Week 21: Playing Possum

The NOOBs began ascending the steps of Typor Citadel. Entering the second level, they saw a number of nooks with statues in them (about 7 of them) as well as some graffiti on the wall. Tobias invoked his echo, and as it was summoned a small malevolent shadow hound appeared with it. The hound attacked, and 2 guardian caryatid statues began to move. 

Following a pitched battle, the caryatids and hound were defeated. Aiden used the Lorgnette to decipher the graffiti: For a good time, call your mother. She misses you and will probably bake you cakes.

A small closet to one side held a mouldering cloak, which Aiden incinerated. The group found a hidden door leading into a room with frescoes of all the Bowok deities (the same ones they’d seen in New Typor city). The relief of Erda — the Bowok equivalent to the Urek goddess, Aerta — summoned the Saffan shades and spoke to them, saying “I am Jazil, Warrior of the Arch, who serves our goddess as Guardian of the Emerald Candle. I stand fast to keep Hamru, Lord of Shadows, trapped within the candle. I regret that I was not called upon in time to save two loyal devotees of her Greatness. If ever I am released from my duties in this foul tower and you are released from this mortal plane, I would welcome you as soldiers in my army.”

An adjacent hallway held alcoves dedicated to a number of minor gods. The party began restoring them, replacing Mireen/Myr’s broken finger, placing a ruby in the eye of Felise, tidying spilled urns, erasing graffiti that overlapped the graven images, making offerings of food, etc. In exchange, several of the gods offered their blessings.

They found the path forward blocked, and were attacked by an umbral humanoid as well as a shadowy ooze that seemed to devour the very light itself (extinguishing even magical light when it had the chance). Vanquishing the pair, they dug through the blockage and ascended to the third floor.

The Saffan warriors looked out a window, and seemed to be gazing back through time to the time of their invasion. They recalled a mage named Therin who’d worn the purple robe and carried a mirror and a censer — he’d had some plan to use the emerald candle to defeat the Bowok army, but had been voted down by the Saffan council. Apparently he’d moved ahead with the plan of his own avail, as the Saffan pair later recalled seeing him in the upper reaches of the tower as they approached it. 

Tobias stumbled into an angry possum, but a quick gift of food and some soft words calmed it down.

The party continued continued up to the fourth level of the tower, having some trouble with the ashen skeletons of the dead turning to noxious fine powder as they were disturbed, which sapped the strength of those who inhaled it. Aiden was eventually reduced to near-death, before Kyamu managed to mostly heal him. They found a locked iron coffer that they were unable to open, as well as a couple of hidden doses of lacewort and 4 orichalcum swords (two longswords and two sabers). They also fell victim to a number of traps: a bronze deadfall and a makeshift crossbow trap. But they managed to clear the floor, and prepared to ascend to the fifth floor . . . 

Graffiti in the Alcoves

May the gods grant us luck, they fucking owe us something.

If anyone does not believe in love, they should gaze upon Minette

We are sown by Tarkhai; the time to bow is now!

Leave me alone, Huezha, the wine was flowing last night!

Oh, Sebastien! Sleep peacefully, your fight is over.

Ladies, weep, for Patin is leaving town!

Marka, stop blessing Ganiz. Enough is enough!

Soto, bless Xavien, for if we must rely on his skill we will surely starve.

Emolett's mother is a Saffan whore!

Patrin is a Watti-cock!

Blessings offered:

Each member of the NOOBs was allowed to select one of the following blessings:

Once before your next long rest, as a bonus action you regain 6d6 + 6 HP

Once before your next long rest, you recover up to ½ your total spell slots.

Until your next long rest, you gain the effects of the bless spell on yourself (no concentration)

You gain 3 luck points. If not used, they are lost at your next long rest.

Once before your next long rest, you may cast the fireball spell (DC 15) at 5th level (10d6).

Until your next long rest, you have resistance to bludgeoning, slashing, piercing, and necrotic damage, and critical hits count as normal hits against you.

Until your next long rest, you have advantage on saving throws vs. spells and magical effects, and on a successful save you take no damage if you would normally take ½ damage..

You gain 40 temporary hit points.