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.
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 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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