The top of Bly’s Rock has a narrow area of flat ground with
a few stunted trees. The ruins of one tower contain a shaft that reaches almost
to the bottom of the rock. The Party scales up this shaft and explores the
remaining tower. This tower still has three intact levels. The party enters
from the ground floor thorough parchment covered windows. The first floor
contains a laboratory with a collection of belongings from victims. Here Zyva
and Nelly collect several arcane books on necromancy.
Descending below the tower the party finds a prison
containing one occupant, Arcadius the toy maker. He tells a grim story of
capture and the threat to be murdered and animated as a spellcasting undead.
Going upwards again; on the second floor Billet finds a pile
of bones. As the rest of AGRP climb the stairs the bones animate as a whirlwind
of bones! The team join forces and peat the bones into a pile again. Zyva tries
throwing the bones out the window, but they come flying back in from another!
Nelly notices some personal affects among the bones. Collecting them stops the
pile from re-animating. The third floor is empty.
Going downwards again; Arcadius points out the necromancer
occupies the floor below his prison. The AGRP had bypassed his lair! Switching
to stealth the divine monk sneaks down the stairs. Below she finds a bronze
double door guarded by armored undead. Bold plans are hatched, but not shared.
Zyva turns invisible and flies into the room. Arcadius uses his powers to
distract the undead with his toy. Billet charges into the room, and Nelly
records the action.
Through a combination of luck, arcane, and bold reporting
the undead are defeated. Zyva also learns about the balance of moments. Finding
the double doors locked the party decides to ignore them. Instead they destroy
a collection of animated maids. This distraction allows the evil necromancer
Zam to ambush them. Zam uses a combination of hypnosis and sleep to even the
odds numerically. For a moment things look grim for our heroes. But, the divine
monk gains the upper hand driving the foul necromancer to flee.
Our monk abandons the chase to care for her companions
allowing Zam to escape. With nothing left to do the divine one sets fire to the
lair, while Zyva and Nelly scramble to collect any valuables. All that is
recovered are four tomes, an enchanted dagger, some scrolls, a well made fauchard,
a chest of coins, and a strange humming gem.
The blazing ruins summons the Blue Water Cutter and Captain
Xevos.
Present:
The divine monk - Clint
Nelly Bly - Mija
Zyva - Ron
Billett - Steve
Arcadius - Scott
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