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Delver 2 (Horror. Survival. Dungeon Crawl.)

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Thread images: 1

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You are 14 year old Malek, 4th son of Hadek from the village of Uthan. You were thrown into the pits of Shaho for killing a boy over a petty grievance. Now you must live out the rest of your days in this cursed place. Survival will not come easy. Abominations, traps and madness wait in the depths. We shall see how long you survive.

Last time, you killed a black tiger and a fetus-demon-creature, and met another Delver: Retzo of Stenefels, a cook. You decided to team up with him since he knows more about this place and has survived here longer than you have.

You are currently in a medium sized smokehouse (which Retzo has re-purposed into his personal living quarters) on the 2nd level of Shaho. What will you do?

Your Character Sheet:
= Stats =
The natural aptitudes your character was born with
# +3 Fitness (F) - Overall fitness of the body
# -1 Awareness (A) - Sharpness of the senses
# +1 Creativity (C) - Flexiblity of the mind
# +0 Reasoning (R) - Powers of reasoning and logic

= Skills =
# +4 Athletics (F) - Skill in swimming, climbing, jumping, running etc.
# +3 Hunting (A) - Skill in archery, butchery, tracking, stealth and knowledge
of wild game
# +2 Medicine (R) - Knowledge of medicine, herbalism and medical techniques to
cure injury
# +1 Fighting (F) - Skill in armed and unarmed melee combat
# +1 Crafting (C) - Skill in arts and crafts; sewing, carpentry, smithing, etc

= Inventory (5/6) =
# Hand-made Backpack
- Cooked Meat x2 [2]
- Waterskin (full) [1]
- Magic Wool x1 [1]
# Belt
- Candle(4/10) u [1]
= Equipment =
# Torso - Hand-made Backpack
# Shoulder - Hand-made Bow (1d4)
# Waist - Quiver(6/8)
# Left Hand - Torch (4/4)
# Right Hand - Hand-made Club (1d3)

= Condition =
# Healthy - Right as rain, fit as a fiddle
>>
>>322491
What can we see in the smokehouse?
>>
Previous Thread: >>294897
http://pastebin.com/VP0etN69
>>
>>322545
There are bits of meat hanging from the ceiling,
drying. A wood stove is burning in one corner and producing smoke. A table lies
in another corner, and a grandfather clock in a third. The floor is made of
polished stone and on one wall there are two sets of runes arranged in a
circle
>>
>>322559
Look for Retzo.
>>
>>322697
Seconding

(Welcome back GM, you should really get a trip senpai)
>>
Great, I thought that the quest was dead.
What happened after we solved the riddle?
>>
>>326187
kek cropped spoiler
>>
>>326187
The words on the orb disappeared. According to Retzo, you can now speak aloud a question and the orb will answer truthfully, "yes" or "no". Be careful, as the first question it hears will be the one it attempts to answer.
>>
Damn... If you don't mind, I'd like to wait for more players to make a question.
>>
>>326575
Ask it
>Can I escape this place?
>>
>>331366
This.
>>
>>331366
>>332686
"I got it! The answer is 'darkness'." The light of the letters fade and the orb
returns to black.
"Of course! Looks like zat vas ze correct answer junge. Vell done! I vill let
you ask ze question since voo vere ze vone to answer ze riddle." You think for
a while. What question is most important right now? And then you know.
"Can I escape this place?" Nothing happens at first. Then blue letters on the
surface of the orb shape themselves into..."Yes".
"Vait, vat? But I was told there vas no vay to escape." Its what you were told
as well. So there is a way. You won't have to die here. Hope and relief
wash over you in a wave. You shake the orb again. Nothing happens.
"Ah, voo haf to vait junge, the orb vill vork again in a few hours. Be patient.
In ze meantimes perhaps voo vant to eat something or rest?" You are neither
hungry, nor tired.
"No thanks. I need know how to get out of this room."
"Touch ze portals over there. But make sure voo close voor eyes ja? Or else voo
vill go kaput! As for me, junge, I'm going to sleep. Come back here and eat if
voo are hungry or tired, ja?" And he lies down on the bed and is snoring in
minutes.

You have found a 'safe zone'. You can rest here and store items without
penalty or fear of loss. Resting in a safe zone also has a chance to remove the
'sick' and 'injured' conditions.


You:
>Gather your things, but leave some stuff (what?) and touch one of the portals
(which?)
>Gather your things and touch one of the portals (which?)
>>
>>332958
>= Inventory (5/6) =
># Hand-made Backpack
>- Cooked Meat x2 [2]
>- Waterskin (full) [1]
>- Magic Wool x1 [1]
># Belt
>- Candle(4/10) u [1]
>= Equipment =
># Torso - Hand-made Backpack
># Shoulder - Hand-made Bow (1d4)
># Waist - Quiver(6/8)
># Left Hand - Torch (4/4)
># Right Hand - Hand-made Club (1d3)
>= Condition =
># Healthy - Right as rain, fit as a fiddle
>>
Yay its back
>>
What are the portals?
>>
>>333045
The portals are glowing runes inscribed in a circle on one of the walls. Touching them apparently teleports you to another room. There are two such portals on the wall.
>>
Rolled 1 (1d2)

Let's let the dice decide.
>>
>>332958
>Gather your things and touch one of the portals (which?)

>>333066
So, the left portal? I'll support that.
>>
>>333085
>So, the left portal? I'll support that.
yea
>>
>>333085
>>333089
You take everything with you and touch the portal to the left, making sure to
close your eyes. You feel a yank at your navel, but you don't lose
consciousness this time. When you open your eyes you're in a medium-sized
dormitory, most likely meant for slaves or servants given the filth and poor
state of the beds. A salty, putrescent odor, sweat laced with excrement, fills
the air and mixes with the smell of burning incense. Carpets adorn the floor,
faded and dusty. The wall behind you has two runic circles, almost identical to
the ones in the smokehouse. The wall opposite you has double doors of beaten
iron. Their shape is strange, triangular, trapezoidal, a large iron bolt keeps
the door closed, but not, it seems, locked.

The beds, or cots, are neatly pushed together to from one unified bed on each
wall. There are no covers or cushions. A small table in one corner of the room
has an ivory candle holder, upon which two sticks of incense breathe their
last fumes.

What will you do?
>>
>>333181
Leave the room.
>>
>>333181
Exit through the iron doors
>>
>>333193
>>334184


You head for the double doors. The iron bolt is heavy, but no match for your
strength and you slide it out easily. The doors swing out and lead into a
medium sized dressing room. The room is littered with wooden mannequins, empty
of all cloth. A small alcove on one side of the room acts as a walk in closet,
from which several empty, metal, coat hangers hang. The ground is covered in
dirt and the smell of sewage is strong. There are no other exits in this room
except for the one in which you came. Part of the left wall contains an old
fireplace, partially obstructed by the mannequins. You guess it was part of a
former construction.

What will you do?
>>
>>334266
Examine the fireplace, I've seen this one enough times to know there's a secret entrance in there
>>
You dead OP?
Thread posts: 26
Thread images: 1


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