The companions make way through the grounds surrounding Solastarum with the aid of Jotun and his Aurens. The brunt of the Towers forces seem to be distracted by Commander Maynard who has marshaled the Minutemen at the siege towers around the city. The companions fight through a token force left at the gates and breech the Tower from the main gate.
They find themselves in the main tower structure, with several wings branching off from a great central chamber. Soon after their entry the power seems to cut out from the tower; as per their coordinated plans. It seems as if though the rats had accomplished their task down below, though without power the companions are limited in their progression forward.
They consider making the long climb up the interior of the main chamber but decide against it, citing the possibility of unknown dangers assaulting them whilst they find themselves without secure footing.
As the power had failed, a service hatch seemed to open to allow access to the sub levels of the Tower. The companions are lowered down a small lift into labyrinthine passages dense with machine steam and the sound of churning gears. Pressed on by an ominous clang of something else within the chambers somewhere, the companions find their way through the maze of halls.
They find themselves in a long chamber with a floor tiled with what seems to be different types of metalloid tiles. Dozens of mechanical constructs are strewn about in various states of disarray.
Ogg and the Hand move through the inert constructions, disabling them as best they can while Sayer and Elbanor inspect what seems to be the only exit; a large, sturdy bronzen door with an aperture centering it’s frame, no larger than a yorba fruit. The ceiling was thick with strands of heavy rubberized cords. Though a sign read that “That who places their arm within the orifice shall see no harm come to it”, Elbenor was less than convinced.
Sayer hesitated slightly, but eventually plunged his arm into the area. Feeling around, he was able to find a lever behind a small plate and with the flick of the switch opened the door. Unfortunately, he was the only one standing on the non-conductive platform. Everyone else around the room received a painful jolt of electricity upon activation of the door.
The companions continue on into what they find to be the workshop of Nozzalthorp Frayfeather. Elbanor finds a clockwork arm that seems to be appropriate to his liking and stows it in his bag. The companions work through a small puzzle involving pieces to a strategy game that Frayfeather seems keen on and eventually are able to send power to the parts of the tower deemed necessary.
Ignoring the lift from the workshop back up to the main levels, they backtrack as best as they can through the labyrinth. They are less successful in evading the mechanized guardian stalking the narrow chambers this time around. After being knocked around a bit they are able to sever the construct inert and the companions rush themselves the rest of the way out of the tight situation.
The companions venture into the Salon, finding a few chambers filled with recreational activities for enjoyment through diversion. Following the sound of elegant music, they find a large auditorium bereft of anyone besides a gentleman in the latter part of middle age playing at a magnificent piano on a raised dais.
Baron Samael Vargoss, as he introduces himself, seems to wear a mantle of dark black magic, an energy that Ogg finds himself repelled by. Though he admits to be one of the dark riders, the Baron spurs the notion of being beholden to the new Master of the Tower. Indeed, Samael seems willing to assist the heroes, should they bring him a crystal of deep crimson from Hush.
Though Sayer omits opinion, Elbanor and Ogg find him to be untrustorthy. The Hand has far less qualms, but agrees to not assist him. Though the Baron is slightly agitated by their lack of vision, he allows them to retreat back to the other parts of the Tower unimpeded.
The companions decide to search the Dormitories before advancing up the Tower, but having not empowered this wing they find themselves stalled while the Aurens siphon the necessary energy from elsewhere to open the door.
During this small hiatus, the Hand returns to the halls of the Salon to loot more art supplies. Alone, she finds herself confronted by the Baron. Entranced by his powers, she decides not only that he’s a pretty cool guy, but also that she should definitely bring him what he asks.
She then returns to her companions and explains all this to them immediately after the exchange. Perturbed, but not waylaid, the companions make their way into the Dormitories.