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Post by Aguila Saber on Oct 10, 2010 4:26:52 GMT -5
Time to start up this topic.
Brother Melor - The unlucky scholar
Strength: 1 Speed: 2 Eye: 3 Mind: 0 Health: 30 Activity per round: 7 Defence: 7
Specials: Not known.
Weapons: No weapons
Worn: A simply white garment made in cotton.
No Satchel.
No Backpack.
No Pouch.
You wake up feeling bruised all over your body and with a vicious headache. Around you are several more people clad like you and like you they are tied hands and feet.
You are in dark secluded part of a larger chamber. In the distance you see a cloaked figure whom you do not recognize. From time to time this person checks up on the general area from a distance.
Your senses detect that magical alarms are in place should you try to leave this area directly. They will need to be disarmed before an escape can be effected.
One of your unfortunate companions (a person unknown to you) has managed to untie her bonds and offers to help you likewise.
Do you accept this offer?
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Post by Aguila Saber on Oct 10, 2010 4:47:26 GMT -5
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:26/35 Activity per round: 8 Defence: 9 Resitances. Physical: 2. Elemental: 1. Magical: 50%.
Specials: Gunner Training, Rapid Reload, Axe Specialisation, Toughness
Weapons 2 Drodarin War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Axe Damage; 1d8 Slashing, Condition 5/5
Worn Korlinium Armour: +1 Defence, -1 to all physical and elemental damage, all magical damage is reduced with 50% Belt of Retribution: Deals 1 Psychic Damage to anyone who successfully hit you in melee Boots of Speed: +1 Speed while worn. Necklace of Alertness: +1 Eye while worn Ring of Fortitude. Grants a +2 to roll when checking DC against Strength. Talisman of Health. Increases your maximum Health with 5 points. Set of furs
Backpack containing (Max 12 spaces) 1 Rope 1 Grapple hook 1 Lantern (Full: 50 Rounds) 3 Boompowder x15 1 Whetstone 1 Waterskin (full) 2 Meals 1 Tincture of Oxydine 1 Cat's Paws
Pouch containing 1 Garnet 1 White Pearl 1 Aventurine 1 Jacinth 1 Jade stone 1 Topaz 1 Pearl 39 Lune 20 Enchanted Bullets
Satchel containing 2 Flask of Healing Potion x4 1 Boompowder x5
After a long trip in the Teleporter you end up on your destination: the Deep Level Smithy.
You find yourself in a large smithy served by Ogrons and a couple of man-sized Earth Elementals and Fire Elementals.
These creatures are not immediately hostile, or seeking contact but they do notice your arrival here.
This place is orderly arranged and many things are smithed here. Most are of mundane use and serves a use for building things, but there is also a section for metal weapons and armour.
In addition to metal craft, this area also has some beautiful and interesting constructions made of stone.
This chamber is huge and forms a half-sphere and there seems to be a mutitude of exits from it.
As far as you can see there are currently 'no visitors' in this room, although tracks on the floor would hint that you are not the first to arrive here.
Among the ogrons, there is one whose clothing stands out and he appears to be the leader. Among the elementals there is one larger elemental of each type.
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Post by Aguila Saber on Oct 10, 2010 5:51:54 GMT -5
Beowuuf, Vakeros
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0+1=1, Mind: 3 Health: 30 Mana: 15 Activity per round: 7 Defence: 7
Specials: Psychic defense: 3, Power Attack, Vakeros Power Words: Concussive Blast, Hold, Strength (The Power Diadem gives you access to the others.), Self Healing: +1 Health every two Rounds.
Weapons 1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Magic Shortsword, Fast, Damage: 1d4 Slashing +1 Magic. Condition: 10/10 1 Bluevein dagger, Fast, Brittle, 1 activity, Damage: 1d3 Piercing, Condition: 5/5
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic Boots of Speed. (+1 Speed) Gauntlets of Strength. (+1 Strength) Necklace of Eye (+1 Eye) Belt of Retribution: Deals 1 psychic damage to enemy when hit Robe of Awareness: +2 Eye when Searching Ring of Mana regeneration (+1 Mana every 2 Rounds) Ring of Fortitude. Grants +2 to roll when checking DC against Strength.
Backpack 1 Black Blanket 1 Tinderbox 1 Whetstone 1 Waterskin (full with water) 1 Mealsx1 1 Mirror 2 Mana Potion +5d3 Mana 1 Potion of Eye (+1 for 20 Rounds) 1 Potion of Speed (+1 for 20 Rounds) 1 Potion of Strength (+1 for 20 Rounds)
Satchel: 1 Laumspur Potion. Restores 4d3 Health. 50% chance to cure Poisons and Diseases. 1 Healing potion +5d3 Health 1 Laumspur x3- Heals: 1d4 healing, cure disease/poison
Pouch: 63 Lune 2 Copper Rings (Engraved) 1 Silver Ring (Engraved) 1 Copper Ring (Rogue)
Sylvia, Mage
Strength: 1 Speed: 1, Eye: 1+1, Mind: 3 Health: 15 Mana: 15
Worn: Dagger Magical Club (d3, 1 activity, +1 Magic damage) (Bludgeoning damage). Condition: 8/10. Stone Amulet. All Acid and Electrical damage is reduced by 50%. Belt of Retribution: Deals 1 psychic damage to any enemy that hits you.
Backpack: 1 Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds) 1 Rogue's Scroll 1 Bard's Book. 1 Potion of Fortitude. +2 when checking DC against Strength. 10 Rounds. 1 Healing Potion (Heals +5d3 Health) 4 Box: Containing Dragon, Falcon, Cat, Snake Statuette 1 Paralytic Poison
Pouch: 20 Lune 1 Fluorspar 1 Ruby 1 Amethyst
Readied: 2 Fireseed. 1d6 Fire damage. DoT. Reduce initial damage by 1/round. 1AP. Eye. Miss = Half.
After you step through the Teleporter, you travel slowly for a long time until, at long last, the two of you end up in a large excavated chapel.
This place is mainly dedicated to the worship of Ishir but some side-areas hints to other deities of Good also being worshipped here.
A few adventurers are seated here seemingly resting before continuing. In this large chapel there are also a number of Kloons and a couple of humans clad in ornamented priestly robes moving about.
There is currently no sermon in progress and it doesn't look like one is about to start soon either.
The current room is about 10 metres tall, 20 metres broad and 50 metres long. You have ended up in the middle of the chapel.
What do you wish to do ?
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Post by Beowuuf on Oct 10, 2010 5:57:22 GMT -5
Beowuuf looks to see if a shrine to the Elder Magi has been erected in one of the corners. While the Magi discourage being thought of as gods, it is hard for many Vakeros to consider them anything less. He nods to both Silvia and their new companion, and excuses himself for a moment.
Beowuuf will check out for such a shrine, and of course will be very interested in engaging anyone else who is there. If there is no such thing, or if there are no other people at such a shrine, then he will rejoin Sylvia and look to see where the priests gather, and then look for an exit - in that order. He will make his way to neither to start with.
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Post by Aguila Saber on Oct 10, 2010 6:34:56 GMT -5
Beowuuf (Round 1-14).
You and Sylvia separate for a while, each of you going in search of your own Shrine.
You walk around the vast Chapel for 9 Rounds before you find a niche ornamented the way the Elder magi would have done it.
After having settled down for a prayer (you spent another 5 rounds) you notice that someone else has appraoched and taken a seat beside you.
From his appearance and the cut of his armour you deduce that this is a Siyenese Knight.
Try to talk immediately? Finish your prayers first? (How many rounds, do you wish to pray in this case.) Wait for him to finish his prayers if you are finished first? Finish your prayers when he does, if he finishes first?
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Post by Beowuuf on Oct 10, 2010 6:57:19 GMT -5
Beowuuf finishes his devotions, and then looks at the figure. He is surprised someone not of Dessi would be worshipping so. He stays in his same position, quietly allowing the knight to finish. Once the knight finally comes out of his revelry, BEowuuf takes the opportunity to speak.
"It is unusual for one not of Dessi to pay homage to the Magi. May I ask your name?" asks Beowuuf, trying to make his tone as friendly as possible.
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Post by dharn on Oct 11, 2010 8:34:19 GMT -5
"One does not refuse such a generous offer. One is pretty much in debt with yourself." said Melor, as he continued to glance around for more ideas to his current predicament. He made a conscious effort to memorize all the things in the room that could be to his advantage while still try to act bound.
"Please," he said to his would be saviour, "One needs to warn yourself, be discreet for secrecy would be our best weapon for now."
Melor would memorize the entire chamber, look for anything that could be a weapon to use to attack the cloaked figure.
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Post by Aguila Saber on Oct 11, 2010 16:36:12 GMT -5
Beowuuf (Round 15)
"This is a Knight's Shrine. It may be in Dessi style but it's still a place for Knightly prayers. Look there, he says. "That little stylized icon depicts the Siyense Paladin Knight Morimax performing his first deed of Valor."
"Oh, and my name is Knight Randalf from Oberra. And may I ask your name and purpose here?"
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Post by Aguila Saber on Oct 11, 2010 16:43:47 GMT -5
Melor (Round 1-3)
The room is dark. You are unable to make out much except for the immediate surroundings. You do get a clear view of the different alarms which are in place. Unfortunately, there seems to be no easy way to remove them or bypass them, barring tools that could be used at a distance or magical aid.
The woman unties you and ask to keep your hands and feet in position so it appears you are still tied to the robed figures that sometimes appears.
"We should try to get out of her soon, but first removing the bonds of those wanting to try an escape. Meanwhile, keep your eyes open and alert."
She then turns her attention to next bound prisoner.
Wait and observe until she returns when all are untied ? Try to converse with other prisoners ? Something else ?
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Post by Aguila Saber on Oct 11, 2010 16:51:08 GMT -5
Seren (Starts at Round 6 with offer. Out cold round 1-5.)
Seren Chuvedro, Necropolis Investigator
Strength 1; Speed 3; Eye 2; Mind 0 Health: 30 Activity per round: 8 Defence: 8
Specials: Alertness to undead: +2 to Perception and Stealth when facing Undead. Manipulate mechanism: Disarm Traps cost 2 activity. Also affects other mechanisms such as Locks and similar to some extent. Rapid reload: First ranged attack in each round cost 1 activity.
Weapons: No weapons
Worn: A simply white garment made in cotton.
No Satchel.
No Backpack.
No Pouch.
You wake up feeling bruised all over your body and with a vicious headache. Around you are several more people clad like you and like you they are tied hands and feet.
The last thing you remember is investigating a secret cult in Varetta. Your contact led you to an abandonded warehouse where you had descended a ladder to a cellar when something hit you on the back of your skull and everything went black.
You are in dark secluded part of a larger chamber. In the distance you see a cloaked figure whom you do not recognize. From time to time this person checks up on the general area from a distance.
Your senses detect that magical alarms are in place should you try to leave this area directly. They will need to be disarmed before an escape can be effected.
One of your unfortunate companions (a person unknown to you) has managed to untie her bonds and offers to help you likewise.
Close to you several others of your companions have been untied.
Do you accept this offer?
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Post by Simey on Oct 11, 2010 17:47:41 GMT -5
Seren jerks his head in grim acceptance of the woman's offer and twists slightly on the floor to display his bound wrists to her.
"Idiot," he hisses to himself, eyes roaming the dimness. "To get caught like-.... Naar's fetid breath! What am I wearing? Where's my jacket? Who took my jacket? I'll ki- " Seren strains his neck round to look at the woman untying his wrists. "I want my jacket back." His tone is steely and final, but carries no accusation of her.
"Where are we?" says Seren, turning away to once more peer into the gloom. "And who are all these people dressed like idiots?" His eyes roll irefully. "Like me."
Seren will continue to look around to pick out as much as he can whilst on the floor. He will also take note of the woman helping him. What can he tell about her in the dark? Is she pretty?
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Post by Aguila Saber on Oct 11, 2010 18:35:37 GMT -5
Seren (Round 6-8)
"Your guess is as good as mine. More worrying is that the only use I can think of for this garment... is for ritual sacrifices."
The woman takes three rounds to untie you. (See PM for what you notice during that time.)
"Now, you are not in front. But keep down and play it as if you were still bound. We are being watched and me moving around is risk enough for detection. I'll soon have those who wants to escape untied."
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Post by Doomy on Oct 12, 2010 2:13:14 GMT -5
Hoping to gain more information about the layout of this place, Doomy approaches the Ogron leader.
"Greetings," he says, with as much friendliness as he can muster. "I'd like some directions if you'd be so kind. Where do the exits lead?"
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Post by dharn on Oct 12, 2010 9:53:13 GMT -5
Fate had not been kind to him, so Melor felt better if he took precautions. Leaning to the nearest freed prisoner, Melor whispered, "We' are going to jump on our jailer the next time he or she or it comes around."
His hands however, were weaving it's own plan.
Melor would look for any rocks, debris or any object that could be used as a makeshift weapons in his surrounding area.
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Post by Aguila Saber on Oct 12, 2010 13:04:00 GMT -5
Melor and Seren: Area description
SSSS SXXSSSESS SXXAAXPXS SSAAAXPXS SSAAAXPXS SSXXXXPXS (Room continues further in this direction but details are lost in the darkness.)
The X in the upper left corner: Prisoner area X on other places : Normal open area. S = Stone wall A = Area set with magical alarms and traps. P = Path of the robed men. E= Entrane/Exit door
Each letter represents roughly a 3x3 metres area.
So the nearest you see the robed men is about 10-12 metres.
The floor is stone and hard pressed earth and so are the walls. If you had tools you might be able to get something there but your bare hands, no.
There is nothing sticking out from the floor or walls of your place. The ceiling is lost in darkness but is at least 5 metres up. Lighting in your area is very poor. It is mostly your fairly bright cotton garments that are bright.
That said. Anything which has been mentioned in the area you are in, is grabbable or reformable with your hands. (A small Hint that you may try to do some things already now, but up to you to think of them.)
So pouncing the jailors is only going to happen if they change their normal patrol route. That said: you only watched the jailers for a couple of minutes so far.
Melor:
There is nothing new which stands out as possible weapons around you.
After a while the female who untied you returns to you (you have one of the positions closest to the A squares.)
"I noted you observed the area. What would you say is our best escape route?" she asks.
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