Session XVII - The Wicker Giant's Downfall
Escaping the raging fires, our heroes scale the tower to find a platform at its top where they take a few moments to rest. A entrance is leading down from the roof towards a wooden platform where they can see a large amount of fecal matter.
Trash enters first and is immediately assailed by giant bats. Although the party makes quick work of the creatures, Tico spots an Eternal Flame Priest just in time to counterspell the fireball he was attempting to release in the attic.
Moving down the stairs, they run face to face with Flame Guardians, Flame Priests, an Azer and a man posing as a druid with hatred in his eyes and fire in his hands.
While Trash uses his flying boots to move around the narrow room, Kella slides down the stairs and starts flailing Orcsplitter at the abundance of enemies. Elthas, Tico and Halvarth remain on the upper floor, taking turns at launching magical attacks and arrows from a safe space.
Elizar the druid eventually sets then entire room aflame attempting to cut contact between the allies. Having noticed a weak floor, Tico bursts through the top floor on top of Trash and a Flame guardian. The battle is fierce; the cloistered room leaving little room to maneuver.
Eventually Halvarth uses his magic to frighten Elizar who runs away from the scene, climbing down two flights of stairs. Following hurriedly, Trash and Elthas come face to face with yet more Azers, Flame Guardians and Magmins.
Elizar uses the distraction to inhale from his pipe, exhaling thick smoke figures which turn into smoke mephits.
Spread out over three floors, the heroes finally get the best of the tower defenders. With only a handful of guardians left, Kella makes herself intimidating, ordering the survivors to surrender; a demeanor that shakens even Trash.
Wasting no time, the party searches the various floor. From Elizar's quarters, they find some valuables and scrolls along with another one of Bruldenthar's books. Searching the bodies, they also find pendants at the neck of the Azer's with vials of what appears to be blood.
Making their way to the bottom floor, they notice another stone slab carved with familiar ancient dwarven runes. With his infallible memory, Trash pronounces the words he's heard at the Vale of Dancing Waters and the company notices a bright flash as some of the runes momentarily light up before going dull again.
The party also notice a faint glow emanating from the runes as Halvarth brings the blood vials in close proximity of the slab.
Undecided as how to progress from here, our heroes huddle for the remainder of the night, feeling the heat emanating from the scaffolding burning around the outside tower, for a recuperating yet uncomfortable rest.




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