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Author Topic: The Vile Halls - Chapter 1: Awakening of Germain  (Read 3507 times)

flame99

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #15 on: April 04, 2014, 11:44:41 am »

You try to run up a wall to attack the wolf [16], and while you don't exactly succeed at running up a wall, you do get behind it nonetheless. You drive the sword into the thing's back [3+2 Position*2 Autocrit], and it slumps over, finally dead. The barking gets closer still, and you waste no time fleeing down the trap door. It's dark, but soon a small light can be seen. It appears to be a wisp of some sort. [10-1 Knowledge-2 Amnesia] You vaguely remember this implying something important, but you can't quite remember what.
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((Sorry, I didn't see your action earlier, Giglamesh. Wall running it is!))
« Last Edit: April 04, 2014, 11:49:25 am by flameboy99 »
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GiglameshDespair

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #16 on: April 04, 2014, 04:10:51 pm »

Head towards the wisp.
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flame99

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #17 on: April 05, 2014, 08:39:06 pm »

You follow the wisp, and it seems to react to your presence. It darts away quickly at first, before approaching curiously. It glows a pale blue, and seems almost insubstantial. Enamored, you reach out to touch it. It jolts you painfully, but you feel a new energy coursing through you. The wisp seems to be skittish now, and flees further into the cave.
As you regain your bearings, you begin to realize what that new energy is: Magic! It's weak, but it's definitely there. You think you could focus it into one of two different techniques. One would let you last longer temporarily in combat, and the other would be able to create a ball of light.
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dawnstar

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #18 on: April 07, 2014, 08:13:03 am »

Forword
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GiglameshDespair

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #19 on: April 07, 2014, 10:14:11 am »

Create a wisplight and move forward. It'll be useful to know the boundaries of this magic - does the light just orbit us? Do we have to 'hold' the light in our hand?
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flame99

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #20 on: April 08, 2014, 10:44:19 pm »

You decide to cast Wisplight [-2 Mp]. A small ball of magical light appears in front of you, hovering in mid-air. By applying a bit of willpower to it, the light moves around you. After pushing as far as you can, you find a range limit of about two and a half feet from you. The light from the spell reveals that you're in what appears to be an expertly carved hallway. Bricks are arranged intricately, and there are several breathtaking engravings of various creatures. You press onwards, and find yourself in a large room.
To the north, the room is occupied by what seems to be a set of huge forges. On the eastern side is a large door carved ornately, flanked by statues of huge stocky figures wielding a pair of halberds. To the west, a similar door can be found, but the statues surrounding this one have their pole arms crossed over the door. You came from the south.
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Parsely

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #21 on: April 08, 2014, 10:58:33 pm »

See if those statues will surrender their halberds. If not, cautiously investigate the forge room.
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dawnstar

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #22 on: April 09, 2014, 08:16:30 am »

See if those statues will surrender their halberds. If not, cautiously investigate the forge room.
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« Last Edit: April 09, 2014, 09:03:45 am by dawnstar »
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GiglameshDespair

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #23 on: April 09, 2014, 10:56:50 am »

See if those statues will surrender their halberds. If not, cautiously investigate the forge room.
+1
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Lyeos

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #24 on: April 14, 2014, 02:56:03 pm »

Cautiously examine the statues. Grabbing their things does no good if they're actually alive and are going to try to kill us.
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flame99

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #25 on: April 14, 2014, 06:20:40 pm »

((Hey, sorry for the lack of updates. I've been under a lot of stress, both at school and at home. Update speed will still be slow for a while, but should pick up soon after.))

You approach the huge statues, and look at them. There would appear to be some clockwork around the arms, but they seem normal enough aside from that. The halberds, though you can't really see it too well from where you're standing, appear to be fused with the statue's hands. Even then, lifting one of those things would be right out of the question for you.

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Lyeos

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #26 on: April 14, 2014, 06:23:14 pm »

Alright, then!

>Examine the forges, then the door to the... East, since it's open... Ish.
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Parsely

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #27 on: April 14, 2014, 06:23:39 pm »

If not, cautiously investigate the forge room.
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Parsely

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #28 on: April 16, 2014, 10:38:42 pm »

Bump.
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flame99

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Re: The Vile Halls - Chapter 1: Awakening of Germain
« Reply #29 on: April 16, 2014, 10:51:10 pm »

You decide to skulk around the forges. They're huge, usable only by giants, and seem to be mainly ornamental. [19-1 Knowledge-2 Amnesia] You know enough about forges to tell that these things very rarely see actual use, by the state of the forge. There seems to be some kind of hatch above it, and you don't see anywhere for fuel. There is, however, a reservoir, making you think that it might be one of the legendary Magma forges. These are built only by the dwarves, so they might be nearby. In pursuit of them, you head to the east. The passageway is long and winding, but opens up to a huge cavern. You're standing at the lip of a cliff, with a steep staircase being the only non-suicidal way down. Below, you see tall spires topped with glinting lights illuminating what appears to be a town; likely the dwarves who built the forges.
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