Part 19: Session 14.50: The Mage Tower Endurance Run: Floor #3
Session 14.50: The Mage Tower Endurance Run: Floor #3
I never knew you had that kind of taste in movies, Suzie.
“What, you think it’s all anime? I’ve got diverse interests.”
“And I’m sure it had nothing to do with Lord Humongous’ pecs?”
“That’s just a bonus.”
Can we get back to the game, please?


I don’t have man-boobs!


This is the complete map of the third floor. The room with the pentagram is the way upstairs, while the party entered the region from the curvy region in the northwest. The bit that moves north, that is. Most of the rooms are fairly important, but as for those three dead ends, well…we’ll get to that.





*Sigh* Heading right…

Interestingly, keeping to the right wall means reaching the curvy bit just south of the stairs up without meeting anything interesting along the way.

I don’t get it, either. It’s not locked, by the way.


A hole in the floor. Based on the smell, it’s probably the tower’s privy. Based on the fact that the scent is tolerable, it isn’t used much.

Sit down, Hal, we don’t need a demonstration.

If you scroll back up to the map, you’ll see that we’re approaching one of those dead ends.






Remember back in the dwarven mine, how the trapped passage looked fake in the 3D environment? It may be because you had to cross that region and you can’t go past here, but it turns out the programmers know how to be tricky after all. You can easily fall here, by the way, and the falling character takes some considerable damage, but she’ll just end up outside the tower by herself. This isn’t that annoying until you remember that it takes two people with a set of lock picks and/or Foramen to open the door, and the person you left behind on the winch has neither. As such, I’ll be avoiding this.

Yeah. Told you guys the wizard was paranoid.


Um, sure.

The other warning that the drop is coming is getting the above message. Since you can’t go back down aside from falling to your potential doom, these side passages can make an excellent resting zone.

You have found the wizard’s bedroom. He’s not in at the moment, however.


In a chest by his dresser, you find a pile of clothes, specifically one formal cloak, two regular cloaks, three bedrolls, two pairs of shoes, one pair of boots, and a rather silly looking helmet.

It’s got these weird horn-things sticking out. Oh yeah, and anyone can use it.

Anyone. Also, it protects as well as a full helmet without any of the penalties.







If I say yes, will you stop creeping me out like that?



This game can be awfully smarmy sometimes.

Now who said anything about you guys? I was only talking about adventurers. Oh, and William?

As you were starting to push the drawers shut, you notice two letters hidden under the clothes.


“I have come across a peculiar fellow you could take into your household, and who could procure them for you. You will not be able to use their heads once he is finished with them, though. But, that should be of no consequence given the nature of your experiments.
H.”

“We do, however, surmise that he had been experimenting with fertile beings, creations that had only been possible for our “ancient master” Borbarad with his mosquitoes and the elf Pardona with the harpyies [sic]. The only good news is that we found the recipe for the tincture in Zurbaran’s rooms. I am sending along a copy of it. May the dogs refrain from biting you and the daemons refrain from leaving their Spheres.
Abu Terfas”











It is, and upon hearing its name, the painting slides into the wall, revealing a secret passage. At the end, you see…

At one end is a life-sized bust of Borbarad, along with a stool you imagine is used to contemplate the statue. Nearer to you is a small chest.


Special note: the party leader is always the one considered to be picking the locks encountered. I have no idea why, but since Belle’s been doing such a good job of it in spite of her negligible skill, I haven’t bothered switching her out.


Your Foramen spell causes the lock to spring open easily.

Inside, you find a magic Bread Bag, a hexagonal key, and an orc hook.




The what? Oh, right. I told you those were just tiny freshwater sharks; they’re not even that filling. I imagine your character is hungry enough that he could eat them all right now if he wanted.



Sorry, what?

I think I understood that. So, you trade out your orc hook for the one in the chest, right? Let me just write something down here…Okay, is there anything else you’d like to do here?


Fine, I guess.

In other words, they didn’t want to add another sprite for a broken bust.
So you’re done here? Very well. You leave the bedroom and continue to wander through the halls until you find another door.








You’re still keeping to the right, right? Well,

This combat is actually pretty interesting, since the magician can’t be attacked directly thanks to that protective



And doesn’t that say something about the difference between the shapechanger and the wizard? Anyway, even if he wasn’t stone right now, he still wouldn’t have turned into a bat and flown off.




Yes, two magic potions and a magic amulet.

Oh, yeah. It increases Magic Resistance by 5.




Oh yes, and one more thing. You remember those diamonds from the second floor?

Well, they’re not special diamonds any more, just regular precious stones.



Again, hepta- is the prefix that means 7, but the star on the ground clearly has 5 points, making it a pentagram. Not particularly important, but it’s still a little annoying.

Um, yeah. My bad.

Motor whatnow?





Basically, a bunch of exotic daggers and swords.

Not really. Nothing better than what you have now, that is. There’s a Tuzakian sword, an Asthenil dagger, and an Asthenil knife.


The entire wall is lined with man-high cages of thick metal bars.

Right. Nothing you can do about the current occupants, though. Just bits and pieces here.


You could go up the stairs from here, but there are a couple rooms left to visit.


You find the magician’s alchemy lab.


A Courage elixir. Roll alchemy…alright, you successfully manipulate the equipment and end up with an elixir. You also notice a copy of the recipe on the table.

Also, all the shelves are filled with vials, flacons, and small bottles. You can recognize some of the elixirs and potions by their smell.

It’s really quite a haul. There’s another recipe for an anti-Courage elixir, along with 3 CR elixirs, 2 WD elixirs, 4 healing potions, 1 strong healing potion, 1 magic potion, 3 sleeping poisons, and 2 fear poisons.


There’s only one more room left.


The library.





…You know what? I’ll let you try anyway.

It’s your AP.

You immediately notice two very worn tomes about 600 pages each. vVhorpax takes one of them down: “The Arcanum.” It’s not an original, but it is written in Olde-Goldencoastic. There aren’t many scholars around capable of translating it, but you take it along anyway, because it is definitely worth a fortune.


Overall, there are four bookshelves full of books, and each one has a separate set of books to pull off the shelves. That’s a lot of books in total, and although they won’t all be coming with us, draining vVhorpax’s AP several times over will still be worth the end result.
The other well-worn tome is the “Codex Dimensionis,” an overview of otherworldly Planes of Existence, the Worlds Aside of the Faerie, and modern theories of the Spheres. Flicking through its pages, vVhorpax notices chapters about the spells “Blood and Furor” [conjures a lower demon], “Heptagon” [a high demon], and “Transversalis” [teleport].
Oh, and did I mention that every spell named gets vVhorpax a boost?
All the other tomes look brand new, and the pages of the next one vVhorpax pulls down haven’t even been written on yet.
All the tomes on these shelves are bound in black hide and 200 to 400 pages thick. The first one vVhorpax picks up is from the rightmost corner of the lowest shelf. It is written in Nandurian, which none of you knows how to read. However, vVhorpax is certain that it says “Volume 7” beneath the title, and because there are exactly six other tomes on this shelf, he appears to have a point. This means the shelf is of no use to you.
The first thing you notice about this tome is the author: “Zurbaran of Frigorn.” Haven’t you heard that name from before? And the title: “Supernatural Forms/Chimaeras and Hybrids.” “I always thought there were just three copies of this in existence, but this is definitely another one,” vVhorpax says in an awed voice. “It must be worth thousands of ducats.”

The next tome is the first in a series of speculative works about elvish magic that defy the imagination.
The next tome vVhorpax pulls from the shelf turns out the be the first volume of the “Trilogy of Control,” a reference work on Domination magic. Even a short perusal is enough for him to find some remarkable passages about the spells “Bambaladam” [stick in place], “Horriphobus” [flee the scene], and “Somnigravis” [fall asleep mid-combat].
At once, your eyes are drawn to a tome that needs one whole shelf to itself. It is so large, it had to be laid onto the high shelf at an angle. The tome is bound in cave dragon skin with moon-silver mountings. His hands trembling from excitement, vVhorpax takes the weighty tome from the shelf and opens it. With some effort, he succeeds in deciphering the title, written on the front page in two languages: Lizardine and Urtulamidya. “Ma’zakaroth Schamaschtu—the Daimonicon.” Unfortunately, the rest of the book is written in Zelemya Glyphs which none of you can translate. But just for the large number of demons pictured, if nothing else, vVhorpax refuses to let go of this tome.
vVhorpax’s choice is a book with a red spine. Unfortunately, this tome is written in a script none of you has ever seen. You have no use for this book, so you put it back.
Now, vVhorpax takes down a book written in a secret script using the symbols of Zhayad. You cannot decipher the symbols, so you put the tome back.
“Ways Without Name: Witcherie and Swarthy Magicke” is the title of the next tome vVhorpax pulls from the shelves. It’s written in a different language again. This time it’s Bosparan. After about half an hour’s study of the text, which absolutely nothing can persuade vVhorpax to abandon, he discovers several things about necromantics he had never dreamt about. In the end, he puts the tome into his load.
This time, you choose a large, weighty tome. There are two of these on one shelf. They must be a good 800 pages apiece. To your considerable disappointment, they are written in the secret script as well. You put them back.
vVhorpax takes an average-sized book from the shelf. It seems to be part of a set, since there are five other books that have exactly the same binding on the shelf. When he opens the tome, he finds (to his annoyance) that it’s just a volume of the Encyclopedia Magica, the magician’s standard desk reference. Disappointed, he puts the tome back.
Next to the volumes of the Encyclopedia Magica and the weighty tomes and thin booklets in secret script, there is only one other book left on the shelves. It is bound in black hide as well, and as vVhorpax pulls it down, he is hit by a strange feeling of horror. It takes considerable effort for him to open the book. On the front page, he reads: “Borbarad’s Testament.” “That must be one of the original copies,” vVhorpax declares. “Bound in a blackened dwarven hide. A blasphemous tome of black magic!” You force yourself to turn the next few pages, but they all appear to be empty. “Written in invisible ink,” proposes vVhorpax. Despite your disgust for the book, you put it in your pack.







Since dropping a book makes it stop existing forever, you should be very careful when testing which books you can take.
Sure enough, three of the books (notably the least blasphemous ones) can pass through the ward.



That’s it. Well, there are a couple more corridors, but they lead to dead drops, too.



You can still drop out of the holes if you’d like, but now at least it gives you a choice.




I think we should all take another break while Hal recovers.
