You sweep out of the chamber, giving a brief bow to the First King, who struggles still under the weight but bears it well. The ground is shaking underfoot. Lord Dustin and Cley Cassel, the captain of your guard, approach you. "Your Grace…we should begin leaving immediately," Cley said, hand resting on his ax as his gaze darts about. You can tell he wants to protect you, but a collapsing tomb is not something you can cut to pieces with an axe. Though you regret it, you will have to extend his anxiety. "We still have some time, enough for a brief investigation. There is priceless knowledge here, and I fear much will be destroyed if we do not take the opportunity to salvage it now." You shake your head." We will look for lore, although we will be swift about it."
With that, you lead your band out into the tunnels of the barrow. The wide hallway you walked through after defeating the skeletal guardians is in chaos. Great cracks have been torn in the sides, and slabs of stone have fallen down, revealing at least a dozen doorways. Light blazes from them, pitilessly exposing the entirety of the hall to your gaze. Pillars lay shattered, some completely collapsed but for stumps, while others look as though some great beast bit into them or mauled them. Several have shattered, pieces floating in between the floor and ceiling. Plinths lie toppled, with all manner of trophies discarded like so much rubbish. Something immense has run through, leaving four-toed, birdlike tracks in between one passage and another. Bones lie everywhere, driven into the walls, collapsed on the floor, or in inhuman collections.
You do not let the destruction halt you. Instead, you issue several commands, splitting the band into three groups. The smallest stays with Frost in this central chamber, half of the rest go with Lord Dustin to explore one passage, half will accompany you. Cley looks like he wants to protest, but bites his tongue and simply walks in front of you, ax out, ready to take anything that comes. You do not protest. As much as you would prefer to lead from the front, Cley would take it as an insult and so you walk behind him without protest.
The chosen tunnel is narrow enough that you must go single-file, the ceiling just tall enough to allow you to stand straight. Here the walls are smooth, unnaturally so. No tool made this passage – this was Gift-work. The tunnel leads to a circular room with a strange metal pillar rising up halfway to the ceiling. It is colored red…no, it's green, no it's blue. You shake your head and look again. Somehow, it seems to be three different colors at once. Your head begins to hurt as you stare at it, trying to understand, and with an effort of will, you force your gaze away. Two oaken chests are recessed in the far wall, painted to be almost invisible against the grey stone and cunningly curved to match the room exactly.
(Ritual Lore: 96)
They are pulled out of the wall to the sound of the grunting of your guard as they strain to remove the two chests. Once they are out, they are quickly opened to reveal massive stacks of clay tablets carved with runes. At your command, the chests are closed and lifted, and you begin returning to the central hall. Just before you leave, something about the cavities left behind caught your attention, and you examine it, running your finger along the lip. A piece of stone gives beneath the pressure with a soft "click" and the top falls down, revealing a scroll. You take it and join your guards, resuming your walk back to the central hall.
(Lore of the Age of Dawn: 44)
Lord Dustin and his men are there waiting for you. He glances at you. "An impressive haul Your Grace. We ran into some more of those skeleton warriors, but they collapsed before we could do more than look at them. Then we found something like the Green Book, but it was heavily scorched." He shows you, holding up a scorched leather-bound book, its edges blackened. Half is missing, gone in whatever fire damaged it. Frost reports two sightings of strange stone serpents, but they slithered away into holes too small to be followed.
You consider going back for more, but the ground shakes and a piece of a nearby pillar the size of your head drifts to the ground, whatever force that held it up spent, landing bare inches from your head. You shout a command, your voice steady and calm and not at all unexpectedly high-pitched. Your men move to obey, Cley still stubbornly keeping in front of you as you march out.
In the chamber you first entered, you encounter something…strange. The four skeletons seem to have attempted to put themselves back together, but it went horribly wrong. Heads are attached to arms which stick out of pelvises which are stuck to feet, the sundered armor rotting away before your eyes as the bones writhe and shift, four bronze blades flaring with dark red light as four heads on one twisted body turn to stare at you. The eye sockets seem to be pits of obsidian, blacker than any shadow. They are fascinating in how dark they are…you want to reach out, to touch them, to become one with them…some of your guard step forth, drawn to the creature just as you are.
(Resisting the Spell: 1d100+ 21 (Piety) = 102. 1d100+2 = 74.)
(The Crown: 1d100 + 21 – 5(Already used) = 36.)
The Crown flares to light again, although its power seems faded and the radiance dull compared to what it had been, the eyes of the creature absorbing it with ease, but you do not care. This monster did not just threaten your life and the lives of your men, but it beguiled you, attacked your minds…you will not let this stand! You roar, and once more your bond-mates take it up, the sound shaking the floor beneath your feet as cracks begin to appear about the edges, and you charge forth, Ice once more in your hand. Cley barely manages to get out of your way, then, shocked out of his stupor, he follows you, putting himself between you and three of the blades. But he need not fear. Before the thing can even react, Ice has swept through each of the skulls, shattering them. The lesser bones are stomped into pieces and scattered, the blades jammed into the stone plinths they once rested on…The barrow quakes once more, and you decide that's enough.
You are the last man out but for Frost, who turns and pressed his hands to the sides of the door, letting it seal itself. The whole barrow is quaking, much to the terror of those in the hall, you suspect. But as you stand and watch it shake, you see no sign of damage to the castle, and eventually, it settles down. Once that happens, Lord Dustin turns to you. "Your Grace, I must beg your pardon…but I need to take my leave. I am sure there was no harm done in the castle…but I must be certain." You shake your head. "You need not beg my pardon. Go, my lord, and if there is anything you need, do not hesitate."
As he practically sprints up the side of the barrow, you turn to examine your loot. The lore of the Age of Dawn is…disappointing. The burns were bad enough to render much of the information unreadable. However, you did retrieve some scraps describing lands to the west of Westeros, lands where dead men were stirred to war by the wrath of the Mighty, and hints that they had learned of a way to break the control the Others had of their wights. You also found a very damaged page which mentioned something about the "great wite wurm" which the Others used to try and attack "the Springfort," but there was no other information about it you could find. The rituals were more useful, containing several which you suspected would be most useful, including one to "sunder the works of the Drowned Ones," and a stronger version of the Red Water of Earth.
House Dustin is well. A few tapestries were knocked down and some dishes were broken. You insist on compensating them for the damage caused, a gesture which Lady Dustin appreciates, even if Lord Dustin isn't so fond of it.