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<blockquote data-quote="The Sunderer" data-source="post: 14292" data-attributes="member: 91"><p><strong>Nemorens Vault Part 2</strong></p><p></p><p><strong>Nemoren’s Vault Part 2</strong></p><p></p><p>Before they can even enter the vault the keyholders must attend a reading of Paytros will. This is a sombre affair attended only by the mayor, Aniel and the PC’s during the reading they discover the following: </p><p>- Shortly after Paytro’s wedding a curse fell upon his bride, a curse that he feels responsible for.</p><p>- Paytro also lived with a dark shameful secret and he often took drastic measures to maintain his good name, sometimes these actions harmed others. Too those who suffered he gave a token, a silver key, the same token that each of those gathered to hear the reading of the will now holds.</p><p>- These four keys, when used together open the fabled vault of Nemoren, but first the keyholders must break through a wall that Nemoren had built to seal up the vault.</p><p></p><p>The four keyholders (well, mainly Kro) smash through the wall with sledgehammers provided and find a large iron door with four keyholes – sure enough the four keys that the PC’s hold fit these locks and they open a vault that hasn’t been opened for decades.</p><p></p><p><em> This was interesting, I frivolously mentioned that the door was iron (for that is what is stated in the scenario) only to watch my players eyes light up with greed. Iron is a very valuable metal in the Sundered Sky and there was a lot of talk of taking it off its hinges. They never got around to it, but the thought was there. </em></p><p></p><p>The word BETRAYER has been scrawled in blood along the wall of the crypt and there are signs that someone was trying to force the door from the inside. This causes some consternation, but eventually the party decide that doing is better than talking and progress further into the crypt, even more cautious than before.</p><p></p><p> Kalin takes one look at the workmanship of the vault and pronounces it Dwarven work, specifically the work of his own clan. This vault will undoubtedly be stable – there will be no danger of a collapse or weakened floor sending them plummeting into the void.</p><p></p><p>The first room that the party discovers appears to be a family chapel and contains a large stone pool in the centre of the room surrounded by trees crafted from silver with leaves shaped from an unknown metal similar to brass. Fine tapestries detailing the history of Kragor Nemoren hide the walls.</p><p></p><p>Behind one of the tapestries they find an alcove containing a marble statue of a warrior, his hands resting on the hilt of a sword which is buried point down in the floor, a small plaque behind the statue reads <em>Had he twenty perfect hands, still he would not be able to count his great deeds.”</em> Under the inscription is a right handprint with its index finger missing. After some investigation it is discovered that if somebody (Kalin specifically) puts his right hand into the imprint the plaque glows but nothing else happens. The statue is looked at more closely, and sure enough is discovered to only have three fingers on the right hand. Kalin knows what he must do to satisfy his curiosity but baulks at this point.</p><p></p><p>Two other rooms are discovered a family crypt and what appears to be a barracks. Somebody or something has raised many of the Nemoren family as undead and a brief but vicious battle rages before these poor tortured souls are finally laid to rest, the party lack a cleric but Kro makes great use of his “axe of turning”. The barracks have been ransacked, but careful searching discovers a torn piece of parchment upon which is written:</p><p></p><p><em>”You stupid fool – by the time you find this note, it will be too late. You’ll never have her back! And by the time she recovers from what I have done to her, she’ll be able to visit your grave!”</em></p><p></p><p>They also discover an iron inner door, that leads to the rest of the vault, there does not seem to be any way of opening it, but a strange, faintly glowing, sphere made from some brass like metal rests in a niche beside the door. Eventually Indrin touches the sphere which flares with a light even brighter (and somewhat cleaner) than Voidlight and the door lifts sliding into the ceiling. </p><p></p><p>The corridor beyond is covered in lichen and moss – not the sterile vault that they have just left behind. A similar niche can be seen on this side of the door although without the brass sphere. Not wishing to lock themselves in the vault the heroes take the sphere with them and venture further into the vault...</p><p></p><p>To be continued...</p></blockquote><p></p>
[QUOTE="The Sunderer, post: 14292, member: 91"] [b]Nemorens Vault Part 2[/b] [B]Nemoren’s Vault Part 2[/B] Before they can even enter the vault the keyholders must attend a reading of Paytros will. This is a sombre affair attended only by the mayor, Aniel and the PC’s during the reading they discover the following: - Shortly after Paytro’s wedding a curse fell upon his bride, a curse that he feels responsible for. - Paytro also lived with a dark shameful secret and he often took drastic measures to maintain his good name, sometimes these actions harmed others. Too those who suffered he gave a token, a silver key, the same token that each of those gathered to hear the reading of the will now holds. - These four keys, when used together open the fabled vault of Nemoren, but first the keyholders must break through a wall that Nemoren had built to seal up the vault. The four keyholders (well, mainly Kro) smash through the wall with sledgehammers provided and find a large iron door with four keyholes – sure enough the four keys that the PC’s hold fit these locks and they open a vault that hasn’t been opened for decades. [I] This was interesting, I frivolously mentioned that the door was iron (for that is what is stated in the scenario) only to watch my players eyes light up with greed. Iron is a very valuable metal in the Sundered Sky and there was a lot of talk of taking it off its hinges. They never got around to it, but the thought was there. [/I] The word BETRAYER has been scrawled in blood along the wall of the crypt and there are signs that someone was trying to force the door from the inside. This causes some consternation, but eventually the party decide that doing is better than talking and progress further into the crypt, even more cautious than before. Kalin takes one look at the workmanship of the vault and pronounces it Dwarven work, specifically the work of his own clan. This vault will undoubtedly be stable – there will be no danger of a collapse or weakened floor sending them plummeting into the void. The first room that the party discovers appears to be a family chapel and contains a large stone pool in the centre of the room surrounded by trees crafted from silver with leaves shaped from an unknown metal similar to brass. Fine tapestries detailing the history of Kragor Nemoren hide the walls. Behind one of the tapestries they find an alcove containing a marble statue of a warrior, his hands resting on the hilt of a sword which is buried point down in the floor, a small plaque behind the statue reads [I]Had he twenty perfect hands, still he would not be able to count his great deeds.”[/I] Under the inscription is a right handprint with its index finger missing. After some investigation it is discovered that if somebody (Kalin specifically) puts his right hand into the imprint the plaque glows but nothing else happens. The statue is looked at more closely, and sure enough is discovered to only have three fingers on the right hand. Kalin knows what he must do to satisfy his curiosity but baulks at this point. Two other rooms are discovered a family crypt and what appears to be a barracks. Somebody or something has raised many of the Nemoren family as undead and a brief but vicious battle rages before these poor tortured souls are finally laid to rest, the party lack a cleric but Kro makes great use of his “axe of turning”. The barracks have been ransacked, but careful searching discovers a torn piece of parchment upon which is written: [I]”You stupid fool – by the time you find this note, it will be too late. You’ll never have her back! And by the time she recovers from what I have done to her, she’ll be able to visit your grave!”[/I] They also discover an iron inner door, that leads to the rest of the vault, there does not seem to be any way of opening it, but a strange, faintly glowing, sphere made from some brass like metal rests in a niche beside the door. Eventually Indrin touches the sphere which flares with a light even brighter (and somewhat cleaner) than Voidlight and the door lifts sliding into the ceiling. The corridor beyond is covered in lichen and moss – not the sterile vault that they have just left behind. A similar niche can be seen on this side of the door although without the brass sphere. Not wishing to lock themselves in the vault the heroes take the sphere with them and venture further into the vault... To be continued... [/QUOTE]
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