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[Complete] Hunting a Thief [ Eanah ]

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Smerdle

Scamp

PostPosted: Wed Sep 25, 2013 2:30 pm




Character's Name: Eanah
Stage: Expert
Class: Mage
Level: 42

Stats:
xxxLP: 555
xxxENG: 555

xxxINT: 120
xxxATK: 18
xxxDEF: 50
xxxLUK: 24

Battle Inventory:
xxxBottled Dream x3
xxxYsali Dragon Orb x4
xxxAyrala Dragon Orb x1
xxxKiandri Dragon Orb x2
xxxAiskala Dragon Orb x1
xxxFirani Dragon Orb x1


Quote:
Your sister has come crying to you for help. The love of her life gave her a bracelet a few days back and now it has been stolen! While it was not a cheap piece of jewelry, neither was it expensive. All that marks it different from so many other bracelets is its pale purple stone with a glittering pink middle that's shaped like a heart. She took it off and put it down for a second when a Silx, attracted by its glitter, stole it! She managed to follow the animal thief to an abandoned hut in the woods nearby. Tearfully claiming that she is too scared to enter the ruin, she begs you to help her get her bracelet back.

It is late afternoon when you venture outside the safety of your home. Walking along the overgrown trail to the abandoned hut, the surrounding sounds seem muted and distant. A soft breeze slowly blows by, rustling the fallen leaves. Before you stands a house two stories tall. Its windows are gaping holes that show a dark and dusty interior. Many of the windows have been covered by webs made thick and large by years of not being disturbed. Its front door is closed; surprisingly it's still intact after the years of neglect and weathering.

You know from your sister that she saw the Silx enter the house from a hole in the wall next to the front door.

Do you:
A) Check the outside of the house? Go to Looking Around Outside.
B) Do you Enter the house? Go to Front Door.
C) Do you leave and abandon your adventure? Go to Quit.


Moments after announcing that their father was no longer among the living, Finres began to weep, fat, dramatic tears running down her cheeks and splashing against her fancy dress. Rather than make any more of a scene, Eanah had hustled her back to the Sanctuary where the girl had continued to sob rather than talk, eventually falling into a fitful slumber.

Finres awoke the next day, unwilling to speak of their parents at all. She did go on about some creature that had slipped away with her bracelet on the road, before her caravan had reached the docks. Eanah offered to venture into the wilds to retrieve it, if only to get away from her sister's inane babbling.
Smerdle rolled 1 10-sided dice: 9 Total: 9 (1-10)
PostPosted: Wed Sep 25, 2013 2:32 pm


Quote:
The house walls have many vines crawling up their sides and sneaking into the house though the broken windows. Looking through these windows you can see broken furniture and dust upon everything. You also see paw prints of various animals crisscrossing the dusty floors. There is no back door, but you do find a trap door leading into what could be a cellar. Around this trap door there are many tracks.

Each participant may roll a d10; if a 6-10, you know them to be Silx tracks, otherwise they just look like paw prints of some small critter.

Do you enter the house through either
A) the front door? Go to Front Door.
B) the trap door? Go to Trap Door.
C) Leave the house alone and quit? Go to Quit.


Once Finres had managed to passably describe her caravan's path to the docks, Eanah set out, leaving Thren behind to sun himself in the Sanctuary courtyard while she did a little adventuring. Her sister's directions proved solid, surprisingly, but the mage could tell things would quickly become more difficult once she saw the tracks. They led from the road and into the trees, and they were the first suspicious things she had seen thus far. By the time she saw the hovel, she was already sure she was headed in the right direction.

It was a dusty, web-riddled thing that might have been homey enough long ago, but was now a series of accidents waiting to happen. Eanah took a peek through one of the gaping windows, deciding the venture around back when she saw nothing but broken furniture, filth, and unrelated animal tracks.

Her thoroughness paid off. Around the back of the shack was an old trap door. The tracks that surrounded it had been made by a Silx.

Smerdle

Scamp

Smerdle rolled 1 10-sided dice: 3 Total: 3 (1-10)

Smerdle

Scamp

PostPosted: Wed Sep 25, 2013 2:36 pm


Quote:
This door is really warped and difficult to open. Each participant may roll a d10, a 6-10 opens it.

A) If you cannot open it, you may chose to enter the house (Go to Front Door) or leave (Go to Quit). Once you open it, it will be forever open to you and you need not roll again.
B) If you can open it, then continue with the prompt.

After much forcing and straining, the trap door opens. A ladder leads down into the dusty dark cellar. Just barely within your sight, you can see the floor and what appears to be a door in the wall. Just beyond the door you can see the tunnel extends into the darkness. However, there's a huge spider web covering the entire tunnel. A humongous furry brown spider sits in the shadows in the corner of its web, all eight eyes peering up at the intruder who has brought light into its tunnel home.

Do you climb down the ladder or leave?
C) If you go down, go to Cellar Tunnel.

If you wish to avoid the spider and it's huge web, you may:
D) go through the front door. Go to Front Door.
E) or leave completely. Go to Quit.


Unfortunately, no matter how well she could match the tracks from her studies to the ones in the real world, that knowledge in no way helped her to pull open the trap door. After several failed attempts, Eanah stood straight, dusting off her skirts and finger-combing her hair. She would not look foolish, even if there was no one there to see. The front door would have to do, after all.
Smerdle rolled 1 10-sided dice: 6 Total: 6 (1-10)
PostPosted: Wed Sep 25, 2013 2:42 pm


Quote:
Walking up to the front door, you turn its rusty handle and attempt to open it. While it is not locked, its frame has been warped by the weather and you must use force to open it. Once you manage to open the door, it groans and swings inward with a cloud of dust and you can hear the sounds of small critters running for cover as you intrude upon their domain. The sunlight behind you lights up this room. This room is covered in spider webs, dirt, dust, and animal droppings. Many types of animal tracks crisscross the filthy floor. There are two gaping holes in the walls. One directly in front of you has the ruins of a door hanging from its hinges across it's entry way. The other opening appears to be an archway into a small room beyond. It looks like termites have been eating away at the wooden structure of this house, making you think that it might be best to tread carefully and keep an eye out in case the supports break. Looking up, you can see a huge hole in the ceiling; beyond it is a dark room that you can barely make out from where you stand. What you can see is a pair of red glowing pin points that flash once then wink out.

Each participant may roll a d10. A 7-10 will let you notice and track the Silx foot prints in the dust and dirt.

If you can tell which is the foot prints of the Silx, then you see they go through the doorway with the hanging door.

Do you:
A) Leave? Go to Quit.
B) go though the hanging door? Go to Inner Room.
C) go through the open archway? Go to Broken Stairs.
D) or return to the outside and look around out there? Go to Looking Around Outside.


The front door was only slightly less sticky than the hatch had been, but eventually she made it inside and was immediately overwhelmed by dust and webs. The sister she had not seen in seven years was not worth all of this, but Eanah persisted anyway, her curiosity getting the better of her. There was more to Finres's story than she was sharing. It wouldn't do to push her away, not until she could reveal what she had come to.

There was a broken door here, a clear archway that led into what looked to be a much cleaner room than the one she was presently in, and a hole in the ceiling that Eanah had no intention of exploring if she could help it. It didn't take very long for her to move confidently through the arch, brushing cobwebs from her clothing as she went.

Smerdle

Scamp

Smerdle rolled 1 10-sided dice: 8 Total: 8 (1-10)

Smerdle

Scamp

PostPosted: Wed Sep 25, 2013 2:45 pm


Quote:
Walking under the ruined wooden archway, you see in front of you a broken staircase. there are only a few tracks in the dust here, mostly from something larger than a Silx. You do not recognize it, but you know that a Silx does not have that large a paw nor the long claws that would gouge the wooded slats of the stairs... These stairs do not look like they can take your weight and unless you can fly or try climbing the walls what ever dwells up here will be safe from you.

A) If you can fly and wish to see what lives up here, go to Upstairs.
B) If you wish to attempt climbing the walls, roll a d10: 7 -10 means success and you may go to Upstairs. If you fail, you may re-roll or leave and return to Front Door.
C) You may attempt to walk up the stairs. roll a d10: 9 or 10 means you have crawled up successfully without falling into the darkness beneath the stairs. Go to Upstairs. Anything else and you tumble down. Go to Darkness.
D) If you wish to leave and check elsewhere, return to the Front Door and choose another option. You may come back here and try again if you wish.


Once she was through the arch, Eanah came to a stop with a sigh. The stairs ahead of her looked to be even more questionably precarious than the odd hole in the previous room's ceiling had been, but it seemed she had little choice in her future avenues of exploration now. She had no doubt that if she tried the stairs, they would break, and she would end up somewhere far worse than here. She couldn't just go back now. With another sigh, she resigned herself to climbing, stowing her scepter and slowly beginning her ascent up the jagged wall.
PostPosted: Wed Sep 25, 2013 2:48 pm


Quote:
This room is obviously the den of some creature; filthy and dark this is not a place you wish to linger in. The only light in here comes from the holes in the roof. Bones, feathers, and fluffs of fur litter the floor and there are many suspicious dark stains upon the floor as well as that large hole you looked up through earlier. A deep growl echos about you. Quickly looking around, you spot the source of the sound. A rather large beast is crouched in the corner, it's body projecting anger at your intrusion into it's home. Odd looking with it's shoulders much broader than its thin hips; you can tell from its muscled frame and long legs that it can run forever. Its small but thick neck leads to a pointed face with large triangular ears. A coat of deep smokey gray with lighter gray spots is perfect for night time stalking. Its forward facing eyes are red and reflect the pale light that seeps in through the roof. You remember this creature from lessons at school, a Notbjaovin. Usually nocturnal and a lone predator, its jaws are unusually strong.

What do you do?
Retreat?
A) If you can fly, return to "Front Door"
B) You may attempt to climb back down stairs and walls. Roll a d10, 7+ gets you there safely
C) You may try to walk back down the stairs. Roll a d10, a 10 means you are successful, otherwise you fall down into the darkness beneath the stairs. Go to "Darkness"
D) If you try to interact with the Notbjaovin go to "Creature"

Smerdle

Scamp

Smerdle rolled 1 100-sided dice: 65 Total: 65 (1-100)

Smerdle

Scamp

PostPosted: Wed Sep 25, 2013 2:54 pm


Quote:
Eanah:
Level: 42
LUK: 24

Success rate: 71-100

Notbjaovin
Level: 30
LUK > 22


She quickly came to the conclusion that she must have missed some vital clue as to the nature of this place when she reached the apex of her climb and entered the room at the top of the stairs. This was no ordinary abandoned space. This was an animal's home. A large animal. Eanah silently pulled her scepter from her cloak, her gaze darting between the dusty tracks to the piles of fur and bone in the corners of the room. By the time the notbjaovin crept back into its sanctuary through a hole in the far wall, the girl had already managed to deduce what lived there. Anticipating the worst, she had crouched behind a heap of debris from what had once been the ceiling, and her hiding spot seemed an effective one for now. She wouldn't need it for long.

The notbjaovin sniffed at the air once, twice, but before it could turn to find her, Eanah forged a sheet of power that sliced through the air between them. A tuft of fur at the end of the creature's tail was caught in the invisible wall and sheared away, falling silently to the floor. The tense silence that followed stretched until the notbjaovin turned sharply and hissed, making its displeasure known. Eanah concentrated, strengthening her shielding just as the animal lunged. It hit the barrier hard, backing off with a whine and a shake of its head.

For a long while, neither the creature nor Eanah moved at all. The girl was wiling to reluctantly admit to herself that were she to try to take the notbjaovin on by herself, she probably wouldn't make it out unscathed. She wasn't prepared for a fight on the creature's home turf, nor was she feeling bloodthirsty enough to simply start one anyway. Luckily, it didn't seem to realize this.

Rather than engage the girl, the notbjaovin eventually grunted and wandered off, leaving Eanah to wonder if she'd been spared. When it was clear she had been, she emerged from her hiding place, peering around for a moment before searching the room.
Smerdle rolled 1 10-sided dice: 2 Total: 2 (1-10)
PostPosted: Wed Sep 25, 2013 2:56 pm


Quote:
Now that it's gone, you may search the room.
Each person will roll one D10.
1-3 :: Hidden in a corner, buried beneath a pile of bones and dirt is a Firani orb. (one for each participant)
4-10 :: Hidden in a corner, buried beneath a pile of bones and dirt is a Kiandri orb. (one for each participant)

Once done, you may head back down. Go to "Broken Stairs" and re-roll to see what happens.


She wasn't certain how a notbjaovin had gotten its paws on a Firani orb, but she wasn't about to leave it behind, now that it wasn't being monitored. Eanah searched for Finres's bracelet as well, but it was nowhere to be found.

With nothing else left to explore, she made her way back downstairs to search this place further.


User Image

Smerdle

Scamp

Smerdle rolled 1 10-sided dice: 1 Total: 1 (1-10)

Smerdle

Scamp

PostPosted: Thu Sep 26, 2013 7:20 am


Quote:
Walking under the ruined wooden archway, you see in front of you a broken staircase. there are only a few tracks in the dust here, mostly from something larger than a Silx. You do not recognize it, but you know that a Silx does not have that large a paw nor the long claws that would gouge the wooded slats of the stairs... These stairs do not look like they can take your weight and unless you can fly or try climbing the walls what ever dwells up here will be safe from you.

A) If you can fly and wish to see what lives up here, go to "Upstairs"
B) If you wish to attempt climbing the walls, roll a d10: 7 -10 means success and you may go to "Upstairs." If you fail, you may re-roll or leave and return to Front Door.
C) You may attempt to walk up the stairs. roll a d10: 9 or 10 means you have crawled up successfully without falling into the darkness beneath the stairs. Go to "Upstairs." Anything else and you tumble down. Go to "Darkness"
D) If you wish to leave and check elsewhere, return to the "Front Door" and choose another option. You may come back here and try again if you wish.


Eanah peered down into a wide crack between the ruined stairs, shaking her head at what she was about to do. At least she wouldn't be surprised by her fall.

The boards came up easily once she actually put some force behind the effort, far easier than opening the hatch or outside door had been, and once it was done, Eanah gathered her skirts around her knees and dangled her legs over the side of the hole she had made. She surmised there was a fairly good chance that she wouldn't die from the distance she fell, but she couldn't be certain there wasn't someone down there waiting for her arrival.

"All right. I'm ready," she muttered, sliding into darkness.
PostPosted: Thu Sep 26, 2013 9:10 am


Quote:
As you try to cross the rickety stairs, disaster happens! Several things can happen, you could lose your grip on the wall as you try to climb around the stairs, or a slat breaks underneath your feet as you attempt to go up the stairs.

You fall into the dusty darkness beneath the stairs. A cloud of webs and dirt explode as you land upon the floor. Dark shadows surround you with only a dull light from above to break the shadows in the crevice. As you try to move, the grimy floor beneath you gives way, sending you tumbling down into true darkness....
Go to "Cellar"


She landed in a heap of what felt like old clothing, her breath knocked out of her twice as she sneezed. Eanah didn't have much time at all to decide on what to do next before the floor underneath her collapsed, swallowing her up.

Smerdle

Scamp


Smerdle

Scamp

PostPosted: Thu Sep 26, 2013 9:11 am


Quote:
As you continue along the long web filled corridor, you can still spot the Silx tracks in the dust. You come up to a broken doorway. Beyond you see a small room with barrels and boxes piled up haphazardly. Most of them have been gnawed on and broken into in some way. A wet spot surrounds one of the barrels near you and you can smell the wine from here. But what draws your eyes the most is the pile of dimly glittering junk in the middle of the room. Sitting upon its heap of stolen goods, the Silx turns to look at you and hisses in annoyance. An intruder it cannot fight! Fleeing, it runs through the barrels and vanishes into the darkness of the corners. Sitting atop the pile is your sister/friend's bracelet. You have found the item that has sent you to this dusty place! As you shift through the rest of the pile to see if there is anything else of value, you find a glowing red orb and a small red, tear-shaped gem. A Firani Orb AND a Firani Tear!

User Image User Image

Congratulations, you have found your prizes! You may now flee the house with your loot or decide to continue exploring. It is up to you. If you scared off the Bognotti and Notbjaovin and they fled, then you will not encounter them again.


Even knowing she put herself in danger by remaining in one place, it took some time before Eanah cared enough to regain her footing. A number of negative thoughts, questions and concerns continued to run through her head, until eventually, her frustration with getting nowhere grew more persistent than her need to think.

She turned her head toward a patch of flickering light. That way.

Climbing to her feet, the mage headed down the illuminated hall, stopping once the space opened out to reveal a wide basement of sorts. Three of the walls were smooth stone, clearly manmade, but the last had been worn away by thousands of claws. Silx claws, if she was identifying them correctly. There was a rustling behind her, and Eanah turned quickly, coming face to face with the animal itself. At its feet sat a bracelet.

"If that isn't Finres's, I'm an Orderite," she muttered.

The Silx let out a long hiss, but when Eanah lunged for it, the creature scampered away without looking back. She retrieved the bracelet with a smirk, then rummaged through the rest of the pile, picking up another orb, as well as a tear.

Finding her way out after that was relatively easy, all things considering. All she needed to do was head in the direction the Silx had ran, following the clean-smelling air when she came upon it. The girl made her way back to town slowly, vowing never to return, no matter how strong her curiosity.
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