Saturday, December 23, 2006

After solving the riddle of the Council of Fiends

Tthe doorways unlock and open.
Three passage entry to the intricate iron double-doored alcove.
The doors slowly unlock and hinge open with a heavy creek that echoes upwards the three central shafts. The locking bars retrack magically, with reliefs in the doors moving like hinged wheeled mechanisms for the locks. The iron doors retrack into expanding closets that capture each side. A hemispherical room is revealed, with three elevator shafts in somewhat an organ fashion, one beyond each doorway, although any can be reached in the hemispherical room. The ceiling arches to a height of 90 feet at the extent of the central shaft as it continues into the knotted rockbed above. Each shaft moves upwards, with arched opening at regular heights. On the outer two shafts, each two archways at 30 and 60 ft level, bearing a ten-foot diameter width opeing to a paasage. The central shaft has two larger doorways, 20ft diameter, at 20ft and 60ft level. Each shaft has a bowl-like base into which a quartz bowl-cut platform sits. A small spider-mouthed garyolyle sits with a small basin beneath it. Inscriptions sparkle around the edge of the basin in response to living heat. Coinage and gems are the toll readily accepted by the portal gargoyle for transport up and down, the cost varied for bulk weight or number passengers. The entire vaulted chamber is heavily decored in ancient elven style with drow like corruptions within the petrified root system. It resembles a macabe rootlike organ hall.

Tarl is found asleep snoring in the corner, lost in the party’s gazing around the room. After a few rounds of poking and slapping he wakes up rather noisily, and just said he got sleepy, for some reason. The artifact is suspected, and a potion of vitality is handed out in case of future occurances. Both central archways look equally warn. The whole room radiates a damping magic, making flying very difficult. Any jumping attempts meet a forceful invisible blow, as if summoning a hand like protector.
The spider gargoyles speaked limited when prompted, site a drow prayer of passage in multiple under-dark languages. Certain details of the room and its operation can be queried, but not indictation of the passages destination except general name and direction or landmark indicator. 4 of the 6 are drow tongued points of interest, with the upper central seemed the most logic to the central Nexus stump.
Above in the Mudship, Zenar leads the activity of cleaning the area for spoils and protection. Basic parimeters are established, an ice pocket of safety guarded by the warrior-wizard teams left behind from the original 18 invaders.

Contact between the cystrals seems dimmed except for point-to-point communication. Once the party enters the arched pantry, communication is only maintained thru the seeing stones. The communication needs an interior connection to which the seeing stones, as opposed to the crystal ball, work nicely.
Raven and Paraswarn’s dispel magic spells are applied to the glyphs of warding guarding each passage way. Additionally, Hawk neutralizes two mechanical traps at each level entry. The rest remain untouched. The party heads down the passageway in dual party formation. Raven and Paraswarn transfer globes of invulnerability to the artifact scroll case, for a total of 3. The third is hand to Zachery.

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