2017-03-30

Grand Duchy 100

Grand Duchy of Adventure

Session 100
September 6, 2016


Entering the Vault of Elders

Nytdain 8 Klarmont

The Vault of Elders
The Grey Company finally reaches their destination, the Vault of Elders. Remar's scouting report indicates that there is a herd of undead milling about in the area in front of the vault as well as inside some of the partially exposed chambers at the front of the vault. 

The Company devises a plan utilizing their strengths verses the mindless undead's weaknesses. Remar and Draven will magically fly up at either end of the ledge and drive the undead over one of the cliff faces. Iris and Kasiex also climb to high perches and provide cover support with their bows. Griffin, Marcel, Stephen and Kifein remain with the lizards and supplies to keep them safe. 

The door to the Vault
The well laid plan works seamlessly and within minutes, the horde of undead have all crashed to new deaths among the rocks below the Vault. With the danger gone, the Company reconvenes on the ledge before the Vault. They enter the outer buildings and delve further in to the falling apart place before finding the actual door leading into the Vault. 

Iris, enhanced by Draven with the ability to read and speak the Hutaakan language, activates the key they had received from Kforedz and the two giant doors slowly open, revealing the vault interior.
The magical key to the Vault

The interior of the vault is dry and dusty and shows some damage, though it is clear that the construction and artistry involved in making this place was of the highest level. The room is large and has several iron bound doors visible, one to the north and large double doors leading further into the mountain to the west past a wide vestibule that cannot fully be seen from the entry door. A crumbling sinkhole lies to the south, rocks and rubble being pulled from the floor and wall into a shallow depression. 
The interior of the vault
The dusty floor is crisscrossed with numerous tracks that are hard to make out. Some appear to be those of walking feet while others are wider and appear more like something was dragged along the floor. There are fresh tracks and much older ones as well. There appears to be no rhyme or reason for the tracks, as they meander around the room, to and from the doors, the sinkhole and other random places in the room.

Most of the crew moves to the first door to the north to check it out while Iris scans teh rest of the room. She thinks she sees something moving to the west, near the double doors but when she tries to inform her companions, they are too busy checking out the next door. Remar thinks he hears something behind the closed door but is not sure. 

The vestibule to the west is looked over and looks as if it leads to stairs down to the south ending in a doorway, and then another doorway to the north. Whatever Iris saw moving in this area isn't showing itself at this point, though there are plenty of dark alcoves and places to hide without a closer inspection.

The Company decides to explore the area methodically, taking each area as they come to it so as to not leave possible dangers behind them. That means the door to the north first. Griffin checks for traps and then grabs the pull ring but the door does not budge. Kifein informs them that she believes that none of the interior doors will open while the outside door is open, a safety feature to prevent or hinder any unwelcome entrance to the Vault.

After some conversation, it is decided that Marcel and Stephen will remain outside with the lizards and supplies while the rest of the Company, with Kasiex and Kifein, explore inside the Vault. Concerned that they will not be able to open the main doors once they are closed, Kifein reminds them that they still have the the key cylinder and they should be able to incant the same magic to open the doors from the inside as well. With that reassurance, the Company closes the Vault doors and moves to the smaller door to the north. With other members of the Company places about in strategic positions with bows and crossbows ready, Remar reaches out and pulls the door open slowly, light from the Company's magical light sources piercing the darkness of the room beyond.
Exploring the first room








Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer with help from +Patrick Burke 

Remar Umerusan Alphatian battle mage that escaped forced service in the Thyatian army currently marshalled by +Patrick Kelly 

Iris Vardaa Thyatian explorer and historian searching for answers and adventure, now guided by +Stephanie Kelly 

Kasiex, a Hutaakan Wildsteward used to ranging the mountains and valleys now led down a new path by +Patrick Burke 

and +Jason Woollard as The DM






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