The giant eel-like demon thrashed in the chamberer, as Faldak and Ji were thrust aside by its sudden appearance. Zhedd quickly teleported Banshee out of harms way, as Dacien racked his brains to identify the creature - a wastrilith, an aquatic demon that usually avoid direct combat, and has a vulnerability to fire. Before they could act, however, a wall of ice appeared between the demon and the bulk of the party. Quick thinking from Mendel saw him use the arrow of disintegration to blow a hole in the wall and press the attack. Soon after the creature was dead. There was no sign of the two headed creature returning, so the party started to explore the area. They found a statue of Demogorgon in a side chamber, with a fragment of a gold annulus held in its arms - similar to the one the party had found in the village of Mora.
Antony found a passageway south, and Dacien confirm with a use of locate object that the kopru had fled in that direction. The party found two pools which appeared to lead to underwater passageways, and signs that the two remaining kopru had come this way. As the party prepared to enter, there was a ebllowing roar form the main chamber - the two-headed demon had returned. The party returned to the room, and spread out along the walls to attack. The beast was in the centre of the chamber looking healed form its previous wounds but drained of energy. Wary of the original encounter, the party feared it may be an illusion. Faldak and Ji hurried forward, and spotted the real demon hiding in one of the rooms. As the party tired to pin it down in the room, it teleported behind Mendel and attacked. This allowed the rest of the party to close in. Driven by an desire for vengeance, the beast would not flee, and the party soon brought it down. A it died, the body collapsed in on itself in a bubbling mass of black ichor. Dark smoke rose form the putrefying corpse, and coalesced into the image of Demogorgon, whose gaze fixed the party. One head snarled in anger, whilst the other hissed "You have my attention!".
The party then return to face the kopru, cowering in their flooded cavern. Gerald warded Faldak with a freedom of movement spell, and the dwarf used his necklace of adaptation to breathe under the water. Zhedd conjured a pod of dolphins to guide them, and turned into a dolphin himself to tow Faldak along under the water. Together, they cornered the two remaining kopru and between a wet dwarf and some summoned crocodiles, they managed to defeat them. The cave contained lots of furniture carved from coral, and appeared to be where the kopru kept most of their treasure. One chest was chained to the floor and trapped, and Anthony soon found out why - one trap caused him to grow gills, and an innocuous handbell inside the chest dropped a fireball when accidentally rung. The party were then more cautious retrieving a set of bellows form the chest - which Dacien later identified as Bellows of the Fascist Swarm that could summon a swarm of bees to attack hippies (CG creatures in preference).
The party then spent a day ensuring they had cleared out the complex. They found no sign of other kopru, but did find underwater routes that lead into the main lake. A small fish informed them a large predator guarded the lake, and as a shadow loomed overhead, the party quickly retreated. Zhedd wanted to approach the treants again before he left. Zhedd communed again, and picked up the treants trial, as well as spotting that several demons still plagued the lands around the plateau. Mendel accompanied him, and, dodging a flock of wyverns, they managed to find the treants. Zhedd informed them that the island had been cleared of skinwalkers, and the treants again thanked him for removing the taint of civilisation form the plateau. They seemed resistant to accept any further help, and eager to see the party leave so that they could reclaim the land for nature themselves without man- or elf-kind.
Dacien gathered the party to teleport back to Farshore, focussing on Professor Aldwattle's laboratory. As the spell neared completion, a fly darted up his nose, causing him to lose concentration. The party vanished and reappeared in an alchemical laboratory - but not the one they intended. As a bookcase golem started to move to defend its masters room, Dacien quickly dimension door'd the party out to the street. They found themselves in an immaculately kept cobbled road, an avenue with well kept plants and topiary. The smell of smoked haddock and hot metal filled the air. A passing dwarf with a wheelbarrow informed them they had arrived in Alchemos, on the continent of Bellisaria in the Empire of Alphatia - a great many hundreds of miles from their intended destination. Alchemos was the home of the Alphatian School of Alchemy, a prestigious site of learning.
The party started looking for somewhere cheap to stay, when Mendel decided to pick somewhere more upmarket, and spotted a lavish inn named The Silk Purse. At the door, after an initial look of derision, the proprietor seemed to mistake the party for some expected guests that were due to take part in 'The Hunt'. The party happily went along with the ruse, and were shown to a lavish suite of rooms. The next day, Dacien and Zhedd did some research at the library and Mendel and Antony did their 'research' at the taverns. They found out that The Hunt was actually an annual event where the Alchemists Guild would unleash a hellish alchemical golem of their own devising upon contestants trapped within a maze of invisible force fields. There had only been 2 winners in recent years, and taking part was seen as an act of desperation by down-on-their-luck mages looking to get their hands on the 100,000 gp prize for defeating the golem and leaving the maze. The party (almost universally) began to think taking part was a Bad Idea.
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