Post by Wizard on Apr 5, 2004 13:25:36 GMT -5
Anyone here play? I picked up a new starter on a whim after not playing for a few years, and found the software for it inside. Post your SN here...mine's Elxethan. Wizard was taken, dang it!
Storage: (I'll assume you do so, but this is in no way meant to railroad. Should your character wish to stay at the inn, post your intention and I'll comply.)
Once outside, Linquer takes a route much more direct than that of the night before. He moves purposefully, trying to avoid passerby, but shoving his way through when necessary.
Finally, you reach the gate. There are guards stationed on either side of it.
"Come on over here," Linquer says, ducking into an alley. He pulls a small rod from one of the innumerable pouches on his person. "I knew this would come in handy. Hold still---I'm not so good at this," he says seriously.
Before you can protest, he flicks the wand's head at you and mutters a word. Looking at the others, you realize that there are no others to look at---they seem to have disappeared. But so have you. Looking at your hand, you see nothing but air. Linquer finally turns the wand on himself and he too disappears.
Linquer's voice issues out of thin air: "Come. Whatever you do, don't touch the guards---they're liable to raise an alarm if they think someone invisible is trying to sneak through." Footsteps appear on the dusty alley floor, leading to the gate.
(Another assumption---you guys follow him)
(Dex checks---all succeed but for Turnkey, who knocks a seemingly isolated man over. Luckily, the guards fail to notice. [They rolled Spot's of 4 and 7])
Finally, on the other side, Linquer calls out quietly to each of you until you are gathered.
"The caravan is still leaving tomorrow---
Storage: (I'll assume you do so, but this is in no way meant to railroad. Should your character wish to stay at the inn, post your intention and I'll comply.)
Once outside, Linquer takes a route much more direct than that of the night before. He moves purposefully, trying to avoid passerby, but shoving his way through when necessary.
Finally, you reach the gate. There are guards stationed on either side of it.
"Come on over here," Linquer says, ducking into an alley. He pulls a small rod from one of the innumerable pouches on his person. "I knew this would come in handy. Hold still---I'm not so good at this," he says seriously.
Before you can protest, he flicks the wand's head at you and mutters a word. Looking at the others, you realize that there are no others to look at---they seem to have disappeared. But so have you. Looking at your hand, you see nothing but air. Linquer finally turns the wand on himself and he too disappears.
Linquer's voice issues out of thin air: "Come. Whatever you do, don't touch the guards---they're liable to raise an alarm if they think someone invisible is trying to sneak through." Footsteps appear on the dusty alley floor, leading to the gate.
(Another assumption---you guys follow him)
(Dex checks---all succeed but for Turnkey, who knocks a seemingly isolated man over. Luckily, the guards fail to notice. [They rolled Spot's of 4 and 7])
Finally, on the other side, Linquer calls out quietly to each of you until you are gathered.
"The caravan is still leaving tomorrow---