SOTA RP Community Adventure 1

SOTA RP Adventure - Duncan

Character: Duncan (Fisherman)

Stats (1-100)
Strength: 56
Dexterity: 80
Intelligence: 31

(( The SOTA RP Community Adventure was a forum game in which the SOTA Community voted for an Avatar to be summoned to New Britannia. The original thread can be found on the SOTA Official Forums.))

The sea was calm as the sun began to set. Duncan felt an uneasiness to the quiet that bothered him. Even the sun seemed to be pulling the horizon over its head as if retreating from some impending doom. The feeling was familiar to him which brought on a mixture of excitement and dread. A hinted memory so distant he could not be sure whether it was just a past dream.

How long had it been? He had been a child the first time. The wind would howl drawing you into the night. Drawn into the circle of stones and the pulsing light and then… falling.

Within moments of nightfall a wind began to brew. The moon seemed to rise quickly as the storm rolled in and the waters turned most foul. Duncan clenched the ship’s wheel knowing the night held more excitement than a simple deadly storm. He would not be proven wrong as the ship was quickly broken around him and he plunged into the frigid depths.

SOTA RP Adventure - Intro

Duncan woke on a beach with his ship’s hull mangled before him. The night was calm again with little evidence of the storm that stranded him. He heard the hum right away which rose the hairs on his neck. Turning inland he could see the light between the trees and began stumbling in its direction.

Before Duncan laid the circle of stones with the hum of magic and the light from the open gateway. In awe he stood before it.

How long had it been?

Slowly he stepped inside and fell…

Duncan finds himself laying on a dank floor in a dark room. The foul smell of unkempt hen house fills his nostrils as he sits upright. Feeling around in the dark, he finds the remains of a broken torch stand and a tattered tinderbox. Lighting the torch stub from the wreckage Duncan surveys the room.

SOTA RP Adventure - Room 01

The room is small and in disarray with no apparent doors or windows. Scattered around the room are some wood logs and a turned over chair. The floor is littered with chicken droppings and the remains of several human corpses. One corpse is sitting upright next to some runic writings on the wall. He appears to have been the last to die, and is gripping a pack full of miscellaneous items. Duncan pulls the sack from the poor fellow, and slings it over his shoulder.

SOTA RP Adventure - Bag
Inventory:

  • Tinderbox
  • Torch
  • Note
  • Scroll with red ribbon
  • Scroll with blue ribbon
  • 2 potions (Clear)
  • 2 potions (Murky)
  • Golf club
  • Bag of reagents
  • Leather gloves
  • Bag of dice
  • Metal pot
  • Key chain
  • Rubber duck

Action (Miracle Dragon): Duncan walks the perimeter, rapping on the wall in search of a ‘secret door’.

Duncan circles the room tapping the stones with his knuckle. At the far end of the room there is a small section of wall where the mortar between the bricks is broken and loose. He tries to push at the wall, but Duncan is not strong enough to push it over.

Duncan studies the wall and wonders what to do next. He fidgets with the sack but is uncertain whether any of the junk will help him.

Action (HoustonDragon): Duncan reads the note in his inventory.

Duncan pulls out the note and reads the contents.

Why was I summoned? Had it been too long and I become to old? These chicken watch me in a way unnatural for chickens. I am hungry but I cannot seem to cause them harm. They lay no eggs but crap aplenty. I can almost see the stink waiting in the shadows to strangle me when I sleep.

I remember being of use. Why has he forsaken me? I can sometimes hear movement beyond the walls, and felt a rumble meant for world building. But there is no way out, and I will not be the first to die here. Yet the chickens live on…

Action (HoustonDragon): Duncan examines the runic writing for a clue.

It has been a long time since Duncan had read runic, and this scrawl seemed to be slightly different than he remembered. However, it seemed to read:

“Too many chickens.”

Question (Miracle Dragon): Can I inspect the scrolls more closely without ‘using’ them?

Duncan examines the scrolls, but he is unable to read or understand them. One is tied with a red ribbon and – based on some of the diagrams – has something to do with the dead. The other is tied with a blue ribbon and has something to do with water. He could probably wing it and try to cast them, but he has no idea what they would do or whether there would be any other ill effects.

Action (NRaas): Use the golf club to pry the loose bricks out of the wall.

Duncan pulls out the golf club and begins digging at the mortar in the wall. The prying and the whacking did a number on the golf club, but it loosened enough of the bricks that he could start digging them out by hand. As the final bricks fall they exposed a dark staircase leading downward behind them.

SOTA RP Adventure - Room 01 Exit

Duncan descends and exits the stairwell into a large room. In its center is a large ball of flame hovering within a pile of debris. The room is filled with a crackling, twinkling sound and an unnatural coldness emitting from the flames. The room has three standing pillars with a fallen one laying broken upon the floor. At the far end of the room there is a slick metal door with no hinges or knob.

The sack feels as if some of the things inside are moving around by themselves.

Action (NRaas): Look inside the sack and try to determine what is wriggling around in there.

Duncan opens the pack and determines the metal pot and key chain appear to be moving around inside. When handling them he can feel them being tugged toward the flame.

Question (NRaas): Is it a particular key on the key chain causing the effect ? The link ring itself ? Or the entirety of the object ?

Duncan notices that only the ring of the key chain appears to be attracted to the flame. The keys themselves seem immune to the wilds of the fire are are just at the mercy of their master ring.

Action (NRaas): Separate the keys from the ring. “If I ever get out of here, I will want to get back into mine home at some point, I’m sure.

Duncan removes the keys from the ring. Sweat pouring from his head as he performs the act of weaving the keys around the metal band which is always more difficult that it should be.

Action (NRaas): Place the ring in the metal pot, and position the pot over the blue flame. “Hmm… So they want to be near the flame, eh ? I wonder what happens if I do this then ?

He places the ring in the metal pot. Walking a few steps closer to the flame causes the pot to fly from his hands toward the flame. It hits something solid at the base of the burning ball and with pings and spurts of spark and flame the pot crushes bit by bit until nothing visual remains. Duncan is relieved that was not in his pack when he decided to approached the fire.

Action (Mugly Wumple): Scan the ground around the blue flame for metal objects.

Duncan can find no traces of metal. The rumble beneath the flame seems to be mostly smaller stone pieces from the broken pillar. The fragments are arranged in a circular pattern around the base of the flame and seem to contain small shiny flecks. However, Duncan is not able to identify the type of stone.

Action (NRaas): Put on the leather gloves, and attempt to push the flaming ball towards the metal door. “So, you like metal, eh ? Let’s see if that door will satisfy you.”

Duncan puts on the leather gloves and reaches for the flame. He hesitates for a moment worried that the leather is not thick or resilient enough to match a natural flame. As he touches the ball in the flame it moves slightly. Duncan is able to move the ball slightly within the confines of the circle, but is not strong enough to push it any further or move it up or down. When the ball moves he hears a slight grinding in the direction of the door. However, there is no visual affect to his movements.

After a few moments touching the ball his hands become very cold and the gloves crumble off his hands.

Action (Miganarchine): Duncan searches the large room for anything useful.

Duncan walks around the room, but finds little other than cobwebs and more rubble. The other pillars in the room appear to be worn and tattered not unlike the fallen one. The metal door is steadfast and solid with no apparent way to move or open it.

Action (Miganarchine): Duncan puts the Torch into the blue flame.

Duncan places the torch into the flame which goes out with a hiss. Guess natural and magical flames don’t mix, he thought to himself as he re-lit the torch with the tinderbox. The torch might be unneeded with the light emitting from the blue flame, but he was always fearful of getting eaten by a grue.

Better to be safe.

Question (NRaas): Is there any writing on the outside of the potion bottles, that might explain what their contents are for ?

Duncan examines the potions. One set of potions contains a clear fluid which seems more oily than water and has no odor. Looking through the liquid makes the room look at little brighter. The other set is a murky, greenish mixture that smells like a wet dog. There is no labeling on either set of bottles which both look nearly identical other than their contents.

Action (NRaas): Open the bag of reagents and look inside.

Duncan opens the bad of reagents and examines its contents. He notices there is a wide assortment but only vaguely recognizes some of the ingredients.

Since he has even less knowledge of what he might do with them, he tucks the bag back into his pack.

Question (NRaas): Do the dice in the bag appear to have any special properties ? Or merely something one would play “New Brittanian Craps” with ?

Duncan examines the dice. He remembers playing Dungeon & Dragons with a set similar to these way back in the 1980’s. He can tell by the weight that were not his even after all these years. One of the poor saps in the previous room must have bought them with him. Probably got sucked into a lunar rift when going to the bathroom during a D&D game.

Question (NRaas): What did I bring with me through the rift then ? I presume I am not naked, as that would be slightly awkward.

Duncan quickly and frantically pats himself down. He suddenly had a feeling like he woke up in his underpants, but was relieved to find himself fully clothed and wearing the same simple outfit he was wearing on his boat. He was not carrying any personal belongings on the ship, and as such nothing seemed to follow him here. All he has is the pack of junk he found on the dead guy in the other room.

Action (Mugly Wumple]Action: Speak, “I wonder if I can make that grinding sound again.” Check how much tinder he has. If plenty then push ball with torch quickly, then examine the torch for damage, thinking about what he’s heard about hungry grues.

Duncan considered using the torch again but decided that it was not worth the risk. The ball in the flame did not move easily and he did not want to risk breaking the torch. That always seem to end his game prematurely, and he did not want to see what it would do here.

Question (NRaas): From my prior knowledge of this land, do I feel the scroll will be consumed if I were to cast its contents ?

If Duncan remembered correctly, spells – whether cast or read – required and consumed reagents. Even if the scroll was not consumed it was very likely he would run out reagents to cast it again. However, he was not a mage so all he could do was guess.

Action (NRaas): Enchant the contents of the blue ribbon scroll onto the flaming ball. “Pah, gull-darn flaming ball of frozen nuisance. Let’s see how you feel about water!”

Duncan takes a moment to study the scroll with the blue ribbon. He steadies his voice as he clumsily reads out the words of power while grabbing a random sampling of reagents from the bag. The text on the scrolls lights up and the air fills with magic. Reagents spark and pop like popcorn as a dampness fills the room. The ball of flame snuffs out and the metal core lands on the ground cracking the tiles beneath it. The magic, summoned by an untrained amateur, continued beyond its target as water sprouted from thin air and filled the room. Duncan was tossed about by the current which circled the room until the metal door fell in backwards and he was carried into the next room before the spell finally ended. He gasped for air frantically as the water vanished as quickly as it appeared.

Duncan slowly stood wringing out his clothes. Somehow he managed to keep the torch dry, and quickly re-lit it with the tinderbox. He thought to himself that he needed to be more careful using things he did not understand. The adjoining small room contains a large sculpture of a spiked ball on a pedestal with a couple sets of inset holes. A locked and bolted door sits to the left and everything in the room is covered with cobwebs from years of abandonment.

SOTA RP Adventure - Room 03

Action (blaquerogue): Duncan should try to roll a 16 or higher on his D20 for a spot check to find a secret door/lever.

Duncan searches the room. On the wall to the left of the statue there appears to be section without an mortar and some scratches in a circular pattern on the floor. He pushed and tugs but the wall does not budge.

Action (blaquerogue): i only know D&D rules, unless hes a thief hes going to have to roll high!

Duncan used to love D&D until his life got to busy. Although he would prefer to not risk rolling a 1.

Action (blaquerogue): Look in the section without mortar, and press down on circular pattern!

Duncan follows the mortar-less seam which forms a perfect square but can find no latch. The scratches in the floor appear to be marks from where the wall rubs the floor as it swivels.

Question (enderandrew): How large is the circular pattern of scratches on the floor? Large enough to suggest the spiky ball rolling around? Or small circles?

The scratches are a half circle in front on the wall indicating the wall swings around. They do not appear directly related to the spiked ball sculpture.

Action (enderandrew): Duncan tries his keys on the bolted door.

Duncan inspects the keys he found in the sack. They appear to be random modern style keys with one inscribed with the word “Honda”. The key required for the door would be larger and more of the antique sort.

Action (blaquerogue): Duncan turn the whole sculpture around and see if its a secret lever for the door!

Duncan examines the sculpture. It is intended to turn, but he is not strong enough to move it. Running his hand along one of the spikes Duncan finds a latch. Pressing it releases the ball which turns 90 degrees ending with a snap. The far wall spins around exposing a statue carrying a pole-arm and an ax.

SOTA RP Adventure - Room 03 Weapons

Action (enderandrew): Duncan examines the holes in the ball.

One hole has a matching set on the other side going clean through. The other hole is deep but does not pass through the other end.

Action (enderandrew): Check the pole-arm and axe to see if either have less dust/cobwebs to suggest that they have been disturbed/removed.

The spiders and dust did not discriminate between the weapons.

Question (enderandrew): Does the width of the first hole line up with the width of the polearm or axe?

Both holes are slightly larger than the handles of both weapons. The pole-arm would go clean through the sculpture and touch the floor; however both weapons fit cleanly in both holes.

Action (blaquerogue): Look for levers or the ability to turn the statue around to open a door somewhere

The statue contains no levers, switches or triggers.

Action (blaquerogue): Use axe on door to break out of room!( “evil grin”) ‘Heres Johnny!”

One swing against the door and it is obvious these weapons are not in proper working condition.

Action (enderandrew): And though it is exceedingly unlikely to work, I think Duncan would be practical and attempt to keep a weapon. He will attempt (though likely fruitlessly) to put the broken golf club in the polearm hole and attempt to keep that. If that doesn’t work, the polearm goes in that hole.

“Crap!” Duncan mutters to himself. He left that broken golf club several rooms back. The sack was heavy enough as it is without carrying around broken stuff. He puts the pole-arm into the longer hole. It slides in with the handle hitting the ground with a click as it locks in place.

Action (enderandrew):
In anticipation of potentially fatal folly:

Alas, poor Duncan! I knew him, Umbrae: a fellow
of infinite nets, of most excellent fishing: he hath
borne me on his boat a thousand times; and now, how
abhorred in my imagination it is! my gorge rims at
it. Here hung those fish that I have tasted I know
not how oft. Where be your traps now? your
hooks? your bait? your flashes of excitement,
when a heavy haul hit your waiting deck? Not one
now, to mock your own fate? quite sunken?
Now get you to my GM’s chamber, and tell them, let
her describe an inch thick, to this favour they must
come; make them laugh at that.

Now the ax in the other hole! Duncan McCleod needs neither weapon. He prefers swords as Scottish Highlander.

The ax enters the holes with a click and the room rumbles immediately. The floor beneath Duncan breaks away as he falls into the room below. There is a splash as he lands in a small pool in the underground cavern. Pulling himself out of the water he picks up the torch which conveniently landed on a dry bank.

SOTA RP Adventure - Room 03 Exit

In surveying the room there is only a single passageway exiting, and he trudges through the cavern muck to continue on.

The passageway spills out into another water filled cavern. Water rushes from a large hole near the cavern ceiling and scatters over a large calcium buildup. The river current runs out through a small submerged tunnel near the back of the cave.

Question (enderandrew): Does the water appear to be moving? If so, is it in the direction of the opening in the room?

The water has a steady current which runs from the waterfall to the back of the room where the cavern tightens and Duncan is no longer able to fit through.

Question (enderandrew): It would seem your second post answered some of those questions.

Swimming through an submerged passage means getting the torch wet and likely losing light for the remainder of the adventure. It also runs the risk of drowning if there isn’t an opening to that tunnel in time.

Duncan will examine the opening where the water is coming in from. Does there appear to be enough room to proceed in that direction?

And does this appear to be fresh water or sea water?

The exit in the ceiling is large enough to fit through, but the current of the waterfall and the slickness of the calcium deposit would make this a tricky climb. Duncan notices the water is slightly salty.

(enderandrew): If it was fresh, Duncan would have retired in this room, drinking from his supply of fresh water and fishing to meet his basic needs. He would have rolled dice to pass the time and married the rubber duck as his new life long soul-mate. But alas, it is not to be. The rubber duck will never know true companionship as his love remains unrequited.

Duncan looks at the rubber duck and then suddenly feels very uncomfortable. He tosses the duck to the other end of the room which it then passes through the narrow channel and disappears from sight.

Question (enderandrew): Serious question, is the reagent bag water proof?

Duncan checks the reagent bag. It is not waterproof but still has kept the reagents from getting too waterlogged.

Action (enderandrew): Duncan will carefully examine the opening and venture a bit. If the climb gets too dangerous (though he is a man with sea legs), or it looks to be impossible to keep the torch lit with the falling water, he will venture back.

Edit: The gamer in me thinks this is the flip side of an earlier puzzle and I’m supposed to use the red scroll. The RPer in me thinks a fisherman shouldn’t instantly turn to magic use.

Duncan makes his way up the waterfall. His years as a fisherman makes the difficult task fairly trivial as he enters the hole above. Crawling through the cramped passageway he eventually sees moonlight expelling from an exit.

SOTA RP Adventure - Room 05

As he steps out of the cave and into the cool air, the brilliance of the night sky lays out before him. A broken moon erupts upward from the horizon making him wonder what had happened since his last visit, or whether this was the same land altogether.

SOTA RP Adventure - Room 05 Exit

(enderandrew):Exploding moons are generally a bad thing.

Duncan misses his duck.

He quickly surveys the area, looking for shelter for fear of falling pieces of the exploding moon.

Against his better judgement, Duncan returns to the cave and finds the rubber duck which floated through the channel. Looking at it oddly for a moment he stuffs it in his pack.

THE END OF PART I

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