Alrighty!
TURN 12tehstefan (Roderick)Investigate this burrow in the ground! Perhaps something of importance is in it.
(6) You head into the burrow. It's deeper than you imagined. You continue for what seems like almost an hour when the tunnel changes to be made of stone. Compelled to continue, you reach a wall of fine, silvery metal. It is warm to the touch. It isn't natural, in fact it appears to be some kind of door or bulkhead. That's all pretty cool, but you're pretty sure dragons don't use doors.
Wimdit (Laodike)Ew. Well, I doubt anyone could forget these boots. Make inquiries with the surrounding populace regarding this tainted footwear and the possible owner thereof.
Wait, what time of day is it? Eh, never mind. If it's night then pound on their doors until I get some ANSWERS.
It's still light, you could never have followed those tracks in the dark. You start to ask around the market near the fountain if anyone knows where these boots were found. (4) A baker tells you the smell is of Giant Cave Spider Cheese. As horrendous as it smells, it is very expensive, or at least enough to rule out common beggards and cheesestalk farmers. Whoever wore these boots is probably either a cheese connoisseur, a cheese maker, or stole them from such a person. (1) A surly fellow in a bar punches you for asking whom in the kingdom is known to use this cheese. (3+1=4) It's probably just because you held the boots too close to his face. It occurs to you when you wake up that evening that nobody just walks around in boots that smell like this without a good reason. Or at least, you hope.
RandomNumberGenerator (Viper)Follow the duke.
(4+1=5) You follow him through the empty halls, with such care that you could slither past a cat quite undetected (indeed, you pass several, as the castle is infamous for having a cat problem). The duke struts up the stairs drunkenly for some time, during which you have little to do but try not to contemplate why his... precious cargo has two middle sections. Eventually, at the very top of the tower, and through a hall (the Vault section itself juts out southwards) the Duke walks forward through what you thought was an open passage, but the seal slides down from above as he passes a subtle threshold. (3) You are too far away to get into the vault before it closes. It occurs to you that you could climb around, as you can see a window of the vault from a window of the passage, or just wait for the Duke, although a better solution might occur to you. But now, your eyes wander to the great engraved black bronze floodgate: On the floodgate is a masterful engraving of a dwarf and cheese by Urist Lolorkatten in 1256. The dwarf is coveting the cheese. Below it reads "Uthgúrräm" in what you are sure is the legendary metal Adamantium. Truly it must conceal wondrous treasure for the mere entrance to be so decorated. You're not sure where, but you also hear a loud crash. Then in the resuming silence your ears note little but the cold, harsh rain falling outside.
KineseN (Recital Sky)Scream "Suprise!", throw my card at the flabbergasted king. Point and laugh at him while the guards are trying to assess (heh, assess) the situation, and run away with the knowledge that I shamed the king infront of some of his subjects.
(4+1) You throw a card at the king. It catches is his great beard just long enough for him to read that it is the joker, before exploding in a cloud of smoke (you were wondering where that card went...). (6+1=7) You let out your most intimidating, psychotic laugh and run away as the guards crap their pants in fear! (1+1-1=1) Unfortunately, by the time you bumble through the smoke and now-smelly guards, you're standing right in the face of Urist McAsskicker. (6) You jump out of the way of his vicious slash, only to see it hit the floor...
Jay Kayell (Urist McAsskicker)Default: Kill a punk.
(1+2=4)(6+2=8) You let out a roar and get ready to
kill a punk! But he slithers away and your axe finds purchase only in the floor of the King's court. Yet, your blow was so strong that it cannot simply stop there. You rend a crack in the floor. Before you can say 'OH SHIT', the entire room gives way bringing everyone in it down on a pile of rubble in the library below. (1) Rocks fall. You die. ...on the bright side, whoever was playing Yakety Sax outside seems to have suffered a similar fate.
ENTER KILAKANSong:
Ich willName: Kilaran
Race: Dwarf
Gender: M
Skills: Lockpicking (1), Shooting (1), Mining (1), Mechanic (1)
Equipment: Nothing but tattered clothes
Description: You are a surly little dwarf. You're a little batty from confinement and very cave adapted, with all the pallor and grubbiness that implies. You haven't had a drink in far, far too long, and you're almost totally sober.
History: You're a little too sober to remember everything right now. But you're in a prison... yes, a dwarven prison, which is a terrible place to be. You were here, you think, for... knowing something. That's it. All you know is that you haven't seen guards in a few days, and an earthquake(?) has knocked loose the grating of you cell.
Kilakan (Kilaran)Opening Function (to spare you a turn of "I look around")
You walk outside. You're in a hall with cells similar to yours, but they're all empty. (?) You think they've always been empty. There is a steel door at one end, it's locked. At the other end is a lever, an abandoned pickaxe, and some mechanisms. You're too darn sober to tell what the mechanisms used to go to.