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Mega (A Choose Your Own Adventure experience)

Apple Thief

Slayer of Bees, Protector of the Mushroom Folk
*I highly recommend viewing this with night settings on












What is Mega?
Tower_of_Time_Concept_%287%29.jpg
Mega is a roleplay about adventurers trying to break out of a dungeon instead of inside of one. Here they must match wits and forge bonds in order to survive the infinite danger and complexity of a fabled mega dungeon. It's mostly a game between friends where we do a bit of roleplay and roll a couple of dice when combat or skill encounters come around, but I am open to accepting outside applications. I'm looking to run it like a Choose Your Own Adventure book meets a D&D play by post.
Intent and Expectation
Session Zero​
I realized after a couple of days that maybe I haven't been all that clear about how the game would run or how things were going to be. I'm used to doing session zero in person, so it sort of slipped my mind when I got excited and started putting all this together. Consider this our first get together!

First things first: What is this game?
It's a Play by Post roleplay using a custom D6 system. Ideally, I want it to play out like a Choose Your Own Adventure book where you come up with your own options and choices based on the information available. I'm looking to be the narrator that helps frame your personal story in a fantastic location. I want it to be a sandbox where you have the option to play with whatever you want-- or maybe even leave the box and eat glue in the classroom, whatever you want to do. If you have ideas and plans and plots in mind for your character, let me know! The better I can tailor this experience for you, the better the story we make becomes.

It's not a perfect system though and I want to spread awareness of what you could be getting into by compiling a list of positives and negatives:



Positives
+ Greater details
+ You can take your time to think before you post
+ Posting happens at your pace
+ They often last a really long time



Negatives
+ They can be slow. Like, really slow
+ You use your imagination a little differently than a normal roleplay
+ It can take some adjustment to get used to
+ While long lasting, they also have very high attrition rates
+ Lots of reading to do (some people like this, though)



Expectations:
+ Be aware of the rules
+ I'd like you to post at least once a day
+ Be prepared for things to not go optimally while we figure it out
+ We gotta keep the game moving or it'll die
+ First and foremost, this is a game with some roleplay added to it. It's not your standard roleplay!
+ It's okay if your posts are short; only write an essay if you have an essay amount of information.
+ And most importantly, your life is more important than this roleplay
Introduction
byung-ju-bong-01.jpg
Tattered rags hang from your malnourished body and you feel a wave of nausea pass over you. Hazy recollections of a life once lived drift in and out of your mind, but you find it difficult to focus on them. In fact, you're not even sure if this is all real or not. You're not quite sure what it is, but it feels as though an unseen force is keeping you from remembering anything fully or connecting any dots. Though numb, you are able to flex your fingers and wiggle your toes... yes, this isn't a dream. Where am I?

You are wracked with pain! Your mind is bombarded with nightmarish memories!

Strange men with writhing tentacles on their faces in a circle around you
Crude medical instruments cutting into you while you lie on a slab of metal
Your breath on a purple sheet of glass while your body is paralyzed
On the other side of the glass, you can see... stars? Wait, what is that--


A spear of burning light pierces your eyes! Everything goes black!

As quickly as they started, the awful visions leave you. Shaky and weak, you somehow manage to find the strength to stand up.

You are alone.
Dice System
37174.jpg

Skill Encounters/Dice Checks
+ Combat and obstacles can be represented as skill encounters
+ Any skill encounter can be decided with a D6 being rolled
+ The challenge will be given a DC that is relevant to the difficulty

Leveling/Experience
+ Anytime you succeed on a skill check, you gain +1 experience in the related skill
+ Every ten experience points gains a level
+ Each level gives a +1d6 to rolling for the related skill
+ Skill hard cap of 10 levels

Health/Damage
+ Health starts at a base of 3 hitpoints
+ Combat is about having a higher skill roll than the opponent
+ Losing to someone's roll means you take 1 damage

Classes
+ Every player starts with a class
+ Each class grants three levels that can be dispersed freely in a skill or several skills of their choice
+ Three levels in one skill? One level in three skills? Up to you
Character Creation Code
88db53c7f7ec47d5bf323f2c53e3d6ae.jpg

Character Sheet​
This is the format for creating your character. Keep in mind it is subject to change, so be wary of updates! Here's a few things to remember as you go into this:
1) You start with 3 hitpoints
2) You start with one class (3 skill levels allocated any way you choose)
3) You only have a vague recollection of your prior life

Code:
[side=left][img]Picture here[/img]
[size=4][b][u]Name:[/u][/b][/size] Name
[size=4][b][u]Race:[/u][/b][/size] Race
[size=4][b][u]Gender:[/u][/b][/size] Gender
[size=4][b][u]Age:[/u][/b][/size] Age
[size=4][b][u]Class:[/u][/b][/size] Class[/side]

[side=right][size=4][b][u]Gear:[/u][/b][/size]
+ Tattered Rags

[size=4][b][u]Skills:[/u][/b][/size]
+ Coercion 3 (0/10) 
[/side]

[size=4][b][u]Background:[/u][/b][/size]
To be constructed
Character Roster


  • acUH2cP.jpg

    Name: Wendal
    Race: Human
    Gender: Male
    Age: 45-50
    Class: Nobleman

    Gear:
    + Tattered Rags

    Skills:
    + Coercion 4 (0/10)

    Background:
    Yet to be remembered.











 
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Example Post + Code​
Code:
[side=left][IMG]https://cdn.discordapp.com/attachments/411118146800582667/578777530916667393/Lord_Vermin.png[/IMG]
[accordion=100% | bcenter]
{slide=center|[color=#ffffff][size=3]Info[/size][/color]}[b][u]Name:[/u][/b]Julius Vermin
[b][u]Age:[/u][/b] 236
[b][u]Race:[/u][/b] Vampire (Human)
[b][u]Gender:[/u][/b] Male
[b][u]Health:[/u][/b] 3/3
{/slide}

{slide=center|[color=#ffffff][size=3]Skills[/size][/color]}[b][u]Cooking:[/u][/b] 1 (0/10)
[b][u]Swordplay:[/u][/b] 1 (0/10)
[b][u]Sneak:[/u][/b] 1 (0/10)
{/slide}

{slide=center|[color=#ffffff][size=3]Gear[/size][/color]}[b][u]Chest:[/u][/b] Tattered Rags (+0 HP)
{/slide}
[/accordion]
[/side]

[CENTER][SIZE=7][B][I][COLOR=#9e1616][U]Julius[/U][/COLOR][/I][/B][/SIZE]
[SIZE=6][I]Example Post[/I][/SIZE][/CENTER]


Text goes here!



Lord_Vermin.png

Info
Name:Julius Vermin
Age: 236
Race: Vampire (Human)
Gender: Male
Health: 3/3
Skills
Cooking: 1 (0/10)
Swordplay: 1 (0/10)
Sneak: 1 (0/10)
Gear
Chest: Tattered Rags (+0 HP)


Julius
Example Post


Text goes here!
 
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The roleplay is ready to start!
You may begin posting!
 
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John

Your story begins in an oubliette.

The damp smell of earth fills your nostrils and the flickering flame of a torch casts odd shadows along the walls. Were it not for the steady drop... drop... drop... of water coming from the ceiling, the utter silence would be enough to drive a man mad.

You are alone.

You have recently woken up for the first time and only have fragments of your memories. You do not know where you are or how you got here, but you might have some ideas about who you are and what you're capable of.

Your cell is roughly ten feet by ten feet with a flickering torch on the wall behind you and a metal door in front of you. To the left lies the crumbling shell of a rotted out barrel along the wall and on your right is the ossified remains of another prisoner in a corner of the room. There appears to be some kind of writing on the wall next to the skeleton, but it's hard to see from where you're standing with such dim light. The only other feature you see at a glance is a square cut hole in the ceiling above you.​
Wendal

Your story begins hanging in a creaky prison cage.

The very first things you notice are your bare feet dangling over a dark abyss and a pungent smell of rotting flesh wafting upwards from it. If you poke your head out from between the bars and crane your neck, you can see your cage is being held up by a chain that is positively caked in rust. Perhaps it would be wise if you kept still for a moment longer...

You are not alone.

Hanging in front of you is a similar cage, but with a thin man who appears to be incredibly malnourished. Despite flies buzzing around his eyes and into his ears, he doesn't move a muscle-- nay, he does not even blink! His bloodshot eyes are cast a little lower, however, at your dangling feet.

You have recently woken up for the first time and only have fragments of your memories. You do not know where you are or how you got here, but you might have some ideas about who you are and what you're capable of.

The cages of you and the other prisoner sit side by side in a circular stone shaft amongst a jungle of rusty chains hanging all around you. The ceiling is almost one hundred feet up with a large metal grate and several shafts of torchlight beaming through it. You are unable to see what lies below you, but occasionally you hear heavy shuffling and a juicy, crunching sound every once in a while.​






 
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Info
Name:John
Age: 18-23
Race: Human
Gender: Male
Health: 3/3
Faith: 0/1
Skills
Alchemy: 1 (0/10)
First Aid: 1 (0/10)
Herbalism: 1 (0/10)
Pray: 0 (1/10)
Abilities
Last Rites: 0 (1/10)
Gear
Chest: Tattered Rags (+0 HP)


John
Patient Friar

In a haze, John dragged his blurred vision across the room he found himself in, wondering how he got there. "What happened? The last thing I remember... I was reading scriptures." His mind jumped, he furiously patted himself and searched the floor around him. Nothing but the cold hard ground. He recollected himself, and decided to focus on the situation at hand. Crouched in front of the deceased, he wondered about their life, and took a moment of silence. May they rest in peace. He turned towards the writing on the wall trying to make out what it said.
 
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John

You feel a presence in the room for a brief moment.

The torch behind you suddenly flickers and you spy movement out of the corner of your eye-- but when you instinctively turn your head to look, you see nothing. Perhaps the shadows are playing tricks on you? But instead of a feeling of dread, you feel something different.

The sense of nausea and hunger you felt are replaced by a strong feeling of calm; like a hot fire on a cold night, tranquility slowly spreads throughout your aching body. As you turn from the skeleton, your eye catches something within the skull of the deceased. A small red flower appears to be blooming within, no doubt thriving from the decay. As you linger on the flower, you fancy that this person was a woman of faith, but you're not sure why.

Upon closer inspection of the writing on the wall, you discover a carved phrase that reads, "Scyla uth Eta?" The last word seems important and chiseled next to it is a small symbol of a closed hand grasping a dagger by the blade. There's something odd about the inscribed stone on the wall as well.

It looks... crooked?​







 
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Info
Name:John
Age: 18-23
Race: Human
Gender: Male
Health: 3/3
Faith: 0/1
Skills
Alchemy: 1 (0/10)
First Aid: 1 (0/10)
Herbalism: 1 (0/10)
Pray: 0 (1/10)
Blade: 0 (0/10)
Abilities
Last Rites: 0 (1/10)
Gear
Neck: Daggerhand Amulet
Chest: Tattered Rags (+0 HP)
Right Hand: Ornamental Dagger (+1 Dagger)
Items
+ Uncut Ruby
+ Obsidian Key
+ Worn Chisel


John
Patient Friar

John looked around the cell trying to see if the tool used to carve the stone was still there before examining the crooked stone once more. "Perhaps it can be moved from its spot" he thought to himself.
 
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John - Inspecting/Moving the Inscribed Stone

A wiggle or two proved that the crooked stone was indeed loose. Within a few moments of prying and swearing, John is able to carefully remove the inscribed stone from it's place in the wall. Behind is a small, hollowed out space where several items glitter in the torchlight:​

+ An ornamental Dagger. The handle is made of silver with a wide guard and embedded with a topaz in the hilt. (+1 to damage rolls using the Dagger skill)
+ A partially uncut ruby.
+ A small amulet threaded with twine. The amulet itself is made of simple copper and bears the image of a hand grasping a dagger. On the back lies two inscriptions that read, "Modar Eta!" and "In hume de Eta."
+ A large key made of obsidian with curiously shaped teeth that curve and end sharply. It seems menacing in the dim light.
+ A small chisel that is nearly worn down to the handle. It's caked in mud and clay.








 
acUH2cP.jpg

Info
Name:Wendal
Age: 45-50
Race: Human
Gender: Male
Health: 3/3
Skills

Coercion: 4 (0/10)
Gear

Chest: Tattered Rags (+0 HP)


Wendal
Conniving Nobleman

Wendal takes a closer look at the creature before him. Unsure of what exactly he sees, Wendal attempts to communicate by first waving at the man and then wiggling his toes and watching the man's eyes. Gathering his bearings, he takes a small pebble from his pocket and drops it down the shaft for an estimate of the depth.
 
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Wendal

The miserable thing in the other cage stays still until you begin to wiggle your toes and feet around. With a sudden lurch, the other prisoner forces his head between the bars of his cage, gnashing his teeth and clawing the empty space between you with a throaty, "RAHHHHHHH!" escaping from his lungs. Fortunately, several feet separate you (pun intended) from such a wild creature.

In this new position, you see a couple of things about the man that you didn't notice before.

He is missing his legs and parts of his lower body are covered in bites and infected sores. How the man had lived this long without succumbing to an extreme sickness or even hunger is a mystery to you. That is, until you notice some of the other bones in the cage with him; it occurs to you that all of the hanging chains might have held other prisoners before and some of them are either sitting in his cage or in the bottom of the pit below. There are also a couple of glimmering objects near him, in particular a strange looking book strapped onto his body. It seems to be in mint condition as well. Curious.

As they say by the river, a starving man is capable of anything.

As you drop the pebble from your pocket into the pit below, it only takes a few seconds before you hear the telltale clack! of a falling object on stone. Seconds after, several mighty impacts shake the entire room, sending your cages swinging wildly in the open space. Dust trails from the ceiling and the walls quiver and shake for a few moments before stopping and being replaced by the slow shuffling from earlier. Only now does the wild man stop his flailing and remains frozen halfway out of the cage, his eyes wide in fear and looking into yours. For a brief moment it almost seems like he's going to speak, but he can't seem to utter any intelligent speech.

He does the next best thing and uses his shaking hands to tell you he doesn't want you to drop anything else down there.

The chain on his cage seems a little more brittle than yours, now that you think about it.​







 
D1jkmBhU4AEnJzl.jpg

Info
Name:John
Age: 18-23
Race: Human
Gender: Male
Health: 3/3
Faith: 0/1
Skills
Alchemy: 1 (0/10)
First Aid: 2 (0/10)
Herbalism: 2 (0/10)
Alchemy: 2 (0/10)
Pray: 1 (1/10)
Blade: 1 (0/10)
Abilities
Last Rites: 1 (1/10)
???: 1 (0/10)
Gear
Neck: Daggerhand Amulet (+1 ???)
Chest: Tattered Rags (+0 HP)
Right Hand: Ornamental Dagger (+1 Blade)
Items
+ Uncut Ruby
+ Obsidian Key (1/???)
+ Worn Chisel


John
Patient Friar

John decided to inspect the barrel, wondering if anything was hidden inside it, or maybe behind it. Then he moved himself towards escaping the room with not much left to do. He tried the door, hoping it wasn't locked. If it was, the key might work. He thought it would be too convenient to find himself in a locked room with the key, but he might as well try.
 
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John

+ Inspect the barrel
+ Inspect area around the barrel
+ Inspect the door


A cursory glance inside the barrel reveals four strange fruits within: a purple fruit, two red fruits, and a yellow fruit. You can't recall ever seeing them before in your life, but they seem rather tempting to eat. Forbidden fruit and all that, you understand. The barrel itself is made of cedar and is in the process of rotting and molding. This suggests the barrel and possibly the fruit have been here a while, so it's interesting that the food inside has yet to go bad. Or perhaps it already has? There's no way to know at a glance.

As you inspect the area around the barrel, you notice that there is a loose floor tile beside the barrel. Beneath it is a tunnel big enough for a man to crawl on his hands and knees and it leads in the same direction as the door. If you poke your head inside, it appears to go on long enough that you cannot see the end or whether or not it turns or splits off. You also notice large animal droppings sprinkling the ground inside-- or they look like animal droppings, leastways.

The door is incredibly solid as it is made of pure iron. Despite some aging and weathering, it is still in very good condition and capable of withstanding a lot of punishment. As expected, it is locked, so you've opted to try the key you found. The obsidian key fits into the door surprisingly enough; It didn't appear to even fit the lock at a glance, but the moment you tried to see if it worked, it slid in effortlessly. The door is still locked even if you turn the key both ways. Upon removing the key, you notice that it's missing one of it's teeth. You also noticed that when you turned the key, you didn't hear it connect with any mechanisms inside. Even the wrong key would've hit something. ​







 
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acUH2cP.jpg

Info
Name:Wendal
Age: 45-50
Race: Human
Gender: Male
Health: 3/3
Skills
Coercion: 4 (1/10)
Abilities
???: 1 (0/10)
Gear
Chest: Tattered Rags (+0 HP)
Items
+ Weighted Dice
+ Strange Book (Locked) (??? +1)
+ Leather Harness


Wendal
Conniving Nobleman
Wendal wiggles his toes ever so slightly and silently laughs to himself at the creatures lust. Wendal points to the book and beckons for the creature to hand it over. To sweeten the deal, Wendal pulls another pebble from his rags and gestures a downward throwing motion. Curious of the sounds below, Wendal points downward and shrugs in a questioning manner.
 
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Wendal

Coerce for the Strange Book
Level 4 Skill

+4 difficulty (Geared for skill levels 1-2)
+2 The prisoner values the object (Mint condition, kept close)
-2 Competent threat used (Prisoner is scared of the pit)
-2 Coerce skill is way higher than the DC (Skills that kill)

DC: 2
Coerce Check: 9
Advanced Success!



The legless prisoner doesn't quite understand Wendal's indication at first, but with a little "motivation" the gears in his brain visibly click. His tremors and shakes turn to still silence. His eyes gloss over and his bearded face slowly sags in defeat. He would have to trade his prized possession for his own life. As the prisoner's thin fingers rest over the book, he seems to momentarily change his mind and he clutches his prize tightly...

...before he sighs and unwraps the straps holding it to his body and leans through the bar to give the book to the nobleman. He also hands over the leather harness he used to hold the book in and, after a moment of hesitation, a small pouch filled with several dice. It's clear to Wendal as he holds these dice that they're weighted to land on higher numbers; a tool for cheats and liars, no doubt.

The prisoner really doesn't want you to drop that rock.








 
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Grayson
Your story begins in chains.

You have recently woken up for the first time and only have fragments of your memories. You do not know where you are or how you got here, but you might have some ideas about who you are and what you're capable of.

The first thing you notice is that the magical energy holding your arms and legs to the wall are keeping you from being pulled into a swirling vortex in the middle of the room. A small black hole framed by an intricately carved stone gate is raging out of control there; streams of dust and rocks form curving trails as they are pulled from the crumbling walls and the air whips wildly around the room. It's difficult to tell how large the room you're in used to be as a large sphere shaped crater is beginning to form around the magical phenomena before you.

You are not alone.

Ten feet to your right is a large musclebound creature covered in spotted fur that is also contained by magical chains. Ten feet to your left (and also in the middle of the wall) is a barred door that has been ripped open by the destructive energy present and is swinging wildly by it's hinges. There are other magical chains surrounding the portal, some with limbs still attached, but they are all devoid of prisoners. It's a miracle you and the creature next to you haven't been ripped off the wall and into the portal.

You also notice that there is a large ring of glowing runes on the floor that wrap around the portal and up the walls. There is also a large treasure chest chained to the floor mere feet from the portal that shakes violently against the chains bolting it to the floor.








 
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Info
Name:Grayson Slate
Age: 42
Race: Human?
Gender: Male
Health: 3/3
Skills
Sneak: 2 (0/10)
Unarmed: 2 (0/10)
Charm: 2 (0/10)
Gear
Chest: Tattered Rags (+0 HP)


Grayson
Wandering Warlock

Grayson examines the runes on the floor, along with the stone gate. He also takes a second to recognize the unhinged door alongside the creature beside him.
 







Grayson
+ Examine stone gate
+ Examine runes
+ Examine door
+ Examine creature

Perhaps a reflection of who he was in a past life, Grayson takes a second to take in all of his surroundings. In a few moments of peaceful observance, he discovers several things he could not have seen at a glance:

The stone gate is embedded with a single glowing shard of some sort at it's base. There's a fairly good chance that this or the runes on the floor are powering the gate and the portal it's generating, so removing the shard could be one option. It would be dangerous to get that close, but if you stayed low and kept a secure grip on the floor without grabbing a loose tile, it could be done.

Speaking of runes, it turns out that the circle of runes around the gate only appeared to be glowing in the light of the portal. After a few careful seconds, Grayson deems them to be inactive. It's difficult to tell what they were made for, but they most likely have something to do with the portal. Perhaps they act as a countermeasure of some sort? They're close enough to you that if you could get a hand or foot free, you may be able to activate them and see what happens.

The door is made of rusty metal bars big enough to squeeze an arm through. Judging by the chunk of wall attached to the handle, it was locked before the portal forced it open. There is a small package tied to the back of the door, but you are unable to tell what it is.

And lastly, the other prisoner in the room appears to be a grizzled old Gnoll. You're not sure why, but you get the notion that this creature comes from a primitive raiding culture. His large battle scars and milky right eye are wondrous to behold; in his tribe, he most likely would have been a champion or even a chieftain. Anyone that's lived this long and been through this much is obviously head and shoulders above the average man (or Gnoll in this case.) The Gnoll is currently unconscious, but with enough yelling and hollering, he might wake up. Or whatever else you can think of, really.







 
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Info
Name:Grayson Slate
Age: 42
Race: Human?
Gender: Male
Health: 3/3
Skills
Sneak: 2 (0/10)
Unarmed: 2 (0/10)
Charm: 2 (0/10)
Gear
Chest: Tattered Rags (+0 HP)


Grayson
Wandering Warlock

Grayson, after examining, finally makes a decision. He looks over at the creature and clears his throat. He lets out a grunt before he starts to scream at the top of his lungs for the creature to wake up. As he screams at the creature, he tries to reach towards the runes. Hoping to knock out a problem and possibly an even bigger problem.
 







Grayson

+ Activate Runes
+ Interact with Gnoll prisoner

As much as Grayson struggles, he is unable to reach the runes with either his hands or feet while they continue to be bound. But it wasn't a useless attempt; what he did notice, however, was that the magical chains seemed to respond to his desire to escape by tightening their grip on him and keeping him on an even shorter leash with the wall. It almost seems like they can understand your intent. Curious!

Grayson's grunting and screaming wakes the Gnoll fairly quickly. The first thing it notices is the swirling vortex of energy in the center of the room and immediately begins struggling to get free from it's chains. Unfortunately, like your chains, his also tighten and shorten in response. He doesn't seem to notice, however, and continues to struggle against his bonds. Turning to you, he frantically bleats, "Un'taka! Un'taka, huum! Nos horta vreska! Un'taka, levo!"

You're not sure what he's saying, but for a creature as big and strong as him to look so powerless is almost heartbreaking. You can see the fear in his eyes; he has spent his entire life avoiding death only to seemingly lose a battle that he can't even fight. And even worse, if he continues to resist the magical chains, they might just cut off enough circulation to kill him!







 
dssfdsdfsfd.png

Info
Name:Grayson Slate
Age: 42
Race: Human?
Gender: Male
Health: 3/3
Skills
Sneak: 2 (0/10)
Unarmed: 2 (0/10)
Charm: 2 (0/10)
Gear
Chest: Tattered Rags (+0 HP)


Grayson
Wandering Warlock

Grayson Notices his fear and panic, and instantly begins to shh him and try to calm him down. He softly repeats a single word, Calm. He knows he doesn't understand the creature but he can try to visibly show it and try to speak his own words to help. He takes a second to calm himself and looks at the creature. With calm in his voice, and confidence within his eyes he softly speaks to the creature, hoping it understands.

"Do not be afraid, and do not struggle. The more you think of escaping and trying to escape the chains tighten. Calm, if you do not you will only kill yourself."
 







Grayson

Calming the Panicking Gnoll Warrior
Level 2 Skill

+4 difficulty (Geared for skill levels 1-2)
-2 Competent charm used (Prisoner does not want to die)

DC: 2
Charm Check: 5
Advanced Success!

Spoken from the heart, Grayson's words have a soothing effect on the beast that yields interesting results. As his breathing slows, the fear in the Gnoll's eyes are replaced by something unexpected: courage. Unaware of the implications, the Gnoll's calm demeanor causes his chains to loosen and stretch-- enough for the creature to suddenly turn towards Grayson and reach out his clawed hands...

"hrrrRRRRRAAAAAAAAA--!"

...and rip the Warlock's chains off, two at a time, with chunks of wall still attached to the ends of them. With silent nod, the half blind warrior takes a moment to look Grayson in the eyes before turning to attend to his own chains.







 
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Info
Name:Grayson Slate
Age: 42
Race: Human?
Gender: Male
Health: 3/3
Skills
Sneak: 2 (0/10)
Unarmed: 2 (0/10)
Charm: 2 (1/10)
Gear
Chest: Tattered Rags (+0 HP)


Grayson
Wandering Warlock

Grayson smiles and gains a burst of adrenaline. He says his thanks to the warrior and goes to touch the runes. Now with freedom to his arms he is free to figure out if this will stop the portal or not. He almost seems reluctant but decides to do it anyways.
 
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Grayson

+ Activate runes

The moment you touch the runic circle, the eldritch letters flash to life in a myriad of colors. As beams of light shine from the strange lettering on the floor and a strong humming begins to shake the room, a prismatic wall of force springs up from the ground and surrounds the unstable portal in a shimmering sphere. The moment the barrier is complete, the violent, rushing air in the room goes still.

For the first time in what feels like a long time, it is finally silent in the room.

However, this is not the end of the danger: the treasure chest is still on the inside of the barrier and the portal seems to be getting stronger and stronger, threatening to consume the sphere of energy. You've bought yourself time, but there is yet more to do if you wish to stop this trap from breaking loose and rescue the treasure within.

You notice words that you can read circling the outside of the barrier:

If I have a bee in my hand,
When what do I have in my eye?
Speak and be troubled no more!











 
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Info
Name:Wendal
Age: 45-50
Race: Human
Gender: Male
Health: 3/3
Skills

Coercion: 3 (0/10)
Gear

Chest: Tattered Rags (+0 HP)


Wendal
Conniving Nobleman

Wendal grins in delight at the prisoner's loss and his own gain. After taking the items, Wendal remembers that he has yet to take a look around his own cage and find anything he can to use to his advantage. He also inspects the items that were "given" to him in an attempt to discover their secrets. Finally, Wendal studies the prisoner and attempts to communicate his intentions to leave this hell hole as soon as possible. Wendal ponders if the prisoner can be used further.
 
Changed the number riddle to make more sense. Oops!







Wendal

+ Internally gloat about his success
+ Inspect cage
+ Inspect Items
+ Study prisoner further



After your newfound success, you discover a few things about your own cage that you didn't see before. The door to your cage isn't actually locked; years of sitting in a damp room have caused too much erosion and it is stuck in the open position. Aside from a few rocks and bone fragments, there is nothing else inside of your cage that you can use to your advantage. Oh well...

The smooth ivory dice the prisoner gave you are weighted to land on higher numbers instead of just the highest number; if used sparingly, you would be hard pressed to be caught cheating when you use them. The strange book appears to be locked, but the moment your fingers graced the black leather binding it, you felt a surge of energy enter your body. You also notice some writing on the spine of the book: Ogdan's Magical Primer.

When spoken aloud, a series of numbers will appear on the cover: 2_5_5_23_5_7_15_14_15

Reluctantly, the prisoner points to the wall behind and below Wendal. He mimics putting an object on a shelf, then holds his left hand horizontally while the other walks two fingers around on top of it. He also points at the pit below and holds out his hands wide and tall and grunts loudly. Then, he covers his eyes with his hands and then his ears. Next, he points at himself before pointing at the pit and then he points at his legs and makes chomping sounds with his mouth. Lastly, he points at the pit once more and uses two fingers to make horns on his head. Then, he carefully makes two fists and uses one to paw at the ground on one side.

The more you communicate with the other prisoner, the more he seems to regain his senses. In fact, he almost seems intelligent enough to hold a conversation with you, even if he can't speak. Perhaps his extended isolation has reverted him to a primitive state? It would take further communication to test this, but perhaps he could be prodded for more information. He seems to have gotten out of his cage once and explored the room; judging by his items, perhaps he has even come from another chamber entirely before getting stuck in here. He might know a lot more than he can currently tell you.

Or you could let the monster below eat him while you make your bold escape. That could work, too.








 
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