garmr
Full Member
King Henry XIV
Posts: 227 Likes: 31
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Post by garmr on Jun 10, 2020 0:05:27 GMT
"Hrrmph." After noting this, Henry XIV examines the magic items in his hands a little longer. "I suppose we could all climb together if we were all touching the ring... but that seems like a rather precarious exercise. And I don't fancy riding the minecart - we porcelain folk don't deal very well with blunt impacts, you know.
I propose that we return to Cell Block Zero for now and explore a different path. What say you two?"
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Post by Spwack on Jun 10, 2020 2:32:58 GMT
Cell Block Zero is only ten metres away or so, you can easily just wander back. What are you doing next?
The Professor says “Oh I can attest, it was a terribly bumpy ride and I shan’t ever want to go in one of those things again. What if I had fallen out? Terrible, horrible thing it was.”
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Post by red_kangaroo on Jun 10, 2020 5:59:55 GMT
"I would perhaps be willing to risk the ride, as it seems it would take us upwards quite quickly, but I do have my doubts. Let's remember it's here when we need it."
"I think one of use ended up going to the north, maybe we can catch up with them?"
I'll go back to Cell Block Zero and follow Austin Vorch northwards, then continue further north towards the river sounds on that three-way intersection of corridors.
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garmr
Full Member
King Henry XIV
Posts: 227 Likes: 31
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Post by garmr on Jun 10, 2020 6:50:57 GMT
I'll stick close to Jaxudyzad.
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Post by Spwack on Jun 10, 2020 8:27:05 GMT
North, then north again!
((To the other thread we go))
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Post by 7Q45QBH0, "Sandra" on Jun 10, 2020 18:04:05 GMT
Sandra collects her string and follows the king.
(I keep forgetting to check if the're a new thread page, my bad)
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Post by Spwack on Jun 11, 2020 1:29:05 GMT
((Yeah it's tricky, I don't know what the best way to do notifications is yet))
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Post by wingilbear on Jun 13, 2020 7:46:39 GMT
From outside of the cell block comes a diminutive red-cloaked figure incredibly slender except for a bulbous bottom. They do not walk but seem to float about leaving a red trail in their wake. They nod silently to Sergeant Toughmuffins.
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Post by Spwack on Jun 14, 2020 7:14:48 GMT
Wonderful, you're here. Where would you like to go? North leads to the other thread, otherwise, well, you know the drill.
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Post by wingilbear on Jun 14, 2020 7:25:01 GMT
Are the minotaurs about? I would like to head south and check on Seymour and the frogs of Keruac.
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Post by Spwack on Jun 14, 2020 8:05:58 GMT
I would assume that the minotaurs would've been a bit disheartened after the abortive mission to Floor +2. I'll put them back on the Recurring Characters list. Heading south leads to the Frogs of Keruac and the Stalk of Seymour: a vibrant, swampy area filled with cow-sized frogs croaking "woe is me" in relatively jaunty tones, sitting with great aplomb in great big puddles amid the mud-filled cave. The chamber is dominated by a gigantic bean stalk, cracking straight through the ceiling and sending roots and shoots spreading throughout the mud. Water trickles and spreads from the south-east, and the whole room is abuzz with insects of all shape and size, much to the giant frogs delight. Exits are to the south-west, and damply to the south-east.
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Post by wingilbear on Jun 14, 2020 10:39:32 GMT
"Greetings Seymour, how goes your journey of life and destruction?" Using tremor sense I attempt feel if Saint Seymour is still growing. I check to see if any of the insects are unusual or acting oddly. With the roots going downwards are there now paths down? Also on the look out for debris from Seymour due to their unusual growth.
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Post by Spwack on Jun 14, 2020 10:56:13 GMT
Saint Seymour has ceased growing it seems, and is gently settling into life as a giant beanstalk. The insects are mostly small midges and crawling beetles, and seem to be subsisting on the outer growths of Saint Seymour, but are otherwise normal. The roots have cracked the stone floor below the mud, and the path is cramped, damp and filthy, but traversable.
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Post by wingilbear on Jun 15, 2020 1:59:12 GMT
Down, into the mud. Activate worm powers!
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Post by Spwack on Jun 15, 2020 5:41:15 GMT
Burrowing down into the roots, Saint Seymour spreads out into a warren of crumbling stone and dead-ends. But of course, you’re a worm, so it’s no big deal. You come out through the roof of a smallish chamber, and can hear the river running by to the north. Saint Seymour has plunged thirsty roots into the flow, and the trickle of water up above merges with the thundering roar of the river. There are stepping stones cutting across the river to the northern bank, a hallway leading south, and Saint Seymour’s roots merge with a collapsed wall that can be scrambled over leading west.
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Post by wingilbear on Jun 15, 2020 11:16:01 GMT
What can I see of the other side of the river? How do the stepping stones look? I take the hallway leading south.
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Post by Spwack on Jun 15, 2020 12:00:50 GMT
North has another similar looking hallway that curves away to the left. The stepping stones look well-used, some of them clearly pulled from other places and chucked in to make a half-decent path.
South leads to a massive hexagonal room made of several large tiers, cut directly into the stone, which descend down towards the centre. At the deepest point, right in the middle of the room, you can see the remains of simple lift, more like a well-bucket than anything, that has been smashed to pieces. The whole thing makes you feel rather uncomfortable for some reason...
There are exits to the south-west, south-east, and north-east.
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Post by wingilbear on Jun 16, 2020 1:45:49 GMT
Lantern raised I urge lil red southwest hoping to find more of what I recognize.
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Post by Spwack on Jun 16, 2020 2:41:14 GMT
Across the tiers of stone and down the south-west tunnel, you end up in a large cavern, natural rock formations abound and make the going treacherous... or it would, if you had legs. There's an immense pile of rusty metal stacked up in a chaotic heap in the far corner of the chamber. In the middle of the cavern, a rotating chain goes clacket-clacket-clacket-clacket, passing around a wheel attached the floor, and heading up into a large hole in the ceiling. You can see rods of metal threaded through the chain to make it easy to hold on to, should you wish to ascend to the floor above.
There's a tunnel leading north-west, and a narrow crawl-space leading south that fills you with dread just looking at it.
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Post by wingilbear on Jun 17, 2020 2:45:13 GMT
Ahh I see where this is. I'm going to head back the way I came to cell block 0.
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Post by Spwack on Jun 17, 2020 2:53:11 GMT
And you're back. What next? Normally that would be an encounter check, but you're definitely in the "safe area" (as much as one can exist down here)
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Post by wingilbear on Jun 17, 2020 12:18:57 GMT
I look into Murial, curious if I will gain insight on the location of the black star that holds Andsaca's soul. Heading back to the swampy area with the frogs and the beanstalk I am going to roll the bones so to speak. Rolling my father's knuckle-runestones. ZEyIJ18v1d6 "If Martha the Name Thief were to be no longer wearing her magical belt, would she still be able to utilize the summons within?" 1d6
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Post by Spwack on Jun 17, 2020 14:24:55 GMT
Murial the Magic Mirror? Right now, it just shows a hazy swirl, only vaguely in the shape of a worm. A few of the frogs hop around you, woe-croaking happily and snapping up insects. How do you feel about this predation of your lesser cousins? The knuckle-bones take a while to interpret, but the answer is definitely NO. What's your plan? Are you going to try and recruit more allies in your quest? Perhaps you might be able to wake up more of the entities that are still caged? ((Yes this is me out-sourcing player recruitment, what of it ))
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Post by wingilbear on Jun 18, 2020 1:36:02 GMT
Circle of life, its what we worms are about. Was hoping shrinking the name thief would cause her belt to fall off because it is magically protected and thus would not shrink. This says even if the belt is off that she can still use the summons so I need to find a way to negate her magic or any attacks could be healed. Best bet is to help some of the other recruits then go find Andsaca's skull and try to utilize it for the F**K summons spells. Additionally been thinking about poisoning Martha or utilizing some sort of assassination technique. Finders keepers makes everything a bit more deadly and I can use this to my advantage.
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Post by Spwack on Jun 18, 2020 2:49:54 GMT
((The issue with the english language is that we've gotten rid of the Yes/No/Aye/Nay split. If the Name-Thief isn't wearing/holding the belt, she won't be able to use the summons))
((And yes, Finders is a lot less swingy, we will see what that does to the deadliness in due course I'm sure!))
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Post by wingilbear on Jun 18, 2020 10:58:26 GMT
If the name thief is not wearing the belt they cannot use the summons?
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Post by Spwack on Jun 19, 2020 1:15:19 GMT
Correct. Like most magic items, it needs to be held and/or worn to be used (this is mostly a safety thing, otherwise you could stare at a magic item and cause it to activate)
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Post by wingilbear on Jun 19, 2020 1:41:19 GMT
I have the inklings of a plan. Whom else is in the cell block 0 now for adventurers?
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Post by Spwack on Jun 19, 2020 13:04:29 GMT
You can hear the sounds of lasers firing to the north, if you want to go check it out.
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Post by red_kangaroo on Jun 19, 2020 16:52:19 GMT
I stumble back to Cell Block Zero and collapse on the ground.
"Worm person. If you don't want to eat or disintegrate me, then nice to meet you. Otherwise please wait a second until I catch my breath."
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