At last your two day hike is over. As you closed in on the obsidian cliffs that host the Halls of Geryon, the deep egg smell of sulphur intensified significantly, but you're nose-blind to it now. There have been no local animals but birds for the past day, but the streams you pass have remained safe drinking water.
Looking like a scab in the black cliffs, the red haze of the Halls' entry invites you. The walls are the same obsidian as the cliff, but they have been worked to look like tiles, albeit in strange voronoi tessellation. You can't see the ceiling itself, for it gives off a low red glow. Enough to see by, though it would be a headache to read under. The floor has terracotta brickwork, but the finish is poor.
After ten paces
+, a short flight of stairs descend into a room about fifteen paces square, with stairs up to the east and west. To the north, the room narrows and widens again:
there are easily half a dozen creatures in that space that look like the front half of a deer. Half are sitting down, while a few of them are teasing away at frayed tapestries with their wide lips. In the centre of that room seems to be a large statue, but its details are impossible to make out in the red haze.
- + Paces are fantasy meters / metres / yards.
- Light is sufficient enough to behave as if it were twilight; it is not yet disadvantageous.
- You are allowed to look at the map on the first page of this thread. "Secret" doors were once secret but are easy to spot if you look, because of their age.
Wot do yall