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Author Topic: Roll to Save the World. [4/4] Turn Eighteen: Wrong Number.  (Read 16676 times)

Devastator

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #75 on: January 16, 2015, 08:20:57 am »

Drak Flyson
As your senses return to you, you aren't certain what you were expecting... darkness?  cold?  What you do see, however, is somewhat similar to the place you left.. you are sitting on a spit of beach, with the sound of waves behind you, and facing a cliffside of grayish rock.  There is some disorientation, because where your vision and hearing are functioning, there are no smells, and there is no feeling of the air around you, not wind nor stillness nor the weight of humidity.  You proceed to look at yourself, and you look fine, with no sign of the injuries you suffered, and are fully capable of movement.

You look at the sky for a moment, and suffer from some momentary disorientation as your eyes fail to focus upon it.  Shaking it off, you steady your vision on the cliff, where you discern a traditional-style cliffside cave dwelling, marked with some form of phosporescence.

Kallo Kwatu
When you open your eyes, and begin flying, you are momentarily disoriented by the blotches of light upon the ground.  As you focus upon them, you realize they are firepits and trenches, integrated with odd structures arranged in complex designs, and the structures spread out over the ground from directly below you to the far horizons.

Upon further examination, you determine that they are clearly deliniated in three sections, one consisting of vaguely diamond-shaped patterns of intermixed elements, one centered upon a rigid skeleton with slight changes from subelement to subelement, and the third consisting of the stone structures, the trenches, and the fires surrounding each other in turn.

You think you can make out that each of these sections has a clear centre, a focal point, and that the three sections in turn themselves have a focal point where all of them.. converge?  That is clearly the location that the entire arrangement hinges upon.

Skylark Sodu
You find yourself on the inside of an open air ampitheater, hovering over a performing platform made of fine-grained wood, surrounded by a semicircle of tiered perches and platforms, also made from the same wood.  The platform has several displays on it, empty, and a large flat wall made of an unfamiliar dark material.  You take a close pass to it as you circle around, and realize that it's made of a multitude of tiny fibres either woven or growing to form a uniform apperance.  As you circle around for a close look at the perches and platforms, you are buffeted by a sudden wind, which forces you down to the ground of the performing area.

A voice comes from behind you.

"Hello, Skylark."

Khaal, the Incredibly Old
You begin flying, as you see a new world appear below you.  You can see what must be an ocean, and a bare white land with white hills of interesting shapes on it.  There is a steady breeze blowing off the sea and towards the land, and the air seems crisp.  For some reason, it seems unusally difficult to continue flying.

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Toaster

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #76 on: January 16, 2015, 09:38:12 am »

Drak steeled himself.  The true reality of this place was certainly beyond him, so trying to perceive too much was dangerous.  Best to proceed onward.

Glance around- are there any other locations of interest?  Head on toward the cave.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Nunzillor

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #77 on: January 16, 2015, 09:50:14 am »

Khaal didn't know what was going on, but he felt an unusual desire to simply accept his state of mind. 

Filled with an almost serene sense of confusion, the old bird began to glide to the shore.

Glide to the land.  Try to identify the interesting shapes on the hills.  Land close to one such shape.
« Last Edit: January 16, 2015, 09:13:33 pm by Nunzillor »
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Harry Baldman

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #78 on: January 16, 2015, 11:26:36 am »

Well. Um. Try to find the focal point where they all converge, then? That seems like the place to be.
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High tyrol

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #79 on: January 16, 2015, 04:03:49 pm »

Waitlist me plz
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Vivalas

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #80 on: January 18, 2015, 11:43:54 am »

Look behind me.
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

Devastator

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Re: Roll to Save the World. [4/4] Turn Eight, The realm of the Gods.
« Reply #81 on: January 19, 2015, 05:35:02 pm »

Drak steeled himself.  The true reality of this place was certainly beyond him, so trying to perceive too much was dangerous.  Best to proceed onward.

Glance around- are there any other locations of interest?  Head on toward the cave.

You can make out several others, now that you pay attention to it.  A length of breakers indicating an underwater reef.  Interesting sparkles in the beach sand.  All worryingly mundane.. it's all stuff you know of.  Once more, you glance up to the sky.  This time, you recognize the panic overcoming you, and are able to control it long enough to analyze what is being shown your eyes.  Above you is another world, with lands and seas, hanging in the air.  In it.. are well, faces.  Faces staring at you with beaks and hard, hungry eyes, and an unrelenting panic brought by the very sight of them.  Just as you imagine one of them reacting, with a mental squack, you avert your eyes and land on the cliffside, entering the dwelling.

The inside of the dwelling is also mundane, albeit with fancy accoutrements.  There is a rain-sluice near the entrance, full of rainwater for washing and stoppered with a cut cork.  The eating area is neat and clean, with a half-full bag of well-picked bones next to it.  Further in, you find a workbench, with what looks to you like leatherworker's tools, a variety of clamps and blocks, along with stones, cutters, and scrapers.  There are also dye pots and a neat rack of brushes.  You can also see the dissassembled parts of a drying rack and a couple of stretcher's frames.  At the back of the cavern, there is a mirror on the wall, which is quite unusual;  As you don't have hands, you usually decorate each other rather than yourselves.  On the east wall, you can see some furniture.  There is a bed, and a number of chests, baskets, buckets, and drawers lined up next to the wall.  You also find an entrance leading to what must be a second chamber deeper in the cliff, though you cannot see where it ends.

Glide to the land.  Try to identify the interesting shapes on the hills.  Land close to one such shape.

You land safely, not enjoying the oddly difficult flight.  You aren't certain if you can take off again, if you had to.  The ground is a bit soft, and your claws leave tracks in it as you walk around.  Like sand, but with a crunch you don't know sand to have.

Looking, but not touching, at the shape you landed near, you can see that it is a hill of solid whiteness formed into artful, wind-blown shapes, and that right now, you can see the shapes subtly shift.. {Intelligence check, Success}.. in what must be a gale wind that you cannot feel.  Hmm.  You approach the volatile edge more closely... and it is spelling out words.  You read "Who are you?"

Well. Um. Try to find the focal point where they all converge, then? That seems like the place to be.

You fly to the point you identified earlier, and take a closer look at the.. structure? that centres it all.  The focus on three continues, with the structure largely consisting of three levels, each one inside and on top of the large one below, like an enormous step pyramid, with numerous entrances and windows leading inside at seemingly random intervals.  On top of it all is another light, but this one doesn't seem like a living flame, but rather like a sculpture of one immortalized in crystal, surrounded by three steles, one made from the light material making the buildings, one made from a dark material reminisce of the pits, and one made out of a different kind of white stone.  All three are decorated, but you cannot make out the decorations from above.

Look behind me.

Behind you is.. a runner, one of the large beings that stand tall on four feet, and come in warfare to kill your people with bows.  You tense for an attack.. which doesn't come, as it breaks apart and reforms as a bird similar to yourself, albeit with individual features and bright green eyes.  Its face is formed in an expression of mirth.

"Welcome to my place, Skylark.  I've been wondering if one of you would come here."

...

"Although, it might be a bit late, isn't it?"

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Devastator

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Re: Roll to Save the World. [4/4] Turn Seven, The realm of the Gods.
« Reply #82 on: January 19, 2015, 05:37:15 pm »

Waitlist me plz

Added, but it isn't really a waitlist.  When characters die, they will stay dead and their slots will be removed.  If there is sufficient interest, I'll start a second scenario.
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Nunzillor

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Re: Roll to Save the World. [4/4] Turn Eight, The realm of the Gods.
« Reply #83 on: January 19, 2015, 08:53:49 pm »

Once more, Khaal was compelled to go with the flow.  Something about this place seemed to relax him and help him think a little more clearly. 

He did find himself vaguely wondering if he had had a bit too much of the "special" fish seasoning from his private stash, though.  That would explain a lot.

"I am Khaal the Incredibly Old.  Who might I be speaking to?  A whippersnapper?  Gotta say, you have a nice place here, whoever you are.  Lots of salt, which is nice."

Address mysterious whippersnapper.  Take some salt off the ground and sample it.  If that stuff on the ground isn't salt, sample it anyway.
« Last Edit: January 19, 2015, 10:24:59 pm by Nunzillor »
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blazing glory

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Re: Roll to Save the World. [4/4] Turn Eight, The realm of the Gods.
« Reply #84 on: January 20, 2015, 05:43:19 am »

I support a second scenario.
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Harry Baldman

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Re: Roll to Save the World. [4/4] Turn Eight, The realm of the Gods.
« Reply #85 on: January 20, 2015, 06:14:50 am »

Land on the safest-looking bit of the structure (circle around first, then go in for a smooth landing like the animal airplane I probably am) and take a closer ground-level look at it. Try using extrasensory perception to determine things about the pyramid. Of course, I have no reason to believe I would have extrasensory perception, but in the realm of the gods, who can say?
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Toaster

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Re: Roll to Save the World. [4/4] Turn Eight, The realm of the Gods.
« Reply #86 on: January 20, 2015, 09:14:15 am »

A mirror... did his injuries carry over?

Look in the mirror.  Assuming no mindscrew, call out "Hello?"  If no further response, head in deeper.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Vivalas

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Re: Roll to Save the World. [4/4] Turn Eight, The realm of the Gods.
« Reply #87 on: January 21, 2015, 06:54:58 pm »

"W-Who are you? Are you the god of war? What is this place?"
Fly around and examine the ceiling and look for exits
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage

The Imperial Question | Stranded Among Stars

Devastator

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"I am Khaal the Incredibly Old.  Who might I be speaking to?  A whippersnapper?  Gotta say, you have a nice place here, whoever you are.  Lots of salt, which is nice."

Address mysterious whippersnapper.  Take some salt off the ground and sample it.  If that stuff on the ground isn't salt, sample it anyway.

You address the words, and they stay idle for a few moments.  You bend down and pick up a bit of the whiteness in your mouth.. suprisingly it's not salt, but snow.  Huh.  You look back at the words and they have changed, now reading; "I have many names, but it is long since I have been talked to.  Some called me Kryros.  I remember the ones with the boats called me Thundir, and would sacrifice upon voyage's end.  I do not know a Khall."

Land on the safest-looking bit of the structure (circle around first, then go in for a smooth landing like the animal airplane I probably am) and take a closer ground-level look at it. Try using extrasensory perception to determine things about the pyramid. Of course, I have no reason to believe I would have extrasensory perception, but in the realm of the gods, who can say?

There are endless architectural accouterments, balconies, platforms, portals, railings etcetra around the complex structure.  It looks sturdy and well-built.  After a few moments, you decide to land on the rooftop, upon a solid looking cornice-type structure.

The structure consists of a very hard substance, made up of fine grains of slightly varying colours.  It is quite hard, like rock, and overall light in colour.  You can see fine lines seperating similar-looking pieces from one another.  The three levels below are similar, but with slightly different overall tones, and the architectural design is similar, but with individuality preserved, with no clear and direct pattern, and similar items all look subtly different.

The three steles are also decorated, and you can see that the decorations are carved deeply into the stone, but nothing is immediately apparent from your perch on the roof's edge.  The sculpted fire is also mysterious, although from here you can make out that it seems to be inside of a large, clear four-sided prism, rather than being a solid scupture in the shape of a fire.

All remains absolutely silent and still.  You close your eyes, and try to reach out with your mind, but you don't know where to begin.

A mirror... did his injuries carry over?

Look in the mirror.  Assuming no mindscrew, call out "Hello?"  If no further response, head in deeper.

You look in the mirror, trying to see if the injuries of your physical body have carried over to the realm of the gods.  What you see is.. yourself, but with a faint outline of green around your body.  Your wounds seem to be not visible; your body is as your own, if it were fully healthy, but as you concentrate on the idea of your injuries, you see the ragged chest wound grow upon your body.  You pull away for a moment, look at yourself, and you can see partially formed wounds on your chest and leg.  You look at the mirror again, and the wounds are partially formed, like they seem to be when you look at yourself.  All the same, you feel fully intact.  Hmm.

"W-Who are you? Are you the god of war? What is this place?"
Fly around and examine the ceiling and look for exits

You spring up into the air, and take to the sky swiftly, circling the god on the platform below you.

"Easy, Skylark, I mean you no harm."

"I am Zanda, I am a god, and this is my theatre."  As if to punctuate the statements, Zanda makes a gesture and the wooden floor is covered in soft green moss.  "I have been watching you, though.  Have you come for advice on the afterlife?  On how to face the end properly?"

There is open terrain surrounding the ampitheater, and you feel you could flee in any direction.  You are surrounded by land, and there appears to be brush-covered hilly terrain to your north and west, with a valley leading north.  There is smoother terrain to your south, and there is more vegitation there, some kind of tall grass.  To your east there are more trees, many of types unfamiliar to you.  You see nothing in the air.. and the sky is a bit odd, you can't place the time of day or the location of the sun.

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Harry Baldman

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First of all, check what I know of this place, what seems intuitively sensible, yet what I cannot link to any immediate perceptions thus far. What do I feel I will find here? Examine this perception carefully, and seek insights inwardly.

Secondly, I should have some perception of magnetic fields, considering I am something like a petrel or an albatross. Move my head around while keeping my eyes closed and try to sense the magnetic field's direction. Maybe I can tell where north is, or at least get a clue of the general inclination of the field.

Thirdly, look for unusual hints of something more than the typical in all of my senses, even the rather limited ones like taste and smell. Anything unknowably strange showing up on those?
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