The door is disguised as part of the stone wall. It is triggered through the appropriate movement of some triggers (shaped as rocks) on the left of the door. About half of the xolome know the trigger movements, as does Thamiian.
The door is four feet tall when fully opened. It is three feet wide.
The rock slides back and up, grinding against the stone wall. A blue-green mist eddies out from the opening. The eddies appear to almost nip at your feet as the mist pours out.
A strange smell, oddly sour, accompanies the mist. You hear a low whistle, or rush of wind, beyond the door.
As you bend down to peer into the room, two great cats leap towards you, claws extended.
Between the cats is a copper-green brazier. Blue-green flames burn high from the brazier, swirling blue-green mist around them.
Beyond the brazier, you see a large shape, a huge stone block or altar, and something upon it.
A lantern, unlit, hangs from the ceiling.
The cats are obsidian statues, very finely crafted and lifelike. They weight about a hundred pounds each and would be difficult to drag out without harming, but would be worth three to five hundred silver coins apiece if they could be brought to a major city.
Behind the brazier and the cats, Prince Seneal is chained to a blue-veined green altar. His chain is locked into the stone. The lock may be picked as normal.
Only cats and those wearing an amulet of tec-li-tec may come within five feet of the brazier and cats without danger. The brazier has enslaved three whistling spirits: creatures of mist that can twist through even the smallest openings in the tunnels of the earth. Their bite is a cold that burns. Their grasp numbs whatever it touches.
Whistling spirit (Fantastic: 3; Survival: 17; Move: 24; Attacks: bite and grasp; Damage: 1d4/special; Defense: 6; Special attack: numbing; Special Defenses: immune to normal weapons, or cold)
The mist rises around you as three ghostly cats, serpentine, slink towards you, mouths agape and fangs dripping mist. You hear a distant whistle as of a wind in a deep place, and the jaws snap shut and the cold serpentine body coils around your chest.
Anyone successfully grasped (as a called attack) by the spirit must make a Willpower roll or lose any remaining actions this round, and be at a penalty of two on any actions in the next round.