The terrain proves to be even more difficult that you expected it to be. The crumbling ground slips as you try to make your way down safely, and the obsidian blocks are too heavy to move. By the time you make it to half way, the sun has moved toward evening and an oppressive heat has settled into the crater leaving you sweating and disoriented.
Right as you move to the next section, ready to carry on down just a little, you hear a rumble. It starts gradually at first, and slowly gets louder. Right as Pinion and Jezlyn realise what's happening, a nearby aqueduct bursts and they don't have time to warn anyone. Water cascades down across scree slopes and fallen buildings. It engulfs you and carries you with it.
You're further disoriented by the wave as you pass murals daubed on surprisingly intact buildings. They consist of strange looking angels and twisted creatures. Some have many eyes, while others carry the sun and the stars. All glow with purple energy. The blocks become larger and pulse with purple glyphs, while others have brass pipes which you know have been added far more recently.
The wave eventually dumps you in a pool of water at the start of a a concourse, leading to a large cylindrical building in the crater’s centre. What look like old columns of black stone line the well kept road, but they’ve crumbled into disrepair. Around them you notice the broken forms of Elonian Knights.
Some lie broken and discarded, their parts strewn out in the dust. Others march on cracking limbs, spewing sparks of magic into the air. The signs of a battle are evident all around, and just like whatever had taken down the airship had damaged them just as easily.
OOC:
Everyone should take a status effect of either
Dazed or
Shaken, unless you already have one at which point you automatically take the other.
The inside of an ancient building.
The walls are made of deep, black stone blocks. Purple light glows from angular symbols carved into their surface. Everything is geometrical, with impressive precision. The only alterations to the clinical, clean lines are places where time has worn the stone away or cracked it irreparably.
Lanterns hang from poles that have been placed since, displacing the layer of dust that gathered on the floor. They mix with the purple glow casting long shadows across the empty room. They’re placed to illuminate a wide bronze pillar supporting the chamber roof high above.
Cracks adorn the pillar as though lines on an artist’s canvas. From them, intense energy seeps out. It fills the room with crackling static, volatile and ready to explode with the slightest bit of encouragement.
We hear the sound of approaching armoured footsteps. They echo off the walls, until they come to an abrupt halt. From off screen, a silver gauntlet hand reaches for the pillar, and softly follows the lines of the ancient symbols.
"The archaeologists from Elonia were right." A woman’s voice, thick with joy, speaks.
"The disaster buried the compass here, and it’s been left ever since. We have it now though, dear brother, and you can return to me for good."
Two figures are silhouetted against the light. One is a giant clad in thick plates of armour. They give it the appearance of a statue more than a living creature. The other, shorter and thinner, carries a lance far taller than they are.
Time, it might seem, is running out.
OOC:
A Fabula point for a villain being introduced.