The party rides away from the Dwarf camp, and heads around the southern side of Lake Emlin. By nightfall they reach Della Minera, where they freed the slaves a couple of weeks earlier. To the north is now a huge area of tents and soldiers. The last shreds of the Alidian army are here, defending the bridge nightly against attack.
They rest here for the night and then head to Fol Thron.
They head for the Citadel, but as they pass by the Mages Guild they see the place is surrounded by a crowd. Skeeve stops to see what is going on. The place is surrounded by town guards, who are keeping everyone at a distance.
Skeeve asks a nearby guard what is going on. The guard begins to explain, but is cut off by a thunderous BOOM from the tower above. Another town guard comes sailing out of one of the second-story windows and lands with a thud nearby. Black smoke pours from the window.
Enoch heals the still-smouldering guard, while Skeeve has the nearby captain explain.
It seems that they located a secret chamber within the Mages Guild tower which was being used as a meeting place for some of Mordan’s followers, or the members of his cult, or whatever they are. They arrested these members, (who were mostly wizards) and are questioning the other guild members, trying to get a feel for how big this secret group is, who the members are, and how they remained hidden for so long. This has put the guild out of business for a couple of days, and has only added to the chaos of the two-headed invasion they are facing.
His men are now trying to search the place, which tough going because the place is filled with traps. Without the help of a trusted wizard they are running into problems like the one everyone just witnessed.
Skeeve offers to help out. As a member of the party who is (apparently) serving the Queen, as a newcomer to the island, and as someone who was already grilled under Zone of Truth a few weeks earlier, he is above suspicion. The captain takes him to the second floor, where there is a group of very nervous guards trying to search the room without getting crushed, incinerated, poisoned, or blown to bits. Skeeve has them clear out and goes to work.
Skeeve stopped at the Mages Guild and got dragged into a situation where someone had found a secret chamber in the guildhall. It was filled with magical traps of various kinds. Skeeve went in, dealt with the problem, solved some puzzles, and in return got a load of new books.
One of these books contained THE SECRET TO CURING THE TORMENTING BLINDNESS OF THE QUEEN.
Now, all of this was due to a screw-up on my part. This book should have been at the Mages Archives on the southeast tip of the island. A secret chamber here in the guildhall really doesn’t make a lot of sense, but this was a book I intended for them to find if they reached the Archives. They earned it, and I wanted them to have the chance to cure the queen if they chose to do so.
The cure would take away her near-immortality, but would end her blindness and her suffering. She could go back to living a quasi-normal life.
This was a crucial plot / quest item, and I managed to forget it. Sigh. It happens. I patched over it.
Also, I neglected to detail some of the other books they found at the mages archives.
They found a rather difficult book by Songmage Forwinol. It details the magic he added to Mordan’s Phylactery in order to trap him. It details the steps needed to place the orb onto a container in order to turn it into a trap for the Lich. The orb magic is quite beyond Skeeve, but the trapping proceedure is easily understood. Using the book as a guide, they could return to Mordan’s tomb and (assuming they could get in and reach his original prison) affix it to his coffin once more. This book is no longer needed (since they used Fiore’s prison instead) so I neglected to mention it in Session 12.
So, in the Mages Archives they found:
- Directions on how to re-set the trap in Mordan’s tomb. (Assuming they could ever reach it, and it hasn’t been destroyed.)
- Hints on how to find the entrance to Fiore’s prison.
- A couple of spells for Skeeve.
- If Enoch hadn’t finished the Book of Norvus by now (or if he had skipped that sidequest altogether) then the key history they needed would have been provided here. The only thing is that he wouldn’t have gotten the fun of decoding it himself, not to mention the XP. The history was available at the archives, although they already knew it.
The cure for the queen’s blindness.Oops.
So, they went all that way and found books they didn’t need, books they never used, spells that were useless to everyone but Skeeve, and a book I forgot to give them. I remember them feeling a little cheated when they finally found the place and all it really had that interested them was a HINT of how to find Fiore. Ah well.
Skeeve takes Eomer (who is an NPC right now, remember) into the tower and they puzzle their way through the various traps. Once complete, they search the place. They are supposed to tell the guards when they are done, but Skeeve wants a look at the spoils first. He finds a book which details the cure to the Queen’s curse. This is too valuable to pass up, so he grabs it.
They then head downstairs and report that their work is complete. They are paid for their trouble, and then head for the Citadel. They plan to meet with the Queen this time.
Marvel's Civil War
Team Cap or Team Iron Man? More importantly, what basis would you use for making that decision?
Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.
Bethesda felt the need to jam a morality system into Fallout 3, and they blew it. Good and evil make no sense and the moral compass points sideways.
The Best of 2011
My picks for what was important, awesome, or worth talking about in 2011.
Silent Hill Origins
Here is a long look at a game that tries to live up to a big legacy and fails hilariously.