You find that you're up first the next morning. Apparently, without the actual structure of the priesthood pushing you to a schedule, most of the others prefer to sleep late. The quiet gives you a little more time alone with your thoughts than you really would prefer right now. You aren't the most outgoing person, but it can be nice to have conversations and people around, preferably at a safe distance.
You rummage through the food stores, finding that, as Kalju had said, things are getting a bit thin here, and this is after the tall spearman had made a more thorough search and stored everything as accessibly as he could. You find a few unappetizing lumps and decide that that's breakfast today.
As a distraction from the food, you decide to also take the time to care for your sword a bit. You have a strong impression you're going to need it again soon, even if things do go to plan. With only so many hands, though, you can't do both at the same time. The end result is that breakfast ends up half-eaten and pushed to one side as you instead focus on the sword, which is where you are when Zahira joins you. It's not too surprising to see her. She was the first to bed, so being up makes sense.
You've seen her first thing in the morning before and again her long black hair is definitely showing the wear of sleeping on it. She dumps a collection of things on the table. Cosmetics, you think. "Don't you ever sleep?" she grouses.
You don't say anything in return, mainly because right at that moment you were looking down the blade of your sword to ensure nothing had bent it. It's a familiar pattern, one you've mastered so long ago that it's not even worth thinking about any longer: inspect, test edge, sharpen or otherwise work as needed, clean, polish.
Looking up from her cosmetics, Zahira wrinkles her nose at the oils and cloths you have to care for the sword. "Yuck. I almost can't tell what of that is supposed to be edible." She leans across and grabs some of the jerky at your elbow. She doesn't look any happier about its state than you do. "Sorry about kissing you without warning last night. Wasn't really thinking. I was just so happy to have magic again."
"It's all right," you say, finally content that your sword is ready for action. You re-sheathe it and set it aside, then wipe your fingers and go back to the bits of breakfast she hadn't grabbed. "Kalju had a breakthrough last night, too, after you went to bed. Oh, and Ant says you're going to be good with any magic you try."
Zahira snorts. "Years and years of training, nothing. One night of giving you a purpose, and suddenly the ex-sacrifices are achieving things. Life's a bitch."
"We're going to try to steal the emperor's potion reserves." Engaging with Zahira isn't always a winning proposition.
"I'm coming with you, then."
You swallow the last of your breakfast before replying. "Are you sure? We wouldn't mind a fire mage backing us up, but... you're not a warrior quite like we are. Magic's good, but it's not going to help much if we do run into something that decides to, say, shoot an arrow at you. I don't think you're ready to incinerate flying arrows before they hit you or anything."
"You're right. But..." Zahira holds up her hands. Small, steady flames, like super-bright versions of the best candles, tip a finger on each hand, completely banishing shadows from her face... and revealing what might be a weird flush. "You don't know. You really don't know. You've never felt the rush of magic flowing through your body the way I have. I'm looking for an excuse to cast. Besides, you owe me for this being my idea."
"If you're going to do anything stupid or put the rest of us at risk, you're not coming." There's iron in your tone, and Zahira recognizes it as such. She deflates, and the fires wink out.
"Fine. No, that's not it. I'm gonna be a good little soldier girl today. But I'd like to be this new world's first archmage, and part of that is exercising my magic. It does have to be pushed."
You give her a lopsided smile. "Welcome aboard."
- -
The rest of your group gets up and readies themselves for the day. There's no complaints about your decision to go for potions today. Having a goal now seems to be almost a release of tension, even if you're not sure that anyone else has yet put thought into what you'll do once you have a power that probably no one else alive possesses... but not one that will solve all your problems on their own. This is a bargaining tool, not an endgame.
Getting as far as the front entrance to the potion vault is relatively easy, as well. It's public knowledge, even if standard procedure before the world fell apart was to have the doors sealed shut and protected by ceremonial guards who would warn people away from the true guardians within.
Given the current tension between Lady Adara, the Regency Council, and general unrest of people, that's changed. No one wants guards defending something useless, and the doors are still closed, though they're as thoroughly cracked as most magical items you've seen. A foul stench emanates from the doors as you approach. It's probably the stench that has driven people away, as there's little evidence of people on the street in front.
The door is still an interesting challenge. Although, like many magical items, it cracked and broke, it's still largely effective as a barrier, as the cracks mostly were not clear through. Additionally, it is huge. This is a door meant to allow access by even gods, so the scale is enough that you indeed feel small as you approach it at a merely human size. There's only one place you can see that potentially would allow you through. Near the place where the double doors would swing wide, there's a chunk of wall material that has come free, thanks to a diagonal crack that did go all the way through.
The dirt around it looks somewhat disturbed, and cobblestones have been pulled up. You note this with some concern. Has someone already gotten in here? But, no, the block is still in place. Or back in place? You push concern out of your mind and call for the group to slide it away. It takes you, Dawn, and Kalju a significant struggle to find a place to grip and still more to slide it clear. Once it is, you have a little path in. It's not a big one: you're going to have to more or less go double to go in. You have a bit of a bad feeling about it, so you sneak a glance before you commit.
An unblinking eye almost as large as your shield stares back out at you. With an undignified yelp, you fall back and scramble away. A second, even more cautious approach reveals two things: one, it's unblinking because it's dead. And, two, it's the source of the awful stench. The dead guardian creature seems to not have been quite flush up against the door, but it's not far away, hence why it seemed to be watching any previous thieves who had tried to slide out the door-chunk before now.
You dictate the order: you first, then Zahira (you need light), Kalju, Samir, Dawn. It's the best you can come up with to get a variety of assets in while staying a bit safe.
The actual infiltration almost makes you lose the breakfast that wasn't great the first time. You're hunched over, wriggling through a god-sized door, towards a rotting beast of some terrible nature. The stench is unbearable, almost a physical barrier in its own right, but you force yourself past, and slide to one side. No light penetrates far; the cracks in the door let in what there is, and the immense pile of rotting fur blocks a lot of that.
Zahira complains excessively the whole time she comes in, despite Dawn trying to encourage the mage to be quiet. Unlike you, Zahira does end up having to pause to empty her stomach, by the sound of things. It doesn't make the smell any worse. Once she's in, she throws a couple of little fiery lights. The first one she tries fizzles out in only a couple of seconds, but the second stays hovering in the air and gives you enough to see.
There are actually two bodies here already. One is the beast you'd already squeezed past. It turns out to be some fearful chimera, with one of its heads having fallen just right to eye the outside, and the smallest, snake-headed end on the far side towards the second body. The second one is a spirit of some kind, as it's vaguely human but with the sort of androgynous perfection of form no real person can match, and it's not rotting. It will just disappear eventually, instead. You eye it. A demon of some sort, you guess, but it's hard to be sure. You slip a little closer, for a better look. A succubus, you eventually decide. All demons have in common that they gather their spiritual energy not from general worship, but from draining dry the life force of one being at a time. Up until the Great Dying, a captive demon was a last-ditch resort for many of the powerful. Just throw it its food now and then and aim to compel it when at your weakest... or even threaten to just release it unbound if some foe cornered you.
You whirl.
Some unknown sense set you turning just in time. The snake-head that made up the chimera's tail was, somehow, still alive, and it had lunged at your back. Fangs pass both above and below your shield, which is wedged in the monster's gaping jaws, but it's not so large as to entirely engulf it.
Zahira shouts something and throws flame at it... but it's not a fireball. Not an attack spell. She's just throwing fire, and that's not the same thing. You and the mostly-dead chimera feel the heat, but are not burnt up. The snakehead tries to wrench the shield from you, but you hold onto its center-grip gamely. If you let go, it could spit it away and nip at you, and you're not sure you could jump away from it in time.
You realize that holding on here is a losing game, too. The snake will drag you closer, and then loop a coil around you to crush. It's got enough length for that. You stab your sword up, under the lower jaw, then hack at its nose above you. Neither attack penetrates as far as you need it to, though blood flows from both.
Then Kalju is there. His spear stabs the monster in its coils, and it lets go your shield to attack this new threat.
That was a fatal mistake on its part. As soon as you're free, you slash for its throat, and cut clean across it. It sputters for a while, but it's incapable of movement and clearly mortally wounded. You all back away, and let things happen.
"That's stupid," Zahira pants, trying to pull herself together after the danger passes. "You can't be partially rotting, partially alive. It doesn't work. What... oh, gods. It had multiple souls, didn't it? One per head. The stronger souls died... and the weakest was only able to control the tail." She looks queasy at this thought, too.
By now, though, everyone has come in. There's nothing more to be gained from the dead, so you pass by the corpses.
With Zahira's light, you pass further in, and around the one corner in the vault. This puts you up against a wall, with shelves carved into the bedrock, all high above you, and a ladder on a sliding fixture for those of more mortal stature to reach.
There are three apiece, each in its own cabinet, protected by a glass sheet. Each is well-labeled. The leftmost is a scarlet one that is lit with its own internal light: "Hell's Heart". Next to it is a grey-brown mess labeled "Gorgon's Gaze". Then a sickly green "Hydra's Breath". Those three are all ferociously deadly; potions that will break armies or fleets. They are something of a strategic reserve. The last two are less destructive, but no less potent. "Veritas' Touch" is a truth serum. Low doses make it painful to lie and middling doses are said to inspire great insights, discoveries and inventions. High doses, it is said, strip away every comforting illusion and break the mind of those who are exposed to it, but its other effects are more regularly pursued; taking a medium dose is an occasional reward for a would-be genius who needs an edge... and can afford the chance. The last one is "Asklepian's Staff". This potion heals all ills with enough exposure... all ills. It can even reverse aging itself, making it a potential immortality serum. The gods always forbade mortals from taking it more than once, for reasons of their own, but the occasional rogue mage or thief would still try to pursue this route at times, instead of any approved methods of life extension.
That's it. You've reached this first. You frown. Did you just hear voices that aren't from your group? Kalju, in the back, turns to look, but the one corner you've turned hides you, at least, and Zahira's floating light is faint.
As your group falls silent, straining your ears, you hear the conversation in the chamber you've left behind.
"...for the Regency Council!"
"I don't recognize your authority. Lady Adara--"
"--Your jumped-up noblewoman and her--"
"You have no respect for--"
Samir quietly nocks an arrow. Zahira glances at you for orders. The other two wait. They know you'll give them a recognizable signal without looking at you.
You glance at the potions, but just using them is not a good move right now. They are... somewhat uncontrolled in effects. And you're in an enclosed underground space. And whoever is arguing is directly between you and the way out.
[] Grab the potions. Bluff your way out.
[] Grab the potions. Wait for whoever wins whatever showdown is going on to come to you.
[] Write-in?