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
It seems that there is little the party can do but follow the erratically
moving Sanguine as Chief Rann steps away and begins talking to one
of his people.
The horses have to be left behind as any route from here is impossible
for them. They are passed to a group of barbarians, some of whom
look interested, others of whom look rather uncomfortable with what
to do with the beasts other than make lunch.
The path higher is narrow and steep, climbing quickly away from
the encampment into the colder and rarefied air. Sanguine moves
quickly and its an effort to keep up with him and keep footing safe
with all the ice and snow patched about.
Eventually, though, after an hour and a half of solid climbing,
the party crest a peak and descend slightly. It's a perfect moment
to catch breath and water is taken as the view is feasted upon.
The mountains continue onwards, domineering the skyline, snow patches
speckling their hulking, dark shapes. A short drop down there is
a tarn, the water iced at the edges, low clouds drifting across
its surface. In the brightness of the day, it takes a moment to
notice the main feature of the view, though: a huge stone is floating,
some distance away, further into the hills. There seem to be three
rope or steel bridges of some sort connected to it - though surely
not holding it up - and these stretch all the way back to a position
right and above you where Sanguine is already waiting to lead you
as you take a short breather.
Something golden glistens atop the island and a number of large
shapes can be seen circling and swooping past it; it's an impressive
sight and difficult to grasp the scale.
Sanguine notices where your eyes are drawn and smiles, his right
eye twitching.
"The Eyrie of Zeres, do you see it?"
Sanguine surveys the party as they comment on the sight, impressed
or dimissive, as their nature dictates, and then clacks his tongue.
He seems somehow satisfied about something and then mutters "come
on" and lollops off quickly to where the path heads ever upwards
again.
As the party ascend, they move amongst vast stony outcrops such
that the eyrie is blocked from view and then, after a sudden, swift
and brutal descent to a plateau of sorts, surrounded on three sides
by harsh mountain, dropping away thousands of feet on the fourth,
they meet more of the Zeres-kai.
There is a vast expanse of stone, through which have been carved
three archways. Each archway has two huge barbarian warriors standing
before it and they block the view beyond, even as the stone does
(although there is little doubt that these archways must lead to
the three bridges that join to the eyrie). The party are canny enough
to note that each of the barbarians is a little more than he seems:
at least one at each arch seems to have a small bag at his side
that would likely be for magical components. There is something
about their eyes that holds an intelligence and a calm, unlike the
other Zeres-kai.....
Sanguine speaks.
"The mighty Dragon God Zeres came here long ago and built his
eyrie. Much later, we became the guardians of this place, worshipping
His splendour and His might and protecting His sacred place. All
those that stand here have entered the eyrie and lived, now you
have been granted the opportunity to try."
It's noticeable that he's much less twitchy when he's being 'official'.
"All of you or some of you may go; it is up to you. However,
I will warn you twice.
"Firstly, if any of you might be able and try to fly, beware:
anything that flies near the eyrie is game for the wyverns and their
kin.
"Secondly, each individual who attempts to enter the eyrie
may choose only one path. If you attempt to change your mind and
select another path, my brothers will block your way as best they
can. Fatally."
"There is no more. You are free to choose your path or paths."
The parry prevaricate for a while, unable to discern any difference
in the choices and therefore finding no clue as to which choice
to make. Suva wonders aloud whether there is some connection between
these three choices and the many trinities found in Karubiat Elesis
but in the end, Darius arbitrarily chooses the left-hand option
and the party all follow, Sanguine looking on with an oddly smug
look on his face.
The rocky path beyond the arch is steep and treacherous and leads
down quickly, barriered on each side by a transparent but very sturdy
wall of force. The other two paths can be seen but not accessed
from this side of
the arch; all three lead down to the bridges, as you had guessed.
The bridges themselves seem to be made of a toughened rope and,
not obvious before, are actually enclosed, four rope barriers forming
an extended box
which stretches out across the void to the Eyrie.
It will not be a pleasant crossing, but it does at least look fairly
safe. Slowly, Darius clinging onto Jax tightly with one hand and
rope with his other, the party begin the crossing, stepping from
rope rung to rope rung, the entire bridge swaying and bobbing gently
as it takes the strain, a deep, rocky valley, opening out beneath
you.
The Eyrie can be seen a little more clearly from here and it is
apparent that whatever clouds may be natural about the impossibly
floating rock, there are also some that seem to cling and obscure
it constantly. Through them, pale forms of winged creatures can
be seen swooping and light glistens off golden forms atop the Eyrie.
But there is more, unmentioned previously and perhaps not seen by
most, obscured by clouds and light as it was: there seems to be
an enormous translucent sword piercing the Eyrie!
Slipping once or twice and feeling stomachs reel, the party nevertheless
approach the Eyrie, an opening in the rock (and solid ground!) marking
the end of the bridge. To the right, you can see that the other
two bridges
terminate at similar points, not that far from your own, so as yet,
there is still nothing to suggest whether this choice is right or
wrong.
The party pass into the shadow of the Eyrie; the wyverns - which
seem rather large for wyverns that you have heard of - swoop near
the bridge for a closer look, shaking the rope as they pass close
by, their wings thrumming at the air for lift. The gold forms are
no longer visible as the great mass of stone takes up the full view.
At the end of the bridge, a corridor carved into the rock awaits;
the bridge is fastened to top and bottom of the opening but the
sides of it extend much broader than the bridge, around 25 feet
or so. Consequently, as you step
onto the stone surface, there is an alarmingly vast drop either
side of the "safety" of the rope causeway.
The corridor is lit by a blue-flamed stone torch, fixed to the
wall and continues, similarly lit by other torches, into the Eyrie.
Morin leads the way, checking carefully for traps as the party
advance into the cool stone. After 100 feet or so and no traps found,
the broad passage ends in a hard wall with a narrow door at its
centre. It is untrapped and
unlocked but has a curious feature on the front - set into the bronzed
door, there is a long obsidian panel, marked, it seems, with stars.
A swirling steel-like mirror is recessed into this in an oval shape
and, sitting
perfectly and impossibly over the surface, not fixed to it, are
a number of dark, black shapes.
Much time is spent assuming that there is a solution to this visual
riddle but in the end, with Jiriki scuffing his feet impatiently,
the party simply enter through the unlocked door. The room beyond
is enormous and lightly lit by more of the blue torches. There
are three other doors here, two on the same wall, which are clearly
likely to be connected to the other two bridges and openings to
the Eyrie.
The final, bigger door is opposite at the apex of the triangular
room. With Morin checking the way and finding the cool stone to
be featureless and free of traps, the party head directly to it
As it is approached, it becomes apparent that it may not even
be a door: there is a huge wood and banded steel block, somewhat
akin to a door, except that there is no lock, handle or even hinge
to indicate that it would open. A faint glow traces around its
edge and the door is bounded on either side and on the floor in
front of it by faded black dragon symbols.
At stomach height in the centre of the "door", a large
marbled stone plinth protrudes from the wood with a shimmering
and swirling blue orb fixed into it. A word is written in small
letters beneath the orb which reads, simply: "speak".
One after the other , the party try words and ideas, speaking
in to the orb using dragon names, greetings and other varied guesses.
Each time the only response is a slight crackle of electricity
from the orb which scatters and runs off the plinth like vanishing
quicksilver.
Meanwhile, Morin has checked the room and found no obvious traps – however,
he has found that the way to the other two doors is blocked by
some sort of invisible force 15 feet from the door.
As much scratching of heads ensues, Suva divines that opening
of both of the doors would be beneficial. Obviously the invisible
barrier presents a problem and though it is one that could be circumvented
by a battle with the barbarians and approaching along a second
bridge, it is dwarven madness that finally shows the way: Balin
charges one of the doors head-first!
There is a curious "bonging" noise as the dwarf is brought
to a standstill by an invisible barrier some distance from the
door; the air ripples like a heathaze for an instant at the position
where the barrier stands and for a moment, just a moment, there
seem to be faint cracks at the point where Balin's head collided,
before the barrier is invisible once more.
As the party look on mildly bemused, Balin dusts himself off,
strides back then turns and charges the barrier again, this time
more purposefully but with just as much mania. Jiriki, impressed
by the direct nature of the action, speeds to join his dwarf-ram
comrade.
The dwarf strikes the barrier hard and is sent to the floor again
for his efforts but this time the momentary view of cracking is
like a spider's web and it is evident that the barrier is weakening.
Jiriki, roaring in defiance, strikes next, crashing through the
shield and stumbling to the ground. There is a tinkling sound as
the barrier ruptures and shatters to the floor, fading to nothing
as it falls.
The way to the door is clear.
The remaining barrier is soon also broken through and the doors
are opened to reveal similar plaques to the first – there
are differences in the arrangement of the floating black shapes,
though and after careful study, it seems that an idea touched upon
by Dalrlyshana and expanded by Morin is true: overlapping the three
patterns gives an odd word: “Alorkastra”.
Morin suggest that Balin take the honours and, grinning like a
clear crescent moon, Balin steps towards the unopenable door
and speaks at the orb.
"Alorkastra"
It is a word that seems to mean nothing to anybody, and perhaps
it is only word, but it has some force here: Balin steps away from
the orb as it erupts into electrical life, three prongs of lightning
bursting out and anchoring to the dragon shapes on walls and floor.
It dances its crackling spastic white dance for a moment and then
is gone.
After a heartbeat of silence, the orb and protrusion of stone
simply fold themselves away into the door which shimmers and judders
and then, silently, lowers to the floor.
Beyond, still lit by the eerie blue light, is a broad corridor
which leads some hundred feet or more to another large door - this
one, however, large though it is, looks like a more 'normal' entrance.
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