finally at the tower
Wineday, 26th Falkhyn, 1197 md
We wake up and continue on our way. We journey for a while, then see a small, ruined tower where “The Tower” was supposed to be. We keep an eye out for anything suspicious as we approach.
As we get closer, the tower seems to become more impressive, leading us to conclude that the initial appearance was an illusion. The tower rises four stories into the air, barely breaking the treetops in the forest. The only entrance that we see is a stone door at the top of a ramp.
Before we enter, Kelmar flies up to the top of the tower. He sees a telescope there, of fine craftmanship, but nothing else. He flies back down to rejoin the party. Beska sends Eddie the raven up to an upper tower to check out the interior. He sees an alchemy laboratory with all sorts of accouterments. It looks to be in active use, but not at the moment. He flies up to another window and sees a library full of books. In the library is a small red imp scribbling with a quill.
Taranee checks the door to see if it is openable, but doesn’t see a way to open it. We ask Drox to open it for us. It doesn’t look like that will work, so we discuss our options. Beska tries sending Eddie through to see if he can reconnoitre. He scouts the arrow slits in the front; they open into a room that has not been used in some years. At each arrow slit is a weapon rack with a crossbow, cocked and ready. The door to the room is closed.
Taranee and Kelmar decide to climb and fly, respectively, up to the alchemy lab. They do so, and enter the lab from the window. There is a cauldron in the lab full of a viscous grey liquid, looking very much like stone. They exit the lab to a hallway, then follow the hallway to a parlour. Nothing of interest is in the parlor, so they exit to a stairwell going down. They go down the stairs and find a large hall with three doors to the south. It is fairly ornately decorated with a table on a rug. The table has decanters, a tobacco jar, and pipes. There are wizardry-themed tapestries on the wall, and candles floating around the room at about seven feet. They do not hear or see anyone in it initially. As they enter, they see a fireplace against the north wall. They sneak in and start testing the doors.
They open the first door and see a room with glowing arcane runes in the floor. The runes lead to a statue against the far wall. Also in the room are two murder slits oriented towards a central passageway. They check the far door next. They find a very similar room, murder holes towards a central passageway, but the walls are lined with racks of weaponry and there is a smell of mold lingering in the air with a layer of dust on the floor.
They decide they want to bring the party up into the alchemy lab on the second floor. They lower a rope and start getting us up. When Drox ascends, someone tips over the cauldron, releasing a grey ooze which starts attacking us. We take care of the ooze and get everyone else up the rope. Then we decide to take on the imp in the library. We rush in the door and take him by surprise. We take care of the imp very quickly and check out the library. We look through the library and see what we can loot.
Drox checks out the room with the arrow slits. When he enters, the crossbows immediately spring from the weapon rack, hover in the air, and attack us. We fight briefly, then just leave the room, closing the door behind us.
Session: Game Session - Monday, Mar 20 2017 from 12:00 AM to 3:00 AM
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I guess we are fortunate that the enchanted weaponry did not attack as we approached the tower.