Armour Chapel*The* southmost ward of the city. Several City Watch officers live here.
JehaFourth weekday, 22th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total.
6:23 MorningThere are 24 hours to a day.
You meet one people. The introductions had to be done fast but they were adequate.
While you are making introductions, Roy drafts up a very quick map of what he thinks you should expect.
After the introductions you are bade the best of fortune by Roy.
The lift is metal. There is elbow room for all six of you, easily, but the feel of the metal underfoot feels off to your senses.
And then...
Roy's Last Briefing To You. Ignore It At Your Own Peril
Once the lift plummets into the darkness below, you are on your own. IF the lift works and the way has not been barred by evil, you will find yourself in the tomb of The Old Watcher. He was a watchman in life and continued his vigil in death after holding the line against an invading marauder horde.
You must acquire the final Hexagonal Key from The Old Watcher - IF he still has it. Roy expects the Old Watcher to have been destroyed or bent to darker purposes. Roy would rather that you didn't crack open every tomb, casket and sarcophagus that you find but the Hexagonal Key must be found and as such he will accept all the blame if you must do so.
Without they Hexagonal Key, you cannot call upon Roy if you need a rapid exit, nor will the lift enter Undermountain without great risk.
Lastly, the Hexagonal Key can allow one person possessing it to send a message to the other side of the lift - so you can call Roy and Rolf if you find it and can get it to function in full.
You fall
Through the world
Through a gate
Into a pit
Into shadows
Into darkness
You fall
foreverohgodit'slookingatyouit'slookingatyouit'slookingatyouandit'slookingatyouandyoucan'trun
And when it is over you are somewhere else.
The walls around you, surrounding you, they are sandstone and dirt, both of them artfully packed until they will hold. You see no cracks to tell of great movings of the earth. There are scones for torches but they are bent and singed. You can see sad remains of what could have been torches still lingering in them. Ahead, there opens the only way forward. The ceiling is very high, and it used to bear artful carvings of runes and glyphs but all of them are gone, touched by a flame whose touch you can feel filling the air with its heat still and burning much of the air that was in here.
The sandstone floor stretches ahead, and you can see that sarcophagi and caskets both line the way forward. It will not be a wide path, but two of you could walk side-by-side on it. Of light you see no indicator, yet you also hear nothing. There is no wind. But also there is no moaning of dead awoken from their rest.
The Old Watcher's tomb awaits you. All you have to do is walk forward until you find his resting chambers.And pray that neither he nor his possible allies have been awakened by malignant magics because if that happens, this trip will get ugly in a hurry
What next, friends?