foot.
…..Day ends half way through the battle.