Adventure Updates

The Tower of Adamant is an adventure taking place in the Seasons of
Change
campaign setting, created and run by the Marquis du Jarod.
Does this Annoy You?

August 14, 2004

By now, you've probably realized that I (the webmaster) have not been updating the page as I should have been. This is my fault, and I apologize for it.

I also apologize for the fact that the game never officially ended. Instead of playing (lacking players), we played Diablo II instead. Still, if you're interested in a quick rundown of what happened out-of-game...

The party had gone through the Tower to the other side of the world. Here, they discovered a town in which the people were obviously being oppressed. An army consisting of numerous humans, a nalfeshnee demon and several destrachans as well as numerous orbaloids (imagine a floating sphere of flesh which uses psionics) approached...

The party would have been hard-pressed to fight the army off, though once the nalfeshnee was destroyed and the destrachans were thrown into disarray, the weaker orbaloids would have broken apart and become much easier to destroy.

Finally, the party would have returned to the Tower. While most of the party would have returned to Amalthion, Nick Rosetti would have stayed behind to deliver the townsfolk on the other side of the tower from tyranny.

After coming through the Tower, the whole thing would have (and has, by now) collapsed in on itself into a big pile of adamantite.

The remaining members of the party are on their way back to Amalthion at about the same time as the City of the Dead party wrap up and head back.

One major side note: After the destruction of the tower, there was a massive burst of magical energy. As an aftereffect of the burst, magic has become somewhat muted. More details on this will be posted later, but if you are playing in the Pirates campaign, be sure to check with me if you're playing a spellcaster.


July 3, 2004

Continuing from the last game, the party ignored the ugly gargoyle-like statue at the end of the room and continued opening doors at random. Behind one was a kind of barred cell which contained a demonic-looking pedastal and a book. The next room held four orcs.

The orcs attacked immediately, attempting to flow out of the room, but the party's presence in the hall provoked numerous attacks of opportunity. The party engaged while Aust's dog-like companion cowered in a faraway corner. Nick, his crossbows spent, began attacking first unarmed, then with his kukri.

Amedi cast Divine Power and Righteous Might, growing to over 12 feet tall. Stepping into melee, he began laying the smackdown on the evil orcs. Lors -- the NPC rogue played this week by Lord Adam -- dusted himself with glitterdust, thus becoming invisible. Slipping out of combat, he hid for a few rounds, but then returned to sneak attack one of the orcs.

The orcs were apparently accompanied by a cleric who, once his fighters were out of the room in which they were discovered, cast a blade barrier on the door to keep the party out. In order to reach the cleric, Forté summoned a pair of celestial badgers to try to keep it busy. Aust moved through the blade barrier using his abundant step ability in order to get close to the threat. The orcish cleric was caught off guard, but still managed to bull-rush Aust back through the blade barrier, causing the monk some serious damage.

Amedi continued striking down orcs with his adamantine great-star until he faced the cleric, whom he struck down with a full attack. The only orc left alive (but unconscious), was slain by John Alderich Jr. Lors then began searching the bodies while the rest of the party began opening more doors.

One door revealed a room containing a robe, a few books and a few scrolls, all of which Aust pocketed for identification later. Yet another room revealed a Shield and a set of Breastplate armor, which John Alderich Jr. picked up. A third room had three cells, each of which held a sleeping woman, each one wearing a primary color, red, blue and yellow. Checking the room, Amedi cast detect evil and determined that an overwhelming source of evil was coming from just below the room. He ripped the cell doors off, and the party deposited the three women in another area. Then, Amedi began pounding on the floor with his great-star, attempting to break open a hole. Nick attempted to assist, but his leather-soled boots failed to match the damage of the cleric's adamantine great-star.

Finally opening a hole big enough to see through, Amedi and Nick saw a red glow coming from the room below. Opening the hole further, they saw a glowing red pentacle on the floor below. When the hole was wide enough to slip through, Nick jumped down into the room below. Landing, he suddenly slipped on one blood-drawn line of the pentacle, disrupting its shape.

Down the hall, all three women woke at once, reaching toward the sky, screaming "NOOOOOO!"

Stay tuned!


June 19, 2004 (Played Tuesday, June 22)

The party continued their journey, stepping into the central chamber. Aust and Lors barely avoided falling into a pair of 20 foot deep pit traps, thus alerting the party to the existence of such traps.

When all but Forté and Zaira were in the room, Amedi noticed a small spot on the floor which looked like it was set into the floor somehow. When he brought it to Nick's attention, the crossbowman immediately said, "This stone?" and stepped upon it.

The doors around the room closed, sealing it off and a foot-wide pillar rose up out of the floor. Upon the pillar was a clock and some text written in a form of draconic. The clock had thirteen numbers and seven hands. Various members of the party played with the hands on the clock to no avail. Aust's "puppy" began attempting to reach the hands and, thinking the canine knew the puzzle, Aust lifted him to the clock. However, the creature simply began playing with the hands, solving nothing.

Amedi, meanwhile, went to one door and began battering upon it with his Adamantite great-star. It took him about a minute, but he finally broke through the door in time to see Zaira and Forté coming up the hallway.

The two entered the room and Zaira, seeing the pillar, immediately went to investigate. She began mumbling to herself as she examined the pillar, but all the party could make out was something about "entrapped by time" and "hands of prime."

Finally discovering that placing the seven hands on the seven prime numbers between 1 and 13, the party set the clock and the doors slid open. A circular stairway rose up around the room leading to a cleverly concealed door in the upper wall.

Walking up the stairs and opening the door, the party found another room, this one a cylindrical room with ten pillars, each one holding an everburning torch. The light didn't go far, and no one could see the ceiling. Zaira had somehow disappeared.

When something moved near the far wall, Nick instantly opened fire upon it with his crossbows. The creature began to scurry around the room, finally stopping across from its original hiding place. Amedi cast daylight on his daylight scroll (an intriguing idea) and illuminated the room revealing a large, wingless lizard-like creature, clinging to the wall. Striking it with a flame strike, Amedi immediately caught its attention.

The creature attacked with a cone of cold air, damaging the party. Now convinced of its hostility, Nick began firing in earnest, damaging the creature further. Leaping down from the wall, the beast attacked the party until it suddenly became very still, apparently held in place by one of Zaira's spells.

Amedi began attempting to negotiate with the creature, though unable to communicate its intent, the creature simply sat there. Instructing Zaira to drop the hold monster spell, Amedi prepared to smite the creature if it showed any sign of hostility. The hold monster spell dropped, and the creature skittered up the nearby wall. "Go away," it said, "and do not return to this room."

The party left, leaving the creature in peace.

Beyond that room was another hallway of doors. Jonathan again began opening them with complete disregard for personal safety, realizing too late that these doors too were trapped. He was poisoned after the second door and decided to wait for a while before going on.

Opening one door, the party discovered a vaguely naga-like creature with a falchion. Roused from its sleep, it attacked the party, but was no match for Aust and Jonathan. Meanwhile, Nick and Lors, followed by an invisible Zaira, went to a set of double doors at the end of the hall. The rogue began playing with the lock, when suddenly a cloud of gas surrounded him and Nick who both fell asleep. They were roused several seconds later by Zaira.

Lors opened the door to see a large evil-looking statue on the other side...

To be continued...


June 12, 2004

The party wind walked across the upper edge of the continent of Neriss arriving only a few hours later (although this was a time-dilation effect imposed by the GM who didn't want to spend a week on the journey across land). Upon arriving at the Sky Cliffs, a set of high, jagged cliffs overlooking the ocean to the east, the party noticed signs of a shipwreck in the waters below. Investigating closer, they discovered Zaira, a mysterious black cloaked sorceress and her tag-a-long cohort, a halfling named Lors.

Despite their mysterious demeanor, the two strangers were welcomed into the party, albeit reluctantly. Amedi suddenly noticed a set of stairs in the cliffs and brought the stairs to the attention of the rest of the party. The began to climb.

At the top of the cliffs, set back several hundred paces, was the tower. While it approached the height that they had heard it described at reaching, it was not quite as imposing as they thought it would be. Standing about three quarters of a mile high and with a base only a few hundred yards across, it was almost a disappointment.

Approaching the tower, the party saw that the only door was a large structure which appeared to be adamantite. Upon its face was a statue of an old man with long hair and a twisted, gaunt body. Its fingers and toes seemed to blend into the door as though he were carved out of its face.

As they approached, the statue suddenly straightened and began to speak. It asked if the party was there to free it, and began muttering to itself. Finally, Zaira attempted to "free" the statue by plunging her adamantite dagger into its chest. The dagger failed to pierce the statue.

Examining the statue at length, Zaira discovered that it looked and felt like Adamantite over its entire body, except along its neck. With little trouble, she severed the creature's head. The body crumpled and the doors swung open.

Inside, the party began to explore, finding a circular hallway around a central room with hallways leading from the outer circle to the inner chamber. Along each hallway were doors. Orcs and goblins assaulted the party, but were eventually killed. Finally, the party found an Athach, a three-armed giant, standing stupidly in a room. Attempting to circumnavigate the creature, the monk, Aust stepped on a pressure plate setting off a loud klaxon alarm which drove the athach into a frenzy. It attacked the party, but was fairly easy to kill once the group joined the battle. After the fight, an anti-magic field trap was discovered nearby, obviously set to negate the benefits of magic weapons in the fight with the athach. Luckily, no one tripped the field.

Walking down the hallway of doors, Jonathan began opening each one, each time experiencing a prick on his finger. The poison was not strong enough to deter him, so he continued until almost all the doors were open. Various and sundry creatures were found, mainly orcs and goblins, though nothing to deter the party or even give them pause, save for a small humanoid, dog-like creature which began to follow Aust like a puppy. Finally, they moved toward the Central Chamber...

More next week!


June 5, 2004

The party, answering an ad in the local paper, assenbled at the Arcane Spellcasters' Guild where they were ushered into Sylan Vaunt's chambers. Vaunt, the Grandmaster of the Arcane Spellcasters' Guild, told the party that Demlaar cartographers had seen a huge, black tower in the distance on the northeastern border of Neriss at the top of a set of huge cliffs.

The party agreed to go to the tower along with Forté, an apprentice of Aviccio Allegro as well as the captain of the Litavachi, a Demlaar three-masted Cutter.

Leaving Amalthion in the evening, the party experienced excellent weather for the first ten days of their journey before they hit bad weather. A storm brewed up and the high winds blew two crew members out of the ship's rigging. Amedi Vak activated his Figurine of Wondrous Power and a bronze griffin appeared. He leapt onto the griffin and flew out to rescue one of the crew from the water.

Meanwhile, Aust leapt overboard with a rope in hand to haul in the other crew member. Both were greatful for their salvation and returned to their positions without too much trouble.

The voyage continued until the ship ran afoul of a group of strange, tentacled monsters. The beasts clouded themselves in illusion and attacked the ship from beneath, their assault beginning with the domination of three crewmen who were subsequently ordered to sabotage the ship.

The party attempted to stop the afflicted crew members and while Nick shot one, Aust climbed up the rigging to deal with one of the others. Amedi dealt with the other using a hold person spell.

The creatures then attacked the ship outright, reaching in through portholes to attack the people belowdecks. Two cannoneers were afflicted with a strange illness which caused thier bodies to alter to the point where they became dependent on water to survive. Amedi then cast Blade Barrier around the ship, cutting the creatures' tentacles, as the captain went below to retrieve his flintlock pistols.

Forté added his strength to the fight by casting hold monster on one of the creatures, then crossed the ship to cast the same spell on another. Unfortunately, the creature succeeded in its Will save. Aust then leapt down onto the monster to attack it from melee range with his flurry of blows.

Two creatures were now put out of commission. Amedi Vak then turned to the creature in front of the ship and told it that the boat was under the protection of the god Banril. He then cast flame strike on the beast.

With two of their allies dead, the creatures chose this moment to flee.

Amedi Vak then spoke to the captain, telling him to find anchorage for the evening. The captain located a river delta and pulled the boat in for repairs and to dunk the afflicted crewmen. Over the course of two days, Amedi cured their afflictions and then turned his attention toward the party.

Casting wind walk on the party's members and upon himself, Amedi instructed them to follow him through the sky to the Tower. The captain of the ship agreed to meet the party at the foot of the sky cliffs within a month's time.

Stay tuned for the next update!


Dramatis Personae
Forté, Apprentice of Allegro
Aust, Monk of the Order of the Clouded Fist
John Alderich Jr., fighter for hire
Nick Rosetti, marksman and archer
Amedi Vak, cleric of Banril
Zaira, Mysterious sorceress
Lors, Follower of Zaira.
Past Updates
June 19, 2004
June 12, 2004
June 5, 2004