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
Suva has divined that using the “die” with two spots
on he door past the stream is a good option; convinced of his divination's
clarity, the party are ready to return along the river to the door
there. Jarek gives his armour to Morin and takes up the elven chain
from the drow for himself, which is a good enough fit, fortunately.
30 minutes later, after two separate journeys with the boat, Suva
takes the cube with two spots and places it in the recess in the
door. A light tingle fills the air but Suva's faith is strong and
he follows through with confidence on his own divination; grasping
the door, he slides it to one side. It opens with barely a sound
to reveal a corridor beyond - it has a steely floor and ceiling,
smooth and hard, and the walls continue the overly intricate red
marble that began on the other side of the door. A few feet in,
there is a narrow gap all the way around the corridor which seems
to drop away into blackness.
Further on there is some sort of magical barrier filling the corridor;
it is translucent and would seem to indicate a second such barrier
beyond it and then perhaps something else beyond that, but it's
difficult to say.
Morin heads in to check but finds no traps or mechanisms and the
Illuminatus reveals no extra clues.
After around five minutes as the party deliberate about the newly
revealed corridor, the sliding door abruptly slides shut of its
own accord, quietly but very quickly. In the blink of an eye, the
die is back, sat with the others; Morin was trapped inside checking
the lay of the ground, Dalrylshana having been enticed away by the
lure of Jiriki's necklace (which she has now recognised as a necklace
of fireballs).
But he is not gone for long this time - placing the die back in
position allows the door to open again and reveals a slightly surprised
Morin. Evidently there is a timer of sorts built in to the door
and from Morin’s observations, that is not all – the
gap along the corridor was filled with a wall of force when the
door was shut and disappeared again when it reopened.
The party ponder and Morin suddenly has an intuition that cracks
his face to laughter: what if all the dice open the door?
After some discussion, the door is opened and Morin steps inside;
after minutes have elapsed and the door has closed again, Suva takes
a breath as Dalrylshana hands him the Illuminatus to scan the area
under its light for any extra clues that may appear.
Summoning an invisible servant, Dalrylshana places the 'three'
die into the receptacle on the door and then Suva, having seen nothing
unusual, slides the door aside......to find Morin, unchanged, unharmed
and the corridor looking as it had when opened previously. Emboldened
by the harmless effects of experimenting with the door, the party
test out the remaining cubes, each time Morin observing events from
within the corridor.
Some 20 minutes later a bemused feeling descends as each die gives
exactly the same result within and without. It would not seem to
matter which cube is used - although the way forwards is still blocked.
There is a feeling that the door through the Black Gardens is perhaps
related so as Morin ponders orders with which to load the dice into
the recess and other possible variations that might help, Suva,
Jiriki, Kin and Jarek head off to the other door, detouring slightly
so that Jiriki can leave his newly obtained trophies with the Akkenophon
cairn. Their journey is made quickly and without hindrance, the
Black Gardens now ominously quiet.
It takes a few communications by Hawker bags and lots of trial and
error but the party soon figures out that the choice of cube seems
unimportant on either door. A cube at the river door removes the
first barrier and a cube at the moon door removes the second barrier.
The third barrier, at the point when the other two are removed,
is clearly the final one and seems to lead into a room but remains
of course, impassable. Unless there is a specific sequence or pairing,
the key to this barrier must be elsewhere – the untried northern
double doors beckon and the party are soon gathered there (once
they’ve remembered that somebody needed to take the boat back
to those at the ‘water door’).
From the end of the corridor, Kin unlocks the doors with his magic
and then Morin advances and opens them. Not traps seem evident,
nothing booms nor bangs and none of the dragons feared by Dalrylshana
leap forth!
As the door creaks opens into a room, a waft of air smelling of
charcoal and decay fills the nostrils. The room is roofed and unlit
- no magical torches here - but enough light seeps in from the corridor
to be able to make out detail. There are sarcophagi lining east
and west walls, perhaps 25 of them in total, built of metal which
has aged and tarnished but all appear whole from here. Further into
the room there is a stone table, built into the floor; nothing sits
atop it and it seems unmarked.
In the doorway there are three bodies - skeletal and burned to
almost crumbling carbon, this is clearly the source of the ash you
had espied under the door earlier. The bodies still have remnants
of armour, damaged and charred as it is but the only thing that
stands out (by virtue of being relatively undamaged or burned) is
a pair of metal gauntlets on one of the bodies.
Opposite ,at the far end of the room, is another door.
No traps are apparent but whether, as Morin suggests, three characters
have clearly barely entered the room before being incinerated, or
as Darius offers, were burned attempting to flee, the party are
less than keen to move on hastily. The obvious are left alone as
being far too obvious and then, with Jiriki and Darius hammering
iron spikes into the floor to keep the doors open, Morin heads in.
He gets to the other end of the room safely and then quietly indicates
for two more to come to him – Kin and Suva are at the front
and advance, Jarek and Dalrylshana advancing into their positions
and looking alert.
Morin points out that he has heard a muffled noise that seemed
to come from within one of the sarcophagi; it is heard again and
one other thing is slowly noticeable: the sarcophagi are tarnished
but, this much closer and staring at them, it seems there is a
little more than that. There are small darkened patches here and
there on all of the sarcophagi that look akin to tarnishing but
reflect no light. None. And as one stares at these points, there
is just the lightest of headaches that begins to well up behind
the eyes and a hint of dread in the gut.
The remainder of the party advance and Suva brings his divine powers
to bear to bolster the mood as Morin pases Kin a torch and the corridor
revealed behind the checked door is entered. The wizard lights the
way for the rogue to check – there are two doors on the east
wall, one on the west and one opposite - each unlocked but closed.
The two return quickly, Morin whispering “shadows”.
Some of the dancing shadows from the torchlight seemed to move the
wrong way.With the mood that this place engenders, it’s enough
to cause pause but Suva soon has a plan: he can cast invisibility
to undead on Morin, Dalrylshana, Darius and Jarek which will last
over an hour and hopefully give chance to explore this area better
before any engaging with the enemy is needed, since that would break
the spell. Meanwhile, the remainder of the party are visible and
able to deflect any problems, with luck, two of them able to turn
undead. The cleric has already ascertained that there are indeed
undead in this area.
The plan is agreed and the spell cast. Morin looks at Kin and indicates
the first door on the east wall and then steps away and allows the
mage to approach the door and open it – holding his torch
high and glancing around, a room is revealed but no undead come
charging out. The room seems empty - it is a solid stone room with
no other doors but is unusual in that the walls, floor and ceiling
are covered in a complex pattern woven of gold, red and green lines.
It seems to be just an elaborate pattern, rather than any language
or runic symbols, however.
Further into the room, at the edge of the torchlight, it looks
as though there is a small circular stone wall, within which is
a pool of water. More detail cannot be made out from here.
With the duration of the invisibility already almost halfway through,
it seems a wise idea to gather as much information as possible and
still retain a possible surprise for any undead that may be lurking.
Thus, Morin directs and Kin opens each door in sequence, standing
in the doorway and observing as much as he can from that position
by torchlight.
The second door on the east wall opens into a small room, empty
and dusty. Here and there a couple of old brown bones, the long-decayed
remains of some hapless adventurer, perhaps. It is dark and quiet
and appears empty.
The north door opens into larger room, its full extent not revealed
by the torchlight, although a door opposite is evident. For a moment
Kin tenses and something is seen to move; it's dark, without full
form and is glanced for but a moment before it glides out of the
flickering light through the doorway and is gone. It did not seem
to react to the door being opened.
Pausing momentarily, the party move on, Suva keeping watch for
the return of any shadowy creature, and open the final door, the
one on the west wall - this is very different from the others. It
is unlit again but is clean and carpeted; sweet air gently creeps
across the threshold and there can be seen within some furniture
and a bed.
Kin brings the light source into the large room as Morin drives
the party ever north, checking the area for traps. None are found
in the room but two more doors are - the first is in the west wall,
unlocked and untrapped, the second is found by Kin. Intuitively
reacting to some feeling, he indicates the east wall to Morin who
discovers a locked secret door, neatly hidden into the stonework
but clearly a door once it's been spotted.
The north door is more unusual, it turns out, when chance is taken
to check it more fully - it is more sturdy looking than the other
doors and has three metal forms, flat shapes on the hard wood decorating
the surface. They are each similar and quite stylised but are obviously
dragons, heads pointing up. They do not move and appear to be no
more than decorative. No keyhole is evident but the door does not
budge on first tests.
The erstwhile secret door has a long-since defunct trap on it but
Morin is unable to open it. Kin supplies magi to do the job and
his spell immediately brings dividends; Morin silently applauds
with a grin and dramatically waves the mage on to the door. It opens
easily, with a couple of clicks and creaks to reveal a very small
room beyond.
Small but intriguing.
In the centre of the room is a large, ornate golden arch, held
a few inches off the ground by thick brass chains. In front of the
arch is a round-based, tapering stand atop the point of which, about
5 feet off the ground, rests a crystalline ball. This is surely
a Wayfarer’s Gate! The one the werewolf seemed to know was
here but clearly didn’t find.
Eager to establish as much short-range reconnaissance as possible,
Morin and Kin move on, temporarily ignoring this new room as the
corpses at the entrance had also been. Perhaps with what has been
experienced so far, it is wise to check all points of attack before
relaxing!
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