I had left out a few descriptions of this room by accident during gameplay, so I will elaborate a little on that in case the players wish to read here what they missed there.
The central hallway opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty-foot-wide open arch draped from top to bottom in translucent cobwebs. An eerie green light flickers from beyond the webs, casting strange shadows about this room. The place smells of animal spoor and wet fur.
To the west, three short stairs lead to a wide marble dais, but the far end of the wing is obscured by darkness. Huge slabs of cracked masonry and irregular piles of scattered debris choke the eastern wing, giving the appearance of complete collapse. The sibilant, almost human whispers present in the passage become a chorus in this massive chamber, eerily echoing off the walls.
Al'lah and Able head to the west wing, where they study the wall painting that stretches across the south, west, and north walls.From a vantage point at the center of this dais, it looks like they are standing within a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming colored lantern. Clockwise, the colors are red, orange, yellow, green, blue, indigo, and violet.
Mullins and Xan go to the east wing, which is nearly blocked-off with rubble. As the passage through the rubble is fairly small, Mullins goes in alone as Xan holds up the torch in the passageway. This small area is rank with the smell of wild animals. Irregular piles of rubble, bones, and bone fragments litter the floor. This is obviously the wolves den. Mullins searches the area, finding an old leather backpack which contains an elaborate lantern of indigo metal inset with indigo glass panes, a marble index finger that looks like it has been cracked off a statue, and an intricately carved armband of unmistakable elven craftmaship, bearing a repeating leaf motif. Mullins gathers all his finds, sneaking the armband into his bag without Xan noticing.
After they are finished exploring the alcoves, the players begin to head north again. As they approach the thick cobwebs completely covering the arch leading north, they notice dozens of tiny spiders dwelling within these webs. The PC's take a moment to slash through the webs and continue on.
The next room looks unmistakably like the painting that Al'lah and Able saw in the previous room. The only differences being that the only lantern that is lit is the green one (accounting for the green light), the indigo and red lanterns are missing, and at the central point where you stood to look at the painting before rests a marble sarcophagus. A milky white bas-relief figure, perhaps of a human, rests passively upon the sarcophagus lid. The sarcophagus rests upon a small raised platform carved in the shape of a stylistic arrow; the arrow's tip points to the orange lantern.
The PC's work to make the room fit the painting: replacing the indigo lantern with their torch inside on its assigned hook. They also make more torches from pieces of Xan's rope, bones grabbed from the previous room, and Mullins' lantern oil to place in all the other lanterns present. Mullins notices that the figure on the sarcophagus is missing an index finger, and places the one he found back where it originated from. From this, the PC's see that while the hand is placed palm up, the thumb is turned in and all but the index finger is held out, parallel to the arm. They decide that this must be a code for something, possibly the lanterns, and proceed to try to move the sarcophagus to point at a different lantern. After a couple of tries, they succeed and the entire platform rotates, then clicks into place pointing at the next lantern: yellow.
One more part to go to finish Session One!
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