• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Secret Scion

In the morning, once everyone is downstairs, Dargon makes an appearance about halfway through another large breakfast. Kerrik is at his side, hauling several large canvas bags. He smiles brightly at his rescuers and throws a wink to the ladies.

"Good morning to all. I've collected all the little odds and ends you wanted for your foray into Fallen. Ah, also there's something else you should know... I know some of you investigated Fallen, but there's another something I should warn you of. Natives of Sharn know it so well they sometimes forget to mention it to others. There are some... well, they were people at one point. They're called 'ravers,' insane people that live in the depths of Fallen. Some were driven to insanity when the Glass Tower fell, others are madmen that were thrown into Fallen to get them away from normal folks. Just be wary of them, they have no fear, cannot be reasoned with, and are very... violent. They are like mad dogs, truth be told," Dargon says, and sighs. "I wanted to wish you good luck. And for the last thing, here is my furniture-mover. One needs only hold it and think the word 'Grutash,' and it will activate. The effect only lasts for about an hour, and it can be used only five times a day, just as a warning. Don't lose it either, it's not exactly expensive, but it's not cheap either." The furniture-mover is a concave glass lens set in a brass frame on the end of a short walnut rod. Dwarven runes spell out the work "Grutash" on the rod.

After everyone gathers their things, says their fairwells, and makes any other further preparations, they can begin their travels to Lower Dura and the district of Fallen. Arimart takes point, having been there before with Hxaptös. The day today is a bit cloudy, and by the time you get down to Fallen, only a few random shafts of light pierce the twilight gloom. Torches and the very occasional everbright lantern (probably stolen from somewhere in the upper levels) provide most of the dim light. Broken statues of gods, left over from Fallen's history as a temple district, look down upon you from higher floors. Avoiding the razor-sharp fields of glass, and paying a copper apiece to travel on one of the ground-in paths maintained by a small army of people, you slowly make your way to the center of the crater that dominates Fallen. There are a few rat markets going on today, but the dim light seems to match the mood of the district today. People seem more sullen than usual, but their faces are pinched with fear when the occasional insane cackle echoes across the crater. One or more ravers must be haunting the area...

You finally get to the middle of the crater, where a twisted a shattered shaft penetrates deep into the earth. A marvel of dwarven engineering, the central core of the Glass Tower somehow remained mostly intact after the fall. Faint lamplight marks various holes in the walls, places where people live deep within the earth. The stench of waste, sulfur, and unwashed bodies greets your nose as you gaze down into the shaft. The twisted walls provide a kind of precarious stair, mostly without any kind of substantial railing. It appears as if the tower is actually upside down, which means you'll have to go deep, because banks tend to be at the tops of towers. A faint cry echoes up from the darkness below as you contemplate your descent...
 

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Melphina examines the furnature mover. "This is pretty neat. Does anyone mind if I carry it?"

As they decend, Mel shivers as if a cold wind was blowing over. "How can people stand to live here?"
 


Every nerve dances as Bail follows behind the group, in his right hand he holds his spear as though it were a staff, using the shaft to help him on the unsteady ground. He keeps a keen eye on the locals, concerned that the party may be mistaken for an easy mark.
 

"Don't worry Rayni, I'm sure Bail and Harolk will keep us safe," Mel says. "Won't you?" she asks, looking for reasurance.
 

Bront said:
As they decend, Mel shivers as if a cold wind was blowing over. "How can people stand to live here?"

"I don´t care, as long as they get out of our way. And if they don´t..." says Harolk, and then his swords come out of their scabbards in a lightning-quick movement, and arc around him in sparkling arcs before returning to their resting places.

"...they´ll regret it."

[ooc: Taking 10, Harolk´s Perform (weapon drill) check is 18]
 


Hxaptos follows wordlessly. This place isn't so bad, better than down below at least. he thinks to lump. He keeps a wary eye out for any thrashing tendrils and moving shadows.
 

At the sight of the well-armed, well-fed, wealthy and numerous party, the denizens of the Glass Tower scuttle deeply into their hovels. They risk life daily from the insane ravers; there was no need to provoke trouble if it was not necessary. The hovels were true pits, lined with rags and refuse, lit by the cheapest rush-dip lamps, crammed with as many people as they could hold. The stench is apalling, and Arimart finally ties a kerchief around his nose and mouth to keep from breathing it in so deeply. The torches and lanterns the party carries lights up the area around them clearly, far more clearly then they would want, truth be told.

You descend in a ragged spiral around the shaft until they get to a series of shattered and twisted corridors that branch off in many directions. More of the insane cackling echoes up from below, sounding much louder than before, but also echoing more, making it hard to tell where it's coming from. You have your choice of straight down, sloping down to the west, sloping down to the northeast, straight south, and sloping slightly up to the northeast.
 

*Rayni shivers again.*

"This..this place....is awful."

*Her mouth curls into a tremulous frown, and her eyes flash with a violet glow for just an instant.*
 

Into the Woods

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