Our heroes finish up exploring the rest of the Moilian complex, collecting the two keys needed to access the final chamber. Within they find another Eldritch Engine, much like the one in the Garden of Graves, only better reinforced. Figuring correctly that this machine is both a part of the evil behind the desecration in the Feywild, and their Moilian disease, they commence focusing their arcane powers to destroying the mechanism.
As the machine begins to rip apart, a terrifying shriek is heard as an Acererak mimic descends from the ceiling and begins assaulting the players.
In the ensuing battle, Sgt. Furiehn Nicomander is targeted by the Demilich’s soul drain power, and subsequently vaporized. Having utterly consumed his soul, Nicomander is beyond the power of a Raise Dead ritual.
As the battle rages on, the complex in Moil, no longer held aloft by the magics of the engine, begins to fall into the necrotic sea of the shadowfell. As the building starts to sink, the terrifying Tortured Vestige manages to find it’s way in, as the barriers keeping the undead citizens of moil outside fail with the last sputtering of the machine. In the last minutes of the fight, the Acererak Construct is defeated, and the party collects the blackened skull as a trophy.
As the Vestige comes closer, and the ground sinks deeper into the necrotic sea, all hope seems lost, when a great Planar Dromond, piloted and manned by Rogue Modrons swoops in and rescues the heroes.
They explain that they are stranded in the shadowfell and need a component to fix their ship. They offer three months of servitude in trade for such an item and offer the heroes shelter as they sail from the doomed city that waits.
The Modrons explain that there are three methods of obtaining the object. They could either set sail for Gloomwrought, reaching the city in estemated three weeks of normal sailing. Or they could use a one way portal on board the ship to reach either the City of Brass or Sigil, the City of Doors.
Finding their ration supply not sufficient for sustained maritime travel, and the City of Brass a little too intimidating, the players instead choose to venture into Sigil. Unfortunatly, the portal is quite unpredictable without the central component of the ships navigational machine and they are teleported, along with S.Y.D. who is to be their guide, to the Cellars, a long sealed part of the Prison of Sigil.
It is here that the players find themselves faced with a mob of demented prisoners, an ego-maniacal sorcerer and an unknown extraplanar monstrocity that promises to guide the heroes in trade for her freedom.
Players in Attendance: Andri, Bjarni, Heiðar, Sindri