[Wealday, 29 Erastus 4708 A.R.]
In the
supernatural gloom caused by the uncanny black tower that looms over them, The
Reckoner and Goldcape talk about what to do next. The Reckoner’s sapient armor, Plate,
says they have to intervene to save Korvosa from living in permanent
shadow! Goldcape is more reluctant, but
is persuaded that the danger to the city warrants the tower being investigated. She earns the concession that they’ll enter
in the morning so everyone will be at full strength. Oddly enough, during the conversation, Anorak
has been completely silent. When the
invisibility he cast on himself during the vescavor swarm attack finally wears
off a dozen minutes later, the others see his eyes are vacant! Could his mind or soul have been drained away
when, as “owner” of the box, he destroyed it by placing it in the bag of
holding? The others drag Anorak to
safety and then, at Plate’s suggestion, heap piles of rubble in front of
the tower’s lone door to make sure nothing else emerges.
But as the improvised
barricade is being assembled, it seems the presence of a massive black tower
suddenly arising in Trail’s End hasn’t gone unnoticed by those across the
river! Four Gray Maidens, mounted on
hippogriffs, are streaking tower the tower from Castle Korvosa. Eager for a fight, The Reckoner uses an array
of wands to prepare himself, while Goldcape conjures an ettin out of pure
magical energy! Once the Gray Maidens
get close enough, Goldcape starts summoning bolts of lightning, knocking one of
the riders and her mounts into a spiral they can’t recover from. The other Gray Maidens circle the tower once
and then fly back toward the city at top-speed, obviously having been briefed
that a direct confrontation with the Harrowed Heroes is sure to end in utter
defeat.
Once the Maidens
have fled the scene, Goldcape buries the slain hippogriff while The Reckoner
recovers its rider’s weapons and armor.
One of the few remaining Varisians in Trail’s End, a farrier named
Giorgio, gathers the courage to emerge from hiding to ask what’s going on. Goldcape speaks with him and shares what she
knows. When the two agree that Queen
Ileosa may see the tower as a challenge to her reign and that its mere presence
poses a threat to Trail’s End, Giorgio agrees with Goldcape’s advice that the
remaining residents of the little community should leave for their own
safety. Giorgio says his people know the
ways of the road and will be gone at first light. Goldcape gives Giorgio a letter to show to
Jasan Aldern in Harse if they need a temporary place to stay.
In full knowledge
that, come morning, she and The Reckoner will enter the tower and perhaps never
come back, Goldcape leaves a note for Anorak explaining what happened and flies
quickly on Rocky to drop off Blackjack’s costume at the safehouse (along with
instructions to Sergeant Clenkins to forward the trunk to Vencarlo Orisini if
she never returns for it).
[Oathday, 30
Erastus 4708 A.R.]
In the morning, as
The Reckoner and Goldcape are getting ready for the ominous task ahead,
Goldcape receives a mental message from Yraelzin: “I’m with the Brotherhood of
Bone at the skull-topped tower on the shores of the crater lake. Laori is endlessly entertaining!” Goldcape tells The Reckoner the Brotherhood
of Bone are a small sect of the faith of Zon-Kuthon (the god of pain and
shadows) opposed to Kazavon, and must be the allies The Harrower told her about. She adds that one of them will betray the
other. But The Reckoner is more
interested in the present than the future, and only nods as he goes to
investigate the only entrance to the black stone spire. The tall door is located in an odd-shaped
recess and emblazoned with a bas-relief of people having their skin and muscle
torn out of their bodies by unknown forces.
The Reckoner’s keen eyes discern faintly glowing magical runes around
the edges of the door—a magical trap! As
neither of the pair are trained in trap removal, they try a variety of things
to discharge it harmlessly, but none work.
Finally, Goldcape hits on the clever idea of conjuring the magical
simulacram of a mite—a small, three-foot-tall, blue-faced fey, and instructing
it to touch the door. When the mite does
so, an incredibly powerful surge of foul necromantic energy completely drains
the life from the creature. But the
runes no longer glow, indicating the trap is in abeyance.
The Reckoner pushes the heavy stone door inwards to reveal a vaguely diamond-shaped room with ceilings almost thirty feet high. The dark stone walls seem to absorb light, as do two triangular pools filled with what looks like roiling ink. In the center of the room stands a waist-high pedestal that has a round platform mounted on it; the platform has a sharp, needle-like projection pointing to one of four arcane symbols along the edges. Before The Reckoner can venture far to explore, an enormous, bat-like creature shaped from utter darkness descends from the ceiling to attack! With one bite, The Reckoner feels the chill of the grave and notices some of his defensive magics vanish. But his heavily-enchanted silver battle-maul leaves deep sizzling wounds on the creature as it rages in the guttural Infernal tongue, “Trapped! Return Home! Mortimont!” In seconds, the creature lies dead at The Reckoner’s feet.
When it’s safe,
Goldcape joins The Reckoner in the interior of the tower. She can discern the pools of liquid and the
pedestal mechanism are magical, but not how they function. The four symbols, however, are apparently
planar sigils—one for the Material Plane (where the platform is pointing), one
for the Ethereal Plane, one for the Abyss, and one for the Plane of
Shadow. Empty squares indicate that
perhaps other sigils could be added. The
Reckoner surmises that this entire tower could travel between planes!
“I would be dead
without you! That was a close-run thing!” says The Reckoner in gratitude to
Goldcape. He uses a wand to heal his
wounds further, and then the two investigate the obsidian chests. Between the two of them, they can only
discern the words on one of the chests—written in Infernal, it says
“Blasphemous”. The Reckoner decides to
open one of the other chests, and finds a morningstar, a longbow, and a
longsword. When the other three chests
are opened, they reveal similar contents.
Goldcape can discern that all the weapons are magical, and that one of
the chests contains a holy weapon.
Concerned that the others could be evil or cursed, Goldcape conjures
another mite to place them all in a canvas bag for safekeeping.
The Tower of
Passage has been explored, with near fatal results. But now a new question arises: what should be
done with it?
GM Commentary
I think I may have adapted some of the layout and foes in the tower from one of the optional side quest adventures for Curse of the Crimson Throne presented in the Pathfinder comics. I added all the material about the plane-shifting ability of the tower.
Anorak's player was absent this session, which is why the character was incapacitated. (I always try to come up with semi-plausible reasons a PC can't participate)
It was a good thing they detected (and cleverly discharged with a summoned creature) the trap on the door; it was a CL13 harm spell, and 130 hit points of damage could ruin someone's day!
The first foe in the tower was a nightwing nightshade, while the second was a banshee. Both are pretty nasty foes, especially given the PCs' levels and number. Goldcape used heroic recovery to keep The Reckoner from becoming "dead dead"! The rewards in the chest were pretty sweet, and I think the holy weapons were used until the very end of the campaign.