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The central hall is dark. The only source of light being the torch in your hand, you explore, one after another, the halls and rooms of the hold. In some, ancient scriptures await deciphering. In others - secluded, claustrophobic dwellings of dwarves long dead, standing in contrast to the other spacious, cavern-like halls. Sometimes, merely remains of creatures of short stature, and dust.
Dwarven ancestors' monuments watch over you as you make your way towards the deeper parts, where the treasury and dwellings of nobility are. At last, you find massive iron-plated gates with a fair bit of blocky, strict decoration. You insert a large key and turn it around with a great deal of effort, the grating sounds of the lock mechanism echoing throughout the empty halls.
At last, you push open the doors to reveal the treasury. It was looted long ago, but even with that fact apparent, there are still piles of gold and artifacts buried in coins.
You take every strange necklace, bracelet and belt, among other items of interest, hauling them to the hall where you have set up camp. Drawing the seal of Carad and feeling infernal heat fill the atmosphere, you grasp the arcane knowledge bestowed by the demon lord. Some of the items hold magic indeed - protective fields for the wearer, invigoration for one exhausted, greater strength, a bound spell - and several others. It is a good raid, nevermind the occasional hallucinations you've started seeing and hearing ever since you started using the seals regularly...
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