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Post by Aguila Saber on Nov 7, 2010 15:00:53 GMT -5
Doomy (Round 45)
The trap door in the floor is not trapped. You open it up with little trouble.
When you look down into what is beyond the opening, you see that this is a new store room. Very similar in design to the one you opened earlier.
The Kai watches the opening. "It appears to be a store room for maintaining the tunnels. I've come across two of those before."
"Unless there is something you need here, I suggest that we continue. Do keep looking for these trap doos though. Not all of these exits go to store rooms."
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Post by Doomy on Nov 7, 2010 17:54:43 GMT -5
"Hmpf, I'm not sure why the janitors of this place hid their closets," grumbles Doomy, replacing the trap door disdainfully. "Let's get moving again."
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Post by dharn on Nov 8, 2010 12:23:32 GMT -5
"Apologies, Alicia, One is truly out of his environment and very, very disturbed." Melor looked at Alicia eyes and finally let go her hands, "One was once called Melor, now One is one of many Scholar of Soren. We are very interested with the knowledge within these walls. Unfortunately, One finds it difficult just to get here."
Melor paused for a second to see if anyone would interject but continued before anyone could say anything.
"It is not that One is hated by royalty, just One is ignored by royalty."
He looked at Alicia and said, "How did you get here?"
Melor would let Alicia go and started to lit his lantern.
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Post by Aguila Saber on Nov 8, 2010 17:38:26 GMT -5
Doomy (Round 46 and 47)
"They are probably there and similar to the real vaults to make it unlikely for passers-bye to pass the real vaults. Besides, the real vaults are often a collection of tombs here."
You continue for a few more minutes when you met a dwarf with an axe firmly in his grip coming from the other direction.
The Kai hails the dwarf and he stops to greet you.
"What brings you to these tunnels, master dwarf?" Grey ferret asks.
"Adventure and treasures," the dwarf answers glancing over to the place where Doomy is.
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Post by Aguila Saber on Nov 8, 2010 17:41:43 GMT -5
Alicia replies: "I don't know. I don't even know where here is. Someone jumped while I was delivering a message. I ended up here after Ishir knows how long time."
The other captive helps you with your lantern. With Alicia's lantern illuminating the immediate area now, filling and lighting the other lantern is easy.
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Post by Doomy on Nov 8, 2010 18:56:29 GMT -5
Doomy eyes the new dwarf intently and with not a little suspicion.
"Who are you?" he asks. "I didn't expect to see any other dwarves down here."
I want to make a Search/Perception roll for anything unusual or 'off' about this dwarf.
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Post by dharn on Nov 9, 2010 11:49:05 GMT -5
"A better tale than One has. One was supposed to follow a royal party to explore the Tomb of the Elements since One is verse in Shianti. But One is not favoured by the prince, so One was left outside. A knock to the head and One find oneself here."
"What about the rest of you?" Melor as all around him.
Melor tries to determine and check everyone who answered him (including Alicia) for something odd or weird. He does not trust them yet but he passed his Lantern to Alicia and holds up his Firefork.
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Post by Aguila Saber on Nov 10, 2010 13:32:09 GMT -5
"Mordin from Bor is the name. Was in Varetta with the lads and the captain but we got separated when we got here."
"And who are you?"
Perception: From what you can see this is a dwarven mercenary. He appears to be a warrior and is not carrying any guns.
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Post by Doomy on Nov 10, 2010 16:17:44 GMT -5
"Doomy, Gunner of Bor," says Doomy. "This is Grey Ferret, a Kai Lord obviously enough. How long have you been down here? I am recently arrived on this level myself."
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Post by Simey on Nov 11, 2010 10:24:51 GMT -5
"You lot!" barks Seren. "If it weren't for the kidnap, the dungeon, the traps, the guards running to probably fetch more guards, and the walking dead, it would be lovely to stop and get to know each other. As it is, we need to move. Get those lanterns lit and come on!"
Flashing an impatient glare at the huddle of prisoners, Seren heads after the soldiers.
Unless the soldiers are being stealthy, Seren won't bother. Still a fair bit into perception though, 'cause he's still concerned about what took down the undead.
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Post by dharn on Nov 11, 2010 10:32:37 GMT -5
"Pitiful fool" Melor said under his breath when he heard the prisoner called Seren barking orders.
Melor still wait for the the answers and the people's reaction.
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Post by Beowuuf on Nov 11, 2010 16:28:03 GMT -5
Bewuu asks the priest if there are any incantations or artifacts that can disrupt the abilities and minions of the cult.
He mentions that he acquired a bloom to attract undead previously in another place, and wonders if such a distraction should be used to draw out the undead minions of the cult so the main force can strike at the cultists themselves.
Beowuuf finally will ask if there are any specific strategic areas that the group should make for that would weaken the cult, or strengthen the group's own position.
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Post by Aguila Saber on Nov 13, 2010 6:06:55 GMT -5
Doomy (Round 48)
"A couple of hours. These elemental and stewards seem to be short in supply of Bor Brew. Apart from the lads in my group you're the first dwarf I've seen down here."
"I'm looking for the lads right now, this place is too dangerous to travel alone. You 'oming from the armoury, you didn't happen to see a group of dwarfs there? This place is overrun by mercenaries and some strange cult."
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Post by Aguila Saber on Nov 13, 2010 6:31:02 GMT -5
Seren and Melor (Round 43)
C = Soldiers. T = Table N = Wall X = Floor P = Prisoner(s) B = Cupboard F = Fireplace/Chimney S = Seren M = Melor
After combat and healing: C1: 15 damage. Shortsword C2: 1 damage. Dagger C3: 11 damage. Sword. C4: Not hit. Sword
Male 1: 1 damage. Staff Sandals
Male 2: 2 damage. Staff Sandals
Dwarf: 4 damage. Leather Baton Sandals Backpack
Kloon: 1 damage Staff. 2 Shield Charges Sandals
Female: 1 Dagger. 1 Satchel 1 Leather Armour 1 Sandals 1 Lantern
Melor: 1 Leather Baton (Weapon) 1 Backpack. (with 1 Robe. 1 Tinderbox. 4 lantern Oil) 1 Satchel with 1 Laumspur Leaf. Pouch with 24 Lune. 1 Sling 1 Lantern 1 Firefork
Seren: 3 damage. 1 Leather baton (Weapon) 1 Hatchet (Weapon) 1 Leather Armour 1 Backpack 1 Satchel 1 Sandals
Inside cupboard: - Leather Armours ( To try one you need to spend a 3 activity assessing if any will fit you, and if this assessment is positive then it is 1 round to try and don it.) - Sandals (3 activity to attempt to find one of your size. Another 2 to don it. You are walking on naked feet right now.) - Leather sticks (Could be used as batons or simple maces.)
- There are several more items of leather which may potentially be useful. Specify what you are looking for and you may find it somewhere on the shelves. (Searching for something in particular is 3 activity.)
Close to the chimney is: 2 Fireforks
The fireplace also has all things which would normally remain after a cold fire. This includes a supply of wood.
With Alicia lighting a lantern you get a view of the rest of this room.
You can still visit the previous places, but several other places are now visible.
There is no sign of further undead in this room.
The Kloon shows the soldiers to a secret door though which the robed men exits. They inspect this place together. Both the Kloon and the soldiers will be there for the next couple of rounds.
The other prisoners move further into the room, inspecting interesting features as they pass them. Many of them will pick up things or get better equipment.
Introductions are also made, and if you tag along with the other captives you will learn their names. If you want to explore yourself then you can do so.
Six rounds later the soldiers calls for a short briefing, of where you are and what they intend to do. So you have 8 rounds on you to pick up and visit places of note.
Distances are fairly large.
To move to a location takes 1 round. To check, open and loot a location takes 1 round. You can also move slowly ahead and look for hidden, concealed things or secrets. State how many rounds you will spend this way.
some of the listed locations are searched by the prisoners so you get an idea of what might be there from the conversation in the room.
You pass by the following:
- Closed cupboard along the wall
- * Desk with some miscellaneous equipment. Seems to be loot from dead adventurers. There are bags, some clothing items, some bottles and more.
- * Weapon rack
- Cupboard with desk below. Seems to be a small laboratory or alchemist's lab.
- * Bookshelves (2 rounds to fully search this, or you can search some and use 1 round.)
- * Desk by the bookshelves.
- Speaker's pedestal. (This is before a dozen chairs which are placed in a semi-circle in the floor.)
- Cupboard close to the pedestal.
- * Cupboard which is discovered to contain tools and maintenace material.
The captives takes a closer look at the locations marked with *. If they communicate finding items then the type of items they find are listed. If they find and silently take things, then nothing is listed.
Do continue your conversation if you want.
Melor: You will receive a separate PM when we start the new thread learning more about the prisoners. To receive this PM you must move to and visit/loot at least one place which most of the prisoners visit. (Marked with * above)
Seren: No one stops you moving with the soldiers and the Kloon. If you want to follow them all the way to the secret exit then this takes 2 moves.
Once you are there you can either engage them in oversation or look at the area around. The book shelves and the pedestals are close to the secret exit, so you can move off to those areas and search them, or look for interesting yurself.
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Post by Aguila Saber on Nov 13, 2010 9:59:11 GMT -5
Bewuu asks the priest if there are any incantations or artifacts that can disrupt the abilities and minions of the cult.
There is nothing special about the cult in this regard. They have access to this place from the surface and use this possibility fairly often, so they are much like people on the surface. He mentions that he acquired a bloom to attract undead previously in another place, and wonders if such a distraction should be used to draw out the undead minions of the cult so the main force can strike at the cultists themselves. The undead are usually controlled rather than freely roaming, so this is unlikely to succeed. The knowledge about the cult is scant at best in this regard. Beowuuf finally will ask if there are any specific strategic areas that the group should make for that would weaken the cult, or strengthen the group's own position. Use the map for this purpose and draw up your own plan of how to best make the approach. The map is quite detailed. The area immediately outside the cult's nest is well known. How it looks inside is unknown since the cult's lair is a place which is not on any maps.
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