Saturday, March 31, 2018

Shattered Star - Beyond the Doomsday Door - Stone to Wall spell


Casamir raises Wil from the dead and allows the party to rest as he continues to tell them story of what has been going on and explaining the lay of the Abbey.

As previously mentioned, Casamir's daughter Koriah had been turned to stone by Ardathanatus and his followers who are members of the Cults of the Dragon's below. Casamir tells them that it appears she is in across the covered bridge in the cliff-side tower that overlooks the ocean.

Casamir further tells them that he believes Ardathanatus passed through the Doomsday door, but it has relocked. Unless the party can locate the key - they likely cannot follow. However, it is possible that if they find his daughter first, she could hopefully assist.

Casamir says the way to get to the cliff-side tower is back through the dining room where the party killed many of the giants. There is a pair of guardrooms and then a grand staircase that leads to the tower proper. From there, there is a walk way across into the cliff-side tower. To get to the lower part of the abbey, the party most pass the doomsday lock which leads to the stairs that go down. Casamir reiterates that he doesn't know where the key to that lock is. He explains that the clerics of the abbey always used hidden trapdoors to go into those parts and left the lock alone. Casamir doesn't know what state they are in as Ardathanatus knew about them and may have done something.

The party decides to attempt to bring the statue to Casamir in hopes of him breaking the stone enchantment. Casamir says the tower has a couple studies the great meeting room where the clerics of the abbey were.  Before the party leaves, Casamir says, "When you do eventually go to the lower parts of the abbey, a couple floors down you will find the chapel to the wind song. That is where the blowing wind enters to make the song. If the other clerics and Ardathanatus haven't found it, there is a hidden stash of equipment in a secret panel behind the altar there."

The party leaves Casamir in the lighthouse and heads to the tower. They make their way to the guardrooms at the base of the tower. Sure enough, there is a stairwell to the upper floor. Draped over the bannister is a circlet with an extravagant headdress. Will attempts to inspect the headdress and accidentally activates a pit trap. However, thanks to a long lasting "overland flight" spell, he doesn't fall. The party realises that this is one of the trap doors Casamir indicated. However, the doorway at the bottom is blocked via bricks.

Will picks up the headdress revealing a glyph on the bannister. The glyph explodes in a sonic blast causing a damaging shockwave. When the party recovers, inspection reveals the headdress is a headband of mental prowess +4 to wisdom and charisma!

Tryptic takes the headband.

The party continues up the stairs. They go into a circular room with windows looking out over the sea. There is a door next to the stairway. Another door leading further into the tower. Three chairs that are facing the windows - nice spot to sit and meditate. The windows have been smashed.

The party goes through the next door and enters a rectangular room that is almost completely lined in wood. There is a round table and a single cushy chair. There are several stools sitting next to a large fireplace. Two tall bookcases flanking a window with flowery stained-glass designs.

Tryptic examines the window - it's well crafted.

Morrigan looks at the books. The books are unusual. They are poetry and litanies. They are written in Aklo and Abyssal. They are grim and blasphemous and worth 400 gold. If you reference them making knowledge planes/religion +2 circumstance bonus. One has an unusual bookmark with a verse written on it.
The verse on the bookmark

The party debates if this is a route through the maze or some sort of combination before moving onward.

They find themselves in what appears to be the NW corner of the tower.  The room has high back leather chair overlooking the ocean Tryptic notes stains on the chair and concludes they have pets.

Party continues into the "tower proper". They pass through a door that opens into a huge room open central chamber surrounded by an ambulatory creating an inner room with 5-foot arches lead to the centre. The centre has a 20 feet ceiling vaulted supported by wooden timbers. There are 18 ornate wooden chairs - each has a holy symbol of a deity.

The party is met by a band of redcaps, mummies, and some sort of zombie bugbear who quaffs a potion and orders them to attack.

A desperate battle follows which the heroes barely survive.

Afterwards, the party examines the room and the chairs with holy symbols and finds evidence that someone was decapitated, but nothing else beyond the gear the monsters had.

The party continues exploring and come to an enclosed bridge that leads to the next tower. The walls are decorated with stained glass of beautiful landscapes.

At the end of the hall are a couple of Vrocks who attack. They summon another Vrock. However, the Vrocks prove no match for the party who make very short work of them.

The room beyond is finely tiled with ceramic and glass and has a pleasant floral aroma. A large stone circular bath arises from the floor.

Standing there is a grinning redcap and a hill giant.

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