A Sturdy Door

Session Report (July 17)

Part One

A set of runes is carved into the lintel of the doors. “Law over All,” Enok reads.

Drex examines the door and finds no traps or hidden mechanisms. Trying the door finds it unyielding, but there is no obvious keyhole.

Shae takes Drex’s crowbar and attempts to force the doors. They don’t budge even when she applies her full strength.

Enok casts his Earth Vision spell in an attempt to see into the room beyond the doors, but his spell cannot penetrate the walls. 

Grend prays to the Mother for guidance. At the end of his supplication, one of his hands begins to glow in a warm yellow light. He approaches the doors and places his glowing hand upon it.

The warm yellow light flashes brightly, flows from his hand and envelops the two iron-bound doors. The glow reveals a set of runes inscribed upon the doors. Enok exclaims, “Magelock!” The others look at him quizzically.

“Magelock is a spell which magically secures a door. Those doors will not open unless someone can negate the spell, or destroy the doors.” He looks sheepish. “I don’t have a Counterspell. But there’s more.” He studies the runes a bit more. “It looks like there is a Ward against the undead written here as well.”

“That’s promising,” Shae says.

“Does Magelock prevent us from bypassing the doors in some other way?” Findley asks.

“No. In fact, I have a spell that may work,” Enok says. “I think I can improvise a spell to enable one of us to pass through the earth and stone of the walls directly into the room beyond”.

“Gweat,” Grend says. “Wha’ if dere are monsta’s in dere? Da one who goes in will be alone.”

“And we don’t even know if they will be able to open the doors from the other side,” Shae says. “How long does that spell last, Enok?”

“Three minutes. That should be plenty to get in, try the door, and if you can’t open it, get out again. Assuming there aren’t any enemies in there.”

Shae rolls her eyes. “Yeah. What are the odds there’s a monster in there? There’s been bad things in every room we’ve entered, it feels like.” She looks at the others. “Well, any other ideas?” No one speaks. “I guess that’s our only plan, then.” She looks at Enok. “How much can I carry with this spell?”

“Just the essentials,” Enok replies. “It should be good enough for your weapons and armor.”

“I’ll take care of your loot — I mean, gear,” Drex says. 

Shae drops her backpack, bow, and quiver at Grend’s feet. She reaches down to pull out the arrow that still glows with the light of Enok’s Light spell. “Keep our little burglar away from my stuff,” she says. (Drex looks hurt.) She takes a deep breath and hefts her battleaxe in her right hand while holding the glowing arrow in her left. “Enok, I’m ready.” 

Enoks casts the spell. Shae walks up to the wall. She hesitates briefly and extends one arm into the wall. It passes through without resistance to the stone. She steps through.

* * *

Shae steps into a large dark chamber lit only by the arcane glow of the arrow in her left hand. Unlike most of the barrow, this room is built of granite slabs for the walls, floor and ceiling. There are passages exiting the room on both the left and right walls.

On the wall opposite are six stone biers, each holding the skeletal remains of a warrior. The bones are clothed in ornate heavy chain mail hauberk, a Norðlond  battle shield place resting upon their chests. Each is armed with ornate, fine weapons: a knife, a spear, and either a one-handed sword or axe.

As Shae takes in the room and its deceased inhabitants, transparent figures of the dead huskarls rise up out of the skeletons. The six ghosts silently converge upon the catfolk barbarian. They stand staring at her, ghostly weapons at the ready. Shae’s fur is standing on end. A thin, airy voice fills the room, although Shae cannot see any of the figures’s mouths moving. “Why… are you… here? Why have you… disturbed… our rest…?”

“I am here on a selfless mission,” she says. “My companions and I do not wish to harm or steal anything from your burial chamber.” She waits a few moments but the figures do not move. “My companions await me outside this chamber. We mean you no harm.”

The figures slowly move forward towards Shae. She continues. “We… There are signs of a great evil being loosed upon the land,” she says. “We believe that finding the Lost Hall is key to defeating it and that there are clues to its location here.”

The ghostly figures step back, their weapons, once at the ready, now dangle nervelessly at their sides. “The… Lost Hall…?”

“…Of Tyr,” Shae finishes for them. A ghost in the center of the fright (TIL that the collective noun for ghosts is ‘fright’) glides slowly towards Shae, growing closer. She freezes in place, squeezing the grip of the battleaxe in her right hand, uncertain if it would even do anything to the disincorporated figure. It glides right up to her, and without pause, through her. It reaches the barrow doors and throws them open.

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