B1E14 The Spire of Ythryn

Donobis (Tiefling paladin, Bill), Mareshi (human Cleric, Tony), Draggo (Dragonborn Barbarian, Brian), Thokk (half-Orc Warlock, Duane), Knott (Firbolg Druid, Matt), Fabian (1/2 elf Bard, Goeff)

Per the ramblings of the Arcane Brotherhood wizard Vaelish Gant (held in the Revel’s End prison), we travel south to Ten-Towns where Mareshi shops for spell components (pearls) in Termalaine before journeying onward to Byrn Shander enroute to Easthaven and the ice world beyond. Our destination: the Reghed Glaciers where we hope to find the fallen city Ythryn.

We seek refuge in a cave from a blizzard, only to exit and be confronted by 3 Yeti. One chases off after a conjured badger… it escapes our killing blades and spells. Not so for the 2 that remained.

A snow-covered peak proves to be a spire of the fallen city. Tracks around the hole at the base of the spire prove to be that of a Basilisk that borrowed its way in. Tracks entering the hole prove the underground to be its lair. We cautiously enter to soon realize this spire is upside down: room floors are now ceilings. Eon old laboratories and studies await our exploration. But prior rummage tattles on an earlier visitor.

The orb presence of Skant recognizes titles of some books: Magical Works of Netheril, Mysteries of Phaerinm, Wizards in the Hollow, another about the underdark. A claw-carved tunnel reminds us of the Basilisk as we come upon cages that once held insect people known as Thri-Kreen (ants).

We descend more levels till we come upon a room under a silence spell with the skeletal remains of a wizard missing his ring finger, broken off. More books: Againer Guide to Phantastic Illusions, The Unfettered Mind of a mad man with illustrations how to keep the brain alive in a jar.

We descend via the carved tunnel and come upon a lab with alchemical bottles, more books, a brass key, and a scroll tube made of the black-stone chardalyn that eventually is broken open to reveal a spell of Invisibility. Mareshi and Thokk take interest in an amulet displayed on a table.

Another room has been re-arranged and includes an undead wight (named Krintas) and a simulacrum copy of the Red-Wizard of Thea we know as Dzaan. Dzaan tries to convince Knott to enter another room to sacrifice but a spark of life to activate illusions that would become reality. Knott convinces Dzaan to enter the lowest chamber to rid the spire of the Basilisk as proof of his words. But even with the deed done, Knott denies any deal of himself offering a spark. Meanwhile, Thokk studies more books: Lost Scrolls of Ythryn, Shadow, Here Lies the King, Vintasslass.

Donobos has had enough of the evil undead… Dzaan disappears, leaving the wight Krintas to face the party alone. Once dispatched, we find Dzaan cowering under a bed (afraid of the monsters: us). As treasure, we take the golden 5ft diameter disk displayed in the illusionary room. All the while ignoring the illusionary wizard boasting of his creation, “Behold my masterpiece…”

Another room contains skeletal remains and a Will-O-Wisp guardian that turns invisible at our first attack. Many wasted spells and random blade swings before we determine the Wisp long gone. Leaving us free to search the room where we find: a magical chest under a bed. Inside: an ancient leather spell book with runes on the spine that match the amulet found in another room above. Could this be the amulet that controls the Shield Guardian construct we left in Easthaven?

After a long rest inside a temperature-controlled room, we exit the spire back into the Iceland realm. And that is when we spot the huge beam of light that shoots up to the sky from far south of us. Our best guess is the light originated from where we found the nautilus spaceship.

Next stop: Checkout the light but first stop in Easthaven to retrieve the Shield Guardian construct.

Next Episode

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