Adventure Journal – Session 17
Having infiltrated Balthazar’s Tower in search of the second piece of the legendary staff of Angronomir, heroic wizard of the ancient world– Barrack, a defensive minded dwarven Fighter, protector of the party; Marik, a dragonborn Warlock, inescapably bound to a pact made with the fey that grants him praeternatural powers; Jaeran, an elven Cleric upon whom Pelor has granted a modicum of divine power; Luke, a cloaked half-elf Wizard of arcane might; Syxia, a tiefling Rogue, dark daughter of a cursed bloodline, her ancestors given to the infernal worship of fiends; and Ur-Kadar, dragonborn Paladin of Bahamut, a holy warrior dedicated to upholding the tenets of his faith and dispensing justice with his powerful axe – began by searching for the remaining rooms in the third level of tower.
The party is surprised to hear the sound of the levitation tube activating and braces for combat. To their surprise, and relief, it is their dragonborn warlock, Marik ascending into the main room. Although he looks like he has recovered from a grave illness, he assures the party he is fit to help them with this challenge. His arrival is timely as Syxia has become ill and is incapable of continuing. Whether it is due to a broken fingernail, wardrobe malfunction, lack of sleep, pouting due to lack of treasure or gender related illness is unclear. Preferring not to question her about it, the party moves on and inspects the rest of this level. They find a workshop with a variety of tools that look to be used for the assembly of constructs, a library of sorts that contained material on the research conducted in the tower that dealt with the mysteries of the human soul and the creation of golems and such, and a bedroom adorned with the sun and stars.
After inspecting this level, Syxia crosses the bridge through the cracking wall of energy, locates and then pulls the lever initiating the levitation tube to the next level. The party ascends to the next level to find themselves in a dark room that is filled with cobwebs. They recoil as they hear the mechanized sounds of gears turning and the chink of small steel tips reverberating off stone. Luke lets a scorching burst fly in an attempt to create light and burn down the cobwebs. These webs, however, are more resilient than normal they all don’t burn away immediately. Suddenly, a small, metal spider construct leaps from behind the webs and attacks Barrack. Barrack raises his shield in time and knocks it to the ground. From the doorway to the right another spider emerges and leaps into combat. The heroes engage the spiders and are largely able to fend off their leaping attacks all while avoiding the burning webs and choking smoke. Their efforts, however, have attracted a new foe. Lumbering into the room is a vaguely humanoid-shaped creature is composed entirely of webs, except for its eight spider-like eyes and sharp mandibles. Luke recognizes the creature as a web golem.
The area around the golem is a swirling storm of sticky threads that slows anyone near it and makes attacks against it more difficult. The golem also has exceptional reach and its sticky tendrils are capable of grabbing anything it touches. The party recognizes that the construct is vulnerable to attacks by fire and they attack it with every fire based assault they have. Barrack pounds the golem with his hammer but ends up being stuck to the beast, unable to move. Jaeran blinds the beast with a searing ray of light, but the golem retaliates by grabbing him and slamming him into the floor. In the end, the party endures and golem and the mechanical spiders are destroyed. The party scours the level and discovers several bedrooms that must have been used by the artificers working in the tower. They have not been used for a long time. Syxia again traverses the iron bridge, flips a switch and the party ascends to the top level of the tower.
This levitation portal opens to an expansive room the full size of the inner tower. They survey the room to see two large robotic beasts before them, five unfinished sets of infernal armor, a small metallic drake and a shield guardian adjacent to a robed, humanoid construct yielding a magician’s staff. It takes a few seconds, but the constructs spring to life and the robed figure, who we’ll call Balthazar’s Assistant, vocalizes with a strange, humming sound. Dialogue ensues with the Assistant asking repeatedly where the creator was and when he would return. Marik begins inching toward the door that the Assistant infers leads to the Staff segment. Ur-Kadar creates a clever ruse where he tries to convince the Assistant that they are his latest creations and that they were sent by him to recover the staff. Unfortunately, this does not compute with the Assistant’s linear logic and the situation devolves to combat.
Ur-Kadar and Barrack surge forward to engage the two large mechanical defenders allowing the other members of the party to focus on the smaller targets. Luke conjures a massive stinking cloud that destroys two of the incomplete minions and damages the shield guardian and the Assistant. The Assistant stays near the shield guardian, who soaks up much of the damage. The Assistant then does something unexpected and unseen so far by the party. He raises his staff and dispels the poisonous cloud. The spark lasher flies to the left and an arc of lighting shoots from his mouth and strikes Marik. The defenders, try as they might, are unable to make any headway as they either miss their targets are their weapons clang off their tough armor. In retaliation, one of the mechanical beasts opens his mouth and a deafening wave of force erupts, throwing several party members back and dazing them. The Assistant continues firing disrupting bolts that teleport their target 5’ if they hit.
The fight continues for some time. Luke has managed to destroy all of the guardian minions. Marik’s Hunger of Hadar inflicted damage initially, but the Assistant teleported to safety while the shield guardian moved out of range. The spark lasher continues to spray the party with bolts of electricity while the large robotic beasts continue to trade blows with Ur-Kadar and Barrack. The group realizes that they must change up the battle and focus on the Assistant. Barrack uses his shield and gauntlets to open some space and separate the two constructs. Jaeran then charges forward to engage the guardian and Assistant and calls upon Pelor to create an area of consecrated ground. Barrack then follows Jaeran as they plan to focus their attacks on the Assistant. Meanwhile, Ur-Kadar is finally heating up and manages to destroy one of the massive constructs. The Assistant raises his wand again and with a blast of arcane energy destroys Jaeran’s divine zone of healing. Luke and Marik, who have been concentrating on the spark lasher, take one more blast of electrical energy before they combine to destroy the pest.
The remaining large defender seizes the opportunity to move and engage the elven cleric. Its large metal jaws strike twice viciously, knocking him unconscious and near death. The Assistant then turns in the direction of Marik and Luke and unleashes a shriek of deafening thunder. Marik absorbs the full effect of the blast and he crumples to the floor, while Luke manages to ward off most of the damage. The party is now down to three combatants. While Barrack is exchanging blows with the shield guardian, which is tantamount to two stones smashing into each other, Ur-Kadar bears down and raises his mighty axe. He lands a critical blow on the beast and sends metal parts scattering. His next assault both finishes the automaton but also heals Jaeran, who was very near death, as well. Barrack finally reduces the shield guarding to a small mound of rubble, leaving the Assistant all alone. The remainder of the fight doesn’t last long and the Assistant is powered down for good.
A quick search of the room reveals a handy haversack in a desk. Inside the sack are a +2 Pavise Charm, +2 Baffling Cape, potion of clarity, Boots of Unchecked Passage, and two stones that are laced with arcane power. In the desk is also a notebook of some age. Thumbing through the back of the notebook it appears that the writer discovered the location of the Temple of Elemental Chaos, where he believes more pieces of the Staff of Angronomir reside. Remembering the reason they came in then first place, they open the door to reveal yet another iron bridge. Only this time, the bridge has two small arms that extend out the side and the staff segment appears to be powering the wall of crackling energy. Luke uses his mage hand to recover the Staff piece and the strange black lightning suddenly ceases.
Barrack, always curious, follows the bridge over the small room on the other side and attempts to smash out a window. While it is magically sealed, the stubborn dwarf turns his attention to the stones holding the window in place. Although it takes almost an hour, the party wisely chooses not to interfere with a determined dwarf who is perturbed about his recent battle. They conceded that it is better for the stone to feel his wrath than any one of them. Eventually, the stone is dislodged and he peers into the land beyond. For what must be miles around the tower, the land is charred and desolate, with little vegetation and no signs of life. Satisfied, they return to the main room and Jaeran prepares the portal back to Nelatharian’s.
The party arrives in Neltharian’s cellar. Neltharian greets them and asks of their recent happenings. They briefly explain what they found in the tower and their recovery of the staff. Luke had joined the two pieces of the staff, thereby proving to Neltharian that they were successful. After a few minutes, the party asks about the third piece of the staff and Neltharian tells him that his research leads him to a location in the Glimmering Peaks. The wizard believes the fragment could be in an ancient temple located high in the snow-packed mountains. The party decides to take their leave and head over to the Crested Cock to consider their options.
They arrive at their favorite tavern and are greeted by Meldrick and his wife. While the crowd is relatively light, Pendingle is strumming his mandolin and singing in the back. He gives the party a wink as they enter and joins them upon completing his ballad. The bard and Luke share a quick pint and Luke agrees to provide another magical light show to go along with his playing. Syxia heads straight for the baths in an attempt to rejuvenate. The remainder of the party reviews their options. Concerned that the party seems to always be a step behind the cultists, Barrack floats the concept of sacking a Tiefling House. It appears the tieflings are in league with the cultists and this tactic may provide more useful information. Additionally, if they chose to target Syxia’s House, it would also remove the existing threat of retaliation for her escape. While the plan has merit, they decide to pursue the third piece of the staff. They decide that they will head to the Glimmering Peaks by way of Inequity and Draig Durrock.
Barrack then makes a quick trip up to the Keep to visit with Greven. Barrack updates Greven on their progress, reviews their next course of action and asks him to have someone discreetly keep an eye on Neltharian. Greven scoffs at watching the “crazy old coot” but eventually agrees. Greven informs Barrack that there have been no undead sightings and that Folkestone continues to grow. Satisfied, Barrack returns to the Crested Cock and finds that Jaeran has left to talk with Father Corus. Father Corus has found no information regarding the shield, but has asked his colleagues in Dunwin for assistance. Barrack and Ur-Kadar then travel to the Shrine of Bahamut and fledgling Temple to Kord. Both of these temples continue to grow and so each warrior leaves a handful of gold coins to continue the work.
The party returns to the inn and retires for the evening. They rise in the morning and prepare for the weeklong journey to Inequity. Upon leaving Folkestone, Barrack receives another message from Tolinyr. The eladrin wizard says “Friend, I have grave doubts that the ancient artifact you seek can be used for good. What is broken should not be remade.” Barrack then replies that they would like to learn more and that they should meet so they can discuss this matter in detail. Tolinyr quickly replies that he would like to meet, but he cannot at this time. He will send word when it is time, but he expects it to be soon.
The trip is otherwise uneventful and, upon arriving, they seek an audience with Lord Braccus. They are told it would be the customary 15-20 minutes and they are surprised when Braccus comes down to meet them personally in less than 5 minutes. They exchange pleasantries while they all walk to Braccus’s primary chambers. Braccus appears to be in much better spirits and he confirms that Inequity’s affairs are getting along quite nicely. The port is busy with traffic and the dwarves have even sent their first caravan of trade goods to town. Barrack informs Braccus that they intend on having a discussion with Isenicus from the Moondust Temple. Much to their surprise, Braccus indicates that Isenicus is already in his dungeon. Braccus says that he received the party’s warnings and decided not to take any chances. So far, Isenicus has been unwilling to provide any information. Braccus says that the party is free to question the prisoner, but adds that it must be done discreetly. To wit, Ur-Kadar says “We don’t do discreetly.” Barrack counters by telling Braccus that they won’t leave any visible signs of interrogation.
The party begins by attempting to intimidate the false cleric of Sehanine, but his warped mind does not yield. He refuses to acknowledge any connection to the cultists and professes his innocence. Barrack and Jaeran then remember the man they saved from the clutches of the cultists and they leave to fetch Delyd from the Sun Temple. They are pleased to find that Delyd has become an acolyte of Pelor and he continues to make progress back to a normal life. He agrees to accompany the dwarf and elf back to the Keep, but says that he remembers very little of that black time and will probably be of no assistance. However, as his eyes meet with those of the man in the cell, he freezes. Delyd’s mouth is agape and his eyes are wide with terror and the room fills with the pungent smell of urine. It’s clear to everyone, including Isenicus, that the man in the cell is associated with the demon cult. Feeling for Delyd, Jaeran escorts him back to the Sun Temple and he leaves him in the care of Brother Kleros.
Back in the dungeon, Isenicus’s mood changes and he turns violent and evil. He tells the party that his brothers will succeed in freeing Orcus and that he and his demon hordes will wash Soltara clean leaving on his brothers to rule over the land. He also says that Helvanicus, or Brother H, has already opened three of the portals and they will soon find and open the fourth. He repeats that there is nothing the party can do to stop his brothers. The party is able to find out that Helvanicus is east of Ithacar, somewhere in the wilds of Wysteria, searching for the remaining portals of power. Knowing they have learned all they can, they leave the prisoner and inform Braccus of what they have learned. Braccus then sentences Isenicus to die and he will be hanged as a traitor at first light tomorrow. Finally, Braccus asks Barrack to serve as an emissary of Inequity and seek a stronger bond with the dwarves of Draig Durrock. He agrees and the party retires to the Black Gull. They set off for Draig Durrock the next morning after watching Isenicus hang.
The party arrives in Draig Durrock after an uneventful week long journey. They are greeted warmly and given the best of accommodations. Thurr explains that they are doing well and that the inhabitants of Draig Drammen decided to join them, in addition to several smaller clans that were hiding in the hills. While they would like to retake Draig Kharrak, they will wait patiently, a skill in which dwarves are proficient, until they are ready. Barrack then asks Thurr if they could leave one of the portal stones with them so that the party could return here quickly. He explains the possible dangers in allowing the portal to remain here, but Thurr agrees to have a special room constructed to hold the relic safely. Finally, Barrack conveys that the leadership of Inequity would like stronger ties with the dwarves and Thurr agrees. The party leaves the next morning for the Glimmering Peaks.
The journey though the mountains is long and difficult. There are several times when the group was close to losing its way when Luke or Jaeran were able to recover. As the group nears the base of the white capped mountains, they stumble upon a large cave emitting a foul odor. With Syxia refusing to investigate, the group decides to investigate the underground lair. The party enters into a rather large cavern with a small, noxious pool on the opposite. The inhabitants, three large trolls are surprised and the party gets the jump on them. Barrack and Ur-Kadar move to the front in an effort to form a defensive wall using the cave’s natural entrance to shield the rest of the party. Two of the trolls lumber forward while the third retreats deeper into the cave. Barrack recognizes the larger one as a cave troll mangler while the other one is a more common fang troll.
The mangler makes its way forward with more speed than one would think given its size. The beast uses its grotesquely large hands to grab and hold on to its victim. It is powerful enough to use a held victim as an improvised club or simply launch them a good distance. Having fought trolls before, the group wisely uses its fire and acid attacks each round. These consist of Ur-Kadar and Marik’s breath weapon, Luke’s scorching burst, and Marik’s gloves of eldritch admixture, which allow him to add fire or acid damage to his cursed targets. Jaeran conjures a blade barrier and Barrack makes good use of his gauntlets of the ram to continue pushing his victims into the blade barrier. Despite Ur-Kadar getting flung like a projectile, and a few more bumps and bruises for the party, they finish off the two trolls and move into the cave. Syxia blatantly refuses to enter such a smelly place despite Barrack’s threats to bind and gag her. Instead, she agrees to stand watch outside the cave.
The party advances to the rear of the large cave where they encounter a fang troll, a bladerager troll and an immense troll standing before a crude throne covered with uncured hides and captured banners. A crown of black iron wrought in an ancient design is hammered—literally, complete with twisted iron nails—onto his head, although his green skin has grown over the crown’s black iron band in places. The fang and bladerager trolls advance to engage the party while the troll king is content to stay back. The party is surprised when the troll king fires a necrotic bolt from his hand. While melee continues, he waves his hand and summons four shades into the combat. The shades take up the forms of fallen heroes: fighter, wizard, ranger and rogue. The fighter shade closes for combat while the other shades move and attack from range. The pitched battle with the forward trolls continues and the party makes progress. The party again combines its elemental attacks of fire and acid and they combine to destroy the fang troll.
A ranged blast from the party dissipates one of the shades but the troll king summons it again on the next turn. As Marik nears unconsciousness from damage sustained in battle, he can feel his soul being gently tugged in the direction of the iron crown. There is no doubt that this artifact is an evil relic. But before they can decide what to do with it, they’re going to need to carve it from its current resting place. As one of the shades flanks the party, the party recoils as they see the troll touch the crown and instantly trade places with the shade. Marik uses the thief of five fates power to steal an action from the troll and buy the party some time. As the bladerager troll is finally put down the party is now free to concentrate all of their attacks on the troll king. While it is a difficult fight, the party holds nothing back and they eventually slay the troll king. While Luke, Jaeran and Marik investigate the crown, the rest of the party picks through the cave and discovers a variety of items, gems and gold worth approximately 2,500 gold pieces. The party’s next move is to decide what to do with the crown and then begin climbing the mountain to find the Palace of Burning Ice.
Wednesday, October 21, 2009
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