1. Journals

72 - A Turtle's Treasure

September 3, 2020

Goals

Explore the Tower of Oblivion

Setup - 71 - Deeper, Weirder

The party continued exploring the Tower of Oblivion. They found Zook in the prison of betrayers in a cell, and found a hidden portal to to the Guest house. They discovered that the orbs on top of the portals can be removed. There, where they fought against mimic beds and found Levin sleeping in a bed, with the rest of the party constantly wanting to sleep. After looting mimics and beds, taking the orb to the Prison of Betrayers, and taking a painting that shows the desires of whoever is looking at it, the party exited the guest house and found themselves on a small tropical island. A portal with leafs and a clay status of a unifox is on the island, and a portal to the Sands of Ligure on a small boat 50 meters from the shores. While exploring the boat, they spotted a moving island with a "purple" filled glass on the island, before discovering a dragon turtle beneath the island. Maev transformed into a giant owl and took Zook to the island to try and grab the orb. Once close to the island, a hot jet of steam shooted towards both of them and hit.

Locations

  • Tower of Oblivion
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    • 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.
      • A portal on the tropical island to the Gardens of Clay, and a portal to the Sands of Ligure on a small boat out on the ocean.
      • A dragon turtle further out with a portal to the Soul Mines.
    • 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
    • Soul Mines
      • A dark carcoal like sand on the floor and mild winds, in some kind of storm (not unlike that one in the abyss)
      • In the distance a faint purple light, and many more as they get closer.
      • Tall (20 meter) towers of black obsidian granit, sculted carefully, with at the to an opening and this purple flame that burn. The flame is hot, and makes a noise that isn't quit that of a fire, but more like gas burning.
      • At the top of the towers, shakles for people to be attached.
      • One shackle in the distance has an unconscious owlbear attached such a way. It's a elven druid female named Giric Tousseau. She's been cursed in this body for decades by Selderin and her power is powering the magic of the tower. She helped Selderin build the tower and used to help him gather mages to power it. She's seen his automatons bring people to the towers to collect their power to continue powering the tower, and they eventually die. She hasn't seen Selderin in a few hundred years, and hasn't seen other sentient people in the soul mines for just as long. She guesses he died or got tired of this project.
      • Disconnecting Giric from the tower will kill her, and break the magic of the tower (it won't be instantaneous, but it won't allow them to spend more than a few days in the tower before it collapses). 
      • Disconnecting her makes her body start burning as it is consumed, and behind her cloak.
    • Workshop:
    • 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.
      •  
    • 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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