August 1, 2013
13th Age Adventurer Tier: On the Whim of a Coin Flip for 7/25/2013
After a long caravan journey, our heroes finally reach the mage town of Horizon, home of the Archmage and hiding place of Project Baal’s Throne. Glyff thanks them profusely for their hard work, and gives them a little bonus for the lengths they went to to help his caravan. He also says they’re welcome to ride with him any time: in a week he’s heading to the Golden Citadel, if they want in. Our heroes do not commit, for they have work to do.
Their first stop is the hideout of Sylvia Highstack. Using Murdock’s memory of maps of the city, they find the address, but oddly, find nobody home. It’s an empty building. They do find a Wheel of Fortune card on the table, one from Sylvia’s deck, which gives Murdock a little shock when he picks it up. Nimrod looks around the room for signs of the conspiracy, and finds one part of the strange wall that just isn’t normal. Eventually our heroes turn the small slat in the wall, creating a staircase down to Sylvia’s secret lab and war room.
Syliva seems surprised to see them, but tells them of the situation. He and her crack team of two other elvish magic users have narrowed down the location of Baal’s Throne to one of two of the Archmage’s many many secret labs. Heathcliff excuses himself for a moment, and quickly deals with that problem with a quick coin flip, finding the location. Sylvia is very doubtful of Heathcliff’s sudden knowledge, not knowing about the coin, but eventually gives up fighting with it as the party pushes on her that it’s the right choice. The other problem is that each secret lab is surrounded by a magical locking spell that keeps everyone not enchanted by high officials in the Archmage’s organization from getting in. Sylvia and her team are trying to reverse engineer the enchantment to allow access, but it’s been slow going. It may take something like kidnapping an official to really figure it out fast, but that would give away their presence very quickly.
Unsure of what to do, the team decides to scout out the location, deep in the Dire Wood, in the morning, and gets some rest. Before bedding down, though, Murdock goes and buys a large amount of dynamite from a dwarven trader. Can’t have too many explosives when you’re trying to break into a lab and destroy a magical artifact, right?
While sleeping, Zardy has a vision, thanks to his cursed sword. The Blue speaks to him, and gives him a task: retrieve the Silver Key, a magical item lost long ago by his clan, to help some machination of The Yellow. The key, Zardy is told, can open any lock, magical or mundane. Zardy wakes up with a magical item to find the key, a ring called The Eye of the Blue, which lets him see the magical threads around him and will somehow help him find the beast in the Dire Wood that has a piece of the key in its stomach. The other half of the key is apparently the contents of the Falconcats chest Zardy already has. He doesn’t have much knowledge of magic, though, so he’s unsure of how to use the ring effectively.
The next day, the party goes into the woods and scouts. They attempt to disguise themselves as apprentice wizards on a training exercise, to some effect. They find the lab, a strange shack guarded by a bored wizard, but cannot get near. Unsure what else to do, Zardy tells the party the short version of his task from the Blue, hoping the key could help them get inside. Still, though, he’s unable to make sense of what the Eye lets him see, and they decide to head back, and talk to the Elvish woman back at the war room that Heathcliff had been seducing, Elena Collins. Elena can’t get the ring to work for her, as it’s bonded to Zardy, but through conversations with her, a plan is finally hit upon: look at the chest where Zardy’s piece of key is, and follow the strands from it to its partner.
Using this new plan, they soon stumble upon the lair of the horrific disfigured chimera beast that has the other piece of the key. The party creates a distraction while Murdock climbs atop the cave and drops dynamite right onto the beast’s head, weakening it as the battle starts. The party fights hard, even through the many tough attacks the chimera’s three heads dish out. Heathcliff has some serious problems hitting the beast, being more likely to hit his friends with his Deadly Hellchord. Still, when the beast is weakened, Heathcliff still manages, somehow, to deal the killing blow. Can nothing stop The Wonderheart?
After the battle, Zardy cuts into the beast and pulls out the other piece of the key. When brought near the Falconcats chest, it pops open, and the key is restored. With this, our party should be able to get into the secret lab! But what awaits them within? And what is The Yellow planning to do with the key when he comes to get it? Questions abound, but our brave party prepares to go onward!