23rd Kanos KARUBIAT
ELESIS
Meeting Into
the Crypt Umber
Hulks Stone
Heart Vampire
Beryn Keep Sand
Giant
City-Between-Places Beryn's
Farm Bog
Serpent Stronghold 2
Parties Dog
& Horn The
Cells
Escape! Calrhuvianne Souls Hawker
Bag Kin's
Tale Mayor
& Shopping Dhunok
Grael
Karubiat
Elesis Underground
Sun Lizardmen The
Boat Akkenophon Shurudien! Ghurzak!
To Karnak Dice Oracle Mogradjinn Battle The
Hilt Exit Strange
Allies Ghorak
Lan
Farigon Calrhuvianne2 Wraithking Columns Last
Column Galent Zeres-kai Eyrie
Elementals! Golem
Past the tiny stone circle, the earth looks as though it has been
torn open - this is surely the result of whatever Beryn was doing
here. Mud and vines tumble carelessly into the gap revealed where
steep stairs descend quickly into darkness and mosquitos buzz about
the unquieted earth. The stairway is blocked just at vision's edge
by a sturdy door - to the left of the door, an alcove, as described,
holds a two foot high sandstone plinth. Half an inch above this
float six haphazardly placed keys, each identical as far as the
key part appears but quite different at the head.
The key heads are identified as being triplicate patterns of the
letters G, D, A, S, O and K and although the region can be assumed
as magical (since the keys are levitating!) the whole door and alcove
area seems to be enshrouded by an antimagic shell and detecting
magic produces no useful information.
The party are baffled for a while and ruminate upon the name of
the place they are about to enter - although the ruins above ground
may have been open to any casual adventurer, this place was obviously
difficult to find without some prior knowledge; this makes some
sense because, although "Grael" seems most likely to be
a name, a "Dhûnok" is a large burial chamber for
the honoured - usually hidden to keep it safe from grave robbers.
With inspiration almost slipping away, Suva at last spots the clue
as the letters can be arranged to make the phrase “Ask God”.
Unsure what this cryptic message means, the cleric prays to his
god for guidance and recalls that a priest he has spoken to in Galent
curiously stressed the letter ‘S’ at one point in his
conversation. This seems too odd a coincidence to ignore –
sure enough, as Suva begins to augur the value of choosing the "S"
key, the sandstone atop the plinth fluctuates slightly, becoming
fluid. Five of the keys drop and are gone like sandsnakes swallowed
up in dunes, then the last drifts down the slight distance until
it sits on the now solid-again sandstone.
It's the "S" key and it is the only key any longer available.
Dalrylshana reaches for and takes the key (after a deadly serious
warning from the cleric to the party regarding anybody interrupting
him during prayer in future). It fits the door with no problem and
a satisfying click indicates an unlocking. The door pops slightly
ajar as air rushes out with a hiss for a second, and then is still
again. Kin collects the key – just in case.......
For whatever reason, the party are getting tetchy with each other
and Morin, of all people, entreats them to be calm. Balin, meanwhile
is perhaps rightly keen to establish the relevance of him being
the only dwarf in the party in a place that is apparently a dwarven
burial area. He steps forward and boldly swings opens the ajar door,
stepping across the threshold into this new area.
Beyond it, darkness immediately looms as the surface is further
removed and daylight can be swallowed up by the depths. But this
lasts only seconds: like a trail of paraffin, sconces pop and bud
into life along both walls as the stairs continue downwards, twisting
as they go. Dalrylshana is able to put away the Illuminatus for
now as you can see quite clearly the hewn rock and smooth granite
steps leading thirty feet down to another very sturdy door.
This time, however, there is no alcove and are no keys. There is
one intriguing patch on the right hand wall, just in front of the
door about 2 and 3 feet off the ground, there are small areas of
the wall that have been damaged as if hammered at, or an iron spike
hammered into, perhaps. The door itself is locked – and protected
with a lightning trap by Morin’s guess.
After much arguing and guesswork, Dalrylshana, Illuminatus in hand
supplies the required breakthrough – there is an invisible
key hanging above the door. Sufficiently high up that smaller characters
would probably have to climb up – perhaps by using iron spikes
hammered into the walls, for instance...Since Kin can use the Illuminatus
as well as Dalrylshana, it is expeditious for him to borrow it for
a moment - a brief stretch on tiptoes later and the mission is accomplished.
As soon as the key is removed from the hook it is hanging from,
it pops into visibility.
Taking the now visible key in his hand, Morin takes a breath and
waves everybody back a little way - one full turn of the key later,
he is still in one piece. He pauses, then turns the key again perhaps
through a whim or by sudden inspiration, who can tell? But on the
third turn a faint tracery of electricity scatters across the door
frame and is gone and the key turns no more. As the key is removed,
it disappears but is quickly located with the aid of the Illuminatus
- invisible and back on its hook.
The door opens without further incident - or even a rush of air
- to reveal the corridor descending and turning further into the
depths. Balin is keen as ever to lead the way and steps forward.
Sconces once again light up magically along the walls and a few
more steps and distance winding down lead to a levelling, it seems
- or perhaps just a very long step - and third door at the end of
the levelled area.
This one is as sturdy as the others but the door itself has three
keyholes, one above another, separated by a couple of inches. Above
and below the keyholes are two locking clasps spanning from the
door to hard stone frame and held tight by padlocks. A door that
unsubtly says ‘no entry’.
After what seems like an age, checking the doors carefully, Morin
pauses, brow wrinkled and a sour look on his face. Jarek thinks
about suggesting he help out but decides to deflect any further
vitriolic comments about "interrupting" and simply exhales,
a little dramatically.
Morin ignores the light jibe and continues about his work, moving
away from the door and checking the walls.
After another 15 minutes or so, he finally looks up triumphantly.
"I have something but be ready...."
Standing on the last step and leaning down he activates something
that would appear to be in the step. There's a dull click and very
quickly the level area of floor slides away to the right to reveal
the a two foot drop before the stairs continue down and further
round. It appears the entire door was a red herring and Morin drops
down and heads off to check the route further, torches popping into
life as he goes.
His voice can be heard moments later, requesting somebody with
the Illuminatus to help out – Kin accompanied by Balin goes
along and soon after, the quiet is butchered by the sound of movement
from down the stairs and Morin bellowing for aid.
The party charges to assist, hurtling down the steps and around
the corner - at the end of the stairs, they see the problem. The
floor broadens to around twenty feet but this time there is no door,
just an archway. The magically lighting sconces stop 15 feet before
it and cast almost no light beyond. The archway is about 15 feet
across and leads into a chamber or corridor that is entirely dark.
To the right and left of the archway are alcoves that disappear
diagonally away into darkness with just a hint of a crackle and
a spark appearing from the depths every few seconds.
By now, Kin is getting to his feet, a little groggy, the Illuminatus
on the floor a few feet in front of him. Morin is practically stood
on top of him, toe to toe with a large creature and allowing teh
mage to recover his balance; Balin faces another. The creatures
bodies are a ghastly yellow hue. The mockery of a humanoid form
is stitched at every joint and one of the hands of the creature
that Morin faces is actually a large claw. A smell of rotten flesh
and old earth wafts forwards.
These are flesh golems.
Whether it is merely lack of very recent battles and an overly
relaxing journey by boat is difficult to say but battle is entered
like a maelstrom. Morin and Balin more than hold their own as the
initially fearsome-looking flesh golems flail impotently. Their
much vaunted ability to ignore damage from warriors is of little
consequence arrayed against so much magical weaponry.
Darius glances about him to make sure everybody is involved in
attacking these fell beasts only to see Jiriki hurtle past him,
gobbets of saliva trailing in his berserk wake. Balin's golem hardly
knows what hits it as the barbarian whirlwind crashes into combat,
forcing it back towards an alcove.
Darius wastes no time by applauding but dashes to Morin's aid,
even as the wily rogue stabs at his combatant with a flaming dagger,
ducking around to flank and slashing at its borrowed tendons with
a rapier as the biting flames slow its responses, and Kin recovers
his footing with a fury in his eyes. There is more than magic to
this elven adventurer and he returns the damage he has taken in
kind.
Meanwhile Jarek is eager to test his new sword and has already
appeared at the flank of the other golem, hacking yellowed flesh
as the creature tries to fend of the tidal wave of barbarian and
dwarf attacks.
Both golems are forced back and it gives the chance for Dalrylshana
to retrieve the Illuminatus (before unwitting chaos destroys it)
by darting between the two eddies of melee. Her sword is drawn and
ready to attack but her steel carries no magic and the battle goes
well; perhaps this is why Suva hangs back from the combat, watching
carefully but, from his perspective, sure of victory. Jax and Sybelius
are a little behind him and each calm in their own particular ways,
sure also.
Victory is not long coming: the golems fight on with mindless drive
but against the onslaught that awaited them they are as butterflies
in a tornado. Quite soon, much of their joints are raggedly unpicked
and the bodies lay untidy and unmoving on the floor.
Jiriki growls and then begins to recover his calm.
The battle is won and remarkably no wound is sustained bar Kin's
initial surprised hit. But before time can be taken to cheer, something
odd happens: there is a sound like tearing paper. It is quickly
noted as being above the arch - a tiny flame traces out silver filigree
words in an overly elaborate hand. It's in elven and is a little
difficult to read but can be translated as:
"Welcome cleric, welcome wizard, welcome rogue, welcome warrior!"
The nature and order of the doors encountered is suddenly more
clear.
"You are congratulated for your efforts and given welcome
to Karubiat Elesis, the city behind shadows, the walled city of
light, the city of Morriaga Philantiri.
"Enjoy your stay."
There's something a trifle unnerving about the last line.
But more than that is the quite clear fact that this is no dwarven
burial ground after all.
Moreover, the name of the city means nothing but the name "Morriaga
Philantiri" means at least a little to most of the party. She
is a fabled mage of extraordinary power: a sage and aid to her elven
kin, so old as to be almost mythic. It was through her powers and
wisdom, it is said, that the elves of Karubai were first united
into a kingdom centuries ago.
Beyond the arch, a day-bright corridor awaits. In front of it,
two small imps, with curiously sharp-edged shadows are pushing the
remains of the flesh golems back towards the electrical alcoves
from which they sprang.
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