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Thursday, November 14, 2013

Session LV: Beneath The Wizard's Tower

Making their way across the chaotic bloodshed that Caladan had become, our party, carrying their wounded and dead companions, enter the guarded gates of the Temple of Mithra.  Here they are healed by Father Downing, however, he refused to bring back to life Thovin who was a follower of the Black Church.  Sending them on their way to continue the fight against Utasu and Zadir the Stygian usurpers, Downing sent the priest Christopher to aid them in their battle.

Outside the temple, the party came across Gnarly who finally brought along his Mushroom-men to the battle.

Working their way across town again they sought the Black Church.  There, Thovin was brought back from the dead in the secret rituals of the Black Church but at what cost....?

So, fully healed and together again, the party worked their way back to the Merchant Guild and the Wizard's Tower.  There they found Capt. Vanir who informed them that Baron Blackmoor had slain Utasu on the steps of the guild along with his soldiers and monsters.  He then persued the pirates back to the docks and left the Captain with the task of hunting down the wizard Zadir who had retreated into the tower - which he asks for the party's assistance.

Rumor had it that the tower was raised up in a single night by the powers of Zadir.  There was no way into the polished stone tower itself but there were four domed structures each with an entrance to the underworld.

Choosing one of the domes, the large party (now consisting of our party, Capt. Vanir and his soldiers, Gnarly's mushroom men, a priest of Mithra and a couple from the Dark Church) descended down...

There they first ran into a wizard apprentice and his bodyguard.  After making quick work of the wizard and freeing the bodyguard of the wizard's enchantment (and being chastised for the mistreatment of Capt. Vanir's red shirts... er soldiers), they moved on and ran into a Manticore.  Killing the beast they found some treasure in his lair and a strange piece of metal.
 Continuing onward, they soon opened a door and were chased by a giant bolder rolling down the hall smashing to death half the party!  It took quite a while for the survivors to figure out that it was just an illusion set by the wizard and that their companions were quite alive (the silence at the table as the players found half their PCs dead was a priceless DM moment, really you should have been there)!

Moving forward they came to a dead end with a polished black wall similar to the walls of the great tower.  In the center of the wall they discovered an indentation, a portion of which matched the piece of metal they found earlier.  Figuring that it was probably one portion of a key and that the other pieces would be hidden in the other domes, they backtracked and entered the second dome.

A No-Prize for any reader that can guess what adventure
I've dropped my players into!
Following the passage they came upon a room with a large crystal ball with shadowy shapes swiming around inside.  The crystal rested upon a pedestal with four words on it. As each word was spoken, one of the shapes would fly out, take shape and attack the party member who said the word.  The first person to speak the word was Maximus the Chaste who was them mauled by a Carnivorous Ape.  Saved by the Half-orc Arg, they called out the other the monsters and killed them gaining the crystal ball as their prize!

4 comments:

  1. Very interesting story. I have no clue what dungeon you are dropping them in. My knowledge of modules is very limited. Mostly the G series, Hommlet and some Judges Guild stuff that is murky.

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  2. White Plume Mountain, if I am not mistaken (and I may be)

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