Iluventi Posted April 23, 2004 Share Posted April 23, 2004 "We do not come to harm you? I'm sorry if I sounded impatient earlier... I just tend to become suspicious.." "Why would these children be a threat to El Rhun... if you do not mind me asking?" Link to comment Share on other sites More sharing options...
Malchik Posted April 23, 2004 Author Share Posted April 23, 2004 Apprentices You make your way back to the tower of Time where Benmerrion is waiting. Kyrykki and Sammi Flyde frowns. "Any concentration of power not under HIS control must be seen as a threat but we need all we have to survive. We have nothing left over." He glances worriedly at the youths around him. "Arakan, the sentry of Time was hoping to flee El Rhun with his fellows. Perhaps you were looking for him, rather than us. If you are would you take Dagamar. I think those who have escaped El Rhun should stick together. Dagamar never gets lost. He will be able to lead Arakan to us." The small boy nods solemnly and says: "Can I ask 'em if they like maps now?" Link to comment Share on other sites More sharing options...
SimVig Posted May 6, 2004 Share Posted May 6, 2004 OOC: Again sorry for the delay. From now on things should go smoothly except the first week of June. Zekic continues his way trying to find an entrance into the room where the voice came. However, the rumbling sound really starts to worry him. He advances as stealthily as he can, ready to act as soon as the source becomes visible. Link to comment Share on other sites More sharing options...
Malchik Posted May 7, 2004 Author Share Posted May 7, 2004 OOC> Is everybody busy at school? Zekic As you climb slowly, the noise becomes almost deafening. Then you twig. You are in the Tower of Water about to enter the entrance hall where each school shows off its magic. It has to be a waterfall or cascade. When you reach the top of the stairs you are on a narrow passage behind the fall. The water drops into a plunge pool that must decend almost as far as the stairs. You cannot see the sides or the bottom of this pool. If the voice was near the stairs there has to be a chamber between the pool and stairs or rooms at the bottom. You can see through the waterfall. The rest of the entrance hall is empty. Whoever was behind you has not followed. Link to comment Share on other sites More sharing options...
SimVig Posted May 10, 2004 Share Posted May 10, 2004 Zekic steps onto a platform of air and descends around the waterfall to the floor. He then starts looking for a door that would lead to the room he seeks. If he finds it, he will enter it. Link to comment Share on other sites More sharing options...
Malchik Posted May 10, 2004 Author Share Posted May 10, 2004 OOC>you need to descend into the pool itself but that is possible in a bubble of air. The pressure of the water plunging into the pool pushes you down rather faster than you intended. You notice a small cave towards the bottom and float back up towards it. When you enter you pass through an airlock. The cave immediately branches in three directions. There is no indication of which branch goes where nor can you relate it to where you heard the voice. You must choose at random. Link to comment Share on other sites More sharing options...
SimVig Posted May 12, 2004 Share Posted May 12, 2004 Zekic stands in front of the passages, uncerain, which path he should take. After a while, he decides to take the left passage. He uses the power of the air to move fast, in case he has to go back and choose another. Link to comment Share on other sites More sharing options...
Malchik Posted May 12, 2004 Author Share Posted May 12, 2004 OOC> you may wish to map this. The shape is relatively simple. If you'd like a drawing give me your email address and I'll email it. The path to the left is a well flagged and brightly lit passage way. It curves very gently to the right. After walking only a few paces Zekic comes to a passage to the right up some stairs. It bears a sign that reads 'to Room 10, Whirlpool'. A few paces further is another passage this time to the left with a sign, 'to Room 9, Shark Tank'. It is clear that he is walking in a large circle. He comes to a crossroads. To the left the sign tells him is 'Room 8, The Sunken City' to the right is 'Room 7 The Grotto of Evil Magic and the Central Atrium'. The next crossroads he guesses is directly opposite where he began. To his left a path leads to 'Room 5 The Fissure Room' and to the right is 'Room 6 The Treasure Chamber, the Central Atrium and exit'. Continuing his clockwise rotation he finds a third crossroads. To the left is 'Room 3 The wreck' to the right is 'Room 4 The Pirates' Lair' and Central Atrium. Now more than three-quarters of the way round he finds a path to the left to 'Room 2 Daffyd Ap Jonas'. Further on a path to his right leads to 'Room 1 The Coral Reef'. Then he is back where he started. He can work out that the central path goes to the Central Atrium and Room 6 before crossing the circular path and continuing to Room 5. There is nothing to help you pinpoint the boy's location. Your anchor is affected by the vast amounts of magic all around you. Where to begin? Link to comment Share on other sites More sharing options...
SimVig Posted May 14, 2004 Share Posted May 14, 2004 Zekic stares around at the familiar three passages before him. Damn, this is a circle. And a lot of rooms to explore too... Alright, better get to it if I'm to do anything about that boy. Zekic darts off into the central passage towards the Atrium, hoping against hope to come to something useful. Link to comment Share on other sites More sharing options...
Malchik Posted May 17, 2004 Author Share Posted May 17, 2004 The atrium is a large decagonal room that soars high above you. A notice reads:- To those taking the challenge; to reach the eleventh chamber you will need the small decagons found in each of the other rooms. Slot each decagon into the centre of the atrium floor in clockwise order. The rooms within the ambulatory do not need keys but contain the five keys needed to open those beyond the ambulatory. The level of difficulty of the challenges will increase with the room number. Be sure you have adequate food and drink as the mages administering the challenge will not permit you to leave until you have completed the task. There is a desk presumably once used by the administrators - no one is there now. The device in the centre of the floor is clearly marked showing which decagon goes where. Logically the voice you heard should have come from one of the outer, locked chambers. But what and where is the eleventh? Link to comment Share on other sites More sharing options...
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