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Act 1, Scene 2: Scouting out the Unknown!
You wade through the wine towards the spot where the body fell, while your companions walk towards the stone steps, nauseated by the pungent odour in the cellar. As you peer down the murky depths an arm shoots up from the wine and grabs your leg. Caught off balance, you tumble head first into the dark liquid. A moment later the creature is on top of you, its hands grabbing your neck and keeping you down. The wine closes over your head before you can say a word.

[6+6]

You struggle with all your strength, but you realize that you are chocking to death [lose 4 STAMINA].
In that moment, your companions hit the Wretch hard and pick you up from the wine. You feel extremely poorly while they carry you and race up the steps, managing to go through the trapdoor before your pursuer can lay a hand on you. Hastily, Grumm wedges the cask back over the trapdoor to prevent the creature escaping, while muttering something about avoiding the wine for the rest of his life.
An instant later, the slow, relentless pounding begins once more.

You lay on the floor and cough out the vinegary wine for a long time, deeply shaken.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
" Are those things the village people?" Hororin gasps for air." We should head for the tower, maybe the wise-men there will know what is going on."
You get out of the Wine Emporium and on the other side of the street you see the Sorcerer / Herbalist shop.
You look around for tower-like buildings, but you can see none. Perhaps it is hidden by the nearby buildings, but the settlement looked quite small from the outside.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
In a sense of confusion and panic Hororin glaces at his surroundings. He turns to his friends." We must get out of this place before we encounter more of those demons. Or does any of you have another idea?"
It makes sense to your companions to have at least a quick look at the Herbalist shop before moving on, but you are the wizard and you should be the one most interested in it.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Hororin decides to go into the herbalist shop.
As soon as you step into the shop, you confrm your initial impression that this must be the place of a wizard or a herbalist. Fragrant drying herbs, arcane books and scolls, vials of coloured liquids litter a desk in the corner to your right. To your left sits a rune-carved table, on which lies a half eaten knuckle of cured ham. Across the far wall you see a row of puppets, dangling on their strings from a high shelf above a cupboard.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Hororin tells his friends to watch his back as he looks through the spell books for something that may be helpful.
Rummaging among the vials and the pieces of scrap paper on the desk, you come across a parchment, stained green by a sticky syrup which has spilled from a cracked bottle. You hold up the soggy sheet straining to read the scrawl which covers it. You can't make out all the words, just occasional snippets.
Quote: ...and do not leave the house until you are certain the danger is past...under no circumstances allow...safe then you should make your way to your parents village by...find yourself in the shifting forest you must follow the brush-bearer's gloves or be lost forever...
All other writings on the desk have been broken or stained beyond your understanding and this is the only really meaningful piece of information that you can get.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Horroin puts the piece of paper into his pocket. Horroin then walks towards the puppets and decides to use his knowledge in the magical arts to see if the puppets are enchanted.


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