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[RPG] Sword and Sorcery Play-by-Post

533 replies · 502,118 views · Started 24 September 2014

Using my natural Elven sense of direction, I make my way through the gourds towards where I believe my companions to be. I am nearly knocked over by a hairy beast wearing a postman's outfit as it runs past me, but it continues on, apparently not concerned with engaging me. Looking back toward where the beast fled from, I see my companions, and approach them to ask what happened.

I inform my comrades of my discovery of the person (and quite likely people) in the giant gourds. I admit that I am unsure if freeing them is even possible at this point. They could very well perish if removed for all I know, or they could just simply awake (for any that are still able to do so). However in that case, we would have to worry about defending them until they can escape while a werewolf that may or may not be magically under the owner of the mansion's control. I express that I will follow with whatever idea my comrades elect, as both ideas have their risks. We must think quickly though as the werewolf won't be gone for long, maybe even returning with reinforcements.

After verifying that the soldier is not injured, I will inform him and the rest that the patch is a different location than the mansion and is connected by portals that they can't see. I suggest we leave the patch and return to the mansion as soon as we can, explaining that there may be expanded areas of space nearby that contain unknown dangers.

A new challenger approaches!

[MENTION=38528]SUCCESSOR[/MENTION]
Reven, the ale is starting to clear from your head, and this is most definitely a BAD THING TO HAPPEN. You've been looking for a fresh source of spirits, but there seems to have been some manner of brawl at the tavern and the establishment is closed. You spot a MANSION on the hill up the road. Those guys always have the best booze, so you shuffle to the gates and let yourself in.

It's quiet. You see the FRONT DOORS, as well as a GREENHOUSE and a HEDGE MAZE. You don't have time for games, so you go for the front door. It opens inward, much to your surprise, and as the door swings open you fall, finding that the floor of the entrance hall is missing.
You dangle from the knob, desperately trying to pull yourself back from the drop. You succeed, barely.
As you ponder WHO BUILDS A CASTLE WITH NO FLOOR, you notice that there's a ledge you can shimmy around through the front door, with doors to the LEFT and to the RIGHT. You might also be able to climb down to the LOBBY below if you had a rope, or even JUMP DOWN if you're feeling reckless. Otherwise, there might be another way in somewhere on the MANSION GROUNDS.

What do you do?
===========================================

[MENTION=60919]TheDarkOne[/MENTION], [MENTION=38704]mrz84[/MENTION], [MENTION=38796]Xyvol[/MENTION]
Sancireph, Zataka, and Malichor, you reunite at a crossroads in the PUMPKIN PATCH and trade information.
Zataka informs you all that there appear to be prisoners trapped inside the massive gourds, and he wishes to know if you should ATTEMPT A RESCUE or if you all should ESCAPE THE PATCH before the WEREWOLF returns with reinforcements.
Malichor checks Zataka for contagious injury and, finding nothing, explains that the three of you have stepped through a portal of DARKSPACE and are probably no longer on the mansion grounds. If you wish to seek the wizard, you will need to find your way out of this place, and MALICHOR can help you avoid further portal confusion.
Sancireph mentions that the WEREWOLF passed him as he approached, and perhaps it knows a way out of the patch. Even if it is dangerous, it must have some means of leaving this place to hunt for prey or report to its master (if it is indeed controlled by the WIZARD).

You hear a chuckle overhead. What do you do?

Drawing my blades, I jump backwards into a defensive stance as I look upward to see who is spying on us. I signal to the mage to be ready with a spell, and hope that the solider has his weapon ready as well.

Having just survived a near death experience I sit near the front doors and polish off my ale to unclear my head. Determined to make my way into the house I look around inside to see if there is something that can serve as a rope within reaching distance or some other means to descend such as fixtures or soft furniture to land on. Failing that I have a look around outside not too far from the doors. I have little interest in making my way around the massive grounds. Any places I enter I search all nooks and crannies from items of interest (or spare change). As I search for a means to get into the lobby I think on what might be behind the door to the left and whether I should just give up and make my way through it.

I ready the flame enchantment on my greatsword again and prepare for attacks from above. From the sounds of it it isn't the werewolf, though I'm, not taking any chances again.

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, looking around you see only a crow perched on the pumpkin above you. That's odd... it looks like it's SNICKERING. Focusing your attention on it you feel the chill of an INCREDIBLY POWERFUL PRESENCE behind the feathers of the beast.

[MENTION=38528]SUCCESSOR[/MENTION]
Reven, there's a rather comfy-looking COUCH on the floor below. You might be able to leap to it to cushion your fall. There are no curtains or ropes with which you might climb down, but the VINES growing around the entrance seem sturdy enough. Putting the two together, you take a rather large piece of vine and, using it as a lasso, toss it around the CHANDELIER and swing to the couch, landing on the couch feet first.
The lobby is stylish but sparse; it's got marble floors and a few places to sit, but is otherwise uninteresting. There are three doors on this floor, one across from where you are seated and two to your right, one on the wall behind you and one that's on the far wall, across from the entrance you nearly fell from earlier. Where will you search?

[MENTION=38704]mrz84[/MENTION]
Zataka, lighting your sword again you swipe it into the air a few times to intimidate whatever is lurking to attack. You spot a crow perched on the pumpkin above you; it is the only entity of note in the vicinity.

[MENTION=38796]Xyvol[/MENTION]
Malichor, you call out to the sky, demanding to know who is taking amusement from this situation. The snickering stops. "Damn, I knew I needed to work on laughing more quietly!"

[MENTION=60919]TheDarkOne[/MENTION], [MENTION=38704]mrz84[/MENTION], [MENTION=38796]Xyvol[/MENTION]
Sancireph, Zataka, and Malichor, the crow perched on the pumpkin above you takes a bow and begins to speak.
"You've caught me. I am TELIVAR THE GREAT, master Hedge wizard and owner of this mansion. I just can't help laughing at you adventurer types; you make your livelihoods trespassing on properties and tripping over traps, and it's just so amusing to watch. Like scrying on a bunch of inebriated lemmings."
The crow flies to another pumpkin and turns to face you again.
"I'll give you props for being attentive. Most adventurers would have chased the werewolf, and been overwhelmed by the rest of the pack. You have enough mind to be cautious, and I respect that. Tell you what: if you can find your way to my study, we can discuss the matter further. I may have an employment opportunity for you."
With that, the crow flies off. You are alone once more in the pumpkin patch.

There is a overwhelming feeling in the back of my head that the hedge wizards isn't one to b trifled with. I suggest for now that we make our way out of the maze and see what he wants. If we encounter the werewolf again, we must be on guard for the rest of its pack. As for the man in the gourd, there really is no choice now but to leave him, as he would be too difficult to protect from attackers. If what the mage says is true, it would be in our best interest to make way to his study as quickly as possible. Until we leave the maze, I keep the flame enchantment active on my greatsword.

I am concerned about the wizard's intentions--it seems he is evil but his motives remain unclear. I do not trust his words, and I tell my companions that I think the wizard may be luring us into a trap. I am uncertain if we should do as he suggests.

"The mansion is most certainly trapped, the wizard enjoys watching people fall for them. However, I fear the only way we will gain any answers is by speaking to him. I suggest we carefully make our way there." I help guide my companions past/though the darkspace portals, back to the greenhouse.

[MENTION=38704]mrz84[/MENTION], [MENTION=60919]TheDarkOne[/MENTION], [MENTION=38796]Xyvol[/MENTION]
Zataka, Sancireph, and Malichor, you make your way out of the pumpkin patch at MALICHOR's lead, fully aware that the mansion promises even more peril than you've encountered. You see several more werewolves as you make your escape; no doubt they are others who fell for the ruse in the patch or even just wandered into the wrong place. With ZATAKA's careful planning, though, you manage to avoid direct conflict. Back at the greenhouse, SANCIREPH explains the bloody means through which WRAITHWOOD is cultivated (while carefully tiptoeing around the Aasimar part).
Going back to the mansion entrance, you find the front door is AJAR. The room beyond has a fifteen-foot drop, a ledge to doors on the LEFT and RIGHT, as well as a vine hanging from the CHANDELIER. A man is on the couch in the lobby below, napping in tattered dark clothes. He might look like a cat burglar, but who takes a nap while they're robbing somebody?
What do you do?

[MENTION=38528]SUCCESSOR[/MENTION]
Reven, you've dozed off on the couch. You hear a noise from above. Squinting but maintaining the illusion of unconsciousness, you peek to see three figures standing in the doorway you plummeted from earlier. What do you do?

Noticing that I have been spotted I recall the layout of the room with my eyes closed. I chastise myself silently for thinking I could be so neglectful for even a moment to nap off the ache. Through squinting eyes I take in the look of the new-comers. Clearly they aren't the owners and whomever they are I don't want to butt heads with them. I take a half second to absorb the details of their appearance that I can gleam from here then get up, keeping sure that only my cloak can be seen and calmly walk toward the far door as if I haven't noticed them and that I belong right where I am. Passing through the door I immediately reverse my cloak that had been turned to the outdoor camouflage to the slightly nicer looking black. I fold in the hood and try to get a bearing on just what sort of place I am dealing with. Hopefully if I come across that trio again I will not be recognized.

Taking in the layout of the room, I attempt to devise several outcomes of various scenarios that could occur. I pick the one with the greatest chance of success and inform my comrades of our options to best proceed. I ask if either of my comrades has rope or a grappling hook we could use to descend safely to the floor below. The ledges seem like they would be difficult to traverse with my heavy armor, so I suggest we ignore them for now. As for the fellow on the couch, I try to take note of his appearance, but he seems difficult to make out. If we encounter him again, I advise that we be on our guard, though he seems to not be in league with the hedge wizard. He could prove to be an ally, if the right incentive is given.

Suspicious of a possible hedge wizard trap with the vine hanging from the chandelier, I decide to create my own way down. Taking out a handful of paper I inscribe the same rune on each. I then toss them down the hole. As they float down, they adhere to the walls at various intervals and harden to stone, creating handholds to climb down with. At the bottom, I beckon my companions to follow.

I follow Malichor's way down, then suggest we follow the dark-clad man through the same door from which he left the room. If he is a potential ally, it would be wise to join with him as soon as possible, before falling prey to any of the mansion's other traps. Conversely, if he is an enemy, we should make sure he does not impede our progress. I don't want to kill a man in cold blood, but I will defend myself and my companions is he proves violent.

[MENTION=38528]SUCCESSOR[/MENTION]
Reven, taking your nonchalant glance, you spot a PALADIN, a MAGE, and what appears to be a HIGHWAYMAN. They seem more concerned with the peril of the sudden drop than with you. You calmly cross the lobby, shuffling your feet in such a way that your movements are silent. It is almost as if you are a specter, some phantom drifting through; from nowhere, to nowhere.
Opening the far door, you find yourself in the AVIARY. Exotic birds abound, perching around the room. But it's odd... shouldn't there be more... leavings... on the floor? The room is surprisingly clean.
You reverse your cloak, tucking in the hood as you look around. There's a SPIRAL STAIRCASE leading up and down, and a DESK with various notes and illustrations, no doubt about the BIRDS. The papers are yellowed and old, though not soiled by the birds.
You feel the cold shiver of stairs upon you. Looking around, you notice that every one of the birds is looking at you. You decide to play a game, stepping back and forth and seeing how the birds react. They look away, as if to pretend they weren't watching, but you can see they're still keeping their attention on you. What do you do?

[MENTION=38704]mrz84[/MENTION]
Zataka, you assess the risks of each situation. The fall is too chancy given your heavy armor, you might break a bone in the landing. Likewise, the ledge is not wide enough to safely navigate. You ask SANCIREPH if he has a grapple and he retrieves one from his pack. You hook the thing to the knocker on the door and prepare to swing down into the lobby. Malichor stops you, however, insisting there is a safer way down and summoning a set of rock-climbing grips along the wall. Using the two, you successfully descend to the lobby. There's a door in FRONT of you, one to your RIGHT, and one to your LEFT (where the man on the couch drifted out like a specter). What do you do?

[MENTION=38796]Xyvol[/MENTION]
Malichor, before the SOLDIER goes through all the effort of descending with the grapple, you construct a set of granite grips for your descent through careful application of PAPER MAGIC. When you reach the bottom, you realize it would have been easier to make some STAIRS, but too late for regrets. There are three doors before you, with the one on the LEFT being the one that the cloaked couch man departed through. As you go to approach that door, you hear SINGING from the door on the other side of the room. Odd, but not unexpected in a place like this. It seems to be coming from the door on the RIGHT. What do you do?

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, the SOLDIER ZATAKA asks you for a grappling hook and you are happy to oblige. MALICHOR then constructs a set of climbing stones and the three of you descend into the lobby. You set out to pursue the COUCH NAPPER, but upon reaching the door he used to depart you find it is LOCKED. There are two other doors on this level, one to your RIGHT and one across from where you climbed down. A rat walking on its hind legs is moving towards the latter. After what happened in the pumpkin patch, you can't help but feel that this is the hedge wizard's intervention once more, and indeed you feel the shiver of an incredibly powerful presence as you focus your attention on the vermin beast. What do you do?

(I know Friday's update was late. Since everybody responded so quickly, I put in a bonus response. Normal schedule should resume this week, with an update on Tuesday)

I point out the rat's odd behavior to my companions, and also report that the door the mysterious man left through is locked. I ask Malichor if he perhaps possess any type of magic for opening locks (such as a Knock spell, in AD&D terms). I doubt we can try to pick the lock or break it--it is almost certainly a lock of a magical nature.

Weighing our options, I'd prefer to find the cloaked man as soon as possible. If only to find the nature of his presence. However that rat is suspicious. I re-enchant my blade with fire and keep a vigil while my comrades try to make headway on the left door, if even possible.

Taking in the details I am all but certain the birds are an illusion. Where does it begin and end though? Is the whole room an illusion? The whole mansion? pretend to disregard the birds but I keep note of their behavior as I walk over to the desk and look through the notes studiously but in a hurry until I hear someone trying the door I just came through and finding it somehow locked. Strange. "Hello." I say in a normal voice but not too loud to project into the room where I just left the others talking not to them but as if someone else was in the room. I sit and look through the desk drawers as I talk."I see my presence hasn't gone unnoticed. My intrusion is not hostile, I assure you! I had hoped to take a little rest and maybe meet the Lord of the Manor. Perhaps some you have some spare staples. Or perhaps care to barter." Are my words actually reaching someone or have I grown paranoid I wonder?

While talking I drew out a long thin blow dart gun and shot a wad of paper that flies silently toward one of the birds whose eyes were not on me. I keep a close eye on what happens and what reactions the birds make of my sudden action. I wonder if their eyes even see or whom they may see for.

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, you ask Malichor if he could possibly pick the lock with his magic, but he doesn't seem to hear you. In fact, he is positively enraptured by the door on the right. He wanders to it, hypnotized, turns the knob, and enters. You hear the door LOCK behind him.
You might be able to pick either of the locks if you had the PROPER TOOLS. Otherwise, the BIPEDAL RAT has disappeared through the last remaining unlocked door.
You hear muffled chat through the locked door.
What do you do?

[MENTION=38704]mrz84[/MENTION]
Zataka, you ignite your blade once more. The warmth of the flames is somewhat uncomfortable in the stale air of the lobby. The rat has departed through the door it was approaching. As for the cloaked man, he's behind the locked door. But doors are flammable, and walls next to doorframes are structurally questionable.
What do you do?

[MENTION=38528]SUCCESSOR[/MENTION]
Reven, as you read the notes on the desk you pick up on the general mindset of who you presume is the owner of the mansion. They're biology notes, specifically studying the magical capacity of each of the birds. Much to the writer's disdain, it seems the more colorful birds have less magical 'capacity' (as he writes it) compared to the more plainly plumed birds. The writer gripes about this, complaining that vermin have the highest magical capacity and also hypothesizing that the more bizarre or extravagant a creature's outward appearance, the more it strains on the plausible and so the less it can manipulate with magic.
As you talk, there is no response. You begin to feel paranoid. Using your blowgun, you shoot a wad of paper at the closest bird. To your surprise, it reacts as you would expect, distressing and crying out as it flies for safety. But when it perches, it does something unexpected. It gags at the sight of the slightly moist paper and tries to brush it off.
What is it perched on? Strange, you didn't notice that before. There are three STATUES in the room with you, each roughly fourteen feet high. One is of a WOMAN, one of a RAVEN, and one of a LIZARD. Each is clutching a CRIMSON ORB; the woman holds it in her hand with pride, the raven in its beak, and the lizard with it bursting from its chest.
What do you do?

[MENTION=38796]Xyvol[/MENTION]
Malichor, drawn to the SONG which grows louder by the minute, you enter the door on the right. It locks behind you.
You are in the LIBRARY. A TUNING FORK sits on the desk before you, vibrating ever so slightly. Is it the source of the melody? Tomes cover the walls, spanning four floors total. There are ladders for the bookshelves, as well as stairs up and down. Such a wealth of knowledge is quite enticing.
What do you do?

While I go over the situation in my head and several possible outcomes, I ultimately decide to use my flame enchanted greatsword to attempt to break through the right hand door and its suspiciously flimsy looking walls in order to free my comrade trapped within. The rat can wait for now. Once I am able to secure my comrade, I will attempt a similar strategy on the left hand door and attempt to find the cloaked man from earlier.

As I have neither the tools nor the knowledge to pick locks, I assist Zataka in his efforts to break through the door Malichor went through. Using the spiked wraithwood roots from my pack, I attempt to pry the door open with them while Zataka works on the walls surrounding the door.

Perplexed as I am and probably very paranoid. The lack of a reply is good news. That gives me freedom to roam as I please. I still have a feel of being watch which is something I particularly dislike. Anyway something of more interest leads me, food! I make my way up the stairs.

D'oh! I blame bunnies. What will I do? Uh, probably never leave? This could hold the knowledge to greater power that I've been seeking! First though, I need to investigate that tuning fork and determine if it poses a threat. I focus my magic senses on it to discover what magic properties it has. If it doesn't require my immediate attention, I'll then search the room for any other exits.

[MENTION=38704]mrz84[/MENTION]
Zataka, the walls are not suspiciously flimsy, it is just an architectural fact that while doorframes and doors themselves can be reinforced, people usually forget to reinforce the walls. You hack at the drywall of the lobby and sure enough, you are able to cut an opening between two studs you will be able to climb through. You see a LIBRARY, with MALICHOR examining a strange object on a table. Do you enter?

[MENTION=38528]SUCCESSOR[/MENTION]
Reven, you climb the staircase and stop at the second floor, though the stairwell does go higher. This floor has only a catwalk around the room, going to doors on the EAST and NORTH wall. Wait, how do you know which way you're facing? Ah, there's a compass carved into one of the statues! You must have noted it subconsciously as you were looking at them. The EAST DOOR goes back to the Lobby, but since you're on this floor that would be another risky drop. You have no idea where the NORTH DOOR leads.
You hear FOOTSTEPS above you. What do you do?

[MENTION=60919]TheDarkOne[/MENTION]
Sancireph, Zataka sends you to the other door so that he won't accidentally hit you as he is hacking at the wall. Using the Wraithwood roots as a pry-bar, you stab the frame of the door and push until it pops off its hinges. Before you lies an AVIARY with various exotic birds perched in the places you can see through the doorway. Do you enter?

[MENTION=38796]Xyvol[/MENTION]
Malichor, as you stare at the tuning fork you hear whispers of PSIONIC MAGIC. It appears to be some kind of lure. There's no hint of hedge magic this time, so you take a scrap of paper from the desk, write "HUSH" in runes, and place it upon the fork. The singing stops. As you do this, you hear a CRASH from behind you. The SOLDIER has cut a hole through the wall. What do you do?

I place the wraithwood roots back into my pack and enter the aviary with my hands near my swords, ready to draw them at a moment's notice. Remembering this to be the room the cloaked man disappeared into, I scan the room for him as I enter.

I call to Malichor, inquiring if he has any injuries. Once I am able to confirm his well-being, as well as anything he has found in the room, I'll suggest we find out the progress of our other comrade and the location of the hooded man. I keep my blade drawn and make ready to cast a fire enchantment on it if needed as we continue our efforts.

Had I lost my bearing? I try to recall the direction I entered the house from to make sure the compass I saw was correct. It seems this place is meant to mess with the mind. To be sure I sketch out a quick layout of the rooms I have been in to keep track. I want to keep my pleasant solitude for as long as possible so I don't want to head up the stairs and find out who's tramping around. I head through the North door keeping my eye on the surrounds. Maybe if this place is designed to be disorienting then there may be some secret to it if I keep my eyes open.