B1E22- Tracking the Towers
Jarl (human Wizard, Bill), Mareshi (human Cleric, Tony), Draggo (Dragonborn Barbarian, Brian), Thokk (half-Orc Warlock, Duane), Knott (Firbolg Druid, Matt), Fabian (1/2 elf Bard, Goeff)
Y10- Forest: the arboretum at last, with its
canopy of gold leaves in contrast to the icy bleak surroundings. No wind yet
the leaves sway. Thinking any wood will do per the task of getting a wand of
nether-oak, Knott breaks a branch. Four threatening Needle-Blight confront the
druid who explains in their tongue, “I’ll bring it back.” Learning the tree
speaks common, Knott apologizes for his act, but the tree explains wizards have
been taking his branches for eons. How their lust for power led to their
transformation to nothics.
Y11- Divination Tower (Hands/Eyes): After a long
rest, we trek to the closest tower whose roof is missing- its spire broken off.
When Thokk questions what happened to it, floating eyeballs answer, “Ask and we
shall find. It broke off and landed in the observatory (Y15).” Thokk finches in
some pain at the answer. Thinking augury, Jarl asks if we have to complete the
tasks in order: any order. Feeling pressure on his eye (something trying to
pluck it), Jarl realizes he or Thokk might have lost an eye had either failed
their CONsaves. With all the eyes floating about, a lot of weak (now blind) wizards
must have asked their own questions! Ahh, Nothics devolved from one-eyed wizards!
Y9- Library: with its giant doors open, we see
movement. A blind penguin waddles from shelf to shelf pulling down books to
then deliver them to a jackal (Scrivenscry). Per the jackal, “You must
be the librarians. Don’t just stand there, help the penguin find my book and
scrolls. Start with the scroll of Planes Shifting but more
importantly, find the Book of Keeping.” We soon learn the jackal
was once a Netherese sorcerer but devolved into a fiend. He awakens animals from
a menagerie (like the penguin) when he needs help. The book he seeks is a list
of demonic names: with that in hand, he could control the demons in his desire
for domination!
Combat begins when Knott tried to dispel magic. Thankfully Thokk acts
first to interrupt the lich’s casting but still takes a blast of necrotic
damage. We retaliate with spells only to learn it relishes the healing blast of
fire or acid! Tuned to inflicting the right type of damage, a severely wounded Scrivenscry
shifts to another plane to escape death.
We use the silence to heal and to search for scrolls, finding: Wall
Ice, Chimes of Opening, Leoman’s Tiny Hut. But Jarl is on the
hunt for the book. With his own portent preparation and help from the others
(Arcana DC30), he soon finds the Book of Keeping. Or should I say
the beacon that will draw a healed Scrivenscry as his nemesis from
another plane!
Y5- Prison: most cells are broken. The prison empty or
the tomb of dead prisoners. At least Fabian finds manacles.
Y6- Base of Arch: (like the St
Louis arch) but a powerful force field prevents us from entering. Didn’t we
hear from somewhere that we need to complete a ritual first? Glean the clues
from the 8 schools of magic.
Y12- Deep Well: illuminated by the purple
streetlights. Mareshi casts dancing lights to see further into the 100ft deep
well: movement! A large monstrosity… a 5-headed abomination of melted bodies
that start to climb the ice-slick sides as if drawn to the light. The cleric
casts web to halt its advance which gives us the chance to blast it with spells
or ranged weapons. I wonder what would have happened if we tossed a coin into
the wishing well: a penny for your thoughts.
Y13- Large Market Hall: destruction
everywhere and not just from the city’s fall. We hear loud metal stomping and
soon see a headless iron golem on the rampage. And from the looks of things,
it’s been at it for eons. We remember seeing its head in the ice-rooms outside
the city in the frozen passages under Reghed Glacier. But something else
burrows under the floor: a huge stone golem (SG- with a maw in its chest)
emerges!
Jarl quickly learns it is resistant to Lightning. While others strike
with a spiritual weapon or Eldrich Blast, Knott summons a giant insect while
also casting radiant bolts. At least the SG stuffs the insect in its maw which
blocks the maw from eating us! More depletion of spells to eliminate the
threat. And spells to heal.
Y15- Observatory: at a distance, it’s easy to see the Divination spire that has crashed thru its roof. Blue humanoid figures guard the doors and wave Mareshi off when she approaches. Threat or warning?
Knott turns into an owl and flies to the roof where he can
see a frog-like creature peering thru the telescope that is aimed at the inside
roof of the glacier cavern the city occupies. The green Slaad takes offense at
Knott’s endless verbal pestering until it points a finger to cast fireball.
Meanwhile, back at the door, Thokk pushes past the blue guards and
enters the 1st floor where a blue Slaad confronts him. The half-orc
knows enough about Slaads to exit the building to then rope climb to the top.
Mareshi flies up on her own while Jarl uses his magical rope to climb. From
their perch they can read the inscription on the Divination spire: Third: A burnt palm loosens
the tongue. Share a secret about yourself for all to hear. They also
see the green Slaad hard at work. Mareshi talks telepathically to the Slaad to
explain how we killed Auriel who cast the realm in ice. From the slaad she
learns, “I’m trying to get the city out of here. I’m sure Auriel was worried
about the lich Iriolarthas who I locked up in the center tower. Avoid
him unless you know where his phylactery is.”
Y16- Immense Crystal Dome: the see-thru
building houses a diorama of miniaturized landscapes and features. It is a
museum of stuffed animals. A machine (with 8 egg-shaped barrels attached at the
ends of arms like a centrifuge) occupies the center of the diorama. Arcana
study allows us to realize a large amount of blood must be put into the
barrels: operation of the machine would create a creature loyal to whoever
started the machine. Mareshi uses her Ram-Ring to break the devise, “No one is
using blood magic if I have anything to say about it.”
After a short rest, we continue in our search of the city. [Apparently
Mareshi has become cursed.]
Y14- Clothing Store: blue
constructs act as employees welcoming us into the store where silk drapes hang
from the walls, spun by Phase Spiders who stand at the ready. Thokk steps onto
the platform where an illusionary silk-smith asks for his order: soon the
spiders weave his cloak plus hood detailed with a spider emblem. Mareshi is
next describing a robe of protection but only gets a finely woven robe. On to
the next stop…
Y18- Toppled Tower: ruins lay
about the broken tower at its base where 200 crawling grey hands are busy
excavating brick by brick. They’ve been at it for at least 50 years with maybe
50 hours to go. Detect Magic reveals an aura of Necromancy. Mareshi casts Stone
Shape to create an opening that the hands rush into. There-in lies the
corpse of their wizard master (Cadavix). Mareshi casts Speak with
the Dead to learn: Seventh- Trace a circle with the ashes of the dead. She also
learns the lich Iriolarthas’ phylactery is stored with the Mythallar
(Weather Control Device at the heart of the city). And that it looks like one
of those maw-beasts! The lich has knowledge that can disrupt all time. Finally,
he can be thwarted by using the anvil to destroy all magic items.
Y7- Tower of Conjuration: We visited
this place once but failed to learn its inscription. Time to head back.
As for the clues gathered so far:
Y4 Conjuration Tower: First, shield thy heart with a wand from the nether oak to enter the
tower.
Y11 Divination Tower: Third: A burnt palm loosens the tongue. Share a secret about
yourself for all to hear.
Y18 Necromancy Tower: Seventh- Trace a circle with the ashes of the dead.
Next Episode:
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