1. Journals

70 - Prison of Betrayers

June 28, 2020

Goals

Explore the Tower of Oblivion

Setup - 69 - Tower of Oblivion

The party found the entrance to the tower of oblivion and started it. They travelled to an icy mountainous area, nearly fell to their deaths several times, found the frozen remains of two elves from Frynia, crossed an illusionary bridge.

Locations

  • Tower of Oblivion
    • 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 altar (not unlike Thorma's plane). The portal is frozen. Leads to the Prisons of betrayers.
      • As soon as they approach the portal, two air elemental myrs and a frost giant appear.
      • One the other side, Zook and Levin aren't with them anymore.
    • Prisons of betrayers
      • In some sort of underground prison system. They appear in a room behind a closed door that is not locked. On the other side are some of the guardians of the towers that will try and fight but also shackle Medb and Lex (dex saving throw or she can no longer use magic while being bound).
      • After being dead for a minute, they revert to human forms of various adventurers who were captured. They are all equipped with simple maces and crossbows that possess no magical properties.
      • A table with what seems like roasted skin and blood as drinks were what they were eating.
      • One of the cell has an unconscious tiefling female mage named Qataya Kassis (daughter of Mando, in her mid 30s). She travelled here from far away at the promise of great riches after her father died and she lost everything back home. She travelled alone and was captured while resting on an island (guest houses plane). The pig men seemed to not have minds of their own. No talking or anything, no comprehension of language. They tried feeding her but she refused when she understood what the food is. She thinks she's been in the cell for over a week, but unsure.
      • She will ask to follow them to the outside, afraid to died in this tower now. She is a bard that can use some abilities when she has recovered.
      • One of the cells possesses a hidden passage that leads to a portal to the guest house. The other at the end of the corridor to the Fields of Flesh.
    • Fields of Flesh
      • Appear in some dark and damp marshlands. A wooden house further away with a straw roof and a chimney that is active. Outside are wooden crosses with chains which could host people on them, but none seem to be occupied.
      • Inside the house, many torture devices and sickles. The floor is full of dried blood with piles of half dried skin on the floor, and an occasional eye ball.
      • Outside in the swamp, DC15 wisdom saving throw (medb has disadvantage because of the dagger's curse). the players smell the scent of a beautiful flower and are drawn to it, revealing a Corpse Flower and two Wraiths that will try and force the players inside the corpse flower.
      • On the corpse flower is Levin and Zook, unconscious.
    • 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

  •  
  •  

Encounters

  • 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

Next

Setup Whip of Submission and Betrayer Shackles.

Took Qataya with

Sent message to others before long rest