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...
"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...