20200323 VI, Noutar Emero
Before dawn we make our preparations to explore the unknown ruin of Noutar Emero. Using the Cleansing Shrine we humbly beseech the Goddess to protect us against all evil and disease. Devotions done we cautiously enter the ruins.
“Dark, dank, and dusty. There’s a lot to be said for shadows this plentiful,” Kaelah whispers in my ear.
The ruins are rather empty. We’ve encountered no opposition, no undead creatures, nothing but silent darkness. With the sound of our boots echoing eerily off the stone walls we trudged on through a maze of empty rooms, staircases, winding hallways, and the occasional swinging blade trap.
Although nothing was moving in the ruins, not even rats, we really shouldn’t call the place empty. The place is a treasure trove, packed with welkynd stones and Ayleid reliquary of various sizes. The reliquaries yield quite a bit of gold and many interesting items including a Summon Gloom Wraith Tome and Boots of the Olympian.
Things really begin to get interesting as we approach the gates to the Deep Hall. On the main walkway leading to the Deep Hall gates we discover remains of previous, unsuccessful plunderers. Kaleah stops to loot the remains. I’m just glad they did get up to fight.
Passing through the gate to the Deep Halls we find ourselves searching wildly through a maze of corridors looking for remote switches to open locked gates. The first room of interest we discover is what must have been a Throne Room. Two pulsating red beams of energy streaming from the floor to the ceiling make an impressive frame to the throne. Sitting on the throne we tried to envision what life here was like centuries ago.
A little further along we enter a room containing an Ayleid Well. Drawing power from the well rejuvenates our will to continue exploring.
Continuing our exploration we discover a room with a recognizable feature, closed varla stone cages. Anticipating a difficult search for the switch we walk right past the obvious switch a few times before finally realizing what we were doing.
Further stumbling around in the dark we unexpectedly find 102 sapphires arranged in an unusual pattern that looks like NNW FOR U!, What this is about we have no idea.
West of the Ayleid Well at least I think it is west, we find the Great Hall. It’s impressive in size but empty.
Backtracking, we’re investigating a previously unexplored walkway when we spot something unusual. Kaleah and Maeva hop down to find out what it is. They call back to me and Pym, “Come on don’t be shy.”
It’s a Gateway and by all indications it’s active. To where, who knows? Question is do we use it.
Of course we do!
We find ourselves in another unexplored Ayleid ruin with three more gateways. The new gateways are not active. We can go no further at the moment. We’ll have to excavate another who knows how large an Ayleid ruin to learn if it is possible to activate the new gateways.
The ladies complain about carrying too much weight and the need to go shopping.
It’s agreed. We must go back, inform the Archeology Guild of a new find, get advice from the Ayleid experts, obtain funding, and resupply for a lengthy expedition.