The Dragon's Demand

Session 2: Under the Witch Tower

31 Arodus, 4714 AR

  • The trio makes a deal with Harzogopas (signing a contract no less!), vowing to free the imp from its bound state in the Witch Tower in exchange for information on the dangers awaiting them in the dungeon.
  • The group continues on, activating the lever mechanism in the secret prison to bypass an acid-filled section of the dungeon and negotiating their way past a corroded clockwork servant guarding the treasury of the Canteclure family, former owners of the tower according to Harzogopas.
  • After a quick battle with a ravenous undead ghoul in the treasury, the group explores a new, unfinished tunnel that leads to the main tower collapse. An inspection by Hamish confirms that the collapse was engineered, and the group discovers three bodies in the rubble, including two kobolds and an old man dressed in fine robes. The trio wonders if the old man could be the wizard Balthus Hunclay.
  • While further exploring the freshly hewn tunnels north of the collapse, the group is ambushed by two kobolds. They kill one and capture the other – a female kobold archer calling herself Sesserak. The trio learns that Sesserak led the kobolds here at the behest of Chief Roaghaz of the Blood Vow tribe, ordered to work with Balthus Hunclay to undermine the Witch Tower’s foundations. Unfortunately their efforts went too far, and the tower came down before it was supposed to, killing the wizard and several of her kobolds. Sesserak claims she cannot return to her tribe after such failure. She tries to escape as the group considers her story, but is wrestled to the ground and bound. Emraeal argues for killing the kobold (a race for which she shares no love) immediately, but relents when Bat and Ham insist on bringing Sesserak to Belhaim to face judgement.
  • The group makes its way back to the dungeon’s entrance with Sesserak as its prisoner. They collect the bones of Harzogopas’ long-dead master (for later burial) on the way, making good on their promise to free the devil from its imprisonment, and exit the ruins of the Witchtower just prior to sunset on the 31st of Arodus, 4714 AR.

Session 2 Treasure
Session 2 XP

Session 1: Arrival in Belhaim

31 Arodus, 4714 AR

  • The party finds themselves stranded in the village of Belhaim, deep in the Verduran Wood.
  • While eating/drinking at the Wise Piper Inn, the group is roused by a thunderous disturbance outside, and exit the inn to discover that a large tower (called the Witch Tower by the locals) on the hill northeast of town has collapsed.
  • The villagers and party find the dead bodies of two kobolds (small bipedal lizardfolk creatures) outside the front door of the local wizard’s (Balthus Hunclay) residence near the collapsed Witch Tower. Hamish believes the tower’s remaining structure, although very old, to be generally sound, and finds the collapse to be suspicious.
  • At the behest of the mayor of Belhaim, Lady Origena Devy, the party agrees to explore the collapsed Witch Tower and report back to her for the sum of 500 gold pieces.
  • The group manages to enter the cellar underneath the tower, and discover it to be quite extensive, and apparently untouched, save for two human-sized (and hungry) centipedes, which are promptly cloven in twain by Ham’s mighty greataxe. They discover several old prison cells, including a secret prison and interrogation area containing the long-dead of several prisoners (one of which haunts the area with pained utterances of “Good Baron Sarvo wills it!”, and a strange mechanical device attached to a long twisting chain.
  • The session ends as the party defeats a malicious (and somewhat insane) imp residing in the prison’s ancient torture chamber. The imp has apparently resided in the room since the tower’s last resident, Baron Sarvo Canteclure, was overthrown 200 years ago by the current ruling family (the Devy family). The imp explains that it was once the familiar of the overseer of the tower.

Session 1 XP
Session 1 Treasure

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