Demons Of The Burning Night II: Part Three Report in Shadow World | World Anvil
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Demons Of The Burning Night II: Part Three

General Summary

Defeating the demon and the two creatures that have been attracted to the fight by the power of Shieldbreaker, the companions head deeper into the darkness, hoping to navigate their way to the large construction they can remember from their brief high pass over the city in their airship. Ugnan needs time to recover from the injuries he removes from Victor but, white-faced as he is, the party relentlessly head deeper into the wasted heart of Tarek Nev.   Picking up the remains of a once mighty thoroughfare, the party eventually come to the building they sort.   Entering through the front lobby, the palace seems deserted. It has fared better than any of the other buildings that they have discovered and seems to have escaped much of the devastation that descended on Tarek Nev all those thousands of years ago. The geometry of the palace is disturbing however. Corridors are just a little too narrow. Doors perhaps to tall, windows "wrong" and the veilings neither low or high in a "traditional" sense. With a growing sense of unease, the party head past a dried up fountain and enter an almost impossibly long hallway that is decorated with an intricate marble, glass and gem encrusted mosaic floor.   A tall black obelisk, stands in the center of the hall, even from a distance, Ugnan and Sylke can feel the power that the artifact exudes.   Some sort of throne room (complete with enormous emerald chairs) and map room lies to the north of the hallway, a chapel, complete with stained glass window to the west. All of these rooms are eerily quiet and empty and though Victor caught a fleeting glimpse of an odd blue-coloured spryte on first entering the palace, nothing moves now. Victor's companions feel somehow slightly reassured by Victor's tale as they can recall similar glimpses back in Sel-kai. Whatever the creature is, they have not seen it for some considerable time. A member of Queen Mab's court, the creature seems merely to be some sort of emissary or spy and it has never been anything of a threat – "a bloody annoyance", mutters Cran.   The chapel's altar is bare of any decoration and stands in front of a heavy stone statue of one of the long forgotten Nureti gods. The statue is humanoid bust definitely "bestial"; heavy limbed and browed, the figure carries a hooked and barbed sickle in his left hand and cradles an infant in his right.   Finding stairs to an upper floor, the party find a circular tower which once again has an expensive gem-and-glass mosaic floor. Steel doors ward some of the rooms and in what appears to be an armory or museum of sorts, Cherry finds a valuable set of plate armor concealed underneath a dusty tarpaulin. Cherry also finds a useful shield that she decides to keep for herself, Victor puts on the elaborate plate armor.   A locked steel door protects an inner library but aside from a disappointingly (and deeply mysterious) empty sack, the bookshelves and chamber are empty. And still nothing moves or threatens the party despite the low constant thumping noise emanating from Cran's sword…
Report Date
09 Nov 2019
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