Welcome to the Tower of Malice
A Runewardens Diary by Sister Mara von Witten
0Warning! Contains spoilers for Ptolus Chapter 25: Jabel Shammar!
Session
#5
We have rested a while in
a Mord's magnificent mansion at the lowest level of the Tower of the
Misbegotten -- Canabulum sets it up in the crevice we found earlier. We think
we hear occasional strange sounds scraping along the walls outside the mansion,
but our wizard friend tells us that shouldn't be possible. Still, we think something
is trying to get in.
We return to the room near
the top of this tower, to the chamber where we fought the mind flayer. Passing
through an iron door, we enter a room whose walls are painted with horrid murals
of mind flayers worshipping the Galchutt (their creators). A shallow pool is
half filled with slime, which Serai thinks is a mind-flayer-rejuvenating fluid.
Inscribed near the edge of the pool is the word "Ssenkrad99" -- "darkness"
spelled backward. We appear to be at the top of the tower, but it's unclear
as to why the mind flayer wished to guard this room.
Is the mirrored mask we
pulled off the mind flayer in fact the "malefic mask" I divined that
we must wear to enter the central Tower of Malice? A new divination says, "Better
to wear the mask you have than the one you do not."
Returning to the laboratory,
we see three horned and winged creatures sifting through the rubble. When they
see us, they mutter, "They stir! Fall back," then disappear.
We continue on across the
bridge to the Tower of Malice. While its black adamantine door would not budge
for us before, Gaerioth is able to open it easily while wearing the mirrored
mask. We enter into a large round hall that boasts as its decor three two-headed
giant suits of armor and many symbols of evil inscribed on the walls. As we
enter we see three flashes of reddish light, and then creatures appear inside
the suits of armor. They pull great battle axes off the wall of the chamber
and advance upon us.
These two-headed brutes
cut a cruel swath through our group, laying low both Sercian and myself at various
times. We ultimately prevail, but at quite a cost.
The immense room beyond
features a crescent-shaped platform supported by thick stone columns. Upon it
is another platform holding an iron cage with a chain that goes up to a hole
in the ceiling. There is something forbidding about this room, and we all feel
a little sapped by the evil surroundings as we enter and make our way to the
platforms. When we go up through the hole in the ceiling, we enter into absolute
darkness that even the Eye of Ardaen cannot penetrate. We move through
a soul-wrenching blast of terrible pain, as though we were passing through a
membrane of evil. Once we're beyond it, the darkness recedes and we see the
inside of a vast, dimly lit room ringed with black altars. At the center is
a great black throne upon a dais.
The evil of the place weighs
heavily upon us and we leave immediately, emerging in a smaller chamber with
mirrored walls. Coming around a corner toward us is a gigantic umber hulk. The
mirrors of this place put us at great risk of its foul gaze. A blade barrier
slows it down a bit, but the creature manages to confuse Aliya with its
gaze before we can take it down. And we can hear that more foes are on the way.
Session
#6
We think about breaking
the mirrors in this chamber, but sadly they are polished metal wall coverings.
Not easily broken, but perhaps there are no more creatures with gaze effects
coming. Footfalls sound on the approach and we see our hope was in vain -- another
umber hulk appears, this one even uglier than the last, with oozing pustules
on its hideous countenance. Aliya finds herself confused by its horrific
appearance and flees: straight into the arms of another one. She just manages
to tumble away and, in time, we are able to slay them both.
At a bit of a loss over
our direction, we decide to head away from the continuing sound of heavy footfalls.
After battling yet another fearsome umber hulk, we find ourselves in a shrine
of hideous evil. An image of Lothian shows a spike driven through the god's
head, and chaos symbols abound. To our surprise, the altar in this shrine smiles
a terrible, vicious smile and utters a blasphemous word that dazes us all. A
mimic! Canny Sercian drops a void bomb into its mouth. It implodes with satisfying
power, and we all manage to dodge out of the way of the implosion just in time
(although it was a close shave for Sercian, as he'd gotten himself stuck to
the thing's pseudopods). The implosion causes a great hole in this level.
Up some stairs, we arrive
in a ruin of a room, with once-fine appointments. Bedchambers open up off the
main atrium. Suspended from the ceiling are concentric rings of serrated iron
wheels. These wheels surround the stairway going up, so to get up there we'd
have to cross into their sphere of cutting blades. The whole area disrupts magic
as well. Perhaps, if the magic-disruption were nullified, I could cast peaceful
weapon on the wheels.
In one of the bedrooms we
chance upon another of the awful mimic altars. We quickly leave and Serai bars
the door with sticky globules of chaositech goo. Just in time, too, as we're
suddenly faced with two Large furnace golems. Although injured gravely by Tellian's
holy arrows and Serai's rust grenades, it still manages to fling Gaerioth and
Zophas into the area of the iron wheels. Many wounds* later, they're free --
and we hear more thumping at the door where we've barricaded the mimic.
* And one hero point. --
Ed.
To read the earlier adventures of the Runewardens, check out the first Ptolus Campaign Journal.
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Welcome to the Tower of Malice We have rested a while in
a Mord's magnificent mansion at the lowest level of the Tower of the
Misbegotten -- Canabulum sets it up in the crevice we found earlier. We think
we hear occasional strange sounds scraping along the walls outside the mansion,
but our wizard friend tells us that shouldn't be possible. Still, we think something
is trying to get in. |
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burn. We need to find out what we can about the Temple of Maleskari from these
cultists, as we know they were invited to join. But we need to do it fast. |
A Middle-Man, a Litorian, and the Shuul As we explore the rest of
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There we find a note that says, "Contact Ged Morrowlost regarding Lilith's
Womb." We previously found a letter referring to Lilith's Womb as a hangout
of Forsaken. Does this imply that the Covenant of Blood is in league with them?
They are undead... |
Bloodthirst The devil that just appeared
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feet tall and wields a large sword. He appears in a flash that stinks of brimstone
and immediately presents himself as a formidable foe. He wears a medallion that
glows red when it magically inflicts damage on us. After three such attacks,
he licks his amulet and says, "This will feed the dragon well." Then
he disappears before our eyes. The coward! |
Vampires in the Shadows While I was off helping
my Aunt Silvia and Uncle Kren put up a new barn on their farm north of the city,
the rest of the group went on a mission on behalf of Celdore, in thanks for
the help he gave us in finding out more about the Hu-Charad. I feel bad that
I couldn't help, considering all I learned about my heritage thanks to Celdore,
but there's no arguing with dad when he puts his foot down about family matters. |
Print Shops and Dragonscales We have had a good month
at the shop, Archinemus tells us. That's good news -- maybe we can get started
on building on an addition. I'd love to have some space to use as a workshop.
The more I learn about the crafting of machines, the more I enjoy tinkering
on my own. |
Strange Allies As we search the bodies
of the fallen, we are horrified at the demonic flesh etchings of the red-cloaked
wizard. He was a follower of Demogorgon, just as the letter we found mentioned.
We are going to have to figure out how to divide up the loot between us and
our harr "allies." |
The Legacy at Last! Our foes all slain here
in the Halls of Cordaris, we emerge into a broad chamber lit from below with
bluish illumination. A wide ledge hugs the walls; the center of the room is
a vast pit. There is a light mist swirling around a gigantic statue of a blue
angel. The statue is so large, the walls of the room bump out to accommodate
her outstretched wings. Surrounding the edges of the room are more orcs, siege
engines, whitish humanoid forms, and the naga we were warned about. The whitish,
shimmering figures are absorbing energy from the statue, gaining solidity as
they do. The naga directs the other creatures against us.... |
The Orcs of Cordaris We notice some strange things
on the bodies of the slain orcs down in the Halls of Cordaris. For instance,
one fallen orc carried a coil of rope fused together with a bag, all made of
glass. Another was wearing some sort of stiff blue sandpaper-pants, and a third
carried a pouch filled with mysterious and smelly grey goo. Could all this be
evidence of the Chaos Well at work? |
Full Circle It's good to be home! While
Seanus walks Archinemus through the books for the shop (and from the expression
on the sibeccai's face, they're not in good shape), the rest of us head over
to Castle Shard to get down to the bottom of what we learned in Ar-Nampur: that
someone named Nicodemus was after the Nemesis Stone, the purple shard central
to Castle Shard's power. |
Compiled Ptolus Campaign Journal 2 Your narrator, Benris Hu-Charad,
is a young giant woman who was found as a baby by adventurers twenty years ago,
abandoned in a level of the Dungeon. Her rescuers left her with the Delvers
Guild, whose chief librarian adopted her. Giants being nonexistent in Ptolus,
everyoneincluding Benris herselfhas always considered her a human
girl, though rather large boned. The only personal item found with her was a
bronze brooch bearing the cryptic word Hu-Charad. These days she
works at the Delvers Guild and has just embarked with new friends on her
own life of adventure.... |
Cast of Characters Get to know the player characters in my new Ptolus campaign! |
Compiled Ptolus Campaign Journal 1 Ptolus is the name of a
city with ancient origins and a convoluted past. It's also the name of the campaign
that I have set there. |
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