As the last of you touches Prugg's robe, the walls around you melt away and you find yourselves elsewhere. Your senses remain intact; you are not seeing another place, you are literally AT another place, physically and concretely.
In the vision, you see yourselves flying a few feet over the surface of the frozen lake ... as you look down, you can see the spirits of the dead, hundreds of them, trapped beneath the ice, writhing in agony. Their eyes open as you pass, looking up at you and imploring your aid, to ease their suffering.
Upon the far shore of the lake, you feel yourself come to rest on the floor of the cavern, your feet sinking into ten inches of snow. Snow is gently falling. Stalactites and stones rise around you like crystalline teeth, six to ten feet high. You move forward, picking your way between these stones for a hundred paces, before reaching an open space. Here, the cavern is just sixty feet wide and forty feet high, though it extends outwards into the obscuring snowfall.
Across this open space is a wall made of black boughs, wooden limbs and branches, interlaced from wall to wall and from floor to ceiling, forming in impenetrable barrier. There are no tree trunks, no leaves; the wood seems to grow directly from the rock, upwards and downwards. You reach forward and touch the wall. It is warm, and you sense that the wood is alive. It feels as hard as iron, and you sense that it is indestructible.
This wall has a gate, with wooden doors fifteen feet high and each seven feet wide. The doors are wide open. The bottoms of the door are frozen in place and cannot be moved. There is nothing to prevent the party from moving through the wall and deeper into the cavern ... from beyond there are sounds of croaking: a hollow, resounding echo, that never ceases ...
The vision ends, and you find yourselves with Prugg again.
"You do not ask," says the old svirf, "Why we do not go ourselves to destroy this thing. We tried, once, not long after we came here. But it is a place of great evil ... and the svirf are creatures of the deepest places in the earth. We were born of rock above the magma, and moved upwards into these passages before even the elves came to these lands. We have never seen the light; we are of the dark. When we went to fight, we were overcome by our own natures; helplessly, drugged by the powers of evil, we turned upon each other and nearly all died. Only nine of us escaped that day. Only I am left to remember it.
"We have waited for creatures from the light to come. You. Your peoples were born under the sun. You are not as easily controlled by evil as we were. That is why we seek to help you. There are not many enemy, but they require spirits that are not owned by the dark."
This is the last of what he says.
The experience is so powerful, the party members are transformed by it. You feel yourselves the memories of having been to the gate, as real as any other memory you've had. The effect is to actually increase your experience. You each gain 25% of the necessary experience gap that separates you from your next level.
For example, Engelhart needs 7,000 experience total to move from 4th level to 5th (6,001 total to 13,001 total). He therefore receives 1,750 from this experience (no 10% bonus). Lothar receives 1,375. Embla, 1,000. Mikael, 625. And Rob, 600.
Please add this to your total experience.
[this power to impart experience directly is a sage ability, under Instruction, which requires 100 or more points of knowledge ~ Prugg, being seven centuries old, is able to do it with much greater intensity than most]
You are each disoriented for some moments, but you may interact again normally.