Northreach Session 12: Thunderspire Mountain

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Session 12 Summary

After arriving at the Seven Pillared Hall, the party made sure the rescued friends of Julian were comfortable at the inn until they were able to be escorted back to their village. Findo went to talk to Gendar about the Tower of Mysteries and was surprised to find out that either Gendar would not or could not tell him anything about the tower. In fact his only reply to Findo’s question was “What tower?”

In the end the group used the large silver key to make their way to the tower. Each time they passed a corridor or turn that would take them closer to the tower, the large silver key would glow brighter. This made finding the tower much easier.

The key led them to a teleportation circle in a small enclosure. When they approach the circle it flares in blinding light for a moment then clears. A large black shrouded skeletal shade had appeared and demands from them lore, power, or their souls for entrance to the tower. It is determined that this shade was a follower of Shar bound here to protect the entrance to the tower. After a few failed attempted at intimidating the shade with light and strength, the party finally convinces the shade to let them use the teleportation circle.

When the party teleports into the tower they arrive in a small room with two exits and walls of gagged and blindfolded faces. These faces begin chanting and glaring at the adventurers. As they move out of the room they discover that there are pillars with one eyed faces that seem to attack them. They are also attacked by goblin like Norkers. After a long struggle the group manages to discover 2 Enigmas in southwest room. With some trouble they defeat them. In the room an Onyx and a Quartz of significant monetary value are discovered.

They discover a teleportation square and teleport to the next floor of the tower. As the party enters a door to the eastern room they discover another Norker and an Enigma. Allanon explores to the south and finds a huge Bronze Warder wandering the halls. A battle ensures and another Norker as well as another Enigma join the battle. In one of the room they find a library and in another an unfinished device that may drain the power of a wizard to another. They also find a room with a summoning circle and a holding cell.

The party teleports to the last floor of the tower into a small room with doors to the north, east, and west. They decide to go north and enter a large temple room with a huge emblem of Shar on the center of the stone floor. 3 Norkers and an Enigma attack the party and are soon joined by another Bronze Warder. Paldemar joins the fray shortly after. A search after they defeat Paldemar and his minions reveals gold, a few magic items, and some rituals. A map is found of a Pyramid in a large forest or jungle is also found. A few hand notes on the map read “place of power” and “Seek Karavakos”.

The party escapes the tower and returns to the Seven Pillared Hall. In the following days, Findo splits up the trove of gold and magic they found to the members of the party. The group escorts the rescued slaves to Julian’s village. Findo, Tinverton, and Pieter return to Winterhaven to report to those who gave the quests and to take a few days off to rest before heading out once again.

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