Having just run through the gallery of armor only to return, the party takes a moment to think through what they have learned. Before they can come to a consensus, a few members approach one of the suits of armor for further inspection. Just as they get within reach two of the suits, including the one approached, begin to move and attack the group. Over the course of a few minutes the party slew one set of armor after another only to have another spring to life, eventually reassembling previously scattered ones. Even the idea of breaking the pedestals is tested without any change to the pattern of two suits animated at a time. In frustration, Belgwyn smacks a helmet lying on the ground over the hedge, only to have it return from the opposite direction and return the favor with a hit to the back of her head.
Eventually, one of the suits of armor drops a bloodstone to the ground when slain. This is followed by several more. Two thoughts spread through the group. One is the need for six bloodstones, one for each suit to solve this room’s challenge. The other is that a stone needs to leave the space as the solution. Seebo attempts the second by launching a stone over the hedge in the direction of the tower. He learns from Belgwyn’s mistake early and dodges the returning stone’s trajectory from behind just in time. It is Hupp that finally attempts to exit the room with a bloodstone in hand that causes all the armor to collapse to the floor. In triumph the party proceeds, only to return to a sundial seemingly unchanged from their last arrival.
The party is learning, but not fast enough. While the sundial puzzle continues to elude them they are keen on the need to find a gem and exit it whenever they choose poorly in the sundial garden. First they easily sneak past a group of chuuls that are trapped at the bottom of a deep pool when Dennis uses a spell to hold the waters back. The floating garnet is snatched with a mage hand spell from Hupp. In a much larger opening the party beats two cyclopes at a game of throw the boulder with the help of Dennis’ floating disk. With growing frustration, the party is split on a strategy. Either the sundial is key to the maze or they must work their way through all the possible challenges first. Dennis’ historical reflection points the group to focus on the sundial as the way out, not the challenges.
After Dennis’ insight on the puzzle, the group slowly begins to see the patterns. In the end the final iteration of the sundial is solved as Sariel disappears into the hedge walls themselves. On the other side, as the others follow suit, the group stands at the base of the tower. Behind, they see the sundial garden and village beyond along a short straight path. Just between them and the tower is the remains of a cultist they saw thrown from the balcony above. The white object they saw their contact drop is nowhere to be seen. The tower itself is smooth stone, no hand or footholds to be seen. The balcony above seems much too high from this angle than what they would have guessed when seeing it from the maze entrance. And, on the wall of the tower just in front of them is a circle of symbols. A chair, an upside-down “L”, a rectangle, a flame, a star, a square, an hourglass, and a right triangle. While members mildly debate next steps, an ever curious and perhaps just slightly impatient Groz approaches the symbols and touches the flame. The symbol glows briefly before the whole party is enveloped in a flash of bright light.
Session Date – 18 September 2026
Roster
- Belgwyn
- Dennis
- EKIM
- Faris
- Groz
- Hupp
- Sariel
- Seebo
