Uktar 18th, 1372 DR The Year of Wild Magic
Day 39 – Afternoon
The Tower of Mysteries: Entry Chamber
Slowly we come to our senses and as bright purple spots fade from our vision we being to make out details of the chamber around us. We stand inside another magic circle, a duplicate of the one from which we disappeared. This one is housed inside an alcove with exits leading through arches to the north and west. In a ring around the wall at around head height (for a Dwarf) are a string of faces carved into the wall. Through the aches we can see several pillars in the corridors beyond and the whole area is saturated with bright light.
Just as we have been able to take stock of our surroundings the eyes and mouths of the carved faces open and they begin to chant an alarm. In the distance we hear a bell begin to toll and footsteps rapidly approach from both directions. Adding to our woes a beam of brilliant white light spears out from one of the pillars and strikes Snow full in the face. She staggers and clutches her head in pain and then cries out:
“My powers are gone, it has taken most of them away from me. Beware the light.”
More beams lance out from the pillars and a foul grey skinned creature rounds the corner and rushes at us with its axe held high. Sneezy identifies it as a Norker, some form of humanoid creature from the elemental plane of earth. Cymbalta steps forward and challenges the creature in an attempt to parlay and gain information on the tower’s inhabitants, however before the Norker can respond the bloodthirsty paladin Happy and his mage brother Sneezy strike at the creature and destroy any chance of peaceful negotiation. More creatures approach and battle is joined.
We soon find that standing near the pillars causes our essence to be drained so after thinning out some of the attackers we retreat into the transport chamber and take up a defensive position. From this place of strength we are able to defeat the first wave of Norkers and are just about to move out to the south when Robb steps out of the teleport circle.
It seems that once Phaledra returned to the temple she was able to raise him from the dead and return him to full health quickly so he immediately set out to join us and was just able to slip through the door and jump into the teleport ring as its magic began to fade.
Moving down the corridor to the south we are attacked by more Norkers while the pillars continue to blast at our weakest members; some intelligence must be behind the attacks. We soon find what it is as a door opens to reveal a new and frightening creature.
“It is an Enigma of Vecna” cries Happy. “I learned about them at Paladin school in my Demons-101 class with Professor Fizzgig. It is they who are projecting their attacks through the pillars. Oh I should have realised when I saw the control and farseeing runes painted all over the pillar’s sides. I knew I shouldn’t have skipped the lecture on dispelling runes so that I could go to the tavern and arm-wrestle that visiting Ogre. No wonder Professor Fizzgig warned me that one day I would regret my youthful frivolous ways.”
(Happy can sometimes be quite verbose during the excitement of combat)
Bow and blade soon see the rest of the Norkers dead and the Enigma also falls to the combined might of our attacks. On opening another room Sneezy and Robb find themselves confronted by a second Enigma but a well-placed dart from Robb quickly ends the threat and as it dies the magic of the area fades and all becomes silent.
With the battle over we repair to the two bunk rooms to bind our wounds and search for any hidden treasures, a search which in this case proves successful as a small statue and gem are located amongst the dust bunnies under one of the beds.
Party: Onyx Statue 1200g, Quartz Gem in shape of an Eye 750g
Norker, Enigma of Vecna
Video is listed on YouTube at: * Session 41 Part2
Video is listed on YouTube at: * Session 42 Part1