20020105 Heartspire1

<H1> Heartspire I: Showdown </H1>
<H2> Role Call </H2>
<TABLE>
<TR>
 <TD> Kill'Dar </TD>
 <TD> 13th/3rd Elf Wizard/Fighter </TD>
 <TD> Rick DiRicco </TD>
</TR>
<TR>
 <TD> Grackle </TD>
 <TD> 6th/10th Half-Elf Fighter/Rogue </TD>
 <TD> Mark Whisler </TD>
</TR>
<TR>
 <TD> Travian </TD>
 <TD> 15th Human Paladin </TD>
 <TD> Robert Giedt </TD>
</TR>
<TR>
 <TD> Estus </TD>
 <TD> 12th Human Cleric </TD>
 <TD> Ray Chiang </TD>
</TR>
<TR>
 <TD> Prince Donner </TD>
 <TD> 6th/11th Human Fighter/Wizard </TD>
 <TD> John Speck </TD>
</TR>
<TR>
 <TD> Colin </TD>
 <TD> 16th/1st Human Fighter/Hospitaler </TD>
 <TD> Jim Yonemura </TD>
</TR>
<TR>
 <TD> Fingle </TD>
 <TD> 3rd/12th Gnome Cleric/Wizard </TD>
 <TD> Richard Jacobsen </TD>
</TR>
</TABLE>
<H2> Session Summary </H2>
Grackle looks ahead and sees a lone tower ahead. Looking back, he sees the swamp, although the image appears fuzzy. Considering the feeling they had crossing the fuzziness was the boundary between Hades' realm and Ravenloft.
<BLOCKQUOTE>
<B>Estus:</B> How long before we reach the tower?
<B>Grackle:</B> My best guess is that tower is about 100 feet tall, so that puts us about 200 yards away. We can probably be spotted from here.
<B>Estus:</B> Perhaps we should make preparations before we proceed any further.
<B>Grackle:</B> That would be a good idea.
</BLOCKQUOTE>
The party rests up. Estus' casts Invisibility to Undead on the party and Find the Path (Lich King's home in the City of the Ancients) on Grackle. As the spell finishes, the mists grow thicker except in the direction of the tower. Fingle casts Mass Invisibility on the party as well.
As the group gets closer, Grackle sees small flying figures above the tower--perhaps sparrows or some other small bird. The tower appears to be dark red, much like the color of dried blood. As they grow closer, the birds do appear to be ravens. The party members can hear the squawking of the birds in the distance.
<UL>
<LI> (15+ Spot) Some distant drum beatings can be heard
<LI> (20+ Spot) The drum beatings appear to have an accompanying regular beat
</UL>
The group attempts to take a covered path towards the tower, but the moment the carpet doesn't head directly towards the tower progress is slowed immensely. Fingle can even feel the thickness of the fog with his hand. Within 100 yards of the tower, Estus casts Wind Walk on Travian, Grackle, Colin, and himself.
Grackle sees signs of smoke, perhaps like signs of a campfire, off to the side beyond the tower. There is water around the tower, as it if were built in the middle of a small lake. The tower looks smooth, as if it were coated or covered in something. There are several windows around the tower, with a significant sill (say 5') at each window. Each window appears to have a metal grillwork with latches and hinges.
Fingle directs the carpet up about 30 feet. Grackle looks off to his left and sees a small village. Using his spyglass, he sees that there is a pier at the edge of the water and a path that leads to the village.
The drumbeats are clearly audible from inside the tower and the walls of the tower are visible to all. Fingle notices that this tower was grown like a giant crystal. As the group approaches the nearest windowsill, Estus casts True Seeing on Grackle. Fingle uses Detect Magic and Grackle looks at the area, but there doesn't appear to be anything unusual about it.
Grackle steps on to the windowsill. He looks inside the room. It appears to be dimly lit. Grackle looks in the room. There appear to be a door leading into the room. The room appears to be made from some red crystal and the furnishings in the room appear to be made from the same material. The door leading out of the room appears to be made of metal and fitted into the room.
Kill'Dar continues some spellcasting outside (Mage Armor on Donner) while Grackle waits. Grackle notices that the color of the walls shift slightly with the beat of the drums. Grackle opens the latch and walks into the room. He notices a strange odor in the room--it appears to be the smell of fresh spilled blood.
The party begins entering the tower. Once Travian steps on the tower, a figure appears next to him. The party is startled, but after a second they notice that it is Malbain. You must be very careful, you walk directly where he seeks.
<BLOCKQUOTE>
<B>Malbain:</B> There is more here than you know, you must defeat the master of the Heartspire. You came to find the thing, but finding means nothing.
<B>Travian:</B> Is there a better way in?
<B>Malbain:</B> There is no good here except that which you bring.
<B>Travian:</B> Does this need to be done quickly?
<B>Malbain:</B> He knows that you are here.
<B>Donner:</B> How do you know this?
<B>Malbain:</B> He owns all within.
<B>Fingle:</B> How can we defeat him?
<B>Malbain:</B> Guile, might, destruction of his resting place.
Where is his resting place?
<B>Malbain:</B> His resting place can be found below the black waters.
<B>Donner:</B> How do we know him?
<B>Malbain:</B> He is known as Sarin the second.
<B>Malbain:</B> There is another here. Here many good wills have been bent to the blackness. Sarin has taken as his consort, Melina.
<B>Fingle:</B> Is there help to be found in the village?
<B>Malbain:</B> Yes, but there is also great hazard. Most in the village are under his thrall.
<B>Fingle:</B> Who is not?
<B>Malbain:</B> I cannot say. I know that there is good there, but
<B>Malbain:</B> I cannot enter this place. I cannot do anything but tell you what you need to know.
<B>Travian:</B> Is there anything else you can
<B>Malbain:</B> She turned me to darkness, but for your bringing me salvation. He brought destruction to the greatest of us all.
<B>Malbain:</B> He has many designs which keep him away from this place. Here also did he also cause Tenseval Taine to create openings to our world.
<B>Donner:</B> He turned Tenseval Taine?
<B>Malbain:</B> Yes. Much as Melina tempted me with two flavors of good, he tempted Taine with the ability to create his works into eternity. The power of undeath corrupts greatly and only those of the greatest moral fibre may resist. Taine was not strong enough to resist. It is possible that Taine may be saved as you saved me, but maybe not. But it his Sarin's power as the Daywalker which brought Ravenloft to our realm.<BR />So, you see, I ask no small thing when I ask you to destroy those who live here. But they seek to destroy all that we hold dear.
<B>Malbain:</B> The mists follow the strongest will among those who live in it.
<B>Donner:</B>
<B>Malbain:</B> You enter Heartspire freely and unharmed--he must want it.
<B>Estus:</B> Suggestions?
<B>Donner:</B> If we can't activate the portal, then we have a problem.
<B>Malbain:</B> The portals don't require activation.
<B>Estus:</B> Is there?
<B>Malbain:</B> It is within Heartspire. It is below the black waters. I cannot
<B>Malbain:</B> During my dark times, I used the portals in Heartspire to commit great evil. I was not permitted to travel to other parts of Heartspire.
<B>Malbain:</B> The great chamber beneath, where the portals lie, has only one real door leading into it. If this is where your Gods tell you to reach the portal, they know more than I.
<B>Malbain:</B> It is a great effort to restore his resting place. If you can find it and destroy it, he may be drawn out into single combat. I have destroyed such creatures before, and this is one way. However, there is a balance to be struck.
<B>Travian:</B> How are you able to be here?
<B>Malbain:</B> Hades has allowed me to come here for one last mission. If we succeed, I will go to the land of the blessed. If we fail, I will not. I did much good in life, but I did much evil thereafter. My judgement is in the balance.
</BLOCKQUOTE>
Colin talks to Malbain about his corruption. He started with the choice of granting mercy to Melina rather than slaying her. Eventually, continuing choices led to his downfall. Malbain describes both Sarin and Malbain as expert tempters.
Grackle turns into mist and examines the village. There is one large building and several smaller ones.
<BLOCKQUOTE>
<B>Fingle:</B> How long has the good been in the village?
<B>Malbain:</B> There has always been some good in the village. It was not always present and it may not always been the same good. However, during my time as a death knight, there has always been some good I could sense.
<B>Malbain:</B> I asked my masters several times to seek out the good in the village, but they always had greater evil tasks for me to do.
</BLOCKQUOTE>
Grackle goes through the village and looks for auras using True Seeing. The only individual visible appears to be evil. He flies into the large building and sees several fairly nice rooms. The rooms appear to be sleeping quarters, but seldom used. Grackles heads downstairs and sees a typical tavern with a kitchen in the back. Also in the building is a small general store. In the kitchen, there is a woman working (Evil). In the dry goods area, there is a big burly man moving stuff around (Evil).
Adjacent to the inn is a residence which appears to be closed. Inside, there appears to be crafting tools and workbenches--this appears to be a tannery. There appear to be two people working on materials (both Evil). Grackle moves along to the next building. This appears to be a home/store as well. Inside is an older couple (Neutral). As Grackle examines the room, he sees a lot of variety in the items stored here. There is also a secret door in the floor under the rug on the floor. There is a small, detailed portrait in the room behind the counter, containing the face of a younger version of the older woman (perhaps a daughter or ancestor).
Grackle goes across the street. The buildings on this side appear to be residential. There appear to be sleeping room for about a half-dozen people in the building. He spots two children (both Evil) and they are playing with toys made out of bones. There don't appear to be any eating utensils in the building.
The next house appears to be very nicely appointed. The furnishings are very nice. The building appears to be made from better materials. Inside one room are two men who appear to be resting (both Evil). One room has a closed door. On the walls are weapons and there are two chests, one dark iron chest and one ornate chest. Grackle detects an evil aura around the dark iron chest.
Grackle quickly examines the rest of the buildings but finds little interesting. He goes back to the apothecary and turns solid behind the counter. He examines the trap door underneath the rug, but he is unable to find a latch around the door. After examining the room, Grackle heads to the party. After some discussion, the party makes their way towards the village. Along the way, Fingle attempts to turn the mist and after a few tries, pushes back the mist for a minute. The mists close back in, then Travian turns the mist and the mist is turned further. The party can now see the sky. They make their way near the village and Fingle casts Invisibility on Grackle before they head into the village.
Grackle reenters the building with the trapdoor. Fingle waits for Grackle to enter and knocks on the door. The old man puts down the bottle he had been sealing and heads towards the door. The lady puts down her work. Fingle walks into the building and turns visible.
<BLOCKQUOTE>
<B>Fingle:</B>
<B>Old Man:</B> They call me William.
<B>Fingle:</B> They call me Fingle.
<B>William:</B> Welcome.
<B>Fingle:</B> They call me Fingle.
<B>William:</B> Can I interest you in anything in the shop?
<B>Fingle:</B> Yes, I have travelled from distant lands.
<B>William:</B> You've come through dangerous lands stranger.
<B>Fingle:</B> They don't bother you?
<B>William:</B> Who?
<B>Fingle:</B> The people in the tower.
<B>William:</B> <Shrug> Live and let live.
<B>Fingle:</B>
<B>William:</B> Annie, why don't you get Fingle here something to drink?
<B>Old Lady:</B> (Gets up and starts heating up the kettle)
<B>William:</B> So, what is your business around here?
<B>Fingle:</B> Well, this appears to be the only good building in here.
<B>William:</B> I don't know what you're going to find here, but we don't get involved in outside trouble.
<B>Fingle:</B> Indeed.
<B>William:</B>
<B>Fingle:</B> Why don't you leave?
<B>William:</B> Why leave? It's a good life. It's comfortable. Poeple buy what we sell.
<B>Fingle:</B> I thought you might have an inkling as to the goodness I sensed in your town.
</BLOCKQUOTE>
Fingle unrolls the carpet and the party sees the face of an old man looking down the hole.
While the gnome is talking to the couple, Grackle looks up and pulls on the chain to open the secret door. The door drops and makes a loud slamming noise. Grackle pulls back the door quietly as the old man moves towards the counter. Colin lifts Donner out of the Portable Hole. The old lady is looking over towards the counter and has one hand in the pocket of her apron.
<BLOCKQUOTE>
<B>Donner:</B> (Moves towards the window) Sir. Madam. We mean you no harm.
<B>William:</B> Where did you come from? The hole?
<B>Donner:</B> Yes.
<B>William:</B> All right, everybody out of the hole. (To Fingle) Are you a thief?
<B>Fingle:</B> No.
<B>William:</B> You said you wanted help. Very well. Enough of these shenanigans. Come clean.
<B>Donner:</B> You said to come clean. Very well. My name is Donner. Our mission is to slay the lord of that spire. We have come from another plane to Now yourselves, what's beneath that trapdoor?
<B>William:</B> Hmph. You're in a lot of danger.
<B>Donner:</B> What kind of danger?
<B>William:</B> I don't know what's more dangerous here, the town or the tower.
<B>Donner:</B> Well, I suppose it would be our normal mode of
<B>William:</B> Well...you're going to get smelled out soon. We're probably going to pay the price sooner or later.
<B>Donner:</B> Offers protection
<B>William:</B> You just brought it all down on us.
<B>William:</B> The others in town are family. They'll kill us if they smell that you were here.
<B>William:</B> We either have to go with you or leave town. Well, we don't need rescuing. We'll have to pack up and leave, but we'll be all right. What we can't take with us is below, so you'll have to take it with you.
<B>Colin:</B> What is it?
<B>William:</B> Well, many years ago before I met Annie, she was just like you. We're both different now. I would have killed her, but I changed my mind. So now, we're family. Before we were family, she made a friend. She was the only possible friend in this area--just the one. Now the friend is our prisoner. When they were friends Annie was human, Annie could speak, Annie was a virtuous maiden. Her friend is, I believe, the only unicorn in Ravenloft. And we've had to keep him hidden because there are a lot of beings here who would destroy it or worse. I would have, but Annie convinced me otherwise. We're what you might call weres. This town is where the pack lives. Caleb, the alpha, is out hunting now, but he'll be back. He's very strong. Now, after I changed Annie and made her family, her friend didn't like us anymore. So, even though her friend doesn't like us, we keep her fed and protected.
<B>Donner:</B> Well, you certainly have done a noble job here protecting it.
<B>William:</B> I suppose we could have done better in protecting him. But we've kept him alive.
<B>William:</B> Do you have a real intent to go into the tower?
<B>Donner:</B> Absolutely.
<B>William:</B> Do you have holy waters on you?
<B>Donner:</B> Only some. We mainly rely on our magics to protect ourselves from the undead.
<B>William:</B> Well, we can't carry everything with us. Let's see what we can provide you.
<B>Donner:</B> Kill'Dar. Go talk to Annie's friend while we make preparations here.
<B>Donner (Player):</B> Your great intelligence is not a boon unless you share it with us.
</BLOCKQUOTE>
They give the party some equipment:
<UL>
<LI> Wolvesbane (10 doses, fresh, lasts 1 week)
<LI> Essence of Garlic (10 doses, repel physical contact by lesser vampires)
<LI> Wooden stakes (4), holy wafers (1 bag), holy water (4 flasks) in a single box
</UL>
<BLOCKQUOTE>
<B>Donner:</B>
<B>William:</B> We never see those who live in the tower.
<B>Donner:</B>
<B>William:</B> Some don't make it to the tower. Annie was one of those heading towards the tower.
<B>Donner:</B> Is there those we can do to aid you to leave town?
<B>William:</B> More of your smell is on us the longer you are here.
<B>Donner:</B> Let's get the unicorn and leave then. Perhaps we can offer some no scent.
<B>William:</B> That might help us escape.
</BLOCKQUOTE>
Meanwhile, Kill'Dar heads down towards the basement. The cellar appears to have been converted into a proper stable. The unicorn looks a bit worse for the wear.
<BLOCKQUOTE>
<B>Unicorn:</B> Are you a hallucination
<B>Kill'Dar:</B> No, I'm really here and we really need to leave.
<B>Unicorn:</B> Yes, let us leave this place.
<B>Estus:</B> How does it look?
<B>Kill'Dar:</B> A bit weary, but ready to travel.
<B>Estus:</B> Perhaps you should heal it.
<B>Kill'Dar:</B> I was thinking the same thing. What is your name?
<B>Unicorn:</B> (Elvish word for Steelhoof)
</BLOCKQUOTE>
Fingle climbs down and reduces the unicorn. The unicorn enters the hole and Kill'Dar behind him.
<BLOCKQUOTE>
<B>Grackle:</B>
<B>Steelhoof:</B> This forest is my home. Even though it has turned against us.
<B>Grackle:</B>
<B>Steelhoof:</B> Each year there are more of Strahd's minions and fewer foals.
<B>Steelhoof:</B> We shall see. It is better to work with the herd so I shall help you destroy the evil, but afterwards we might part ways.
<B>Fingle:</B> Do you know of the tower?
<B>Steelhoof:</B> Oh yes.
<B>Fingle:</B> Have you been in the tower?
<B>Steelhoof:</B> It is the source of the evil of this land. The waters around it are drawn from the darkest parts of the underworld. Its inhabitants are horrifying, but can be destroyed.<BR />Well, there are many of the undead, of course. The foul bloodsuckers, although a strike through the heart takes care of them. These foul creatures here are under his dominion as well, of course. They have taken that which I prize most dearly from me. They will pay--they will be crushed beneath hoof.<BR />I can take you to a place that the tower cannot see--where we can prepare.
<B>Kill'Dar:</B> Why are we not there now?
<B>Steelhoof:</B> I was not sure if you were for battle now.
<B>Kill'Dar:</B> We were not sure if those in the tower were allowed.
<B>Steelhoof:</B> The mists part for me--this is my land yet.
<B>Kill'Dar:</B>
<B>Steelhoof:</B> You (Kill'Dar) and you (Travian) may ride me. The rest, no way.
<B>Steelhoof:</B> (Looks at the old couple) In a twisted way, they did what I suppose what was best. (In Common) You don't need to fear me, but I am not grateful.
</BLOCKQUOTE>
The party reappears in a densely wooded grove. The trees are old and grown tighly together. Kill'Dar detects some sentience among the trees.
<BLOCKQUOTE>
<B>Steelhoof:</B> This place is sacred--they have not violated yet. You are safe here. The mists do not reach here.
<B>Travian:</B> How do we get to the tower from here?
<B>Steelhoof:</B> When you are ready, I can take you to the tower.
<B>(Party):</B> That sounds good.
<B>Steelhoof:</B> The evil ones do not know of this place. They may know of a place they cannot see, but they do not know exactly of this place.
<B>Travian:</B>
<B>Steelhoof:</B> Do not venture out of this grove. I have a bit of running to do.
</BLOCKQUOTE>
The true vampires have free will. Vampire spawn are similar to vampires, except that they are weaker and more mindless. They must return to their graves 2 hours after they are destroyed. They can be destroyed if the head vampire is killed. If a head vampire is killed, then any true vampires they created add free will. Vampire spawn are more easily identifiable due to their twisted features. If they kill by their life draining touch, the person will come back as a vampire spawn. If they go through the slower approach of drinking blood, a true vampire will be created. True vampires are loyal to their masters, but not to the point of destruction.
Steelhoof can heal with the touch of the horn (CLW 3/day, CMW 1/day, Neutralize Poison 1/day). Radiates continuous Magic Circle Against Evil. Detect Evil as free action. Teleport Without Error 1/day. Immune to charm and hold.
When the party gets to the edge of the lake and Estus casts Find the Path on Grackle (Sarin's lair). When the spell is completed, the spell indicates that the path leads exactly towards a tree near the edge of the lake. The party stops to prepare their spells. Grackle notices a transparent patch of leaves at the base of the tree. Travian detects evil in path to the tree--he detects two strong evil auras. Grackle approaches the plant and the strange creature around the base of the tree attacks.
<B>Round 1:</B> The creature hits Grackle, wounding him. Tendrils under the tree also attacks Grackle, but fails to grapple him. Religious creatures identify the smaller creature as being similar to a ghost. Donner casts a spell on himself. Kill'Dar fires a Fire Seed arrow into the trees branches, injuring it. Travian charges to the ghost and swings through the creature (50% incorporeal miss chance). Colin moves up to the ghost. Fingle casts Stoneskin on Colin. Steelhoof moves closer to Travian and Grackle watching them. Grackle swings and misses. Estus uses the Circlet of Blasting on the ghost, injuring it.
<B>Round 2:</B> More of the ghostly plant gathers together and does XXXX, wounding Grackle. The vines injure more of the party members under the tendrils. Donner casts Magic Missile at the ghost, injuring it. Kill'Dar fires two Fire Seed arrows into the tree. The tree falls down, away from the party. Colin swings twice, but the ghost is incorporeal. Travian swings three times, but doesn't seem to make good contact either. Grackle swings at the ghost, hitting it twice. Several vines invade the party, dragging Travian into the heart of the tree. There a huge maw bites him. Donner casts Magic Missile, injuring the ghost further. Kill'Dar follows suit and injures the ghost. Colin swings and his last swing kills the ghost. Up at the top of the tree, Travian kills the maw of the plant creature.
<BLOCKQUOTE>
<B>Ent:</B> (Pointing at Kill'Dar) You are too free with the fire.
<B>Kill'Dar:</B> I apologize for injuring you with my arrows. How did this happen to you?
<B>Ent:</B> There is a being of great evil. He brought this upon me and all through the forest.
<B>Kill'Dar:</B> Did you see the beings go by you?
<B>Ent:</B> I don't know what is down there, but I know what has passed. There are many of the foul, earth draining things. Many, many passed this way. Many leave after night falls and many return before the day.
<B>Donner:</B> We're in a bit of a hurry. Are we learning anything useful from him.
<B>Ent:</B> Just this morning, many even more than usual came. My mind was foggy, so I could not count. But there were perhaps three times as many as you.
</BLOCKQUOTE>
During this time, the party distributes healing to the Ent and the rest of the party.
<BLOCKQUOTE>
<B>Ent:</B> Thank you for your kindness. (To Kill'Dar) You are still too free with fire. (To Colin) And that is an evil weapon.
</BLOCKQUOTE>
So, three minutes after starting their protective spells and arming with Essence of Garlic, the party enters the cave.
<H2> Foes Fought </H2>
Weird invisible plant<BR />Possessed ent<BR />Tentacled plant