Session 42 - through fire and ice
We move to the ground level of the Dragon tower and find several giant runes carved into the ice. We examine them closely and understand that they were used for ancient meditation practices, but little more. Glad that we haven't accidentally stumbled into an ancient ritual site, we move on to the last tower.
On the ground level, we come across some dwarf skeletons who seemed to have found a refuge here. From their looks, we guess that these guys might have been slaves who managed to escape and hid inside the tower. Still they weren't able to escape this hell-hole of a city and died in their hideout. We spot a sleeping female giant on the upper level and agree to leave her be.
As we're pretty sure to have searched all of the towers by now with no Khangitche in sight, we decide to look for him in the places we've not been in yet: The Lich's icy prison and the place where they keep all the other prisoners.
So we move deeper into the gorge past the three towers and reach an icy lake with a connecting waterfall. We approach carefully and find another set of runes that's supposed to suppress frost-resistance magic. Which means that diving through the lake is very much off-limits.
(Not that we were in the mood to take an icy bath anyway)
We cautiously move around the lake and climb the slippery giant stairway behind the icy waters. Finally we spot caves with bars that serve as holding cells for the prisoners. All of them are illuminated in the same strange, blue, calming light from several Wayfarer's Lanterns. We silently take out the giant guard that watches the prison area and drag her into the Absurdist's Web.
Then we search for our missing Kvarty Gorbatiy and find him in one of the icy prison cells. The dwarf sniper is quite surprised to see us in this place at the icy end of the world, but he's also happy to see our friendly, familiar faces. We free him with a fire spell, melting his prison bars with the fire of Srasama. He's also very happy to see that we found his trusted rifle and even happier when we give it back to him.
Fondling the weapon with an earnest smile on his face, Kvarty tells us that he had been treasure hunting down these rifts only to be overwhelmed by the giants and locked up here. He had been working on an escape plan ever since, but those damn blue lights did make his head quite muddy. We explain that these Lanterns are being manufactured by the Obs, which only intensifies Kvarty's negative stance towards the conspirators.
We ask him a bit about Reason and Kvarty explains that this beauty was a custom-made bone rifle that has served him for a long time. He promises to tell us more about the process behind its creation as soon as we're all out of here. In reverse, we tell him about our mission to find the “undead mage” sealed away in ice. Kvarty doesn't know too much about this one, but he heard the “human mage” and the “giant chief” talk about better not getting too close to that frozen creep.
Margit and us discuss on how to proceed from now on. We agree that freeing the prisoners and getting them to safety will have priority, even if they are not part of our mission. Lich won't run away, we say, and have Kvarty's laughs on our side. Regarding the giants, Auryn insists that massacring an entire clan of giants wouldn't feel right at all, especially if they would most likely be simple mercenaries hired by the Obs.
“Think about it this way”, she says “at worst, this might be the giant's original home. The people of the camp near Mirsk told us that the giants are nomadic people, so maybe they returned to their home and made a deal with the Obs. They are savage, yes, but does that justify that us foreigners come to annihilate them? Simply because they're in the way?”
“You do know that they are complicit in the Obscurati's meddling here? Which includes experimenting on those poor prisoners.” Carlyle adds.
Auryn agrees that these giants are most likely not good people, but so were the industrialists in Flint and we surely didn't kill them either. To avoid bloodshed, she suggests that we might challenge the Khangitche to a duel and make him and his tribe let us do whatever we wish to. After all, the giants have no reason to keep the prisoners (they were brought here by the Obs), so a simple demonstration of strength might be enough to make them respect us.
Carlyle agrees that this is a valid plan, but the Khangitche might just ignore all sense of honor and order his people to attack us with full force. Because what would we know about the frost giants' culture anyway? He also agrees that if those giants are mercenaries, then they won't be overly loyal to the Obs. So maybe they might be easily bribed into making way. We also discuss using a disguise to poise as Obs reinforcements who are being sent to replace the two researchers, but see that we don't know enough about the Obs' plans to make this work seamlessly.
Then we got a flash of insight as we remember that we got one Obscurati henchman in our web that might just provide us with enough info to make either plan work. So we retreat to Kvarty's cell and carefully pull Baldur out of the Absurdist's web. We gag him first and explain our situation to the mage. Under the premise that we'll treat him fairly, he agrees to tell us more about the giants and the Khangitche Odul Chuvan.
Confronted with our plan for a challenge, Baldur agrees that this might work and he'd also agree to approach the Khangitche with our challenge, if we promise to defend him should things go south. We are positively surprised that our very first plan might just work, but Carlyle is not so easily convinced as he fears that the Obs' security wizard isn't simply trying to make us run into a deadly trap. Especially if he is both a coward and playing the pivotal role in said challenge.
So Auryn and Carlyle go a bit back and forth about whether or not to follow through with their plan until Auryn lowers her head and sighs uneasily.
“Then I'll make him do my bidding. As you already guessed, my powers are strong enough to force my will upon others.”
As Carlyle doesn't object, she then turns to Baldur and asks him for his consent in her domination while Auryn promises to release him once the Khangitche issue is settled.
(mind control is generally still a deep red flag for her. But Auryn agreed that making sure that Baldur wouldn't double-cross them and endanger everyone in the process would have priority. Especially if brutal combat would be the alternative)
So Auryn puppeteers Baldur towards the main hall of this icy caverns where the Khangitche and his people usually hang out. We follow him to the leader of the giant tribe who's accompanied by four guards and a death bear. Baldur properly introduces us as challengers who'd claim dominion over these frosty halls, so we'd challenge him to a duel. The Khangitche isn't really amused about our demand that he and his clan shall leave this part of Knütpara should we win, so he throws a bone and then points at one of his guard to smash our challenger to pulp.
To Carlyle's shock, Auryn takes a step forward and draws her rapier to meet the foaming giant in melee. She throws a powerfull fireball at her opponent, then takes a side-step to dodge the gients' initial attack. Two strikes later, the giant warrior lies flat on the ground.
“You should have chosen to fight me yourself. This one was an easy target. I'm not even sweating.” Auryn says calmly, locking eyes with the Khangitche.
A few moments and a couple of stares later, Khangitche Odul Chuvan seems to understand that we're actually both quite serious with our demand and generous enough to not simply slaughter him and his guards.
(Totally nailed that intimidation. Not taking a single hit from that giant surely did help as well. Also, after that episode Tiz was quite sure about what to do with a certain Hook)
We suggest that the giant clan might just move deeper into the depths of Knütpara as we're only interested in the upper caverns, including the prisoners. The Khangitche tries to keep his face by saying that the lower city will hold even more treasure than the towers, so we're basically fools for letting him venture deeper, but we just shrug it off. After all, treasure is not what we came for.
As soon as we're sure that the whole giant clan is on their way towards lower Knütpara, we free the prisoners and organize their return to their original homes – most of them stem from the area around Trekholm – via teleport. Kvarty accompanies the other dwarves and humans and thanks us for rescuing him and his kin. We also take our time to collect all the Wayfarer's Lanterns and their fuel so the Ob won't be able to salvage their items should they ever decide to return.
Then we turn to the wall where the Lich is sealed in ice. We see one giant undead who's apparently frozen in place and who doesn't seem to be able to communicate with us. But as soon as we place our hand on the ice (after we protected ourselves with various protection spells of course), the Lich's eyes start to glow and we hear his deep voice in our heads. We introduce ourselves and basically agree on the deal Grappa made with him: that we'll release him in exchange for his soul switching ritual.
In return, we hear an unsettling laughter that just sound as if the Lich's plans finally come to fruition. But before we can release him, he says, we have to undo the divine seal of Triegenes. When we ask him how we could possibly do that, the Lich suggests that we'd find a sympatheticum of Triegenes, something that's still imbued with the man-god's presence.
“As for where you'd find such a trinket? Why don't you ask the lady of the forked tongue? She knows everything. At least that's what she claims.”
Then the Lich laughs again as he realizes that the prison of Ashima-Shimtu is possibly one of the last places we'd ever wish to return to.
We move to the ground level of the Dragon tower and find several giant runes carved into the ice. We examine them closely and understand that they were used for ancient meditation practices, but little more. Glad that we haven't accidentally stumbled into an ancient ritual site, we move on to the last tower.
On the ground level, we come across some dwarf skeletons who seemed to have found a refuge here. From their looks, we guess that these guys might have been slaves who managed to escape and hid inside the tower. Still they weren't able to escape this hell-hole of a city and died in their hideout. We spot a sleeping female giant on the upper level and agree to leave her be.
As we're pretty sure to have searched all of the towers by now with no Khangitche in sight, we decide to look for him in the places we've not been in yet: The Lich's icy prison and the place where they keep all the other prisoners.
So we move deeper into the gorge past the three towers and reach an icy lake with a connecting waterfall. We approach carefully and find another set of runes that's supposed to suppress frost-resistance magic. Which means that diving through the lake is very much off-limits.
(Not that we were in the mood to take an icy bath anyway)
We cautiously move around the lake and climb the slippery giant stairway behind the icy waters. Finally we spot caves with bars that serve as holding cells for the prisoners. All of them are illuminated in the same strange, blue, calming light from several Wayfarer's Lanterns. We silently take out the giant guard that watches the prison area and drag her into the Absurdist's Web.
Then we search for our missing Kvarty Gorbatiy and find him in one of the icy prison cells. The dwarf sniper is quite surprised to see us in this place at the icy end of the world, but he's also happy to see our friendly, familiar faces. We free him with a fire spell, melting his prison bars with the fire of Srasama. He's also very happy to see that we found his trusted rifle and even happier when we give it back to him.
Fondling the weapon with an earnest smile on his face, Kvarty tells us that he had been treasure hunting down these rifts only to be overwhelmed by the giants and locked up here. He had been working on an escape plan ever since, but those damn blue lights did make his head quite muddy. We explain that these Lanterns are being manufactured by the Obs, which only intensifies Kvarty's negative stance towards the conspirators.
We ask him a bit about Reason and Kvarty explains that this beauty was a custom-made bone rifle that has served him for a long time. He promises to tell us more about the process behind its creation as soon as we're all out of here. In reverse, we tell him about our mission to find the “undead mage” sealed away in ice. Kvarty doesn't know too much about this one, but he heard the “human mage” and the “giant chief” talk about better not getting too close to that frozen creep.
Margit and us discuss on how to proceed from now on. We agree that freeing the prisoners and getting them to safety will have priority, even if they are not part of our mission. Lich won't run away, we say, and have Kvarty's laughs on our side. Regarding the giants, Auryn insists that massacring an entire clan of giants wouldn't feel right at all, especially if they would most likely be simple mercenaries hired by the Obs.
“Think about it this way”, she says “at worst, this might be the giant's original home. The people of the camp near Mirsk told us that the giants are nomadic people, so maybe they returned to their home and made a deal with the Obs. They are savage, yes, but does that justify that us foreigners come to annihilate them? Simply because they're in the way?”
“You do know that they are complicit in the Obscurati's meddling here? Which includes experimenting on those poor prisoners.” Carlyle adds.
Auryn agrees that these giants are most likely not good people, but so were the industrialists in Flint and we surely didn't kill them either. To avoid bloodshed, she suggests that we might challenge the Khangitche to a duel and make him and his tribe let us do whatever we wish to. After all, the giants have no reason to keep the prisoners (they were brought here by the Obs), so a simple demonstration of strength might be enough to make them respect us.
Carlyle agrees that this is a valid plan, but the Khangitche might just ignore all sense of honor and order his people to attack us with full force. Because what would we know about the frost giants' culture anyway? He also agrees that if those giants are mercenaries, then they won't be overly loyal to the Obs. So maybe they might be easily bribed into making way. We also discuss using a disguise to poise as Obs reinforcements who are being sent to replace the two researchers, but see that we don't know enough about the Obs' plans to make this work seamlessly.
Then we got a flash of insight as we remember that we got one Obscurati henchman in our web that might just provide us with enough info to make either plan work. So we retreat to Kvarty's cell and carefully pull Baldur out of the Absurdist's web. We gag him first and explain our situation to the mage. Under the premise that we'll treat him fairly, he agrees to tell us more about the giants and the Khangitche Odul Chuvan.
Confronted with our plan for a challenge, Baldur agrees that this might work and he'd also agree to approach the Khangitche with our challenge, if we promise to defend him should things go south. We are positively surprised that our very first plan might just work, but Carlyle is not so easily convinced as he fears that the Obs' security wizard isn't simply trying to make us run into a deadly trap. Especially if he is both a coward and playing the pivotal role in said challenge.
So Auryn and Carlyle go a bit back and forth about whether or not to follow through with their plan until Auryn lowers her head and sighs uneasily.
“Then I'll make him do my bidding. As you already guessed, my powers are strong enough to force my will upon others.”
As Carlyle doesn't object, she then turns to Baldur and asks him for his consent in her domination while Auryn promises to release him once the Khangitche issue is settled.
(mind control is generally still a deep red flag for her. But Auryn agreed that making sure that Baldur wouldn't double-cross them and endanger everyone in the process would have priority. Especially if brutal combat would be the alternative)
So Auryn puppeteers Baldur towards the main hall of this icy caverns where the Khangitche and his people usually hang out. We follow him to the leader of the giant tribe who's accompanied by four guards and a death bear. Baldur properly introduces us as challengers who'd claim dominion over these frosty halls, so we'd challenge him to a duel. The Khangitche isn't really amused about our demand that he and his clan shall leave this part of Knütpara should we win, so he throws a bone and then points at one of his guard to smash our challenger to pulp.
To Carlyle's shock, Auryn takes a step forward and draws her rapier to meet the foaming giant in melee. She throws a powerfull fireball at her opponent, then takes a side-step to dodge the gients' initial attack. Two strikes later, the giant warrior lies flat on the ground.
“You should have chosen to fight me yourself. This one was an easy target. I'm not even sweating.” Auryn says calmly, locking eyes with the Khangitche.
A few moments and a couple of stares later, Khangitche Odul Chuvan seems to understand that we're actually both quite serious with our demand and generous enough to not simply slaughter him and his guards.
(Totally nailed that intimidation. Not taking a single hit from that giant surely did help as well. Also, after that episode Tiz was quite sure about what to do with a certain Hook)
We suggest that the giant clan might just move deeper into the depths of Knütpara as we're only interested in the upper caverns, including the prisoners. The Khangitche tries to keep his face by saying that the lower city will hold even more treasure than the towers, so we're basically fools for letting him venture deeper, but we just shrug it off. After all, treasure is not what we came for.
As soon as we're sure that the whole giant clan is on their way towards lower Knütpara, we free the prisoners and organize their return to their original homes – most of them stem from the area around Trekholm – via teleport. Kvarty accompanies the other dwarves and humans and thanks us for rescuing him and his kin. We also take our time to collect all the Wayfarer's Lanterns and their fuel so the Ob won't be able to salvage their items should they ever decide to return.
Then we turn to the wall where the Lich is sealed in ice. We see one giant undead who's apparently frozen in place and who doesn't seem to be able to communicate with us. But as soon as we place our hand on the ice (after we protected ourselves with various protection spells of course), the Lich's eyes start to glow and we hear his deep voice in our heads. We introduce ourselves and basically agree on the deal Grappa made with him: that we'll release him in exchange for his soul switching ritual.
In return, we hear an unsettling laughter that just sound as if the Lich's plans finally come to fruition. But before we can release him, he says, we have to undo the divine seal of Triegenes. When we ask him how we could possibly do that, the Lich suggests that we'd find a sympatheticum of Triegenes, something that's still imbued with the man-god's presence.
“As for where you'd find such a trinket? Why don't you ask the lady of the forked tongue? She knows everything. At least that's what she claims.”
Then the Lich laughs again as he realizes that the prison of Ashima-Shimtu is possibly one of the last places we'd ever wish to return to.