CheesecakeYou stand up again and try to find a loose bit of wall to use in place of a stone. The cell is crumbling in places but nowhere can you find a stone large enough to suit your needs that doesn't crumble to dust in your hands.
Ross VernalYou remove the loose cotton shirt you were thrown in here wearing and gather as many loose stones as you can in it. You knot the shirt and swing it experimentally. You could stun a human or an elf pretty good with this if you scored a solid hit on the head, but a dwarf or an orc would likely shrug it off.
You approach the door, your new sap slung over one shoulder, then yelp in surprise as it falls towards you. You throw your hands up defensively and catch it. The weight of the cell door is immense and your legs and arms begin to shake with effort. You slowly start moving backward, one step at a time, and easing the tall slab of dented metal to the ground. You set it down with a woosh as the air rushes out of your lungs and you find yourself gasping for air. You walk over to stand in the light and immediately begin to feel better. Your finger even stops aching, though the bruising hasn't faded and the swelling has yet to go down.
scapheapYou glare at the key from where you sit slumped against the wall. It sits there glinting in the small light, like a grinning dwarf with a golden tooth. It mocks you. You yell in frustration, slapping your open palm against the ground beside you. A forceful gale slams into your body, and your clothes whip against you as you throw your hands up to shield your eyes against the howling wind. And just as suddenly as it came, it stops. You slowly lower your hands, panting, staring at them.
Did I just do that? You look at the key again, then back at your hands. You turn your open palm around, pointing it at the key, then try to recreate the feeling you had before. You feel a sort of pressure building up in your hand. You hold it in until it finally starts to become painful and wince, unleashing it. A gust of wind punches into the key, sending it flying across the room. It bounces off of the opposite wall and skitters back across the floor, coming to rest at your feet.
A smile slowly spreads across your face and you lean over and reach to pick up the key.
Repel levelled up. You slide it into the lock of your waist cuff, take a deep breath, and turn. It pops off with a click and this time you laugh aloud. You unlock the wrist cuffs and hop to your feet, crossing the cell in a few long strides and slipping the key into the lock of the cell door. You turn it and pull the handle, and the heavy door eases open. You jump at the sound of a loud clang coming from somewhere outside your cell. You stick your head into the hall and see a dim figure standing in the distance a few blocks away from you scratching his head. He looks like he's human, a bit tall perhaps. He turns your way and you duck back into the cell, unsure if you should show yourself.
DwarminYou start picking at the wet mortar around the second wrist anchor with the thin driving pins. Two of them snap off while you work but eventually you manage to scrape away enough of the mortar to remove some of the surrounding stones. You pull the second anchor out with ease and use the remaining pins to do the same with the anchor securing your waist. It comes free with a few hearty jerks and suddenly you're free to walk about the cell. Now you've just got to deal with the door.
ZakoYou head back over to the cell door, deciding to look for the key to your escape there. The hinges are loose and, to your delight, located on the inside of the cell, likely to prevent whatever is inside from breaking its way out via force, which after some thought and a quick glance at your scrawny arms strikes you as rather odd. After a bit of eyeballing you judge that the door itself is a bit too small for the frame, and you start prying at the top hinge pin with your fingers. It pops loose after a bit of work, and you turn to start on the next one. This one is a bit tighter and you also have to stick your hand beneath the seam and lift the door slightly in order to get it out, but it does finally come out. You place both of your hands beneath the seam and lift it with a grunt, hoping the latch is short enough for this to work, and sliding it to one side.
The door falls loose with a ringing
clang and you only just avoid having your fingers caught beneath it. It totters and you quickly grab it by the handle and slide it noisily into the cell, leaning it against a wall off to one side. You take your first step out of the cell and look around. The hall is tall, even taller than your cell, and very narrow. There are cells at opposite sides of the hall at two or three metre intervals. You glance in both directions, still breathing hard from your escape, but see nothing aside from the constant light falling from somewhere far up above you.
Name: Kaltukk
Gender: Male
Race: Orc
Appearance: Average orc build. 6"6, blackish-grey skin, mohawk. He bears scars from battles past, one on his eye, another large on on his chest.
Profession: He was a mercenary for quite a while, then joined a professional horde as a basic grunt. He's been to only one battle, but he did good.
Health: Tired, cut hands
Skills: Battle Tactics
Proficient, Survival
Proficient, Swords
ProficientItems: Tribal Totem
Known Magicks: Reinforce I - adds an amount of magical energy to your punches, increasing their force; slight fatigue
Name: Vlad Lamora
Gender: Male
Race: Human
Appearance: Short and slightly built with short, dark brown hair, a mustache, and light grey eyes. He is neither handsome nor memorable.
Profession: Assassin
Health: Bruised finger, out of breath
Skills: Swords
Proficient, Throwing
Proficient, Cooking
Proficient Items: Thin Lockpick, Crude Sap (shirt with rocks in it)
Known Magicks: Catch II - you can slowly absorb energy, such as light; restores fatigue and reduces hunger
Name: Clair Redfield
Gender: Female
Race: Human
Appearance: A red-headed, green-eyed woman. Her hair is in a short tomboy cut and she has a tattoo of a dull red star on her cheek.
Profession: Shepard
Health: Fine
Skills: Staves
Proficient, Butchering
Proficient, Cloth Mending
ProficientItems: None.
Known Magicks: Repel II - push the air around you away with a focused blast, pushing the target away; negligible fatigue loss
Name: Tali Bluestone
Gender: Female
Race: Dwarf
Appearance: A somewhat shorter than usual, but well muscled Dwarven woman stands before you, with dark black hair done up fashionably and tucked into a single long ponytail cut raggedly short. Piercing copper eyes radiate cunning and a cold intellect, and are framed by long, emotive eyebrows that give her a slightly unsettling demeanor, even after being imprisoned.
Profession: Explorer
Health: Fine
Skills: Navigation
Proficient, Pole Arms
Proficient, Herbology
ProficientItems: Lucky Coin
Name: Edwin Malfonse
Gender: Male
Race: Elf
Appearance: Edwin has short cropped dark brown hair, green eyes and lightly tanned skin. He stands at typical elf height, 5' 4'', has a thin and wiry build that's thin even for an elf and seems almost eternally smudged with a small covering of dirt. He seems almost at home here, strangely enough.
Profession: Professional Thief
Health: Out of breath
Skills: Stealth
Proficient, Thievery
Proficient, Daggers
ProficientItems: Sturdy Lockpick