Tower of Sour

The party spends the next several days surveying doors and trying to determine the best entry route into the inner sanctum. The presence of traps and the glowing runes – and the occasional energy arcs from the doors vex the party greatly, but they press on.
They manage to open a door and send in a wizard eye – that affords them a brief glimpse of the interior before the pieces they have gathered vanish and the door reforms. They set about reclaiming the pieces – which doesn’t prove terribly difficult now that itt has been done before.
Eventually they stand before the entrance and once the way is clear they rush into the choking sulphur and brimstone smoke. Once inside they are attacked by a p[air of demons? devils? whatever they are – they are nasty and the mage disintegrates them one before becoming violently ill from the acrid smoke. The rest of the party tries to rally and fight, but keep retching so much they are mostly useless. Goldpiece fights on valiantly, getting an assist or two from the mage as he battles a third demon devil thingy with a whip that flies around the room, landing cruel blows from above. Finally the ‘Piece sprouts wing from his cloak and takes to the skies.
Once the battle is over, they set about extinguishing the burning contents of several large brass brasiers. They survey the prize…a sphere of darkness, imprisoned in a cage of pure energy. Using the talisman that was found, the mage attempts to move it with his mind. He succeeded in using the sphere to annihilate the cage and now the party are the proud and terrified owners of a sphere of annihilation. There is a fair bit of consternation and debate about how to escape this place, but eventually they leap into the bottomless pit that spits them out on the Astral plane.
From there it is a quick jaunt to somewhere more local, then a few teleports back to the Tormite Mound. Once the party is reassembled they make the acquaintance of a cleric that heard of their work in Urlamspyr and wishes to help them out. Upon hearing that food and water creation is back on the agenda, the party mood is improved.
Some debriefing, some loot divvying awaits and then it is time to see if they can discover anything about the mysterious Melkerech who seems to have such a bone to pick with them for stealing ‘his books’. One of the leads leads them far to the north and after making suitable preparations, they depart…

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