[Oathday, 30 Erastus 4708 A.R. continued]
As if slowly
rousing from a tranquil sleep, Anorak wakes up to find himself in a small
cottage. He’s still wearing his damaged
armor, and quickly his last memory comes back to him: the tower! Fortunately, Eldritch is there to fill him in
on what happened (though, from the bird’s telling, Anorak has been “abandoned”
by his colleagues and should seek bloody revenge). Anorak grabs his axe from the pile of
possessions heaped nearby, and heads out to find Goldcape and The
Reckoner. Realising they must have gone
into the tower (as the front door stands ominously open), he goes inside and is
quickly reunited with them.
Goldcape and The
Reckoner explain what they encountered in the tower—the nightshade and banshee,
as well as the strange magical pools, pedestal, and weapons. Anorak’s awakening is most fortuitous, as his
expertise in all things arcane gives him insight that the others lack. He realises that the pools of inky liquid are
in fact repositories of semi-tangible negative energy! Falling into one would mean death for most
living creatures. But the dwarf realises
that they in fact serve as the power source for the central function of the
tower—travelling between planes! By carefully
manipulating the pedestal mechanism, the tower could transition between the
four planes marked by sigils around its perimeter—the Material, Ethereal,
Abyssal, and Shadow Planes. But such a
transition draws huge amounts of negative energy from the pools, making it
possible for the Tower of Passage to function only once per day. Unfortunately, because the box was destroyed
when it was placed inside an extradimensional container, the tower is no longer
mobile geographically within a plane. On
the Material Plane, it will always manifest in this precise location in Trail’s
End!
The group discuss what to do with the tower. Goldcape argues they should use one of his summoned mites to activate it to take it somewhere else so it will no longer menace Korvosa—and to keep it out of the Queen’s hands. The Reckoner argues that would be a mistake, as monsters in one of those other planes could take the tower back to the Material Plane and attack! As usual, Anorak sides with The Reckoner against Goldcape, and the matter is settled. Plans are made to post a warning sign and a minor locking enchantment on the door. That plus a dangerous magical trap that will soon reset, are hoped to be enough to keep intruders and stray passers-by from interfering with it. The constant gloom projected by the tower will just have to be withstood, for now.
When Anorak and
Ralph return to Trail’s End, Goldcape lets them keep watch on the tower as he
flies on Rocky’s back to his safehouse.
He’s decided he wants to take Blackjack’s garb with him after all. He also charges Sergeant Clenkins with a new
mission: to keep an eye on the tower and shoo people away (but not to engage
any Gray Maidens or other agents of the Queen).
Clenkins agrees, explaining that a concrete mission will be good for the
rebel troops he’s training. When
Goldcape returns to the others, he magically repairs Anorak’s damaged armor.
The group decide
to spend the night in an inn and then depart in the morning. But the logistics of getting a disparate
group of adventurers, their gear, and their animal allies ready to go proves
surprisingly challenging! When Anorak
tries to teleport everyone to the inn (the Burnt Honey), his spell isn’t
powerful enough, and he appears with just Rocky and Eldritch! Annoyed at being left behind, Ralph starts
riding his horse toward High Bridge while Goldcape magically takes on the
aspect of a frog to swim across the Jeggare!
“Thank you so much!” she says sarcastically, dripping wet, when she
finds Anorak at the inn. Ralph has even
more unkind words to say to Anorak. Over
dinner, the trio discuss their current problem.
They were planning on using magical wind-walking scrolls to hasten their
journey to Castle Scarwall—however, upon close examination, no one in the group
is certain they know how to activate them!
Ralph decides they’ll need to find a cleric in Korvosa, but that too
presents challenges: the Temples of Asmodeus and Abadar cannot be trusted (as
they’ve thrown their allegiance behind Ileosa), the Temple of Sarenrae is being
watched, and Bishop d’Bear of the Church of Pharasma is still on board the
Black Ship. Ralph says perhaps he’ll try
the nearby shrine to Shelyn (goddess of music and art) in the morning. Meanwhile, Goldcape puzzles over Yraelzin’s
earlier messages indicating he was staying at the “skull-topped tower” near the
“crater lake”. He pours over his
recently-acquired book on the Hold of Belkzen and finds absolutely no mention
of a skull-topped tower.
[Fireday, 31
Erastus 4708]
After lunch, the
group makes a final (and ultimately successful) plan on how they’re going to
leave Korvosa. First, Ralph stables his
horse indefinitely at the inn. Second,
Goldcape magically shrinks Rocky down into a small figurine. Third, Anorak teleports everyone to Kaer Maga
in the hopes that they can find someone there to read the wind walk
scrolls for them. Something goes wrong
with the spell once again, this time wracking everyone with pain, but they do
all appear in Kaer Maga. Anorak had
chosen the “esoterica” business run by the memorable vampire proprietor
Froderic, and when they appear, he’s drinking blood from the wrist of an
obviously-hypnotised young elf. Seeing
potential customers appear, Froderic sends his snack away and begins
negotiating. The group isn’t able to get
the price that Phaeton wanted for the magical rod, so they decide to hold onto
it for now. Ralph is able to unload many
of the magical weapons discovered in the Tower of Passage.
As the sun starts
to slowly slip over the horizon to bring another day to a close, the Harrowed
Heroes are finally on their way to Belkzen.
But with one ominous tower ahead of them, and another left behind, what
does the future have in store?
No comments:
Post a Comment