Episode 110 – Ballpark Frank

The party splits the loot from the treasure mound and focuses their attentions on the pillars. There are seven keys and seven pillars, so it goes without saying that there is a one-to-one relationship going on.

Krask inserts each of the keys but when he turns them each a single revolution, nothing seems to happen. Coincidentally, he doesn’t hear that telltale tumbler sound that we would expect from a working keyhole. The kobold takes this as a sign to try turning the other way.

Light erupts from the pillar, swirling around the column until running along the crack in the ground to the central pillar. This happens when each key is turned. As a result, the pillar pulses and vibrates with brilliant chromatic light.

When the final key is turned, the light converges into a swirling circle that spins and expands until it forms a portal. Through the other side, there appears to be a rocky hallway.

Fobias steps through. The others follow.

Into the Runeforge

The party falls through the colorful portal for what feels like eternity before falling out onto a marble floor. Above, the portal vanishes. Seems like they’re stuck here for the time being.

Once again, the party is confronted with the number seven. A series of seven statues, each depicting a Runelord, stands facing a central pool. Fyn and Fobias identify the water as being laced with magic.

Even with his adept knowledge, Fyn can only discern that the water is meant to be combined with other components to create something else. Could this be the Runeforge? They decide to perform a test.

Krask pulls out a dagger and dips it into the water. The blade heats up to a fiery red while ice crystals form along the edge. Unfortunately, the magical properties of the blade remain unchanged. Perhaps they need some material components to use the Runeforge to its full extent?

Long hallways extend behind each of the statues, hinting that they lead to the wings associated with those particular Runelords. The party decides to start with the much shorter hallways behind Belimarius – the Runelord of Envy.

The Abjurant Halls of Envy

Once the party enters the hallway, a huge mouth opens up on the ceiling. We’re talking an honest-to-goodness, rosy-lipped mouth here. It blurts out a warning about the party not being worthy, which our band of heroes ignores entirely.

The hallway opens up to a crumbled room with a silver rod jutting out from the floor. It sputters and spits, occasionally pulsing out a burst of energy at five-minute intervals. Even from this distance, Fyn can tell that it’s a malfunctioning rod of cancellation.

For the uninitiated, a rod of cancellation is a dangerous item that absorbs the magical properties of other items. In short, it’s not something that you want to get trapped in. After all, you could turn items worth hundreds of thousands of gold into mundane objects.

Eventually, Krask removes all of his magical items and attempts to disarm the broken rod. His first attempt isn’t successful, but he eventually turns the knob on top and deactivates the trap. Whew!

From the scorch marks and haphazard bones scattered about, it’s clear that this room was the setting for a destructive battle. Most of the walls are damaged and there are signs of multiple cave-ins. Fobias leads the group to the north.

A shallow pool of molten metal rests at the end of the northern hallway. Krask tosses in a pebble, which sends out a ripple before settling at the bottom. It’s incredibly shallow but there are signs on the wall that this pool was once much deeper.

Thinking back to his research at the library, Fyn realizes that this must be ethillion, a rare substance invented by the Abjurant Lords. Historically, it is used in the creation of magical items. However, the party is skeptical of its leeching properties and leaves it be for now.

They head back to the rod-room and turn to the south. Immediately, their nostrils are assaulted with the powerful odor of mustard. Ballpark Frank must be nearby, hawking his wares.

As they turn the corner, the hallway ends in a corner filled with thick sheets of ooze smelling strongly of mustard and vinegar. Suddenly, a large gelatinous ooze descends from the ceiling in an attempt to engulf Fyn and Fobias!

The odor is intoxicating, slowing down everyone’s movements. Barnaby charges into the creature, but the party notices that any wounds they create get ‘fixed’ by replacement ooze. After taking a couple hits, the ooze expands and stretches, splitting off into a second version of itself!

Where is the rest of the Abjurant Halls? Can the party harvest the Ethillion? Is the party destined to get ooze in their shoes?