Post by K Man on Jun 15, 2006 9:10:25 GMT -5
{Again, sorry folks. Getting rather busy at work and getting sidetracked is easy for my small brain.}
Romar -
Lifting each foot and placing it before the other seems a relatively simple task, but you couldn't be farther from the truth. The crowded streets of the Hidden City make it difficult to walk a straight line and maybe, just maybe, something deep down inside fears what the Hidden City council may have to say.
You walk past vendors selling their wares. A tailor shouts into the streets about well he can repair robes for mass and ceremony and that he offers the widest selection of robe trim in the city. A few doors down from that, a baker shouts from a flour dusted window that his breads are hot and fresh, ready for sale. Just outside his window, two clerics debate the afterlife as dictated by their faiths, almost having to be pulled apart by companions as the argument grows to a heated debate.
But even all these distractions, these bustling streets, can't entirely halt your progress to the council building. It isn't long before you feel the solid stone beneath your feet of the steps leading to the double doors before you. The claw marks are gone, but the memories of that day are still very vivid in your mind.
It was on this very spot that you lost five years of your life...and so much more.
You're pulled from the moments' memories by the stauch voice of a temple guard--even in the city of clerics, there is need for safety. He is a paladin, clear by his holy symbols and glimmering metal armor, and he speaks with authority.
"Speak your name and why you seek entrance."
--------------------------------------------------------------------------------------
All Others -
{Roll = Rat (Oddly Enough)}
Turning into nothing more than mist, Yuri slips easily through the wide grating and into the tunnel beyond. Reforming into flesh and bone, the vampire goes about examining the grate. The solution is simple. There is a latch on this side of the grate, but it is locked and rusted shut from years of inactivity.
But, it does give you the weakest point in the grating for all you must do is break this small peg that holds the grate shut. [No Need to roll, you guys have the strength] With a great heave, the gate is broken open and your access into the depths of Ephemyril is granted.
However, it is through a sewer that you must crawl instead of through the main grates to the city...and the clock is ticking. You have but a few hours until sunset when Sturmguard must give his answer of surrender to the power-hungry queen. You must get to her before then!
The sewers are relatively simple to understand. A series of networked tunnels, no higher than five feet and just as wide that are shaped in concentric rings. Through these rings are main-line tunnels, only a foot wider but they do not curve or bend...they head straight for the city's center.
Right where the tower is...
You slosh through the muck for a few minutes, passing ring after ring of smaller sewer tunnels until you reach a central, large circular chamber...the heart of the system. Above you, about ten feet from the floor, is a large grating where the last little bits of fading sunlight trickle down through iron bars. The light coming in from above is tinged a faint hue of amber, like the very tower you seek, so you know you must be close.
You can hear the sounds of movement above. Heavy footsteps, calls by commanders...the sounds of soldiers. If you remember from you last visit to this tower, there were soldiers barracks close to the tower. Perhaps you are close to these barracks? If so, you're about to rise up into the lion's den.
The next steps will be crucial to success...
Map: (To speed things up)
<<<LEGEND>>>
# = Sewer Grating
^ = Direction to Queen's Amber Tower
Buildings are barracks, each is capable of housing 25 soldiers.
E = Elven Soldier (AC 19 {ff: 16, Touch 13}, HP 35, +9, 1d8+3)
H = Elven Archer (AC 16 {ff: 12, Touch 14}, HP 25, +9/+3 1d6+2)
M = Elven Mage (AC 15 {ff: 15, Touch 15}, HP 18, +4, 1d4) (3-4th Level Wizards)
S = Elven Seargent (AC 22 {ff: 21, Touch 11}, HP 60, +11/+7 1d8+1d6+4)
{To break out of the grating above, I'll need a STR check DC 18 up to three can assist and it takes a full round.}
Romar -
Lifting each foot and placing it before the other seems a relatively simple task, but you couldn't be farther from the truth. The crowded streets of the Hidden City make it difficult to walk a straight line and maybe, just maybe, something deep down inside fears what the Hidden City council may have to say.
You walk past vendors selling their wares. A tailor shouts into the streets about well he can repair robes for mass and ceremony and that he offers the widest selection of robe trim in the city. A few doors down from that, a baker shouts from a flour dusted window that his breads are hot and fresh, ready for sale. Just outside his window, two clerics debate the afterlife as dictated by their faiths, almost having to be pulled apart by companions as the argument grows to a heated debate.
But even all these distractions, these bustling streets, can't entirely halt your progress to the council building. It isn't long before you feel the solid stone beneath your feet of the steps leading to the double doors before you. The claw marks are gone, but the memories of that day are still very vivid in your mind.
It was on this very spot that you lost five years of your life...and so much more.
You're pulled from the moments' memories by the stauch voice of a temple guard--even in the city of clerics, there is need for safety. He is a paladin, clear by his holy symbols and glimmering metal armor, and he speaks with authority.
"Speak your name and why you seek entrance."
--------------------------------------------------------------------------------------
All Others -
(KMAN, what animal do I get? Bag of Tricks, Grey... Perhaps its a rat that can help out easily...
{Roll = Rat (Oddly Enough)}
Turning into nothing more than mist, Yuri slips easily through the wide grating and into the tunnel beyond. Reforming into flesh and bone, the vampire goes about examining the grate. The solution is simple. There is a latch on this side of the grate, but it is locked and rusted shut from years of inactivity.
But, it does give you the weakest point in the grating for all you must do is break this small peg that holds the grate shut. [No Need to roll, you guys have the strength] With a great heave, the gate is broken open and your access into the depths of Ephemyril is granted.
However, it is through a sewer that you must crawl instead of through the main grates to the city...and the clock is ticking. You have but a few hours until sunset when Sturmguard must give his answer of surrender to the power-hungry queen. You must get to her before then!
The sewers are relatively simple to understand. A series of networked tunnels, no higher than five feet and just as wide that are shaped in concentric rings. Through these rings are main-line tunnels, only a foot wider but they do not curve or bend...they head straight for the city's center.
Right where the tower is...
You slosh through the muck for a few minutes, passing ring after ring of smaller sewer tunnels until you reach a central, large circular chamber...the heart of the system. Above you, about ten feet from the floor, is a large grating where the last little bits of fading sunlight trickle down through iron bars. The light coming in from above is tinged a faint hue of amber, like the very tower you seek, so you know you must be close.
You can hear the sounds of movement above. Heavy footsteps, calls by commanders...the sounds of soldiers. If you remember from you last visit to this tower, there were soldiers barracks close to the tower. Perhaps you are close to these barracks? If so, you're about to rise up into the lion's den.
The next steps will be crucial to success...
Map: (To speed things up)
^
____ ____
| | H H | |
| | | |
| | | |
| | E S EE | |
| | | |
|_/__| |__\_|
M
H S
____ E ____
| | EE | |
| | M | |
| | | |
| | HE E | |
| | | |
|_/__| |__\_|
E # ES
____ ____
| | | |
| | | |
| | E | |
| |H E E | |
| | H | |
|_/__| M |__\_|
<<<LEGEND>>>
# = Sewer Grating
^ = Direction to Queen's Amber Tower
Buildings are barracks, each is capable of housing 25 soldiers.
E = Elven Soldier (AC 19 {ff: 16, Touch 13}, HP 35, +9, 1d8+3)
H = Elven Archer (AC 16 {ff: 12, Touch 14}, HP 25, +9/+3 1d6+2)
M = Elven Mage (AC 15 {ff: 15, Touch 15}, HP 18, +4, 1d4) (3-4th Level Wizards)
S = Elven Seargent (AC 22 {ff: 21, Touch 11}, HP 60, +11/+7 1d8+1d6+4)
{To break out of the grating above, I'll need a STR check DC 18 up to three can assist and it takes a full round.}