With the party assembled again, Torrent leads you further into the city. Panicked people surround and press against you. The air is filled with smoke and flames, screams and the faint *clank* of warfare. Overhead you can barely make out the leonine winged shapes of Gate Pass's elite griffin riders heading west, towards the assault.
Suddenly the night sky above fills with flickering light as a gout of flame erupts among the griffin riders! The firelight illuminates the griffins and their riders, reflecting off their polished metal armor. Its source is also illuminated: A might red dragon. Directly underneath the dragon, people panic and scatter.
Pushing through the crowds and conflagrations, you squeeze through the gate into the next district. Further away from the attacking scourge, the streets are less crowded, making it easy to reach the depository. It's an eighty foot high tower located in the center of the district and surrounded by a fenced compound. The compound is a square with sides over 100ft long and is ringed by a 20ft high iron fence.
"Badgerface should be inside the tower," Torrent says. "He expects to meet someone named Peppin, but Peppin's dead." She leads you directly to the front gate to the compound. "I have an account here, so they should let us in without a problem."
Torrent confers with one of the guards for a minute. Admitting the entire party appears to be a issue until you hear Torrent explain that, "rioters don't wait patiently to be let in - in fact, they're the opposite of that."
Just inside the entry gate are a pair of beautiful fountains; one depicting four
elemental spirits common to local legends — a dragon, a worm, a kraken, and an eagle — and the other dominated by a statue of Emperor Coaltongue, posing with his torch held high, lit by continual flame. The rest of the compound grounds are well-kept gardens lit by torches.
One of the guards from the main compound gate leads you to the very sturdy door into the depository tower. He leans close to it and whispers what must be a password, because you hear the door unlock. "It's dark inside. I have lanterns for you if you need them," he says. "There are two guards on each floor, in case you can't find your locker. There's also one really ugly-lookin' gnome inside, so you might run into him." Torrent's face brightens at the mention of the gnome. Taking a lantern from the guard, she enters the tower.
The first floor of the tower is one huge room, and though the far side is hidden in shadows, it looks to be about sixty feet in diameter. A broad stone ramp circles clockwise upward to the left of the door, while the interior of the room is filled with aisles of metal lockers, each slightly larger than a coffin propped upright. The ceiling is twenty feet high, supported by squat round columns.
[sblock=OOC]I've attached a PDF with a map of the depository tower. You may need to zoom in a little to see it clearly. Please say where you are on level 1 when you enter. We don't need to go into initiative order yet, but it's time to be on a battlemat.[/sblock]