1. Journals

71 - Deeper, Weirder

August 14, 2020

Goals

Explore the Tower of Oblivion

Setup - 70 - Prison of Betrayers

The party continued exploring the Tower of Oblivion. They fought off some monsters in the ice mountains, crossed a portal, and arrived at the prison of betrayers room, but Zook and Levin were missing. In the prisons, they fought off some pig men who, after being dead for a few minutes, became humanoids. The party took the Betrayer Shackles and Whip of Submission. They also found an unconscious human female named Qataya Kassis who they helped bring back to consciousness. She comes from a far away island called named the three sisters, searching for riches. She walks with them to find the exit. Before making a long rest in the prison, the party sent a message to the two others who didn't reply.

Locations

  • Tower of Oblivion
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    • 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.
      • Going down the long corridor, they pass more empty cells, before finding zoom unconscious in one with shackles, the same the party gathered.
      • 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, unconscious.
    • Guest House
      • Lavish wooden homes with bed mimics that will eat anyone sleeping in one.
    • Dinning Halls
      • A large hall with wooden tables full of fresh looking food, drinks. 
      • A group of 4 "robots" on an elevated area playing different instruments  (cajon, flute, luth, violin), but they are out of sync. Syncing them will make them stop and the platform they are playing on will open up, revealing a chest with a beautiful red silk cape and a set of travellers clothes.
      • Failing will force the robots to start playing faster and faster. Each creature who can hear them must make a DC 18 Charisma Save or be compelled to dance. On each round, the players make a new save and dance faster and faster, attacking nearby allies with weapons or spells. A creature creature that dances for 5 rounds gets one point of exhaustion.
      • In the center of the room, a large throne with two long silk curtains on each side that have Selderin embroidered in them. The eyes seem to follow the players. Damaging the flags in any way will cause a voice to be heard "what terrible guests, damaging my treasures. Maybe I should do the same for you." Each creature makes a Wisdom saving throw (DC 16) and lose a "treasured" item on a fail (the object disappears).
      • The dining room has windows, with a view that places the halls in a mountaineous and forested region. One of the windows is a portal with a glass with a cloud inside, leading to the Sky Towers.
      • At the other end of the halls, a portal to the Arcane Study
    • Arcane Study
      • A library with no windows, the smell of old books and leather.
      • Any lost items of the party are placed on various workbenches, ready to be examinated.
      • Thousands of books on magic, the arcane, the gods, and a massive statue of Ioun in the center holding a leather book that can be removed.
      • The book is a mimic.
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    • Sky Towers
      • A platform in the sky, with towers in the distance, and machinery that has parts around the tower that keep moving. 
      • If they try and fly to the other side (300 feet), a light on one of the towers shined in their direction. 2 robots appear from beneath the clouds that can cancel any magic they shine a light on (giant light instead of a head)

NPCS

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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 your 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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