Wednesday, December 2, 2009

Dragon Army 7 Candololian Part 3

After pangs of conscience successfully dampen the lusts of greed, players decide to explore the visible door in the library. They open it and discover it leads to a tree limb, not very interesting until the keen eyed ranger spots a well worn train of elven leading out on to the limb. Traveling down the limb they discover the limb of an adjacent tree butting up against the current limb. Traveling up that limb to the trunk they find a secret door to the interior of the new tree. The door leads to an octagonal chamber with a table on one side and a mirror draped with a black cloth on the other side, One side of the octagon is an arch which leads to a circular balcony with two more arches. One arch leads to a bed room. The final arch leads to an alchemists lab. There is also a door on the balcony which leads to a 5' square chamber. Lowering a rope down the central shaft (players of the Elder Scrolls; Morrowwind will be quite familiar with the central shaft style of elven tree architecture) the party thief descends to a 30' by 30' chamber with a large throne carved out of the living wood sitting on a raised dais and two stair cases leading down. Following one of the staircases down the thief discovers that both staircases lead to a 30' x40' muster hall, A quick for secret doors reveals one that leads to the exterior of one of the 50' diameter trees at ground level. Once the thief returns the magic user uses a quick fly spell on the ranger and sends him up the shaft. 20' up is another balcony with three doors. One door leads to a bedchamber, another to a second library, and the third door to a small armoury with a gleaming set of golden chainmail, a golden shield and several masterwork weapons. 40' up the shaft ends in a 30' flat to flat octagonal chamber with a large double bed, two chests and another bookcase. Round portals of stained glass are set in the corners of the room. After the ranger returns he ferries the rest of the party down to inspect the throne. Sitting on the throne the sorcerer discovers something interesting: By focusing his thoughts he can use the throne to scrye areas within a 1/4 mile radius of the throne room. At point the party realizes that they have discovered enough bedchambers that the whole party can get some shut-eye. They promptly assign sentry duty to those nimble enough to use the rope to get up and down to the throne room, show the sentries how to use the throne to keep an eye out, and go to sleep. However, their rest does not go undisturbed. More next time.

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