Bublaka |
The half-orc nods and turns toward the documents on the table. "I was just sharing new information with Valgrim, actually."
"Dragotha is the dracolich herald of the mad god Kyuss, who seeks to initiate an accursed Age of Worms sure to end the world as we know it. We have located and destroyed his phylactery." He nods at Valgrim as he says this last.
"Information we had indicated that the undead wyrm lairs in the Wormcrawl Fissure, an area within the massive Rift Canyon. But it has been centuries since anyone explored the area significantly and survived, so documentation is hard to come by. There is one exception, actually - the wizard Balakarde obsessed with the destruction of Kyuss. He explored the canyon some and bargained with one of its occupants to gain the following. Then he disappeared, apparently on a mission into the canyon alone to face the horrors within."
Unrolling another tube of parchment, he reveals a map with spurs and side canyons as well as notes scrawled in several spots. I believe the DM has a map for us to peruse here. Time to start my tabletop game. See you again soon!
Guardian Raya Iatos |
Raya crosses her arms, all business. "Then he sounds like the sort to speak to. Dead or no, the grave is no bar to the right priest, lest the spirit is somehow transfixed there. If he went there alone, he was either a fool, or was clever enough to know something important. I'd wager the latter, as the fools only become notable when elected to public office."
The Worm That Walks |
Link to Wormcrawl Fissure Map is provided at the top of the thread now. The numbers are a little difficult to make out on it. If you zoom in it'll help a bit. Kind of an Easter egg hunt though as 2, 5, and 7 are up on the cliff walls and blend in. There is a spoiler for the map key at the top of the page also.
Valgrim Twin-Axe |
"Hmmmm, not good. If Brazzemal is still alive, then it looks like there will be a reckoning, since his lair is so close to where we need to go: Kyuss' Maw, I assume. Bubba, do the names Thessalar and Zulshyn ring a bell? Must be powerful folk to set up shop so close to Dragotha. Allies of his?? Hmmmmmm....I really hope we don't have to go jumping in any of those lakes...."
Took me forever to find #7! Lol....
Guardian Raya Iatos |
"High sheer walls on all fronts, many box canyons. An optimal position for those who would rain fire from above. This spire would be an excellent look out position, it would doubtless be a perch for the more monstrous inhabitants."
She frowns a bit further, "" I am reminded of a time that one such party I was with, used the cover of water to move into a stealthed position. Depending on the depth of the water in this river, we may be able to traverse it up the stream to the north lake, and just maybe take whatever lookout there is by surprise."
She adds in jest, "I knew a priest who kept insisting he could turn an entire lake into holy water. How useful that could be."
Friar Ferez |
Friar smiles at how well Raya is getting along with all. "I can commune with my goddess but I may ask only yes or no questions, so information is limited. I will try tomorrow morning if you all have good questions."
Guardian Raya Iatos |
"I mean speak with this Barakarde himself, if we have the coin or ability. I don't know the specifics of what is necessary, but Barakarde had to have had a reason for doing what he did, any insight he may have possessed is something that surely would aid this campaign."
Perhaps a scroll of Call Spirit is not beyond our means?
Valgrim Twin-Axe |
Raya, the range of that spell is 10 feet from the final resting place, which we have no idea...lol. He disappeared, most likely in or near Dragotha's lair, so I don't think that will help. Maybe Friar can ask Sarenrae about the location of Balakarde's spirit using the names on the map. May narrow it down. He can ask 19 questions and there's only 9 landmarks. :)
Bublaka |
Knowledge (the planes): 10 + 20 = 30 Taking ten on my check regarding lillends
"Balakarde's notes indicate that a creature of the outer planes called a lillend could be found near the southern lake. He was able to negotiate with her and learn a great deal about the area, presumably before his final excursion."
Knowledge (history: 10 + 21 = 31 Taking ten on my check regarding Thessalar and his legend
"Thessalar, according to the notes, occupies an ancient - possibly older than Dragotha - fortress. He is reputed to be a lich of tremendous power - as most that survive the transformation are - that is fascinated with the mystery and manipulation of life. There are many tales of monstrosities that he has created."
Blind-sided by a system crash today or I would have more to share - or Bublaka's character sheet could be completed. He's leveled in HL, but his gear is still in limbo. Sorry for the delays.
Guardian Raya Iatos |
Raya, the range of that spell is 10 feet from the final resting place, which we have no idea...lol. He disappeared, most likely in or near Dragotha's lair, so I don't think that will help. Maybe Friar can ask Sarenrae about the location of Balakarde's spirit using the names on the map. May narrow it down. He can ask 19 questions and there's only 9 landmarks. :)
lol, I forgot to check that. Silly me. Good thing I actually don't have points in spellcraft.
The Worm That Walks |
Bublaka, your history check doesn't tell you anything more about Thessalar than what you already know. However, if you wished to start the next chapter having used one of your 3 uses of your loremaster ability I would add a bit of info.
Although they have no need of mortal nourishment, it is said that lillends sup on the joy of music, art, and performance. They also love unspoiled wilderness and seek out places in the mortal realm that remind them of the beauty of their home plane. From the lore of numerous races come tales of these muses, particularly those that have taken a vested interest in the training of a single talented prodigy or the ongoing creation of some fantastic work of art. Such legends sometimes prove true, as all lillends have their favorite works, creations, and artists, and often visit the Material Plane to enjoy their splendor and make sure they remain safe. In the defense of such beauty, lillends prove passionate foes, calling upon the might of nearby allies or crushing philistines in their striking but deadly coils.
Valgrim Twin-Axe |
"The female lillend sounds like a possible ally, right up your alley Bubba! Maybe you two can make beautiful music together." Valgrim smiles and winks at the bard.
"Now, the lich, he's got to be destroyed! Either before or after, but most definitely." Valgrim is all deadly serious when he speaks about the undead.
"I say we visit the Lillend first via Wind Walk and see what Bubba can negotiate and what she can tell us about Dragotha and Balakarde, depending on what Friar's goddess tells him."
GM, no reaction from Exousia to Raya? I was curious to see that interaction.
Bublaka |
Yeah, let's see what Loremaster gives us about the lich.
"Ah the knowledge of the arts she must have! I wonder what beauty the canyon holds for her to make her home there?"
The Worm That Walks |
Ah, yes Exousia. Had forgotten about her with everything else...
Exousia strides into the room, "No sign of the dragon and the castle looks like it has almost fully repai.....Raya! How long has it been? Last time I saw you was when you brought warning of Baalzebul's deception to the Shining Host. By the Light it's good to see you! What are you doing here?" She reaches out and clasps Raya's arm and then pulls the paladin into a full hug. Raya realizes that she only knew Exousia by her celestial name before this, which is why she didn't immediately recognize the angel.
Bublaka you have a PM.
Guardian Raya Iatos |
Raya seems quite taken aback by the angel, a hand going over her heart. "Isondiel, as I live..." She's then pulled into an embrace that drives the air for her lungs, lightly staggered by the move of affection. As she recovers herself, Raya finishes, "and breathe..."
She sizes up her celestial friend, "An unexpected but welcome tiding. And wearing armor, I see. Hmmm. Foul things afoot to both convince me to return to the field and you to armor up. We are thrice blessed to have your aid yet again."
The Worm That Walks |
The angel immediately thrusts Raya out to arms length without losing her steely grip, "What?! Am I to take that to mean your coming with us?" A brilliant smile lights up her face, "Just when things were looking darker a new light shines forth. Such is the way of the Dawnflower." She shakes her head in wonder and says to the rest of the group, "We could not have a stronger ally." Releasing the paladin she looks Raya over critically as a sergeant would her soldiers and says matter-a-factly, "You still can knock the wings off a coloxus at three hundred paces and spot a shadow on a moonless night, can't you?" She begins to adjust the armor self consciously, that the paladin pointed out just moments before, as if she is not quite comfortable in its confines.
Guardian Raya Iatos |
Raya's disciplined, perhaps steely, disposition is at odds with Exousia's exuberance. It is not without warmth however, "When a dragon attacks the city you're staying in, all hands must reach for their blades once more. Your good Friar has asked for my aid, and I am inclined to give it. That and I was already tired of being old." She crosses her arms in that furtive way of hers, "It was becoming a pain in my rear....As for my skills, I recon I'll muster to the challenge as before. The great bow Ceal still stands at my side, though my great collection of arrows were donated to the cause. I have enough to down this abomination and his ilk, surely."
She adds after a moment, "The breastplate looks good on you. In trying times, one must put aside the pride that manifests from strength and; admit the need for greater armaments to fulfill the task at hand."
Raya explains to the party, "Exousia, as you know her, had become something of a patron of mine years ago, giving me her name to forge a bond between us...for the merits of my Eaglesoul prayer. Back during the campaign against the Nameless Lich."
Bublaka |
[ooc]PM received. X2. Tomorrow is delayed day of turkey consumption, so posting time is again delayed. I am very sorry I am holding us up - if TWTW wishes to not me to provide the info, that's not a problem for me. I almost got Bubba's profile updated, though! Debating a feat and always interested in suggestions. I am thinking a metamagic might be in order.[/b]
Friar Ferez |
Happy belated Thanksgiving to all!
Friar smiles when he sees Raya and Exousia getting along so well and stays up late hearing their stories. "I think Exousia's word is enough that Raya will be a valuable ally in our fight against the undead Dracolich."
GM, Friar's plan is to follow up on the Call Spirit plan mentioned by Raya previously but in order to do so, he needs to locate Balakarde's spirit, assuming he is not undead, which is a distinct possibility. So Friar will cast Commune in the morning and begin asking about Balakarde's spirit in the different locations. He is allowed 20 questions (due to ioun stone, he +1 caster level). Once he gets a yes, he will stop of course and think of more questions. If he gets an unclear, he will continue asking questions in order. He will ask about the locations in reverse numerical order as listed on the map.
First question: is Balakarde's spirit in the Kyuss Maw?
Second: in Earthcancer Gorge?
Third: Thessalar Fortress?
Fourth: Chimera spire?
Fifth: Zulshyn's place? and so on...
The Worm That Walks |
I imagine your first questions would be to determine what plane of existance Balakarde's spirit was even on. If dead, then he would most likely have passed on to Pharasma's care in the afterlife. Regardless, you quickly determine that his spirit is indeed still here on the prime and the answers are as follows...
Question #1: No.
Question #2: Yes.
Friar Ferez |
Good thinking, then he would have spent two of his questions on Balakarde's fate first. So we're up to 4.
5. Is Dragotha's lair in the Kyuss Maw?
6. Does Dragotha have non-undead allies in his home base?
7. Is Sulshyn a possible ally for our party in our fight against Dragotha?
8. Is there anything hidden in any of the lakes of the Wormcrawl Fissure that we need to find to aid us in our battle against Dragotha?
9. Is Brazzemal still alive and serving Dragotha?
10. Does Balakarde's spirit have useful information he can provide us?
Will see answers and work on other 10.
Bublaka |
OK, some of these may have been answered in Bublaka's information that he would have shared with the others. #5, for sure. I will have to confirm the right answer, but consider that one a known item.
The Worm That Walks |
Good thinking, then he would have spent two of his questions on Balakarde's fate first. So we're up to 4.
5. Is Dragotha's lair in the Kyuss Maw? Yes, Bublaka tells you this.
6. Does Dragotha have non-undead allies in his home base? Yes
7. Is Sulshyn a possible ally for our party in our fight against Dragotha? Yes
8. Is there anything hidden in any of the lakes of the Wormcrawl Fissure that we need to find to aid us in our battle against Dragotha? No.
9. Is Brazzemal still alive and serving Dragotha? Yes.
10. Does Balakarde's spirit have useful information he can provide us? Yes.
Will see answers and work on other 10.
The answers are provided in the text above.
Friar Ferez |
Ok, so 9 of 20 questions asked, since Bublaka saved one.
10. Are there any non-undead enemies in Earthcancer Gorge?
11. Are enemies with Kyuss worms a danger in the Fissure and Kyuss' Maw?
12. Is Thessalar's phylactery in his fortress?
13. If no to previous one, in the Fissure?
14. Are we able to dimension door and teleport in Dragotha's base?
15. Besides holy energy, does Dragotha have any specific weaknesses?
Will wait to see answers for last 5.
The Worm That Walks |
Ok, so 9 of 20 questions asked, since Bublaka saved one.
10. Are there any non-undead enemies in Earthcancer Gorge? Yes.
11. Are enemies with Kyuss worms a danger in the Fissure and Kyuss' Maw? Yes.
12. Is Thessalar's phylactery in his fortress? No.
13. If no to previous one, in the Fissure? No.
14. Are we able to dimension door and teleport in Dragotha's base? Yes.
15. Besides holy energy, does Dragotha have any specific weaknesses? Yes.
Will wait to see answers for last 5.
Again, answers are provided in the text above.
Friar Ferez |
Continuing..
16. Are there alarms in place in Earthcancer Gorge?
17. Are there alarms in place in Kyuss Maw?
18. Is Brazzemal searching and/or scrying on us?
19. Is Dragotha preparing an ambush for the party?
20. Do we currently have access, be it via spell or item, to Dragotha's weakness?
The Worm That Walks |
Continuing..
16. Are there alarms in place in Earthcancer Gorge? Yes.
17. Are there alarms in place in Kyuss Maw? No.
18. Is Brazzemal searching and/or scrying on us? No.
19. Is Dragotha preparing an ambush for the party? No.
20. Do we currently have access, be it via spell or item, to Dragotha's weakness? No.
After shopping, negotiating, healing, casting commune etc...I think you have two days with Exousia left. I realize some of these things overlap and you can still cram more into those 3 days if you want too. For the most part it is probably the shopping/enchanting that takes up the time.
If you have a plan now and are ready to go then we can get this next chapter officially started. Just give me a post on what spells you are buffing with, where exactly you intend to start, and how you plan to get there. As soon as I have that then I'll post your arrival at the Wormcrawl Fissure.
Friar Ferez |
After the spell, Friar gives the party the following recap:
"I have communed with the Dawnflower and she has been gracious to share the following information with me:
Balakarde is no longer among the living and his spirit resides in Earthcancer Gorge, which has alarms (we can assume magical) in place and is guarded by undead and non-undead. However, his spirit has valuable information to share with us, so we should risk going there to speak with his spirit.
Zulshyn is a possible ally against Dragotha, so Bub needs to charm the hell out of her.
Valgrim, the lich Thessalar's phylactery is not in the Fissure, so even if we destroy him, he will reform elsewhere so we should leave him alone.
Brazzemal is still alive but currently not searching or scrying on us, so if he can be avoided, we should do so.
Dragotha is not aware as of yet that we are coming and even if he was, I doubt he would be worried. He has non-undead and undead allies in his base, but there are no alarms or effects blocking teleportation magic in place. He has a weakness but we currently do not have access to it and I do not know what it is.
We may likely face enemies, who similar to the Kyuss spawn, can infect us with Kyuss worms, so we should all have Remove Disease magics handy.
Finally, and thankfully, it does not look like we need to go diving into the lakes in the Fissure for anything.
I believe the best plan of action would be to wind walk to Zulshyn's home, gain her assistance and hopefully she will allow us to use her home as a base in the Fissure. Then proceed to the Gorge, speak with Balakarde and take it from there."
GM, traveling at 60 mph, how many hours to Zulshyn's home, do we estimate?
Valgrim Twin-Axe |
"Good intelligence gathering, Friar! Too bad, I wanted to kill that lich. Zulshyn sounds like a reasonable location. We will be dealing with mostly undead so prepare as needed."
Guardian Raya Iatos |
"Even a temporary reprieve from a lich is worth considering if he decides to lend his might during another confrontation. We may give the foulness a temporary reprieve, but are we so certain he will do the same if we strike at other targets nearby?"
Guardian Raya Iatos |
Raya also draws her Sunblade. holding it before her as it glints in the light. "I've done a fair bit of damage with this blade here, I would say I am ready as I can be on such short notice. May the blessings of the Dawnflower, and of all those who seek a stop to this cursed plan be guides upon this journey."
Valgrim Twin-Axe |
"Sounds like good plan, Friar. Let's Wind Walk to Zulshyn's place."
Spells memorized:
1st level (4): Anticipate Peril, Aspect of the Falcon, Ironbeard, Resist Energy
2nd level (3): Barkskin (x2), Hunter's Eye
3rd level (3): Burst of Speed (x2), Repel Vermin
4th level (2): Freedom of Movement (x2)
Guardian Raya Iatos |
"Speaking of preparations, I am reminded...." She reaches into one of the small pouches in her belt, removing a platinum ring from it. Raya solemnly holds out the item in the palm of her hand, without a word.
A few points in Spellcraft tells you... The signature item of a Shield Other spell, she's asking who in the party, she needs to suffer for.
Friar Ferez |
Spells memorized using an incense of meditation:
Cleric Spells Prepared (CL 20th; concentration +27)
9th—quickened flame strike (DC 22), mass heal, miracle, prismatic sphere D
8th—fire storm (DC 25), stormbolts (DC 25), sunburst D (DC 25), sunburst (DC 25)
7th—empowered flame strike (3, DC 22), holy word (DC 24), sunbeam D (DC 24), sunbeam (DC 24)
6th—cold ice strike (DC 23), fire seeds D, heal (2), heroes' feast, wind walk
5th—call spirit, communal air walk, disrupting weapon, flame strike D (DC 22), empowered searing light (2)
4th—blessing of fervor (DC 21), death ward (2), dimensional anchor, freedom of movement, holy smite D (DC 21)
3rd—dispel magic, magic vestment (3), sacred bond (DC 20), searing light D, searing light
2nd—bless weapon D, grace (3), lesser restoration (2), status
1st—hide from undead (DC 18), protection from evil, shield of faith D, shield of faith (4)
0 (at will)— create water, detect magic, stabilize, virtue
Friar casts Status on the party and then we partake of a Heroes' Feast and then Magic Vestment on his armor, shield, and Valgrim's armor. Finally, Wind Walk and we're off!
Benefits of Feast last 12 hours:
10+1d8 ⇒ 3= 13 temporary hps
+1 morale bonus to attacks and Will saves
+4 morale bonus vs. poison and fear saves
Bublaka |
Oh, man, the family gatherings start tomorrow and I need to get some sleep before the drive... I give up, I'm going to have to just drop the information here for the more active players to consume. Sorry, guys, I wanted to do something useful/creative.
Bublaka has been concentrating on the large scroll of documents that he brought from the library, half-listening to Friar's findings, nodding in agreement at some, showing a bit of surprise at others. As everyone begins to go into 'action mode', he raises his hand. "A moment, my friends. I don't know how much of this is useful or even new, but it's best if all information is shared among us. Please, have a seat for a moment longer." He begins to compose a tale, weaving tonal changes into it to make it easy to follow and easy to remember for everyone listening.
"Of immediate interest is the indicated location of Brazzemal's Aerie over looking the entrance to the canyon spur gorge. Above the southern lake there is the home of a outer planar female creature known as a lillend by the name of Zulshyn. Balakarde indicated that she could be negotiated with and provided him with a wealth of information about the area."
"Celeste has actually met Zulshyn. The lillend used to be the caretaker and guardian of an extraplanar 'highway' known as the Infinite Staircase before destroyed a particularly ugly Staff of the Magi owned by the titan sorceress Kelastis; she has been in hiding ever since. It was a couple of decades ago, I think, when Thessalar claimed the ancient fortress and took an unhealthy interest in Zulshyn. At first Zulshyn thought it entertaining that the lich should be smitten with her so but that all changed very quickly when she discovered his true debased intentions toward her.....something to so with those weird experiments he does. She of course wanted nothing more to do with him and he took it....somewhat personally. Celeste always thought Zulshyn should get far away from that undead monster but she thought she could handle him and decided to stay."
At the edge of the northern lake on the map, "Now this spire is known as the Chimera Spire and has been the roost for great flocks of chimeras corrupted by Kyuss' power."
Over to the west on the map, "On this mesa resides an ancient fortress that has been there for thousands of years but it is it's most recent occupant is the lich Thessalar. He has long been obsessed with the miracle of life and how to warp it into his own image of it. He is supposedly the architect of numerous creations and claims authorship of dozens of magical beasts and aberrations now firmly established in the environment of as many different prime material worlds. They include the chuul, the owlbear, the grick, the rust monster, and the mimic. Some have doubts about some of these claims, such as the chuul which evidence suggests is the creation of the wizard Ashranezr and not Thessalar. That being said, Ashranezr may have based his research on work already done by Thessalar. The one type of creature Thessalar certainly created are those that bear his name - Thessalmonsters. I believe he mutated hydras into them...as if hydras needed to be mutated. Some believe that perhaps the lich has some interest in Kyuss' creations and so has come to the Fissure."
"Other documentation agrees that thessalmonsters are Thessalar's triumph. These aberrations are created from the unborn young of other monsters that are infused with a dangerous form of shuddering flesh and fluid the lich calls "protolife". In most cases the teratic offspring are doomed to die after only a few minutes of painful life. The eggs of hydras are what he used for his thessalmonster creations. His drive for finding new vectors for his experiments has lead him to study the Kyuss' worms abilities to infect, spread, and create their own monstrosities. Can you imagine what would happen if he were able to combine his own evil creations with those of Kyuss?!"
Returning to the map, in the westernmost reaches of the gorge are two smaller spurs, "This northern spur is known as Earthcancer Gorge and it falls away into a treacherous maze of smaller chasms and rifts that contain a place known as "The Apostle Caves". It is a breeding ground that Kyuss created for many of his abominations and should probably be avoided at all costs. This southern spur is our ultimate goal. Known as "Kyuss' Maw," it is the gateway to Kyuss' greatest temple - the Tabernacle of Worms. The cave entrance that will lead you there is located in this spur. The Tabernacle itself is both Dragotha's lair and the place where Kyuss himself is entombed. As for Dragotha, he is a thing of incredible power. He can breath the fire of his red dragon heritage or negative energy that wipes out all life in its path. Not only does his touch paralyze but so does his very gaze. Basically, take everything that Brazzemal is and then combine it with everything that an ancient lich like Thesselar is and double it. I have been unable to identify a particular weakness that we can exploit."
"Changing the subject, Balakarde was an interesting individual. About forty years ago, the talented and powerful wizard encountered the spawn of Kyuss for the first time. The resulting battle was recorded as grueling, and by the time the spawn lay dead at Balakarde's feet, the ravenous worms had claimed the life of his adventuring companion and sister, a bright-eyed and vivacious woman named Maralee. There is a drawing of them both on a sheet here. Balakarde took his sister's death hard, and fell into a depression for two years. He emerged a stronger, more driven man and went on to become one of the most powerful wizards of his generation. Manzorian knowns about him; they were contemporaries and reportedly friends. At the pinnacle of his power, his fatal flaw of not letting his sister go revealed itself again. He had never gotten over her death. He abandoned his responsibilities, his work, and his companions, and dedicated himself to one task - destroying Kyuss. His desire for revenge made him vulnerable and he took many risks. He went systematically about uncovering and destroying any trace he could find of Kyuss' cult. He rightfully grew secretive and shared little of what he discovered, but this much is clear, he uncovered evidence that the apocalypse known as The Age of Worms was coming and I think became more desperate than ever. From Balakarde's notes, the last person he sought out was Lashonna for information and advice. That lead him to the Wormcrawl Fissure from which he was never heard from again."
Bublaka |
Bublaka will cast his standard protections, but not until conflict is imminent as they are shorter duration. Feel free to bot him as necessary - next week is finals.
Friar Ferez |
Hope you're not waiting on me, GM. My questions on the Commune Spell would not have changed, other than the location of Dragotha, as discussed earlier, since Bub had already told us.
Guardian Raya Iatos |
"As I have come in upon the last leg of this journey, I am afraid I cannot offer much of advice...especially since I do not know your full capabilities. That said, I never was much of a tactician anyway. I would, however, like to know what general traits I need to focus on when I pray to enhance Ceal. If they're anarchists or the like, or perhaps immune to fire."
The Worm That Walks |
You leave Manzorian's home behind and fly across the vast expanse of the inland sea - the Nyr Dyv. At one point you have a encounter with some playful air elementals that investigate the curious clouds speeding through their skies. They spin you about, dive right through your forms, and generally make you dizzy for a bit but speed off toward the horizon soon enough. You approach the Rift Canyon's westernmost reaches, where a particularly deep spur canyon extends off of it. You are approaching one of the most mysterious and dangerous places in the world. Few have braved it's depths, but its perimeter is thoroughly documented. The Wormcrawl is divided into two distinct zones: the Heights and the Depths. The Heights extend about 300 feet down into the Fissure. The caverns that riddle the walls of this region are infested with tough groups of ruffiens and goblinoids, along with numerous vermin and flying monsters. The worst of this bunch are the derro of the Razorwind tribe, a group of bandits who ride highly trained wyverns. The Wormcrawl depths are shrouded in a thick mist that blocks the cleansing light of what little sun would reach its deepest reaches, creating a perfect place for the undead spawn of Kyuss to fester and grow. The deepest point is said to be a mile below sea level, and the caverns that branch off from the cliffs doubtless go even deeper. Numerous undead menaces dwell here, including many types of Kyuss spawn, nightcrawlers, and worse. The mist below you makes the canyon appear to be only 1,000 feet deep as you view it from the Rift's edge, but you know the shroud just masks whatever lies far below in the depths.
Are you forming into your solid selves before you head down or are you flying into the Fissure in mist form?
Valgrim Twin-Axe |
I say we stay in mist form. At 60mph, we move 528 ft per round so we can outrun most enemies and dispel magic has only a 300' range at 20th level so it's safer to stay in mist form to avoid most dangers.
Guardian Raya Iatos |
How obvious are we? Scouting out the Chimera Spire at the very least would prove rewarding as long as we don't draw the attention of its various denizens who follow us until we return to physical form.
The Worm That Walks |
I would say the mists of the canyon are both a blessing and a curse for you. Your misty forms blend in quite well and anything has to make heroic checks to spot you. On the other hand, your visibility to see things is also quite limited. Now that is not to say you are blind, but things start off as if you are constantly in twilight.
So, one vote for Chimera Spire and one vote for heading straight to Zulshyn.
Friar Ferez |
Friar trusts in the dwarf's darkvision and ungodly Perception score so he follows Valgrim in mist form toward Zulshyn tower.
The Worm That Walks |
Ok, Zulshyn's tower it is. Valgrim's survival check for navigation: 1d20 + 26 ⇒ (5) + 26 = 31
Sticking close to the cliff walls you drift down into the canyon below. Normally Valgrim has absolute trust in his sense of navigation but the mists are exceptionally easy to get turned around in. Despite this the ranger manages to lead you all to a large lake that goes miles in every direction. The mists have cleared a bit down here but it is still as dark as twilight. He thinks this is the southern lake on the map and you all head across its placid and still surface. The temperatures down here are downright cold. Your travel across the lake passes uneventfully and you approach the cliffs on the far side. After some searching the dwarf spots a curious tower, 500' feet up the cliff, shaped like a jutting claw. Approaching the tower you are suitably impressed by its exotic and artistic appearance. It looks like a large dome with a gracefully hooked spire rising up over the top like a claw. A balcony halfway up this spire provides a breathtaking, if somewhat gloomy, view of the often mist-laced lake below. The dome and the tower itself are crafted semmingly out of a immense single piece of polished obsidian. There are two entrances that you can see; a double door at ground level and a single door on the balcony. Both are made of single pieces of semi-transparent rose quartz. The windows are stunning stained glass pieces of art that depict various scenes ranging from dark but striking landscapes to the four undead horsemen of the apocolypse mounted on terrifying demonic horses. Their morbid depictions representing death, pestilence, war, and famine.