Entry tags:
[021] [006] [367] Make nice
Woke up from a bizarrely upsetting RP-relating dream in a rush so I'm super groggy, it's basically the lamest thing ever, wow. Have my brother's confirmation and first communion to go to tonight, so I work all day and still won't be home until late tonight, so that's gonna blow (My mom's advice? "Wear your hair down so you can hide some headphones"). Plus I have to wear nice clothes to work, with all the harassment that will inevitably bring, because I'll have no time afterward to go change! Yay today.
'What brings you to these parts?' she demands. You tell her your story, carefully avoiding telling her of your real mission. She advises that if you know any magic, you should flee from this place. The creatures you have met so far do not compare with those you will come across within the Citadel Tower itself. She tells you you will never meet the master without finding the Fleece first, and bids you luck on your mission. Add 2 LUCK point for the information you have learned and set off onwards.
The path runs alongside the river for several metres and then cuts back into the rock. You follow the path for some time.
Some way along the passage, you arrive at a four-way junction. You take a path to the north, which eventually leads you to a large wooden door. You can hear nothing by listening at the keyhole.
'What brings you to these parts?' she demands. You tell her your story, carefully avoiding telling her of your real mission. She advises that if you know any magic, you should flee from this place. The creatures you have met so far do not compare with those you will come across within the Citadel Tower itself. She tells you you will never meet the master without finding the Fleece first, and bids you luck on your mission. Add 2 LUCK point for the information you have learned and set off onwards.
The path runs alongside the river for several metres and then cuts back into the rock. You follow the path for some time.
Some way along the passage, you arrive at a four-way junction. You take a path to the north, which eventually leads you to a large wooden door. You can hear nothing by listening at the keyhole.
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Now what?
