Session 4: Difference between revisions
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{{Session | {{Session | ||
|title=The Ruined Tower | |||
|first-letter=W | |first-letter=W | ||
|log=ith horses provided by [[Jade Aewynn]] - the captain of the Citywatch of [[Abador]] - the party made their way towards the [[Daggerborne Ruins]]. There they were asked to find out what purpose the [[Chroma Key|strange cylinder-shaped object]] might have. | |log=ith horses provided by [[Jade Aewynn]] - the captain of the Citywatch of [[Abador]] - the party made their way towards the [[Daggerborne Ruins]]. There they were asked to find out what purpose the [[Chroma Key|strange cylinder-shaped object]] might have. |
Latest revision as of 19:38, 14 March 2022
The Ruined Tower
With horses provided by Jade Aewynn - the captain of the Citywatch of Abador - the party made their way towards the Daggerborne Ruins. There they were asked to find out what purpose the strange cylinder-shaped object might have.
As they arrived at the ruins they were surprised to meet a new friend: Delbellis, an Aarakocra monk. She told the party that there would be a sign for her here. She joined the party and, after a confrontation with a group of goblins scouts, they continued their way into the tower. Delbellis used her wings to fly around the tower and look about. Doing so, she managed to peek into some of the chambers to get an idea of what the party could expect when going into the tower. She then grouped back up with the rest on the ground to move inwards on foot.
The hallway appeared to be blocked by an invisible wall. The strange cylinder-shaped object they first received from Bolgar Largebuckle and that was later returned to them by Jade, appeared to perfectly fit inside a small opening on the wall to their side. Inserting this apparent key promptly opened up the hallway, but not without new problems. An illusion meant to threaten and frighten the party awaited them at the end of the hallway, but it did not deter them.
The tower appeared to be very old, with chambers that housed old bookcases filled with old books, and broken furniture from a forgotten time. The party continued their way up and came across a room with a mirror and certain glowing symbols on the table. After an investigation, it seemed the mirror was displaying an ideal version of the real world. The symbols therefore had to match those in the reflection. When this was done, a door opened for them to pass through.
Onto the next floor our heroes found themselves at an intersection; both ways leading to separate doors. The rightmost door appeared to be locked by strong magic, while the other door seemed to be ajar. The party decided to go through this door, but to their surprise they accidentally triggered an alarm spell! Soon after, a rumbling sound was heard in the other room...