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Previously on Rime of the Frostmaiden

Starring:
Valravn, level 14 Eladrin Bard of Eloquence
Fray, level 14 Halfling Barbarian of the Beast
Celeste, level 14 Half-orc Sun Soul Monk
Edmond, Level 14 Human Alchemist Artificer
Thimbleweed, level 14 Thri-kreen Swarmkeeper Ranger

In the star-shaped Chamber of Sorcery (Y19j), the Marshals meet a magical projection of Iriolarthas, the master of Ythryn. Iriolarthas is pompous and confident, glad to show off his city, but downplaying the catastrophic problems threatening to destroy them all. A true politician!

After a bit of back and forth, Fray grew impatient, and went to strike one of the projecting crystals with her axe. It damaged the projection, and the marionette-like figure scowled, even hissing angrily. All the crystals overload and fire radiant blasts into the room, striking many of the player characters, as the image flickers out.

While dodging the blasts, the party notices a hatch in the 30ft ceiling. Fray, using her bestial wall-climbing, scurries up, opens the hatch, and climbs up the 5ft wide, 50ft tall vertical shaft, emerging in a larger room with a glittering dome of ice overhead (Y19k).

Beyond the dome is a door, above which sits a green crystal. The air ripples near the door as two swords cut from the void emerge — Living Blades of Disaster! Fray remembers these painful swords, which deal increased crit damage, and the force type goes right through her rage.

The swords fly forward and start doing their thing, leaving the rest of the party to scramble on how to catch up.

Vellyne still has the potion of flying active. Edmond turns on his boots and casts enlarge/reduce on his summoned wolf, reducing it so he can pick it up and carry it! Celeste picks up Thimbleweed to carry him with her monk-walking, while Valravn uses Bigby’s hand to ascend the full shaft and punch a living blade.

Rime of the frostmaiden session 88 spire chamber

One of the blades responds by slicing into Valravn, and he loses concentration on the hand — oof! The rest of the party helps fight the living spellswords, destroying one of them.

Valravn misty steps out of the dome and inspects the crystal. Fray follows suit (using her codex powers), grabs, the crystal, and yanks it out. The wall of force shuts off, pelting everyone inside with ice! The remaining living blade nearly kills Vellyne with an ubercrit, if not for a clutch silvery barbs from Valravn.

The last sword finally goes down, and the party is able to get Cadavix up the shaft. Edmond uses another enlarge/reduce to help bring Lord Marbury up.

Beyond the door is a wide room lined with eight doors (Y19l), each bearing a different school of magic, and the inscription, “Speak thy master’s name and enter.”

Cadavix helps explain that each door is designed for each high wizard to pass through, and only one person can pass through a door.

The party realizes they have five of the names — but they never went in the other three towers! Valravn pulls out his Netherese Primer, and successfully coaxes another name out of Cadavix, leaving them with six names.

They start stepping through doors and saying names. The doors lead to dark hallways, and stepping inside is like stepping into void space — no light, sight, or sound! 

Fray takes a clever guess and name drops Cadavix’s lover, Auriliana, and it works! She must’ve been the High Transmuter! Was she? The DM honestly doesn’t remember, but it was an excellent callback.

With seven successful name-drops, that means all five PCs, plus Vellyne and Cadavix, can safely cross the void-space. Edmond tries to enter with his wolf, but the wolf is separated instantly, and doesn’t come out the other side.

Lord Marbury enters the eighth door, but cannot speak. A barbed devil spawns in the dark hallway, but once again the pegasus uses his crazy high speed to his advantage, taking only two rounds of hits before emerging out of the hallway. Singed and scratched, but alive!

The Marshals have made it to the Chamber of the Ebon Star (Y19m), effectively the point of no return of this campaign. Eight high-backed chairs are placed in front of a rotating field of stars. Cadavaix explains that by sitting in his chair, he can unlock the secret entrance to Iriolarthas’ study. But they should be prepared!

They look around a bit, finding a small library room in disarray (Y19o). Edmond finds a few nice spell scrolls, including one that causes him to break out in a sweat — the scroll of the comet! The WMD of spell scrolls.

The DM is excited and terrified at handing over such a power.

A magically locked door is labeled “Mythallar Access.” By defeating Iriolarthas, they should be able to get inside, and quickly descend back down to the Mythallar.

A normal door to the south is locked. Fray eagerly smashes it with her axe, finding a balcony beyond, with a stirring view of the city below (Y19p). The party can also see the rips and tears in space created by the damaged Mythallar are happening with greater frequency, as more tentacled monstrosities and other horrors come pouring through.

Time is ticking toward disaster. But the party is running on fumes. Poor Valravn had taken a nasty hit from the swords and has zero hit dice! They decide to hunker down for a long rest (and a level up!) before beginning the finale of the Rime of the Frostmaiden.

MVPC – Edmond

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