Author Topic: Keine Quest (Part 2): Broken History  (Read 72004 times)

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #570 on: August 11, 2010, 06:11:42 PM »
>Proceed. Mark the wall if we emerge into a chamber.

Re: Keine Quest (Part 2): Broken History
« Reply #571 on: August 11, 2010, 06:19:18 PM »
>Proceed. Mark the wall if we emerge into a chamber.

>You continue forward and emerge into what appears to be a sheltered overhang. It looks mostly like a regular chamber, except the wall opposite you is open space. Getting close to it, you see that you appear to on the edge of a ledge high above the ground of a second larger chamber, although it seems somewhat less vast than the previous large one you emerged in. You can see more spirits moving about in it, although thankfully less than in the other rooms. You're close enough to see another wall of the chamber to your right. Beyond that, it is blackness forward, and to your left.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #572 on: August 11, 2010, 06:37:41 PM »
>Have Mokou mark the wall.
>Use the compass to determine position in relation to the chamber with the hostile spirits.
>Do there seem to be enough spirits to give us problems?

>_

Re: Keine Quest (Part 2): Broken History
« Reply #573 on: August 11, 2010, 06:46:49 PM »
>Have Mokou mark the wall.
>Use the compass to determine position in relation to the chamber with the hostile spirits.
>Do there seem to be enough spirits to give us problems?

>Mokou tosses another amulet against the wall.
>The seeking stone points about 120 degrees to your right. It's difficult to tell precisely, given how vast the previous chamber was, exactly where it should be. Perhaps this could even be part of it? You think it would generally be ahead and to the left, though.
>There's far less than the last chamber, but more than enough to make themselves difficult if they chose to. You don't see any signs of aggression at the moment, though.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #574 on: August 11, 2010, 08:03:04 PM »
>"They don't seem so bad, yet."
>Descend into the chamber.

Re: Keine Quest (Part 2): Broken History
« Reply #575 on: August 11, 2010, 08:06:20 PM »
>"They don't seem so bad, yet."

>"Yet," Mokou adds.

>Descend into the chamber.

>You fly off the ledge and descend towards the ground. You think you see a little increase in motion from some of the spirits, but nothing obviously aggressive as of yet. You land in the corner of the room, with a wall extending into the distance to your right, and behind you.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #576 on: August 11, 2010, 08:16:04 PM »
>If the chamber we want to avoid is to the left, head rightwards.
>Keep a wary eye on those spirits.

Re: Keine Quest (Part 2): Broken History
« Reply #577 on: August 11, 2010, 08:20:59 PM »
>If the chamber we want to avoid is to the left, head rightwards.
>Keep a wary eye on those spirits.

>It may be left-ish, or possibly forward; it's difficult to tell for certain. It's also impossible to head right, as there is a wall that way. However, you proceed along the wall for a while, keeping an eye on the spirits. A few of them seem to be noting your presence, but have not yet moved aggressively. A few of them seem to be starting to mill about together, however. Eventually, you see another large passageway to your right.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #578 on: August 11, 2010, 08:25:38 PM »
>Head into the passage, have Mokou mark the floor.

Re: Keine Quest (Part 2): Broken History
« Reply #579 on: August 11, 2010, 08:36:39 PM »
>Head into the passage, have Mokou mark the floor.

>You head into the passage, having Mokou leave a mark there as well. You think you might be able to see a few spirits floating lazily towards you, but they're still far away.
>A short while after you enter, the passage curves towards a similar trajectory as the chamber you were just in. Eventually it emerges in an even larger chamber, looking significantly familiar; many spirits flicker high above, and in smaller groups along the ground. This time, however, you seem to be close enough to see the right-side wall of it. And.... is that brickwork over there? You're not certain.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #580 on: August 11, 2010, 08:57:28 PM »
>Have Mokou mark the wall, and go examine the brickwork.

Re: Keine Quest (Part 2): Broken History
« Reply #581 on: August 11, 2010, 09:11:37 PM »
>Have Mokou mark the wall, and go examine the brickwork.

>Mokou tosses another amulet at the wall, and you head over towards the brickwork. You see a few spirits swirl around unnervingly as you do.
>There is a sort of dip in the cave wall to your right, and some parts of the walls of the impression have been reinforced with obviously man-made stone. The far wall on the inside of the alcove appears to be made of stone entirely, and there is a large reinforced wooden door.
>You think you see a few of the spirits heading in your direction.

Doll.S CUBE

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Re: Keine Quest (Part 2): Broken History
« Reply #582 on: August 11, 2010, 09:15:07 PM »
> Might as well knock on the door

> Keep cautious of those spirits

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #583 on: August 11, 2010, 09:16:02 PM »
>Does the building seem to be intact? Any signs it's being used?

Re: Keine Quest (Part 2): Broken History
« Reply #584 on: August 11, 2010, 09:26:54 PM »
> Might as well knock on the door

> Keep cautious of those spirits

>You move over towards the door, keeping an eye on the spirits. You're pretty confident that some of them are moving towards you now, and other are looking agitated. They're still a little bit distant, though.
>Although it looked large from a distance, once you close to the door, you realize that it's easily twice your height; made of dark reinforced wood that is extremely solid looking. You knock on it, making a deep resonating sound. You don't get any obvious response.

>Does the building seem to be intact? Any signs it's being used?

>It doesn't seem to be a building, per se. Rather, it looks like the door is built into the cave wall itself. Or, at least, that it's built into brick that is also built into the cave wall. It looks fairly intact. The construction is solid enough that it could probably stand for a while without maintenance, however. There are no other obvious signs of human presence, or any windows or other features along the wall.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #585 on: August 11, 2010, 09:33:16 PM »
>Does it have a handle?
>If fly up, grab handle, and try to open it.
>If not, does it seem to open inward? If so, push on it.

Re: Keine Quest (Part 2): Broken History
« Reply #586 on: August 11, 2010, 09:40:34 PM »
>Does it have a handle?
>If fly up, grab handle, and try to open it.
>If not, does it seem to open inward? If so, push on it.

>It has two large iron rings that could be pulled on to open the door. Despite the door's size, they were clearly designed for normal sized hands, and are located within standing height of the floor.
>You grab them and pull, but the door refuses to budge.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #587 on: August 11, 2010, 09:47:59 PM »
>Does it feel locked, or just too heavy to open? That is, does it seem to pull against a bolt of some kind?

Doll.S CUBE

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Re: Keine Quest (Part 2): Broken History
« Reply #588 on: August 11, 2010, 09:49:16 PM »
> Pull harder

> If it still won't budge, get Mokou to help

> If still not open, get Rumia to help

> If it still not open, contemplate blasting it open

Re: Keine Quest (Part 2): Broken History
« Reply #589 on: August 11, 2010, 09:58:03 PM »
>Does it feel locked, or just too heavy to open? That is, does it seem to pull against a bolt of some kind?

>It does feel like it might be pulling against something, but it's shifting so little that you're not certain.

> Pull harder
> If it still won't budge, get Mokou to help
> If still not open, get Rumia to help

>You pull on the door even harder, with little improvement. Then you gesture for Mokou, and she takes the other handle and throws her strength into it, too. However it's locked, it's very secure. Even Rumia tries to help, fitting her fingers in around yours, and straining against the door, complete with adorable sound effects. But other than bringing a momentary smile to your face, she fails to contribute anything noticeable to the endeavor.

> If it still not open, contemplate blasting it open

>Well, that might be possible. It does seem to just be made of wood, after all.

>The spirits are gathering closer, now.

Doll.S CUBE

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Re: Keine Quest (Part 2): Broken History
« Reply #590 on: August 11, 2010, 10:02:51 PM »
> Blast it open

> If that doesn't work, get Mokou to blast it open

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #591 on: August 11, 2010, 10:05:46 PM »
>Rather than just violencing it open, consider having Mokou cut the hinge pins. It'll take way less effort if they're visible.
>Give the door a good kick, and shout "Open up or we're breaking it down!'
>If there's no sort of response, pitch the hinge idea to Mokou, and start holding off some spirits.

Re: Keine Quest (Part 2): Broken History
« Reply #592 on: August 11, 2010, 10:18:26 PM »
> Blast it open
> If that doesn't work, get Mokou to blast it open
>Rather than just violencing it open, consider having Mokou cut the hinge pins. It'll take way less effort if they're visible.
>Give the door a good kick, and shout "Open up or we're breaking it down!'
>If there's no sort of response, pitch the hinge idea to Mokou, and start holding off some spirits.

>You consider breaking the door down, but decide that a surgical approach might work better.
>You give the door a swift kick, and nearly regret it upon contact. Man, whoever built this was some carpenter. You threat goes unanswered, however.
>You suggest removing the hinges to Mokou. "Cut them how? I suppose I could trying burning out the wood around them."

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #593 on: August 11, 2010, 10:31:27 PM »
>If the door opens outward, the hinge pins would have to be on this side, tell her to cut the tops and bottoms off like she did with the rock, and they should fall out.
>If not, just tell her to do that or slice them in half, whichever is fastest.

Re: Keine Quest (Part 2): Broken History
« Reply #594 on: August 11, 2010, 10:37:30 PM »
>If the door opens outward, the hinge pins would have to be on this side, tell her to cut the tops and bottoms off like she did with the rock, and they should fall out.
>If not, just tell her to do that or slice them in half, whichever is fastest.

>You elaborate the plan in more detail.
>"Yeah, I got it the first time, I'm just saying that metal's a hell of a lot harder to melt through than rock."

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #595 on: August 11, 2010, 11:03:09 PM »
>"Really? Well, do what needs be done, then. We can quibble over the details later."
>Go hold off those spirits.

Re: Keine Quest (Part 2): Broken History
« Reply #596 on: August 11, 2010, 11:10:34 PM »
>"Really? Well, do what needs be done, then. We can quibble over the details later."

>"Right," she says and turns back to the door.

>Go hold off those spirits.

>You turn around and move towards the entrance to the alcove. At the very least, nothing can come from behind or above you from here. Still, there's a lot of them gathering towards you. It'll probably still take another 30 seconds or so before any of them reach you. Hopefully that'll be enough time.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #597 on: August 11, 2010, 11:38:38 PM »
>Summon up the familiars, the double layer. Calculate the best places to strike to remove a lot of them at once.
>Stride forward boldly, so that if they are going to open fire, Mokou and Rumia will be out of range.

>_

Re: Keine Quest (Part 2): Broken History
« Reply #598 on: August 11, 2010, 11:43:27 PM »
>Summon up the familiars, the double layer. Calculate the best places to strike to remove a lot of them at once.
>Stride forward boldly, so that if they are going to open fire, Mokou and Rumia will be out of range.

>You conjure a double layer of familiars, and put some distance between yourself and the others. You see a cluster of spirits to your upper left that seem like a good target to open on. They're almost in range....  Two spirits from elsewhere break off and swoop down towards your right, spaying several small bursts at your immediate area.
>"Dammit, what the hell's up with this thing!" you hear Mokou yell out from behind you.

Hello Purvis

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  • Hello Jerry
Re: Keine Quest (Part 2): Broken History
« Reply #599 on: August 11, 2010, 11:59:43 PM »
>Indulge in some archaic profanity.
>Move around the bursts, and try to get both the first strikers and the group into range, then let them have it.