ME3 / S7 / 24th of Astral, 88 AD (0:2:7/24)
Al, Zan: 2.75/4250; Corm: 2.25/2750; Erf: 2.0/2000
“Alas, poor Thanrice, … I knew him Erfvantikk.”
The padded room. The dead elf is Thanrice the third child of the elf Factor of Eldarhaven, Celrice., as recognized by Al, and to a lesser degree Zan. His last words may be a reference to his sister, Arnorice, who along with their brother Ithilrice has gone missing. They gather up the remains (and six orc heads blazed with the mark of the Black Skull clan). Thanrice’s body is treated with respect and along with his mithral chain shirt and masterwork bow and placed on the mule. Casing the room they discover that one of the wall pads (on the far end of the left hand wall) can be pushed aside to reveal a hidden door.
This door leads to an ascetic’s cell. There are a number of books on a shelf, with their contents violently ripped from them. Only a single page remains (#3) in Hurninon’s handwriting, discussing some what elliptically some dangerous creatures and referring to finding the Sword of Skulls. There is a door that opens on a flight of stairs disappearing down into the darkness.
Returning to the padded room the cell the party exits the door on the right hand wall to a corridor and brief set of steps to a set of 5’ wide double doors. This enters into a large room with black marble facing and some unlit sconces. There is a short set of steps on the left leading to even larger (7.5’) double doors, and a similar pair to the right. A smaller set of 5’ double doors is in the far wall.
Taking the large doors to the left opens on to a slightly smaller room, with 7.5’ double doors to the right and left and a truly monstrous set 10’ wide double doors on the far wall opening out. (All the other setoff doors open into the room.) This large portal has a carven nighttime scene, with stars in the sky over a great palace with three towers. After some consideration of how they got there, it is decided that these large doors must be the Gates of Night, which provide the most well known entrance to the under palace. Studying the gates further, they are shown to be strongly magiced, and will only open at an appropriate time. There are two large piles of black rubble by the gates. The smaller (by comparison) doors to the right lead to a hallway f illed with collapsed rubble. The doors to the left lead to….
Four large comfortable stalls to the left, and an ordinary (dungeon) door on the opposite wall. They are able to hear sounds coming from the stalls, which turn out to be two pairs of orcs. In tackling them, it seems that everyone gets into the act. Erf and Corm wail away at them, aided by stout Achilles who single handedly takes down one. Al disarms one, and Zan dazes another (who is subsequently disarmed and then dead). They are quickly vanquished. There is nothing of note otherwise in the stables or in the loft overhead. Four more orc heads are tossed into the now bulging sack.
Going through the far door brings the party to a 20 by 20 foot tack room, with most of the prides, saddles, etc. being ancient and not of high quality. (A saddle is pressed into service on the mule, as a more secure way to take Thanrice.home. There is a large opening being roughly made in the right hand wall, and it opens up into an excavation into the basalt of some magnitude. Several picks and shovels are there (one set of diminutive size). The normal pick and shovel are appropriated. There is also a crude “wheelbarrow”.
The party returns to room with the sconces, and tries the opposite door to the one they originally came in from. It opens to corridor going to the left (into rubble), and to the right as far as can be seen. They open the last door into a long side corridor lit by a gand of coppery light that proceeds with the party as they walk down the corridor to a short flight of steps down to a pair of 5’ wide double doors. Along with the light they are accompanied by martial music including a men’s chorus singing unintelligible words. The walls are carved in a series of bas reliefs showing various scenes, in some cases large armies pitted against each other, another time a single figure involved in some sort of derring-do. This single figure has been effaced so none of his features are discernible.
Going through the doors is a large room lit by silvery light coming from the high ceiling. There are a number of richly colored tapestries displaying scenes from nature, hanging on the walls. Covering much of the floor of the room is a 10×20′ carpet, mostly a deep red, but also three black spots (a center one of 3’ diameter, and to the right and left two oval shapes roughly one foot in diameter). A black and red trim constitutes the outer 6". There are three piles of trash scattered around at the edge of…
The Voracious Carpet
Erf hitches Achilles closer and he tries to lift the edge of the carpet with his lance… and promptly disappears. The carpet tries to fling its fringe at a nearby standing Corm, who is able to avoid it and exits the room. A small black splodge is observed to be writhing on/in the carpet just about where Erf had been. Achilles backs away. A set of small withe 1" triangular shapes that border the central spot begin to move back and forth. Zan sends an acid splash against the carpet (not aiming for the black spots) and gets a gout of red smoke and some red bubbly ichor for his troubles.
To be continued…