Go to Drosta hideout and get Iddawc
FirebloodThe expedition to Drosta’s lair leads Annon, Paedrin, Hettie, and Erasmus from a debris-strewn clearing into a hidden chamber guarded by a Goule. Annon’s command opens the trap and allows him to recover a silver dagger with a luminous white stone in its guard; the retrieval exposes the danger of the weapon and the need for the group to act together.
The lair and its hidden entrance
Erasmus leads the party along a difficult trail at the base of a ravine. The path winds among low, heavy trees before reaching the clearing that contains Drosta’s lair. The signs of earlier efforts to reach its center are unmistakable: abandoned campfires, hacked-down trees, scattered fragments of stone and branches, and a waist-high domed boulder surrounded by broken hammers, pickaxes, shovels, and crowbars. The ground has been pocked by digging, but a layer of solid rock has defeated the tools and those who used them.
The failed excavation gives the clearing the character of a sealed threshold. Annon picks up a rust-pitted hammer whose handle is still firm and whose head does not wobble. To him, it stands for the labor of many men and for the failure of their attempts. Access does not come through further force: Tyrus taught Annon that a keyword would open the entrance, making remembered knowledge—not the abandoned tools—the key to the lair.
Annon opens the way
Annon speaks the Vaettir words, “Vickensatham. Restimos. Alloray morir.” The language surprises Paedrin, though the words are haltingly spoken and correct. They mean, “Awaken from your sleep. Rise from the dust. Open the gateway to death.” In response, the domed rock shudders, separates from the earth, and rises into the air, uncovering a large circular opening.
Paedrin descends through the opening by controlling his breath: he begins to float, steps over the edge, and lets himself drift down gradually. The chamber below is a natural cave, roughly three times his height, with a tiled stone floor and shadows extending beyond the shaft’s light. Although he expects to find a Paracelsus study, there are no tables, flasks, cauldrons, or old books. The space instead presents a different problem: the room’s wall orbs illuminate it, and touching the floor brings a creature into motion.
The Goule and the group’s response
When the chamber’s threat advances, Erasmus identifies the crucial response: the party must cover the lights on the walls. Paedrin acts on this instruction, shielding the nearest orb with his hands. As the room darkens, the creature slows and turns away from him, moving instead toward Annon and Hettie. The encounter makes the lighting part of the danger, and solving it requires the party to respond to what the room does rather than simply attack its guardian.
The Goule’s pressure also bears on the group’s ability to cooperate. Paedrin feels jealousy at Annon’s words, while Hettie asserts that the treasure belongs to her because Annon had said he wanted no share. Annon asks his companions to trust him: he can hear the creature speaking to each of them and trying to set them against one another, but he says it does not control him. He warns that failure to work together will allow the trap to kill them and directs Erasmus to the final orb. Once Erasmus covers it, plunging the chamber into darkness, the creature stops.
The dagger and the end of the trap
In the darkness, Erasmus struggles with the weight of the task and urges Annon to act. Annon addresses the guardian by name and gives it a direct command: “Goule. Obey me. Open the trap door.” The creature returns to its alcove and drags away the lid. Light appears from within, and Annon, wearing sturdy gloves, reaches carefully into the pit.
He brings out a silver dagger whose blade guard holds a glowing white stone. Annon looks at it with both awe and fear, then deliberately takes a sheath from the pit and slides the weapon inside. As the blade is sheathed, the three glass orbs crack; glowing reddish mist leaks from them and gradually dissipates, taking the light with it. At the same moment, the force affecting Paedrin ends. The thoughts and images that had overwhelmed him disappear, and he can breathe in relief.
Significance of the recovery
The expedition’s decisive turn is not simply finding the hidden chamber or taking the dagger, but discovering the sequence that makes retrieval possible: Annon recalls the opening words taught by Tyrus, the party learns to suppress the orbs’ light, and Annon commands the Goule to open the trap. Each step relies on knowledge or cooperation rather than the brute force represented by the worn tools above.
The weapon’s influence gives the recovery a cost beyond the physical danger of the chamber. Paedrin experiences thoughts and images of disturbing intensity that he cannot control, and their disappearance follows the dagger’s placement in its sheath and the orbs’ failure. The scene therefore ends with the object recovered but not rendered harmless: the party has escaped the immediate trap, while the dagger’s capacity to affect those around it is already clear.