Ghost Tower of Inverness - Session 4 - Finishing off the Fire Wing
Rewards Granted
CUMULATIVE TREASURE
- Formian Monster Component - don't have them with you and currently sitting at 30% chance of decay or being taken (addition 5%/day)
- Invite to join Lyzandreds Hollowed Ones
- Brass Steam warrior wreckage (30%+5%/day of being taken)
- magical training dummy (spend 5 prestige points and 30 days of downtime gain a "combat feat"
- historical war records (2400 worth of capital - influence)
- Armor with +3 total worth of enhancement (combination of pluses or ability)
- Armor with +3 total worth of enhancement (combination of pluses or ability)
- Weapon with +2 total worth of enhancement (combination of pluses or ability)
- Rod of Thunderous Force
- +2 Ring of Protection
- Wand of (Geron I think you decided what this was)
- Gilded Throne (4000 gold)
Missions/Quests Completed
FINISHING OFF THE FIRE WING
FIRE WING HALLS OF KNOWLEDGE (Magic Mastery)
- this hall covered in mosaics tells the tale of how Galep-Draedil dicovered a Concordant Jewel
- for more information on the radiant citadel click here
- the lore reveals that Galep-Draedil and the Flannae people were one of the radiant citatdels founding ethnicities
- later the people would loose their connection to the Radiant Citadel (see video link above for details)
- the players discover a room with an elite force of Galep-Draedils lead by an Ogre Magi
- a furious battle breaks out as the characters shatter the temporal stasis effect which had the troops frozen in time
- as the battle seemed to swing into the favor of the enemy some stratedgic healing and unlucky rolls on the bad guys side see the players victorious
- hanging around the Ogre Magi neck is an odd piece of metal latter to be determine to be a key of sorts (see below)
- the character avoid a diseased lock as they enter the armory of Galep-draedil
- most weapons have rusted with time but the characters do find 2 magical suits of armor and 1 magical weapon
- The quarters of the Ogre Magi a bacelor style suite decrepit with age
- fully functional lock - may be a good panic room
- The final hall in the fire wing contains more lore which the players reveal
- it talks about the four "Cardinal Prophecies" in general and the "Northern Prophecy" specific
- in general Galep-draedil concerned himself with preventing the fulfillment of 4 prophecies
- "The Northern Prophecy" refers to the Age Worms
- in his time the first Age of Worms was only a few years off which he precdicted would be thwarted
- he further surmises in a 1000 years (current time) the Kyuss would seem to be defeated but still remained a threat
- finally the players come to then end of the halls at a pair of double doors
- in front of the egress is a pedastel with a concave square impression
- it would seem that the key around the Ogre Magi's neck would fill 1/4 of this square