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Isaac watches the blank stares he gets from the others, raising a hand to his face and rubbing his eyes in annoyance, before he takes a look at the three levers by the door. Noticing one of the levers doesn't match the position of its fellows, he gives a look to the catwalk beyond the door, then at the room's dull warden, before he throws the switch.
There is a metallic whirl followed by a loud clang, the doors resting alongside the vessel's exterior shifting abruptly.
1 Unlock, 2 Open, 3 Secure.
We're all new together, so... I don't often directly point this opportunities to use Search and other active Skill checks. They will almost always yield some result though it might not be the 'right' answer. In this case, there's a plank nearby (Search DC 10) that can be used to bridge the gap. There's also other things to be found. Next, should I not bother with low DC Spot/Listen/Search checks in the future? Would excluding lower DC checks promote better flow?
Bad description on my part. The doors slid into a locked position alongside of the vessel. That is, there were opened and then secured so they could remain open during movement.
A quick glance around quickly, hoping to avoid the attention of the lumbering construct in the chamber with them, and notice that secured to the wall by the door are a number of metal planks. There are notches on the ends of each plank which look like they could be secured on some knobs by the doorway.
The gap is swiftly bridged providing a safe and stable crossing.
The heavy darkness is stifling as you climb up the stairs but at last the light draws near and you step up a stair bringing your eyes just above the surface.
The stairs come up into an large and elegant gazebo from which paths stretch out into a vast and fine garden. The garden spreads in all directions for several kilometers. Fountains bubble merrily, birdsong fills the air...
In the distance, one of the paths leads to a large marble palace and another, after a good walk, to a group of fine buildings partially obscured by the trees and edifices of the garden. The other paths seem to meander aimlessly through the garden.
Adyra cautiously leads the others across the plank and then onto the catwalk.
The catwalk sways as Adyra steps onto it but remains secure. Glancing back, the full measure of the great metal vessel the group has just escaped is seen. It seems to be crafted of bronze, shaped in the form of a great bird of prey, wings pressed to its sides as it dives for a kill. There is a deck on the upper segment of the vessel. Cables are secured to the vessel from the great brown hemisphere above. The catwalk joins others in leading to a central platform which holds a staircase spiraling upwards into a shaft through the brown stone.
As he crosses the plank, Dyn thinks for a moment that he hears sounds of movement coming from the deck above. Though, when he listens again all he hears is the whistle of the wind.
Adyra sees swirling sand spreading out seemingly forever below. It's a sight unlike anything she's seen before.
Stepping onto the catwalk, Rhion thinks that he hears sounds of movement coming from the deck above. Though, when he tries to listen again all he hears are the whirling gears and machinery of the vessel. Glancing up, his keen eyes catch a hint of movement above.
Crossing over the plank onto the catwalk, Issac hears a shuffle from above and glances up... For an instance he thinks that there is something moving on the deck above, but he can't be certain.
Just to clarify, you don't have a clear view of the deck, it's far above you at about a 90 degree angle from where you're standing on the catwalk. Fortunately, this also provides the group with some cover from anyone or anything that might be on the deck. If you want to get a better view of the deck, you'll have to move further out on the catwalk.
Rhion and Dyn start across the catwalk, making for the stairs leading upwards into the stone above. As they swiftly move the deck of the ship behind them comes into better view revealing several of the Free! Rhion catches the first glimpse of them, a half a second later Dyn locks eyes with one of his captors.
The largest of the constructs on the deck barks out an order in a strange language, possibly a code. There is a whirl of motion as one of the Free, the smallest that you have seen, leaps from the deck down to the catwalk, landing between the others and Rhion and Dyn. Twin blades slide from its hands as it advances on the two, apparently unaware of Issac and Adyra behind it.
Of the two Free remaining on the deck, one rushes towards the stern of the vessel and then vanishes while the other, the largest, stands above staring down at Rhion and Dyn.
Adyra rushes up behind the smaller construct as quickly and quietly as she can, trusting to his being focused on the other two party members and gives him a shove to try to put him over the edge of the catwalk.
Move Silently: (1d20)
Show me a hero, and I'll write you a tragedy.
- F. Scott Fitzgerald
Rhion winces as Adyra fails to push the construct out of the catwalk, but the action gives him just enough courage to try the same. He runs with full speed towards the construct and tackles him in a diagonal direction, hoping to fell the warrior without hurting the woman.
+2 from charging.
Strength check - (1d20+2)
PbP Game Statistics:
(Updated 19.07.13) Games Joined: 53 Games Dead: 50 Games Successfully Finished: 0 Partially Finished/TPK'd: 1
Beyond the reedy flute music, Kinedu can hear several individuals talking idly in a wide array of languages in the largest building. The tink of glass and the pouring of liquid can also be heard. The other buildings are quiet save for an occasional snore coming from the northern-most.
A quick glance at the largest building reveals that the double doors leading inside are open and that a long bloated creature is coiled in the center of a large chamber inside playing a set of panflutes. Kinedu knows the creature is of the outer planes but can't remember what type it is. The doors to the other four buildings are closed.
The music is a simple piece with no magical qualities that Kinedu can deduce. It's inspires neither joy nor sorrow, just fills the air with pleasant but pointless noise.
The buildings are obviously designed with aesthetics in mind, the four smaller buildings appear to provide lodging while the larger is a gathering area of some sort. They were certainly crafted by magic and there is a lingering trace of magic preserving them, but otherwise the buildings have no arcane power in them.
Issac attempts to assist Rhion in his efforts to shove the Free into the abyss but the Druid fails to overcome the construct despite this aid.