First, Diana's hands appear at the edge of the circular opening in the floor. Then, she pulls herself up, standing and turning to regard the suspended black mirror in the middle of the circle by three chains stretched from the edge. Around her, shelves of books and a simple bed complete the sparse living space.
How's it look, Diana?
Seems simple enough. If I loosen one of these chains, someone can catch in on the downswing.
Hank and Bobby finish locking the necromancer, his hands now bound with chains behind his back and his mouth gagged, into one of the cages in the arcane laboratory.
I don't think your undead minions or whatever will be needing these anymore.
Or this book!
With barbaric strength, Bobby grips both sides of the giant book, and, with just a bit of strain, manages to rip it in half, spilling pages everywhere.
**Mmm!** **Mmm!**
"Mmmm...."
Okay! Here goes!
**CHUNK!** One of the three chains slacks, and the mirror swings down into Sheila's arms.
Oh! Oh? Oh, wait, I... uh
Sheila's AGL (16), rolls with a bane from DAZED, a (4, 12) = Success!
Got it!
All right! We got a black mirror, and a red shard from Lucullan's cell. We need a white one, then figure out how to disrupt this ritual or whatever.
Yeah, and I think I know where we need to go. There's a small tower, like this one, across the battlements.
She also notices several bottles among the items on a small desk under the window. Holding one up, it contains a familiar red liquid.
And I think I found a few things that can help us out.
Healing Potions! 🎲(D6) = 5 total. Nice!
OUTSIDE along the battlements, Hank moves from a crouching position to take the door. He pushes it silently and slightly, motioning for the others.
INSIDE, the four heroes shuffle into the stairwell in single file, as quietly as they can.
The tower room is more of an elevated walkway, a landing with stairs from below and to above. One wall of the walkway bears a shiny red mirror.
Oh. I guess this is the red one. We don't have to use the shard we collected after all?
That means there's more than one? Why do we need to collect three, anyway?
Pfft. Magic, amirite?!
You better take these. I have a feeling we'll need you to get these things in position somehow.
But how--?
It's one of those "we'll figure it out when we get there" type things, I think.
Pfft. Magic!
OUTSIDE, the four heroes creak in their crouching positions to the next tower.
Everyone, make SNEAKING rolls.
Bobby's SNEAKING (11), rolls with a ⬙(1) = a dragon!
Diana's SNEAKING (14), rolls with a ⬙(11) = Success!
Hank's SNEAKING (14), rolls with a ⬙(2) = Success!
Sheila's SNEAKING (14), rolls with a ⬙(1) = another dragon!
INSIDE, the four heroes slip easily through the door and into the tower's room. It is again a kind of landing to the spaces above and below, except here the walls and floor are crumbling. A wooden ladder leans against the edge to access the ceiling above.
Before Bobby can even say anything, Hank clasps a hand over the boy's mouth. He motions with his eyes to the upper level.
A lone sentry dressed in the manner of Soth's knights shuffles above. For now, he's looking outside the keep through the ruined walls, unaware of the heroes below...
continued in 8.16 Battle Tower Ruins . . .
GM FOOTNOTES:
Wait, are each of the towers a different color? That would have made it easier to know which mirror was in which tower. I think it's just for the map purposes, though.
Believe it or not, I *am* fast forwarding a bit through this "dungeon." Since we skipped a bunch of encounters and magic items, I am letting them find some healing potions (despite it not expressly found in the written adventure.) And also because they NEED that with the weird recovery rules that I'm still not sure I like.