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Interlude 1: The Ghost Of The Nameless Inn
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Author:  Wyvern [ Mon Jul 02, 2007 2:28 pm ]
Post subject:  Interlude 1: The Ghost Of The Nameless Inn

Continued from Chapter III.

The scene is the luxury suite of the Nameless Inn; a gaudy room overdecorated with revoltingly bright colors and shiny fake gemstones. A displacer beast, Skirrik, is napping on the overstuffed bed. Mr. Willoughby is nowhere in sight; presumably he returned to the common room.

And, speaking of shiny things... Is that? Yes, it is! Stuck into the side of one of the bedposts, near floor level, is a real ruby! Worth, um... Well, worth more than the entire rest of the room, at least!

And, say, there seems to be something inside the gem...

Author:  Cyrus [ Sun Jul 08, 2007 7:56 pm ]
Post subject: 

Ametrine takes a closer look at the ruby. What is inside? How is it stuck in the bedpost? And, how obvious would it be if he took it?

Author:  Wyvern [ Mon Jul 09, 2007 1:30 pm ]
Post subject: 

It looks like there's something written inside, though you'd have to hold it up to the light to figure out what.

It appears to be held in place by a simple metal clip; easy enough to pry apart.

And it's almost at floor level - unless you happen to be housecat sized, it wouldn't be obviously missing - unless someone was looking for it specifically.

Author:  Cyrus [ Fri Jul 13, 2007 1:54 pm ]
Post subject: 

Ametrine carefully searches the room for a similar looking gemstone, removes it from whatever surface it was in, and switches it for the ruby.
He then searches for a light source in the room to hold the ruby up to.

Author:  Wyvern [ Fri Jul 13, 2007 5:04 pm ]
Post subject: 

You find a similar "gemstone" (it's really just colored glass) stuck to the into the very top of one of the bedposts - well out of sight of anyone, since the bedposts almost reach the ceiling. Swapping the two stones is a trivial task for the claws of a dragon of your size.

As for lights - there are plenty; ornamented candles flicker cheerfully along the tops of every available surface. Arrange a few candles next to each other, for a more concentrated effect, and there you go!

Inside the gem, it reads (in elven, roughly translated):
"I cannot rest / while lies undone / the work at hand / I had begun. / Search beneath / to find the way / lest those who sleep / ne'er more see day."

Author:  Cyrus [ Mon Jul 16, 2007 8:05 pm ]
Post subject: 

Worried that Skirrik will never see the light of day again, Ametrine begins to search the floor for new clues. Carpets are relocated, furniture repositioned, in the hunt for more text-filled jewels or other items of interest.

Author:  Wyvern [ Mon Jul 16, 2007 8:46 pm ]
Post subject: 

There's a trap door under one of the dressers, leading into a narrow crawl space between the first and second floors. A human might have been cramped in such an area; you have no problems with it.

A number of very large rats take umbrage at your intrusion into their domain, and, chittering angrily, they flee towards the corners of the inn.

Author:  Cyrus [ Fri Jul 20, 2007 1:21 am ]
Post subject: 

Ametrine begins a new search for what the crawl space contains, hoping the rats are more afraid of him than he is of them.

Author:  Wyvern [ Mon Jul 23, 2007 8:27 pm ]
Post subject: 

The rats are, indeed, rather more afraid of you than you are of them; the real question is, what might be here that's not a rat...

So far, the answer is: you.

The crawlspace extends in a number of odd directions; there are spaces between walls on both the second and first floors that you can get into, and a second, more heavily (rat) populated crawlspace under the first floor. And in the corner of that, set about with arcane runes, is another trap door.

The runes resemble standard warding / sealing symbology, but seem rather more complicated and archaic; you can't identify them for sure. Who knows? They might just be some wizard's mark saying "This is my trap door."

Author:  Cyrus [ Mon Jul 23, 2007 9:58 pm ]
Post subject: 

Ametrine will explore the spaces between the walls for anything interesting. To keep the rats away, he'll occasionally hiss or bark at them.

As for the trap door with runes, since Ametrine does not recognize any of them and probably cannot get someone down here to read them, he'll just brazenly walk up and try to open the door.

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