1. Journals

74 - Prisoner of the mind

October 1, 2020

Goals

Explore the Tower of Oblivion

Setup - 73 - Piecing the clues together

The party explored the Workshops where they thought against some golems building a much larger golem. Zook took a book on making golems, while Auron and Levin embraced the flames and collected many gems. The party then travelled to the armoury of the fallen, where they found an enslaved tarrasque tasked with eating weapons. Using reverse gravity, they found an orb in between the tarrasque's teeth, leading the party to the Halls of Selderin. Inside the falls, they found a portal mechanism/puzzle. While some were investigating the portal and the magic tea pot, Auron decided to, upon recognising a centuries old artefact, to break it in two and bring half of it back. Once in the Private Study, they found the catalyst the party was searching for, along with books and notes about magic way beyond zook's comprehension. Auron found a gem filled with black liquid, which whispered to him "Dear Auron, please let me out of here".

Encounters
Touching the orb is enough to trigger the safety mechanism. 2 temporal assassins and an efretti are summoned to protect anyone from trying to free Selderin. The efretti's fire will start burning the various papers and books of Selderin's research.

Locations

  • Tower of Oblivion
    • 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.
      • Several stands with unseen servants studying the weapons of weapons of Levin and Qataya, as well as the rod of the enchanter. The unseen servants analyse the items and write down the magical properties, and when they are finished, they throw it in a silver chest that will destroy the magic properties of the item.
      • A pile has lots of unenchanted weapons waiting to go to armoury of the fallen.
    • Private Study
    • Exit: Qataya will thank the players for saving her and says she won't forget them, and tell of their tales when traveling the world.
    • Arden
      • Temple of light
        • With the catalyst, the players can help cure the 440 children who are happy to finally be able to go back to their families. This requires round the clock work from the team and Myria.
        • Myria is already tired and worried for her father.
        • A third and final CON save to finish saving the last children.
        • A second CON save for the group (dis if exhausted). A second fail gives them a second exhaustion.
        • A group CON save DC 14. Fail => exhaustion.
        • Everyone is exhausted, the children too, but happy to be able to go back home.
      • Castle
        • The players get to visit King Maximus in his private chamber, where he is getting old and sickly. He didn't want to worry Lex and the others on their important mission, and is tremendously grateful for their deeds.

NPCS

  • Selderin Vermth: stuck in this crystal, in his own pocket dimension, unable to escape since hundreds of years. He knows the name of anyone touching the gem. He will ask anyone touching him to let him free, in exchange to access to tremendous knowledge and power.
  • Ask where the players have been, to know how much they have discovered. Says there is so much more.
  • If mention about Giric's death: all the more pressure to quickly release him so he can repair/replace the system.
  • Weapons are probably in the Arcane Study
  • Lex feels Pelor's presence on the orb. Touching it will reveal a seal of Pelor.
  • Pelor can be called to his champion and warn him that Selderin tried to create forbidden spells and so he and some other gods trapped him inside the orb, because they couldn't kill him, and ask the players to gather their things, and go and save the children.

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

Next

Figure out the next tasks of the party? Let them explore on their own for a bit based on threads they have open.