merridia: (Default)
Quando Omni Flunkus Moritati ([personal profile] merridia) wrote2012-05-17 08:10 am

[078] [154] [038] [051] [223] [003] [161] [074] [114] [265] [121] [032] [201] [363] Numbers!

Another day, another dollar. More than the 9-5 aspect of working normal hours, it's the Monday-Friday aspect that's proving the most difficult to get used to for me. Fuck, you guys, work weeks are so looooooooong. This is why school and me never really gelled. I much prefer it when I have Wednesdays off instead of Saturdays, because even if I don't get a proper weekend, it breaks the week up nicely. Okay, whining over, poll time!

Erring on the side of caution for once, are we? Let's do this. It's a long one today, so behind a cut it goes! Settle in (or just tl;dr it and vote anyway, it's all good)...


You crouch down in the darkest recess you can find in the wall. The footsteps draw nearer and then you see a LIZARD MAN carrying an iron pail. It walks past without noticing you, complaining to itself about the weight of the pail. You follow it down the tunnel at a safe distance.

Unfortunately, you're a fucking klutz now.

You stumble over a stone on the floor and drop your sword as you try to stop yourself from falling.

Luck roll! You remain a lucky klutz.

The Lizard Man must be almost deaf as it does not hear your sword drop and continues walking up the tunnel. You pick up your sword and follow.

The noise of singing voices and iron hitting rock is quite loud; you must be close to where the slaves are working. You decide to run quietly up behind the Lizard Man and deal with it. You pick up a large stone and run forward. The Lizard Man hears you - but too late to stop you from bringing the stone down hard on the back of its head. As it crashes to the floor you catch its pail, thinking it might contain much-needed water for the thirsty slaves. You walk on until the tunnel opens out into a chamber.

What you see inside the chamber fills you with rage. Six Dwarfs stripped to the waist and chained together like animals are toiling with hammers at a rock face. An armoured LIZARD MAN urges them to work faster, occasionally lashing one of them across the back with its bullwhip. You put the pail down and run forward to attack the Lizard Man.

LIZARD MAN (Skill 8, Stamina 7)

A tough fight with your stats, but like with the crazy guy, you only have to survive two rounds to pull it off.

The Dwarfs, suddenly encouraged by the possibility of freedom, turn to help you slay the guard with their hammers. The Lizard Man falls to the ground under a barrage of blows and the Dwarfs begin to cheer. They smash open their shackles and gather round to thank you and to quench their thirst with the water in the pail. You tell them of your quest to kill the Lizard King and they all offer to help. You ask them where the other prisoners are, and hear that they are working in other chambers deeper in the mine. You tell the Dwarfs to lead you there as quickly as possible.

Taking the Lizard Man's cloak to disguise yourself, you form the Dwarfs into a line so that it appears that you are a guard in charge of a chain gang of slaves. You crack the whip with a smile and set off down the tunnel. You follow the Dwarfs down endless tunnels, deeper and deeper into the mine. As you pass by another tunnel branch, you see a Lizard Man walking along it towards you.

Luck roll! At least there's one thing you can consistently pull off.

The approaching Lizard Man is not suspicious of you and your gang of Dwarfs and you pass by without any trouble.

The Dwarfs walk quickly through the tunnels, their knowledge of the complex network acquired through months of slavery. They finally come to a halt and one of them whispers to you that another group of prisoners is working around the next bend. You hear the dull sounds of picks and hammers hitting rock and tell the Dwarfs that they should walk on and that you will signal to them the moment they should attack the prisoners' guards. They walk around the bend and you see a group of men and Elves chained together working at a rock-face. Two ORC GUARDS are yelling at them to work faster. They look surprised to see you but do not see through your disguise until you are almost alongside them. They scream a battle-cry and draw their swords.

Okay, these constant luck rolls are really starting to wear away at your luck score, so it's going to get more iffy going forward, but for now, you manage it again.

The Dwarfs attack the Orcs, spurred on by their hatred. The fight is soon over, the Orcs being no match for the embittered Dwarfs.

The Elves and men cheer when the second Orc is slain. The Dwarfs break their chains and now you have fourteen friends to help you finish your quest. One of them is from Oyster Bay, and despite his joy at the prospect of freedom, he is saddened by the news of Mungo's death. Armed with their own tools of slavery, the prisoners ask you to lead them to attack the stone fort used as the prison camp where the Lizard King still resides, protected by his mutant slaves and elite guards. You agree to do so and set off again through the tunnels to release the rest of the slave miners.

By the time you have found all the prisoners and released them, you have become leader of sixty-three dedicated followers, eager for revenge.

You lead your band of fighters out of the mines and attack the mud huts where the guards live. The last of them is soon slain and the former prisoners begin to celebrate by cheering and singing. An old Dwarf begins a jig and is soon encircled by a clapping, happy audience. For the moment, all sufferings and troubles are forgotten. While everybody is still revelling in their freedom, an Elf comes up to you and asks to speak with you alone. You walk away from the others to listen to what the Elf has to say. With a worried expression on his face, he tells you that an attack on the Lizard King's fort would be suicidal. For the sake of power and near-immortality, the Lizard King has allowed a hideous parasite, the Gonchong, to attach itself to his head. With the Gonchong's proboscis implanted firmly in his brain, the Lizard King remains invincible, telepathically controlling his mutant warriors. To kill the Lizard King, the Gonchong must first be destroyed. But only the island's Shaman knows the secret of its magical powers. It cannot be harmed without the knowledge of how to break the link with its host. Alas, the Elf has never seen the Shaman in his four years on the island. Shamans lead solitary lives, away from other natives, practising their elemental craft. You thank the Elf for his information and walk back to the others, raising your arms to silence them. You explain about the Gonchong and tell them that you are going to find the Shaman alone; it would be impossible to track him down in a group. You tell them to make their own way to the fort and that you will meet them there to lead the attack in one or two days' time. They reluctantly agree to the plan and you set off immediately to find the Shaman.

You walk down to the river and jump on your raft. Progress against the current is slow as the river narrows and the water runs faster.

Open to: Registered Users, detailed results viewable to: All, participants: 7


Now what?

View Answers

Journey by raft.
2 (28.6%)

Walk overland.
5 (71.4%)


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