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 Episodehttps://wjrrofm.blogspot.com/2025/02/b1e23-rite-of-passage.html

 

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