Academy of Drell, Part IV

Victor

It's ok if you think Victor would proceed, to proceed alone. There is a ton of stuff to do all over the place. As the DM, it's easier to track people if they're all together, and I mandate it pretty much in a table top game. In a PBP game, this is your chance to go out on your own if you want to.

The entire area is dark and the only illumination comes from Victor's lantern. A cold wind wafts from the north, the direction whence the road travels in this huge underground cavern; it is significantly colder here than in the grotto room, but far warmer than the chill air of Drell in the wintertime.

The dais has a few runic carvings on it, but they appear strictly ornamental in nature and seem to bear no message. It's remotely possible they have something to do with the hanging spell that ended Victor's fall so easily, but that's unlikely.

The road itself is hard tiled, exactly as if it were an imperial road, save it's underground. In places the road is cracked and buckled, as if the ground has moved around it. Normally a road of this nature would have been repaired by soldiers of the Empire, or a local lord in lieu of taxes, but apparently no one has cared for this road for some time.

Victor can smell musty water from somewhere up ahead, northward.

Searching diligently, Victor notices signs of tracks... unshod hoofprints of some sort, bare humanoid feet, and several hobnailed boot tracks. They are all near the dais, which is clear of dust, and appear as if they travel to and from it. The wide bootprints do not directly come in contact with the dais or the road, but instead are on the eastern side of the road.
 

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Sildarin

Sh'ar looks a bit nervous.

"The northern passage is an ancient one, even in my time. It once led to the farthest point of the Empire, but Kazak ordered that part of the land destroyed to protect the lands from the Jotunland invaders.

"I think parts of the road are still passable, and there was a colony of deep dwarves who modified part of it for trade with the Empire, but mostly it was of little political import after Kazak has it 'sunk'."
 

Charlotte, Ellie, & Rallyn

I need a brief description of what you three are wearing/carrying, especially arms, armor and obvious magical trinkets.
 

"Is it Kazak's tomb in the other head of the tunnel you were guarding...? We explored further to make sure there were no more arbalests left..."
 

Rallyn is wearing a very dirty (at the moment) guards uniform complete with halfspear and shouldered light crossbow. His bushy hair and eye brows are full of bits of mud and dirt after dragging himself out of the lake and he is currently stiff as a board as he whispers urgently to the others again, "We should take cover now, there could be nine or ten of them up there."
 

Sildarin

Sh'ar pauses a moment and reflects before answering. "This is the tomb of Kazak's family that I am guarding, yes."
 

"Hmm... Are the antimagic areas... supposed to be in the tunnel? Or were they also placed there when you... were prolonging your life?"
 


Ellie is wearing a scholar's outfit, worn from the day's adventures. Her crossbow is slung over her back, and her masterwork dagger is in her belt pouch along with a few miscellaneous coins. "Take cover, why? Well, you're usually right, so okay then."
 

Sildarin looks a bit confused himself.
"Well there are... or is.. I'm not... sure.... maybe we... should check... that out..."
 

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