(Continue from part one)
Having slain a wizardling and survived the curse, the players went
back to the locked door guarded by the two apprentices. Sax decided to
spend his entire necklace of fireballs to open the door - nothing else
would do it. The blast melted it like a candle, opening a space to the
room beyond. The next chamber had a statue of Cassie, making an obscene
hand gesture. She decapitated it with a burst of gunfire, slicing
through the pulpy material and dispelling its mesmerizing magic
properties before it could ensorcell anyone.
The
hallway beyond the statue room led to a chamber filled with eggs. The
players could hear someone breathing heavily inside the vent on the
opposite wall, watching them. They tried to communicate by shouting at
it. The Wizard in the wall - who had once been Boney the Ancient Lich -
responded that they had slain one of his children already, and they
would not slay another and live. They offered to leave his kids alone if
he told them where the power source holding the bridge to the abyss
was. He gave them directions to a room on the fifth floor, past the
unformed void of the fourth.
(The module text doesn't
give the players any opportunity to speak to the Wizard. He's supposed
to be a cosmic being so utterly beyond humanity that he can't even
communicate except for horrible transformations and hastily scribbled
notes. But the players had proven more dangerous than he anticipated,
and this looked like a good opportunity to trick them. He gave them
directions to the room of floating doors)
On the
Wizard's assurance that it was safe to do so, the players walked through
the void on floor four, from one door to the next, without falling into
the abyss. They climbed up through the hatch to floor five. The first
room had an enormous ball of tangled fibers, glowing and rotating
beneath a series of holes in the ceiling, which led into inky darkness.
The ball's strange droning resolved in Sax's mind, into a song from his
childhood - from the well worn cassette his dad would throw in the car
every time they went on a road trip. Cassie poked him and he came back
to his senses.
There were two doors. One led into
another void, where doors dangled from ropy limbs in the darkness.
Another led to a room filled with severed body parts and scraps of
cloth. Neither of these seemed like appealing choices, but when the team
turned back to the tangly-ball room, they found an enormous finger,
poking through a hole in the ceiling to touch it. When the finger made
contact, the ball began to spin violently, extending fibers and spraying
acid all over the room. The finger retreated into the roof, singed and
pitted. Sax wondered if maybe this thing was the Beacon after all, and
the Wizard had lied to them about where to go next. Leon concurred that
the thing attracting giant monster fingers from the void was probably
the Beacon.
Silas asked for a break before the team
planned their next move. (Both NPCs and players had taken significant
Grit damage). They went back downstairs to find a room without any vents
or creepy hazards, and spent about ten minutes catching their breath.
Then they came up with a plan to deal with the Beacon. Cassie climbed up
onto the ceiling, avoided the holes to the abyss, dropped onto the
rotating mass and slapped the sticker on. She was a bit bruised when the
ball hit the ground, but the holes in the ceiling no longer led into
the void. The abyss portal was shut down.
(The module
text doesn't explicitly describe the relationship between the ball thing
and the void, other than the name "Beacon" and the finger)
The
players considered this a job well done. Leon disagreed. There was
still the Wizard, who had kidnapped people and mutated them into awful
creatures that begged for death. The players agreed that this was a
problem worth solving. The Wizard had obviously given them incorrect
directions to the Beacon, it's not like he was holding up his end of the
bargain. So they went downstairs to take care of the gestating
wizardlings. The fourth floor hallway was just a normal corridor, the
endless void was gone. In the nursery, the team burned the eggs, using
grenades and rifle fire to stop the Wizard from dropping down into the
vent to spit spores at them.
With the first four floors
explored and thoroughly trashed, the team ascended back to the room
with the extinguished Beacon. They decided the room of dangling doors
was a safer bet than the room of dismembered body parts. They stepped
into the void, which hadn't gone away with the destruction of the Beacon
- it wasn't the abyss, it was a high level Darkness spell. Sax
approached one of the doors, intent on leaving the room. It opened to
reveal the dismembered body room. He tried to step through and the
dangling door yanked upward, hitting him in the nose. The doors began to
spin - the limbs they were dangling from yanking them in a circle. The
circle began to close, and the team tried to all jump through the same
one, before they fell through random doors.
Sax and
Silas managed to get through the same door, but Cassie and Leon were
separated. Cassie ended up in the dismembered body room, Sax and Silas
ended up in a large empty room (formerly another portal to the abyss)
and Leon was nowhere to be found. Cassie quickly snuck back through the
scattered human-chunks to the room with the Beacon. Leon was covered in
slime, pointing his shotgun at the ceiling. The Wizard had tried to grab
him, but he scared it off, temporarily.
(By RAW, the
Wizard kills any character left in a room alone. I gave Leon a save and
he passed, and Cassie got to him before the Wizard could try again)
Silas
and Sax tried to find their way back to Cassie. They chose the wrong
door, though, and were quickly assaulted by an adolescent wizardling,
guarding a door further into the tower. They killed it with a couple
lucky shots (going straight to Flesh) but a second one hatched from a pod
on the ground and joined the fray not long after. This one proved
tougher, scoring a lucky hit that dismantled Silas, before going to work
on Sax. The beast hacked the mercenary's arm off, and his flamethrower
ran out of fuel at the most inappropriate time. Bleeding to death, with
little prospect of winning the encounter, Sax yanked the pin from his
last grenade with his molars and let the wizardling embrace him.
(The
spinning doors are deadly even without the module's "Wizard instakills
lone characters" rule, because they can split the party in a situation
where they potentially have to fight tough enemies)
Cassie
and Leon (who I gave to Sax's player) returned to the entrance to the
dungeon. The plan was to escape and get help, but the door was sealed.
Leon was able to squeeze through using his still-active Octopus Flesh,
but Cassie couldn't follow. Leon promised to return with reinforcements
and hotwired Sax's car. Then the Wizard crawled out of the vents to hunt
Cassie. Thanks to her incredible stealth (including the romper of
invisibility) she was able to evade his attentions. He knew she was
still in the tower, somewhere, but not where.
(The
module doesn't say if the Wizard has See Invis, Infravision or other
magical aids to his perception. It's implied that he does, since his
chamber is filled with magical darkness that requires True Sight to see
through. I erred on the side of not letting him automatically detect the
player character, since I don't like things which magically negate core
elements of a player character)
Leon petitioned the
remnants of the Explorer's Collective for help. He got a load of
explosives from Rabban the Quartermaster for breaching doors, and the
aid of Adrian the Exploring Kid. Adrian had been "adopted" by the
Seekers of the Path, and had inherited the mantle of a Puissant
Sorcerer. The Chthonicists were always friends to him - Carl the Rock
had been like a father. As Leon was the last of the stone mages, Adrian
would render him all assistance in his power.
The drive
back to the tower was taking too long, so Adrian mumbled a ritual to
"shorten" the path. In seconds, Sax's battered sedan was parked in the
dead ground outside the tower again, with Leon planting the explosives
on the front door. Door blasted open, Adrian dropped an Invisibility on
Leon and himself. The pair of mages hurried upstairs to find Cassie's
hiding place. She was holed up in the old acid bath room, counting on
the residual fumes to stop any stray spores the Wizard pumped through
the ventilation system from catching on her skin. With the band back
together, they continued upstairs, back to the Beacon room.
The
door into the dark room with the dangling doors now led into an empty
room. The empty room opened into a scorched chamber, with four corpses:
Silas, Sax, and two dead Wizardlings. Lying burnt, blasted and bloody
before the final door.
The final door led into a dark
hall. The dark hall into a dark chamber beyond. The Wizard knew they
were coming, but couldn't see them thanks to their respective sources of
invisibility. That would give them one shot before he pounced. Cassie
spotted the curve of his hairy carapace, looming in the dark, and fired a
single thundering round. Which missed. Sax followed up, and put a
fistful of buckshot squarely on target. Adrian cast Disintegrate and
deleted the Wizard with a single flick of his finger.
(The Wizard had a 75% chance to Save vs Magic and failed)
The
sound of laughter echoed throughout the chamber, despite the absence of
any mouth to form it. The laughter turned to choking sounds, then
silence. The fibers of the tower turned gray and calcified, the sticky
blue stuff crumbling to dust. Adrian dropped a Rip Portal and returned
the team to the lawn outside, in time to watch the corroded remains of
the silo collapse to the ground.
(This may seem like a deus ex machina to
readers not familiar with the Cow Town saga. The players spent eleven
sessions sweating, bleeding and dying to forge a friendship with the
Seekers of the Path and the Explorer's Collective. A powerful mage from
session one showing up at the end to repay that sacrifice by Thanos
Snapping the boss out of existence was an entirely natural conclusion to
the arc)
The Explorers gave Sax and Silas a private funeral. Anything flashy would have been immediately noticed by the Seekers of the Path, who would have realized John and Jo were holding out on them. Just a small explosive cremation, to send them on their way to the Great Lord of Embers (Sax had asked for a Cthugha Cult ceremony). John and Jo offered Leon and Cassie some trinkets by way of consolation: as the last Chthonnicist, Leon got Carl's old Ring of the Octopus. Cassie got a trinket they no longer had use for: the silenced garotte Throat Closer. A couple going-away presents, since the Illusionists didn't expect to see them again.
But they had other plans. Leon stuck around in Cow Town, spending his ill-gotten gains to revitalize the underground art scene. With Coal City no longer an occult gang warzone, rents were skyrocketing. Cow Town was an attractive alternative for students and dropouts looking for a cheap place to live as Bohemians. Cassie worked to revitalize occult commerce with her family in the Red Kimeras, Coal City's ruling gang.
The hardy forest planted by the Druids reclaimed the ruins of the silo. Without a reeking cloud of meat-fog over the town, the stars were visible at night.
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