1. Journals

69 - Tower of Oblivion

June 14, 2020

Goals

Travel to the Tower of Oblivion

Setup - 68 - Swamps of Skarbury

The party travelled as clouds over to Othiria. They stopped by town of Swanlow to gather information on the Tower. Auron convinced the local priest Claryss to build a small altar to Tormaa. Lex talked with father Lucas, the local Pelor priest. They hired Jeran to guide them close. In the swamps, they encountered bodies and weird creatures. They saved an half orc named Valinis from Aplecrest. 

Locations

  • Swawp of Skarbury
    • The wet marshlands with a smell of death and rot, and thousands of insects crawling and flying everywhere. In the water/marsh, skeletons. Deeper in the water, wrapped in weeds, some "fresher" bodies. Looters who tried to find the tower to plunder it's riches.
    • Lex's skeleton says "Oh nice, my new master will soon look like me!"
    • Walking through the marshlands is a challenge (they will probably fly). Everyone rolls for a STR saving throw. <10 their foot gets stuck in various bones, slowing them down (ex chest or skull), cutting them / making them bleed, which will attract two beasts
  • Tower of Oblivion
    • A small clearing in the middle of the marsh surrounded by various levels of deep water. 
    • A monolith with glowing runes emits a slight buzzing sound
    • The temple only appears for a short moment at dawn and dusk. There is a rusted monolith with no skeletons surrounding it (60 foot radius). On the monolyth it states
      • Every day we are born and die with the sun. We are bound to our existence by the light and the darkness that it shines and casts on us. Only the wretched Gods transcend beyond this daily cycle, and no God is welcome in my home.
      • Waiting for dusk or dawn or casting a combo of sunlight/darkness will reveal the temple before them.
    • The tower is 130-150 meters high, with a grey brick construction of the local quarries of Othiria. It is adorned with symboles and runes, enchantements and curses that glow golden in the morning/evening light. But many of the marking are only glowing faintly, or not at all. There is also no visible entrance, as it has sunk beneath the surface. 
    • Swim to the entrance and make a str check to open the door (DC20) with disadvantage because of being under water. Pushes the players in a hall that is quickly filled with water and floating bones.
    • In the entrance, set of 3 portals, each with a glass ball on top with something in them
      • Snow
      • Sand
      • Fire
      • A stone slab in the middle of the room with the inscriptions: Welcome to my greatest creation, the Tower of Oblivion. If you come uninvited, I advise you to turn back. Especially if you are a magic user. If you are worthy and make it to my chambers, you shall be rewarded with treasures greater than what you can dream of. If you fail, you shall die or become on of my servants. I hope for you that it is death. 
    • Ice
      • The portal back to the entrance is always present. They are in a small, cold cave. It goes up and opens up to 
      • Wind/Ice elementals keeping watch.
      • A cave with the remains of two elves
      • At the top of a mountain is a small stone tower (not unlike Thorma's plane). The entrance is frozen. Leads to the Prisons of betrayers
    • Fire
      • They seem to be at the heart of a volcano, with lava flowing down from the sides. An intense heat discomforts the players.
      • Weird flaming slugs that don't attack the players
      • A room with many red eggs with people inside
      • An deep growl as an adult red dragon (no lair) emerges from the flames "you are no guest of the master"
      • A small house with some of the pig-men guarding it.
      • Above a lava lake, a floating platform that has lava poring on it. If the lava can be diverted, a portal to the Workshops.
    • Sand
      • In the desert at dawn, with a red sun rising. A breeze pushes the sands over, creating new dunes and making looking for a path difficult.
      • There are some camels roaming by that the players can tame and use.
      • in the distance, an obsidian obelisk, but it is a mirage. Further away, an oasis that with dryads that will tempt the players to stay there.
        • The water will start to shake, scaring the dryads "oh no, she's coming". A lamp will appear on the lake, floating. Rubbing it releases a female djinn
        • "my lords, thank you for freeing me. As thanks, I will will grant you3 wishes".
        • Seldrin used his wishes for her to trick people into thinking they've been granted wishes, so they will do temporary effects / of weaker powers / twisting the meanings.
        • At the bottom of the lake is a portal to the guest house.
      • An abandonned githyanki ship can be found in the desert. Exploring it leads to a portal to the chambers of experiments.

NPCS

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Encounters

  • 2 Froghemoth in the Swamps
  • Djinni
  • Adult Red Dragon
  • Air elementals + frost giants
  • Medb has disadvantage on any saving throw or ability check against fey creatures because of her curse from the dagger.

Loot

  • Rod of the Enchanter: +2 on spell attack and spell save DCs. Requires attunement.
  • Mask of the Dying: this mask has 3 charges that it regains at dawn. While wearing this mask, when you are hit, you can use a reaction and force the attacker to make a charisma saving throw (save 15). On a fail, the target takes 3d6 necrotic damage and you regain half. On a failed save,nothing happens and the target is immune for 24 hours. Required attunement.
  • Frost Brand

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