"Sparhawk! Can you hear us! Get out of there!". Tess yells. she glances at the heart curiously then stashes it into a pouch, and looks to how she can help their companion.
"in the body of the Hezrou- this.. It appears magical. Hopefully not cursed.". Tess holds up the Heart. "I did not want to leave it for the lizard-men to find, anf perchance use against us." She holds up the steange device and offers it to Sparhawk.
The shadows flicker mimicking your own movements, a second too late, giving the impression youre being followed. A force grabs you (T) and pulls you into the fresh air.
(Pick a direction. You entered from tje east, the wide hallway follows west, the troglodytes were north. )
(I am on a plane. Not sure about connecrivity for next days weeks, but prbabky not zero
The path forks a few times, you continue west, slightly veering sourh and come avross an immense iron double door blocking your passage forward. A smokeless torch clutched in the mouth of a stone demon face above the doors illuminates the area. The doors are adorned with leering demon visages in bronze, and the doors' riveted edges are etched with arcane symbols.
The two largest demon faces hold unfurled bronze scrolls inlaid with a spidery script in their mouths. Large bronze pull rings sit below the scrolls.
Each set of doors is 10 feet wide and 20 feet tall. The script around the edges of the doors is a mixture of Abyssal writing and arcane sigils of Iggwilv's design. The bronze scrolls are inscribed with the following warning:
“Hum, with that helm of comprehend languages Tess, what do you make of that abyssal writing?” The paladin says , looking closer at the demon heads for signs of a secret door or latch.
(Admire the exploration, but dont want to dwell, since theres not muxh here. Its just a door. Nothing special in the abyssal, just phrases about protection, treasure and value)
You open the door. A corridor with walls of red marble leads to an ebony door with silver hinges, studs, and a pull ring. The arched ceiling is made of black marble shot through with scarlet veins. The walls and floor are polished and dust-free, and a thick black carpet runs the length of the hall. Dim, ambient light illuminates the space. A framed painting of a narrow boat on turbulent seas is mounted upon the wall. A pale, raven-haired woman stands at the tiller, smiling under a stormy night sky.
As you proceed down the hall, the air tingles with harmless but unsettling magic. When someone opens the ebony door at the end of the hall, golden light flashes as the room's occupants are teleported to another part of the caverns. The door then swings closed.
You emerge in another area. Pondering thjs, the group coclncludes this is the mechansims design. To open the central area, the doors around it must each be opened. (The order doesn't matter)
Kos is fascinated by the magic used in the mechanism and how it all works.
"I've got to admit, it all seems pretty amazing!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(If Sparhawk or Kos saw any of the paintings in the fey garden prior to coming here, did any of the women witches look like the one in the painting?) "Hum, interesting indeed. It seems we need to open each of these doors to get to the inner chamber. Prepare yourselves, each area we have visited seems to be inhabited by some sort of creature or powerful elemental type."
"Sparhawk! Can you hear us! Get out of there!". Tess yells. she glances at the heart curiously then stashes it into a pouch, and looks to how she can help their companion.
tEss can use telekinesis to try to pull Sparhawk from the cloud. (5' per bonus action) Dc 17 if opposed..
Sparhawk sees Tess and moves toward her
Grudak drinks a flagon of ale and burps
"Hum, what did you find Tess?" the paladin says, looking at the strange item (and hopefully feeling better out of the cloud?)
"in the body of the Hezrou- this.. It appears magical. Hopefully not cursed.". Tess holds up the Heart. "I did not want to leave it for the lizard-men to find, anf perchance use against us." She holds up the steange device and offers it to Sparhawk.
“Let’s study it and (identify) what is is?” The paladin says, starting to regain his greenish color.
(Safe travels DM)
Sparhawk:
The shadows flicker mimicking your own movements, a second too late, giving the impression youre being followed. A force grabs you (T) and pulls you into the fresh air.
(Pick a direction. You entered from tje east, the wide hallway follows west, the troglodytes were north. )
(I am on a plane. Not sure about connecrivity for next days weeks, but prbabky not zero
<got a direcrion yet? Ill post maps once i hear one. >
lets go west. "everyone OK? Let's keep traveling, maybe on this main corridor".
The path forks a few times, you continue west, slightly veering sourh and come avross an immense iron double door blocking your passage forward. A smokeless torch clutched in the mouth of a stone demon face above the doors illuminates the area. The doors are adorned with leering demon visages in bronze, and the doors' riveted edges are etched with arcane symbols.
The two largest demon faces hold unfurled bronze scrolls inlaid with a spidery script in their mouths. Large bronze pull rings sit below the scrolls.
Each set of doors is 10 feet wide and 20 feet tall. The script around the edges of the doors is a mixture of Abyssal writing and arcane sigils of Iggwilv's design. The bronze scrolls are inscribed with the following warning:
~Iggwilv's treasure rests within,
Her curse on any who disturbs it.
Seek no further to steal it or
To free the one prisoned here,
For a fate worse than death is
Sure to come to fools who
Violate this sacred place~
The doors are unlocked, rhough they are quite heavy (no str check needed to open, though)
“Hum, with that helm of comprehend languages Tess, what do you make of that abyssal writing?” The paladin says , looking closer at the demon heads for signs of a secret door or latch.
Tess uses the helm to read the writing.
"It does not appear to be a riddle to me, more of a warning, but let me think about it.".
investigation 10, perception 12 to try to notice anything.
(Admire the exploration, but dont want to dwell, since theres not muxh here. Its just a door. Nothing special in the abyssal, just phrases about protection, treasure and value)
You open the door. A corridor with walls of red marble leads to an ebony door with silver hinges, studs, and a pull ring. The arched ceiling is made of black marble shot through with scarlet veins. The walls and floor are polished and dust-free, and a thick black carpet runs the length of the hall. Dim, ambient light illuminates the space. A framed painting of a narrow boat on turbulent seas is mounted upon the wall. A pale, raven-haired woman stands at the tiller, smiling under a stormy night sky.
As you proceed down the hall, the air tingles with harmless but unsettling magic. When someone opens the ebony door at the end of the hall, golden light flashes as the room's occupants are teleported to another part of the caverns. The door then swings closed.
You emerge in another area. Pondering thjs, the group coclncludes this is the mechansims design. To open the central area, the doors around it must each be opened. (The order doesn't matter)
Map...
Kos is fascinated by the magic used in the mechanism and how it all works.
"I've got to admit, it all seems pretty amazing!"
(If Sparhawk or Kos saw any of the paintings in the fey garden prior to coming here, did any of the women witches look like the one in the painting?)
"Hum, interesting indeed. It seems we need to open each of these doors to get to the inner chamber. Prepare yourselves, each area we have visited seems to be inhabited by some sort of creature or powerful elemental type."