Shimmer 5
We return to our heroes who are following Chuul tracks leading out of Lake Drolida near the smoldering village of Seshiss. The rain has started to obscure the foot prints in the mud, but the heroes continue toward the lake to the Southwest, identifying a remaining foot print from time to time.
The heroes primary mission has been collecting the Shards of Concar. They traveled to the Greatmarsh in order to collect a shard near Seshiss. Now that they have arrived, Falorn wants to scry again to clarify the exact location of the Shard and check if it has moved. Dirk opens his bag of holding, and the heroes scry — the shard appears to be to their South and is under or near water. The surrounding area includes several lakes and marshland, but the shard appears to be in a dense forest.
When the heroes reach the shore of the lake, Caper proclaims that she wants to leave and go straight to the Shard to the South. Korvis and Annette argue that they have a duty to investigate the lake to find the Chuul that attacked the village of Seshiss. Bigglesworth sides with Korvis while Dirk and Falorn side with Caper. Tuesday presents a compromise where he will fly over the lake quickly, looking for Chuul, while the rest of the heroes walk around the lake; if he doesn’t spot any Chuul, they will continue South to the Shard. The heroes reluctantly agree to this compromise. Tuesday doesn’t spot any Chuul in the lake; however, they do find some recent Chuul tracks leading South.
The heroes hide the cart, and Korvis uses his druid magic to transform the heroes into wisps of clouds, allowing them to fly as fast as an eagle. They arrive at the dense forest around noon and transform back into their natural forms. Chuul tracks lead to a large mossy, creepy tree that appears to have an entrance. Inside the tree is a circular staircase sullied by muddy Chuul foot prints.
As the heroes descend the stairs, they hear a voice in their heads, “Welcome to the lair of Flar’Melkhis, good luck surviving my home.” The heroes didn’t expect to be hearing voices in their heads, but they have started to recognize a pattern of finding powerful monsters at the locations of the Shards of Concar, so they aren’t entirely surprised.
The stairs narrow as the heroes descend deeper. The air is damp, stagnant, and smells of mold. The heroes reach the bottom of the stairs about 80 feet below the surface. The voice in their head taunts them again. The heroes walk down a stone hallway toward a door and spot a pit trap. A rotting human corpse is impaled on the spikes. Tuesday flies over the pit; Caper, Bigglesworth, and Falorn jump across; Dirk climbs on the wall like a spider; and Korvis and Annette transform into wispy clouds and float over.
The heroes stand behind the door, preparing for an epic battle. Falorn blesses the heroes, and Annette hastens Bigglesworth. The heroes breach the door and burst into… an empty room. There is a pile of dirt in the middle of the room. Each wall is decorated with a mosaic depicting a tree:
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a tree basking in sunlight
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a sapling in a meadow, dark clouds overhead, and rain
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a full-grown tree in the wind
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a wintery scene of a tree with icicles hanging from its branches.
Each mosaic depicts an element of nature: light, water, air, and ice. By depositing these elements in the pile of dirt in the middle of the room, the heroes solve the puzzle, unlocking a door to a set of stairs leading further down. The heroes descend and enter the next room.
In the center of the room is a pyramidal diamond on top of a plinth. In the middle of each of the four quadrants of the room is a large block of colored ice. Tuesday, who had earlier cast Light on his jewel-laden hat, flies over the top of the diamond. The diamond refracts the light from Tuesday’s hat into 4 beams. A bear-wise rotation matches the light beams to the blocks of ice, releasing hidden magma, and melting the blocks. The voice of Flar’Melkhis says, “didn’t expect you to get so far. You’re doing well.” The heroes open the door to the north.
Within this room you now are trapped!
Find a way to pass the time, maybe practice a trade?
Perhaps in song or music become enwrapped,
Else you will play a long time, even a decade!
The heroes are stumped by this riddle. Eventually they remember their musical theory. “Decade” is a word consisting entirely of letters between “A” and “G,” like “babe” or “cabbage,” and so could be played as musical notes. Playing the tune opens the next room.
This room appears to be a black void. There is a light and a treasure chest very far down. A locked door to the North has a key hole. There is a flask on the floor behind the South door. The flask is magical — flask of endless water. The heroes hold the flask upside down and watch the water drop all the way down to the chest. The area below begins to fill up, and the chest begins to float. Eventually the water level rises up to the heroes’ level. Bigglesworth opens the chest and finds the key to the North door.
The voice of Flar’Melkhis fills the heroes’ heads once again. Flar’Melkhis’s games are over.