Thursday, September 27, 2007

Leaving The Master's Complex

The entire timeline of the campaign, from its onset to now, can be found here. In the middle of this post, I have described what Arimas found out about Bruno's ring when he analyzed it. I had notes on this written up ahead of time prior to last week's game session, but I couldn't find them last week, so I winged the descriptions of what was found on the ring. Well, I have now found my notes, so I've given the findings by Arimas later in this post.

As the party finished looting the Tower, a robed figure looking to be The Master arrived in the complex via cart. The party speaks with him inside the Tower. They call his bluff and the imposter (named Ecbert) succumbs to the party. The end result of the "negotiations" is that the party is leaving ASAP (with a hefty pile of swag), Ecbert is staying behind in the complex. One of The Master's minions, Thargus, becomes enamored with Alexis and follows her around like a puppy. The party offers passage back to Arnur Soghal for all fifty of the slaves being held in the complex. The remaining ten or so minions of The Master run out of the main gate of the complex during negotiations with Ecbert.

Waiting on the dock for the Sea Tiger to arrive, the party sees a large ship flying The Master’s colors (and then pulling them down) sail down the river. N’Questra later tells the party that they saw a large ship pass them that came from upstream.

After some quick negotiations with Captain N’Questra, he agrees to house all fifty slaves, along with the eight minions of The Master that the party apprehended the previous day.
The party raids the larder of the complex in order to feed these extra mouths.

Information gained by the party from books in the Tower indicates that one of the 12 Towers is located on the northern end of the Isle of Souls. With some aid from Moorlun, the party has N’Questra sail around the southern end of the island, up the west coast of the island, and around its northern end. Along the way, they spot several isolated buildings on the island, scattered about its southern end.

While on board the ship, Arimas analyzed the ruby ring that Bruno found on the robed figure in The Master's complex that was standing guard over the Black Cauldron. Each of the spells enchanted onto the ring, as far as Arimas can determine, are variants of spells that he has heard of. Here is what he found:

1) the first enchantment on the ring is something that involves the opening of doors
2) the second enchantment is something that involves everlasting life
3) the third is a location-finding enchantment
4) the fourth enchantment has something to do with rapid movement

Throughout the four hours of analysis, Arimas sensed an overriding enchantment on the ring... almost as if it were yet another odd variant of spells he is not really familiar with. This one overall "impression" seems to create a tether or an anchor to something. It is difficult to discern, but Arimas' mind sees the tether as being a link to a physical place and a state of being. As he examines the enchantments' magical properties, it tends to give him a headache whenever he looks too long at the tether itself.

Making their way onto the north end of the island, the party begins scouting for Sidhe tower that is allegedly on this island. Vyn picks up an old foot trail, the party follows it, and they end up at an old (but well-built) 5-story stone tower. On the top floor of this tower, there are five archways. Three of them emanate a magical aura. Two do not. Y'lora enters into beneath one of the magical archways (labled "12" upon its lintel in Sidhe) and one of the non-magical archways (labeled "2" in Sidhe). Nothing happens in either case.

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