In the Elf-Ruins
Jorgen tries to gasp for breath, but there is no passage for the air to enter. Black spots start to form before his eyes. His forearms bulge with effort as he fights to pull the vine that is choking him from around his throat.
Otis shouts, “Jorgen!!” He points at the plant and chants a series of mystic syllables, and a pair of beads of force reminiscent of question marks shoot out, blasting the thing beneath Jorgen’s clutching fingers. Sap oozes out, and the sheriff feels the vine weaken just enough. With a loud grunt he throws it off and stumbles away from it.
That magic is very powerful, Kyle thinks to himself, sneaking forward.
Cara starts singing, inspiring our heroes, and Dahlia joins her. The hermit is off-key and- well, she’s certainly no bard*- but Sir Cedric rushes to Jorgen’s aid atop Thunderpuss, swinging his bastard sword, and with a single mighty cut he nearly cuts the vine in two! Then it entwines around him, almost pulling him free from the saddle. He cries out inarticulately, tightening the muscles of his thighs around his mount, trying to keep himself from being pulled completely into the air.
Then Kyle emerges from the shadows, stabbing out, and sinks his shortsword into the plant as well. Jorgen hacks at it, too; the vine is clearly weakening, almost severed.
Then Thunderpuss, with a mighty neigh, crashes her hooves down. The first misses the plant, but the second slams into it where Cedric hacked it so badly, and the blow cuts the vine in twain. It releases the knight from its clutches and drops to the ground, now nothing more than a dead weed.
“Gadthookth!” exclaims Cedric. “Even the plantth attack uth here! We mutht be careful.”
“It’s elf-magic,” Kyle breathes. “It must be.”
“Or it was a plant,” Cara comments.
The party continues to explore the ruined elf-lair. As they move through dusty, abandoned buildings, Cur cocks his head. “Wait a minute,” he hisses. “Listen.” The group hushes, but at first the others hear nothing. Then Cara’s eyes widen.
“Singing?” she asks softly.
Cur nods. “What is it?”
“We should check it out,” declares Cara.
The party becomes more cautious as they continue their explorations. Soon they pass an open area with a stair leading upwards to a room at a slightly higher elevation, open to the sky. It is from there that the singing comes.
“Perhaps we should finish searching this level of the place first,” suggests Otis, “so that we do not leave any potential enemies behind us.”
“Good idea,” agrees Jorgen. The group notes the room’s location and continues along. They search through an abandoned bedchamber with furnishings of cleverly-shaped stone. Upon the floor is the shattered remains of a statue. The place appears to have been looted previously. Beyond that, a hall pierces solid rock, and unlike the rest of the place that the party has previously seen, the group sees no light. The hall is not open to the sun.
Following this leads them to a doorway of thick stone. The door is damaged and has clearly been passed before. When they throw the door open, the party sees an old, long-unused laboratory. Many of the old apparati, beakers and bottles are broken or damaged. In the floor is a trap door. As Sir Cedric- takes a single step into the room, something- some things- rise from the debris.
It’s a pair of heads.
Their matted hair, gruesome, brown-rotten faces and glowing eyes are disgusting enough, but a small pair of wings- perhaps terribly distended, flapping ears- serves to give the repugnant things an even more loathsome aspect. Most of our heroes are too shocked to move as the freakish heads rise, but not so Sir Cedric. He charges, rushing forward. His sword is already in his hand; he simply raises it up, gripping it with both hands and pounding towards the nearer head. With a single mighty blow he cleaves it almost in two! It drops to the ground, dead (if it was even alive).
Jorgen, too, manages to shake off the shock and charge, but his foot catches on a crack and he stumbles, failing to connect with the other head. Then Otis and Cur start carefully moving forward, but they are too slow; the remaining gruesome head lets out a blood-curdling scream, and Dahlia gasps and collapses to the ground.
“Dahlia! Noooo!” shouts Cara. She fires her shortbow at the head, but to her chagrin her arrow flies wide.
With an angry roar, Cedric flings himself towards the other head. His sword whicks out and in another mighty blow, he slices this head nearly in two as well. It flops to the ground, and our heroes spring to Dahlia’s side. At first she shows no signs of life, but after a few moments she comes around, shaken but not killed.
“Those things were disgusting!” she remarks, shuddering.
Suddenly there is an explosion from the area of the trap: Otis was tampering with it. It was fascinating; it had some sort of broken blue sigil he wasn’t familiar with on it. He is blown back, horrendously burned. Suddenly he is on the edge of death! Again our heroes spring into action, doing their best to render him at least stable.
“He should have let me check it for traps first,” Kyle remarks.
“Maybe you could teach him a thing or two,” Cara says.
And maybe he could teach me a thing or two, Kyle thinks. He might be able to teach me the art of magic. He could become my master, and maybe we could seek out some sexy dragons...
For a moment, Kyle looks like his mind is wandering; then he smiles and says, “Maybe so.”
“Well, it’s not magic any more, if it was before,” comments Dahlia after mumbling and waving her hands around a little.
“So we can go up to the singing or down here?” Jorgen rubs his chin. “Well, my lord, it’s your decision.”
“Let uth ekthplore down below firtht,” Sir Cedric orders. Though the group is reluctant to tamper with the trap door, they soon find that nothing bad happens when they open it. Soon, after lighting torches and lanterns, they descend into a large chamber, part of which is washed in a blue glow.
“Hey, that’s the same symbol!” exclaims Dahlia. Indeed, the blue sign that sealed the trap door is upon a much larger door in the wall here. It gives off a blue glow bright enough to read by. Another, similar door lies broken into hundreds of pieces all upon the floor. There are obvious signs of fire damage in the chamber, and two hallways that lead out of the place. Finally, a second intact door, this one graven with a multiplicity of arcane symbols, is along the curved wall beside one of the passages.
Careful not to touch anything that’s glowing blue, our heroes look around. First they examine the glowing door by eye. Then they examine the sundered door and the room beyond it. The chamber shows the evidence of the nameless flaming horror from the south side of the gorge. Burn marks are everywhere, bits of molten rock and strange secretions like those that made up cyst litter the ground and the broken and twisted remains of the door show the signs of the nameless horror’s rage and anger. The rubble shows ample evidence of the blue symbol as well.
“This must be where the fire-creature came from,” Jorgen states. “It would probably be a bad idea to tamper with that other door; it might have something else like that behind it.” The others agree, and they pass on to the first passage.
“Might as well,” shrugs Cara, and they head down it.
The passage leads for about 25’ before its nature changes. Then, on either side small alcoves open. Elven corpses are interred within. Our heroes realize with a chill that they are in a crypt. The passage continues on in this manner for about 30’; then it opens up into an ossuary. Shelves stacked with elven bones are on every side.
I wonder if they have any treasures, thinks Kyle. Our heroes enter the room and he moves to start searching through some of the bones. As soon as he touches them, there is a rattling sound as six skeletons assemble themselves off the shelves!
A chaotic melee ensues, with the skeletons ganging up on Cur to good effect. In only a few moments, they have cut the half-orc down, but in that same time they have been mostly destroyed themselves. It takes the rest of our heroes but a few moments to slay the remaining skeletons, and they manage to prevent Cur from bleeding to death as well.
Kyle can’t resist; he snatches four of the skulls. He is weak enough that he needs help carrying them, but the rest of the group feels they are worthwhile trophies.
After withdrawing from the ossuary and crypt, our heroes debate resting. After all, as Dahlia points out, Otis and Cur are down.
“But thothe of uth who are conthouthe are fine,” points out Sir Cedric.
“Why don’t we go for one more room?” suggests Cara.
Next Time: Will these prove to be famous last words? What else will our heroes find in the elven ruins? And just who (or what) is singing up above?
*When Dahlia has nothing better to do, she will often start up what our group has taken to referring to as her “tard song.”