Upon returning to the temple of the scalding waters and depositing the glass pane with the high priest, the group and the mace they carry are sent to an island near the far off land of wizards. There, upon the island is a temple to a god of justice, and his high priest has information of value. The group makes some educated guesses and uses the power of sorcery to deposit them within a few miles of their destination. .They arrive and by virtue of the mace they bear, receive an audience. When they enter the inner sanctum, they trigger an event. As they watch, words and images flow across the surface of a crystal that imprisons an angel...
Read MoreNow what turns into “Lets hide out in our extra dimensional space, emerging only to send for the wizard’s eye to scout the dangerous mines until we find the pane of volcanic glass we seek”.
The strategy seems to be a solid one as the wizard’s roving eye wanders up and down corridors and connecting passageways – discovering a plethora of opportunities to gain that sweet, sweet experience but bypassing them all – until an intact pane of glass is discovered.
Experience be damned. The mages teleport to the pane of glass, shrink it to a portable size and then teleport party and pane to the temple of the scalding waters. The glass is delivered and a message to the bearers of the mace of faiths scrolls across the crystalline statue of a fallen angel encased in glass...
Following up with the War Wizards in Suzail, the intrepid heroes barter intellect devourer parts for spells and hopefully information – but little is forthcoming from that quarter. The Cormyrians have plenty of intrigue within their borders and see no need to worry about external affairs for the moment.
A journey to see PEarsay in Sembia is a bit more rewarding as a powerful spell is obtained in exchange for the trove of mind flayer writings.
Additional information is revealed – namely that the mace of faiths was originally in the hands of a monastic sect in the Thunderpeaks.
Thus it is decided and the group tears off for parts more local than the desert of liches. They journey by mount and by flying and lawyering until they arrive in the area...
The party briefly explores the antechamber. . Crumbling, moldy plaster adorned with indeterminate images – a small room that looks to have been the lair of the little brain horrors…and a great moldy curtain into the next area. Elulyn draws back a corner of the curtain and sees a trio of goggle-eyed fishmen. Elulyn says ‘hello’ with a fireball and the trio is dispatched in the next ten seconds. A quick investigation of the area reveals a number of alcoves with statues of a lobster lady – her head removed, the arms snapped off and a severed head placed atop the jagged stump. Drow, druegar, elves and even a githyanki head – nicely preserved – all are missing the brain. It appears to have been yanked out through the back of the skull. Cheery...
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Investigation reveals more of the same. Rubble strewn passages, crystal doors and the occasional tentacled brain thing, some armed with lightning blasters. More or less, all the encounters proceed in a similar fashion. Brains surprise party and get in a few licks. Party rallies and slays creatures in a manner of seconds. Rinse and repeat.
There is a bit of a break in the monotony when the mage sends in a wizard eye to scout one of the last chambers and spots a larger than normal, extra adorned brain lurking just off to the side of the top of the rubble pile that the party will have to climb. Sneaky sneaky brain. So, Malchor out-sneaks the sneaky brain by crawling up the walls in his spider slippers and disintegrating the thing before it is aware of his presence...
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