2016-01-14

Grand Duchy 72

Grand Duchy of Adventure

Session 72
November 19, 2015


The Top of the Tower and Beyond

Tserdain 20 Yarthmont

A Much Needed Rest

The Company sleeps well on the landing they found 100 feet up into the tower after having spent the better part of 12 hours running and battling frantically across the Death's Head Valley but something happens late in the night that disturbs their sleep. Everyone is woken up by Iris who noticed something strange during her watch. A single shaft of light is shining in through one of the windows on the far side of the tower and hitting right on the edge of the balcony the Company is camped on. Normally it wouldn't have alerted her but clearly the light was not coming from the moon, as it was the wrong angle and covered by clouds nearly the entire night. The company spends some time trying to figure out the mystery but never seem to figure it out. In the morning, some time is given to the situation again, but nothing further can be discerned.

Moldain 21 Yarthmont

The Bridge at the Top of the Tower

The Company finally emerges from the doorway at the top of the tower and expects to find its long sought after prize but are in fact greeted by the beginning of what looks to be another long and arduous road. Some crumbling stone ruins dot the area around the top of the tower and the remains of a cobbled stone road leads toward the Foamfire River where it rushes past and over the edge of the cliff before falling 300 feet to the valley below. Where the road approaches the river, a stone bridge stretches out to the other side. In the middle of the bridge sits a wide, round building blocking passage. While the bridge looks quite sturdy, the building seems quite a bit more dilapidated, with several large holes in its roof and sides.
Bridge and guardroom over Foamfire waterfall

The Company approaches carefully with Griffin and Ree out front, checking for traps. They make it to the structure on the bridge and are able to carefully look in side. A round room with an ornate opening in the center of the floor can be see. Two large, steel, jackal-headed Hutaakan statues can be seen flanking the room. When the doors were opened, the two statues animated and began to move toward it, as everyone expected. The doors were closed quickly before they could make an effective attack.
Dealing with the statues.

Some quick planning was done and the party decided to tie a trip wire across the bridge and try to let the statues out just one at a time. As all good plans go, this one falls apart quickly and the Company finds itself battling both statues at once. Luckily, one of them tumbles into the water and the other one is dispatched without too much trouble. It is noted that metal weapons seem to want to stick to the statues when stuck, though no-one's weapons are lost. 

Inside the round bridge room, the Company discovers a magical crystal wand and a bone scroll case containing a magical scroll. They close and secure the doors to the tower, hoping that they provide some measure of obstacle to anyone attempting to pursue them on their journey. Once past the bridge, the road curves around a rocky outcropping and then climbs even higher up into the Black Peaks.

Weapons were no match for the statues.

Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure guided by +Alex Safatli 


and +Jason Woollard as The DM




Precis - The Grey Company rests inside the tower at the end of the Death's Head Valley and see a strange light. Next they face off with metal guardians above a raging waterfall!

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