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Nailo41
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Elit3Fla5h
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    Milor's Labyrinth

    Elit3Fla5h
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    Post by Elit3Fla5h Sun May 03, 2015 4:29 pm

    We continue south!
    Ippy
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    Post by Ippy Mon May 04, 2015 5:50 pm



    I forgot to mention the party left the Stage Zero Pillarie and entered the foyer. But that happened. Anyway, welcome back to the starting room. A hefty wind blows from beyond the archway, the sight of the fairgrounds far up ahead.

    The area behind the archway seems a natural cave made of the same pearly white stone. A rusted drainage grate, however, hangs towards the entrance, diminishing the natural scene. It is lower than both the ground outside and the rest of the cave floor. One of the walls has been marked over in chalk, paint, ink, and even a bit of blood. It is a long list of names, stretching and curving through the cave. The cave continues directly forward, although a dark side tunnel branches off in another direction.
    Raxistaicho
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    Post by Raxistaicho Tue May 05, 2015 6:44 am

    Back toward the fair grounds, I guess. My team seems to have some idea in mind.
    Elit3Fla5h
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    Post by Elit3Fla5h Tue May 05, 2015 11:33 am

    Yep, once in the fairground lets see about resurrecting our orc friend.
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    Post by Raxistaicho Tue May 05, 2015 4:59 pm

    While the others went about resurrecting their orcish friend, Alex decided to spread the good word of Neptuniism to the fair-goers.
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    Post by Ippy Tue May 05, 2015 6:23 pm



    @Sarnor::
    As Sarnor goes about, inquiring after resurrection services, people slight away from him, as if leaving the unfortunate task of responding to him to someone else.  Sarnor catches faces of concern, of horror, terror, and worry.  He hears whispers of "Only one day..."  Finally, after twice being told to seek help elsewhere, Sarnor is informed by a dwarf that such magic is unheard of, and that the dwarf is very sorry.

    @Alex::
    As Alex goes about, preaching the word of Neptunia, people slight away from her, as if leaving the unfortunate task of responding to her to someone else.  Alexandra catches faces of concern, of horror, terror, and worry.  She hears whispers of "Only one day..."  Finally, after twice being told to seek faith elsewhere, Alex is informed by a dwarf that she should make a deception diplomacy roll.
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    Post by Elit3Fla5h Tue May 05, 2015 7:23 pm

    Sarnor pinches the bridge of his nose and heads back into the maze and fast travels back to where paper girl was.
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    Post by Zapkiller Tue May 05, 2015 7:50 pm

    I roll diplomacy (18) to seduce a female dwarf to join us and allow me to, at some point, use her has a ranged weapon (should probably leave that last part out until I need to throw her.) I also convert to Neptuniism.


    Last edited by Zapkiller on Tue May 05, 2015 7:50 pm; edited 1 time in total (Reason for editing : forgot to roll)
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    Post by Raxistaicho Tue May 05, 2015 9:43 pm

    Alex rolls 16 for diplomacy :U
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    Post by Ippy Wed May 06, 2015 11:18 pm

    Finley successfully garners the attentions of a lady-dwarf. She seems inclined to join, but upon realizing Sarnor's loss and the groups religious delusions, she decides to throw her lot in with another party.

    Alex brings Neptunism to a sullen group of prospective adventures. Comforted in the blanket of their newfound faith, they enter the labyrinth. The group includes a single unhappy female dwarf.

    Party fast travels to the location of the fungal bridge, encountering no munstars.
    Strax expends a charge of lantern.



    As the group plunges forward, the tunnel grows cramped and progress grows slow. Patches of packed earth appear over the stone, but before long it appears that patches of stone are sometimes exposed beneath the gray soil. The walls are different here. They reflect the lantern and the torch, themselves glowing with firelight.

    After what must be the fifth or sixth sharp bend, the tunnel abruptly leads into a cavern. Shallow pools of translucent water have collected wherever the cavern's uneven ground drops bellow your feet level. Lines of flathead mushrooms sprout from besides the pools and cluster against the walls, each tall enough to reach a dwarf's kneecaps. Stone formations in the shape of thin hourglasses droop from the ceiling and meld into the dirt. The largest such formation is encircled by a staircase composed of white-green fungal matter. It rises into a bridge made from strands of the same material, loosely hanging from bulbs attached to the cavern's upper reaches. The bridge ends as it connects to a high tunnel. A mass of dangling moss partially conceals the tunnel entrance. More moss flourishes elsewhere in the cavern, clinging to wherever it can hold. You can spot a third tunnel, smaller than even the one you just emerged from, near the other end of the cavern. A sweet, wet smell pervades through the area.

    Renate skillfully knots the rope about herself, but cancels Strax from lifting he (dangit! that was a 4 too!) as to examine the mushrooms. After a moment, she is sure that these particular mushrooms never showed up in her studies. If they had, she would recall them.

    Malica notes that Sarnor is itching from what probably are airborne spores, although the only difference in his skin are red marks from the scratching. She also detects magic from one of the pools of water. This pool of water has a current leading away from a stone formation at the center of the pool. A magic flow seems to descend down the formation, but both the water and the stone appear mundane (the group has now seen all sides of this formation).
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    Post by Elit3Fla5h Thu May 07, 2015 12:35 pm

    Sarnor climbs up to the fungal bridge (Athletics w/ climbing gear 17) and walks across the bridge (finesse 12). If successful he lowers a rope for the rest of the party and ties one end to the bridge near the tunnel.
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    Post by Ippy Thu May 07, 2015 4:51 pm

    (Success) (Success)

    Sarnor attaches rope (secret finesse roll) to fungal bridge.

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