Edriene joins the party – read Asimovs journal for flavor!
With nearly a week of dead ends and a coin purse nearly empty, the group decides to defy the words of Allendi and go towards the Scepter Tower. From a distance the tower seems all to easy to enter, despite the thin cloud of mist and overgrown vegetation. However upon reach closer to the tower the visage of the once meek tower, turn to a much darker visage. The Scepter Tower seems to grow in size and the surroundings grow darker and more threatening. Lightning cracks in the sky frequently, but the party continues on, determined to reach some better understanding. As they approch, stones begin to grumble and as if the tower could speak it asks a riddle of the adventurers. Halting immediatly and sensing the danger if they contiued without answering the party ponders the question. At once Asimov and O’grim reply “Pencil Lead”. Feeling reassured that the answer was correct by the sound of stones rumble, the party continues forward. Only moving a another 15 feet the party is once again posed a riddle. However, this one is tougher. The party takes time answering this question, and thinking they have gotten the correct answer, Ballreich moves closer, only to be struck with a crack of black lightning and launched backwards many feet. Continuing to ponder, the newest member of the group (the Eladrin Wizard – Edriene) finally comes to the conclusion of “The Head of a Nail.” Again hearing the grumble of stone against stone they continue. But again as they move closer, the tower ask another riddle. Of course this one is harder than the last… Taking several minutes to think, none of the answers are meet with approval. Fed up, the paladin Ballreich trys to move forward only to be struck again by the black lightning. However the surge of electricity must of caused something to click in master Foehammer’s mind, for he immediately answered “A Wedding Band.” Nearing the last 15 feet of the castle they are meet with one last question, to which all have heard and almost in unison reply “Silence.”
Upon reaching the gargantuan doors to the Scepter Tower they find it to be locked by 3 giant locks. On either side of the door lies a clock-like puzzle with 3 hands stretching out onto assorted type of symbols numbering 9 slots each. With no clue how to enter they, blindly test the puzzle. After pulling on the door to no avail, a giant stone figure seems to step out of the tower as if a man through a door. With golem stepping in dominant stride, Ballreich attempts to calm the animated rock with words… and he does. Noting that the golems right hand is the key to the final piece in the puzzle, the party investigates any information about the tower. However, Ziggan (the Golem) either knows little or is not willing to give up such valuable information about the Tower which he so fervently defends. Conceding that they do not have enough information to enter the tower in such a direct manner the party leaves Ziggan and his Scepter tower to look for the still fabled entrances to the tower.. underground.
Realizing the surest way to get underground was to follow the Kobold tunnels the group returns to Kal Clewsoro’s camp to purchase information about the nearby entrance. Parting with a few precious gems, Kal marks the entrance to the tunnel on their Map. The party then goes out in search of it, but nightfall makes it all but impossible to find the entrance. Choosing to rest they make camp for the night. In the throws of dawns early light, Garret (the ranger) notices in the distance a small figure crawling prone along the ground. It seems to dissappear behind a hill, but upon closer inspection the group finds that this is the hidden passage, an entrance into the underground! Taking their time to carefully journey to some 50 feet straight down into the tunnels, the first to reach the bottom is met with the thud of throwing hammers. After cracking a sunrod, they reveal it to be a kobold trapsmith who just happens to be working on his latest mechanism. Tempting the less tactical of the bunch the kobold draws the group into many all of his traps over the next few minutes. Utilizing every trick in his book the kobold hinders the group severly. Finally catching up to the now dubbed “little basterd” by Asimov, the trapster opts to retreat into a the armory. Entering the room the party notes 4 halflings tied up against the wall. Could these be the members of the Darrano clan which they were seeking? None would be able to find out, because when the final sword was sheathed the (still un-named) party had slain the last of the half-lings turned Wererats along with the trapster.
Wisely choosing to rest after bloody and exhausting fight the group still ponder the various quandries surrounding this fortress of ancient magic. How do we reach Lady Saharel? What will I ask Lady Saharel upon reaching her? Why has Lady Saharel not been seen in 6 months and is she in danger? Why do I choose to continually put my life on the line to reach her? What power does this elemental pillar hold? Who is after it? Where did the body of the small person from the construct battle go? Why are the half-lings and kobolds working together? And how does the note from a ghost read my name and the names of my compatriots?!