When the party explores the balcony they find a finely woven carpet underneath a moldy rug. The carpet shudders when they stand on it. Spelfior tries to convince the rug in a rather forceful manner to help them if he releases it. As soon as it’s free it flies away and can’t be tempted to come down. Finally, Spelfior concludes that the carpet is like a dog and must be apeased by bones and loving thoughts and words. The rug tentatively approaches them. Afterwards, it follows them from a distance.
On the balcony, they also find a lever. When pulled the pillars in the arena flatten to one large surface. When the lever is pushed the pillars disapear into the lava-like substance at different rates. This takes about half an hour until only one pillar is left.
The party searches the building. Beneath the seats there are several rooms that have cages for animals and people (some still occupied by skeletons). On one of the bodies they find a collar that looks like a black root, only it’s hard, polished and flexible.
In the other rooms are torture instruments, a guard post (Spelfior takes some old dice made from bone), and a lounge that is clearly for the person occupying the balcony. In the lounge they find some old bekers and an old bust of white stone that carries a large necklace with golden shackles and an emerald stone in a golden setting. In the hall where they entered the building there is a reliëf of a queen-like figure standing with a raised whip over a man on the ground.
In a small space behind the stairs to the balcony the party finds a table and some chests that are almost completely encased by white woven threads. Both sides of the room have several cocoons of white silklike thread. To get to the chests they’ll have to cut into some of the cocoons. A transparant thick fluid leaks out of the cut cocoons. They decide to cut the cocoons open. A large sludge droops out along with a hideous bulbous snail-like creature. The bare skeleton of wings are folded around the creature. The three creatures on the floor shudder lightly. Obviously alive but unable to do anything much. After relieving the creatures of their suffering the party opens the chests.
In one of the chests are 19 collars of the same make as they found on the skeleton. They decide to try the collars on Otto. It seems like the collars are one part of a two-piece magical item. The wearer of the golden necklace is able to command the wearer of the collar by willpower and thinking the commands. The collarbearer feels a strong compulsion to obey the commands and is unable to take of the collars unless the wearer of the necklace allows them.
On the other side of the room is a large, metal door. It has a knocker in the shape of a spider. In the middle of it’s body is a large keyhole in the shape of the emerald in the necklace. They open the door and after a short rest follow the winding staircase that’s behind it downwards. They travel deeper and deeper and after an hour it becomes warmer and sometime later they hear a strong wind gushing past them but don’t feel it. as if it’s on the other side of the wall. When they finally reach the bottom of the stairs they enter a small room with one large tube the staircase seems to spiral around. Next to the tube is a small panel with unknown script on it that appears to regulate the red fluid in the tube.
There is also a door in this room and when they slowly open it they discover that they were in a stalagtite/stalagmite in a huge cave with a diameter of at least 3 hours walking. The ground, walls and roof are covered in green glowing moss. Otto uses _invisibility _ and scouts ahead. The rocks look roughly hewn and when the moss is removed he sees that it grows on fermented corpses of animals and vaguely humanoid creatures. There are several pools of water that reeks of acid and rotting corpses. In the distance is a mountain. They identify the strong wind as the breath of a large creature.
I’ve a feeling we’re not in Kansas anymore.