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Academy of Drell, Part IV
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<blockquote data-quote="Zhure" data-source="post: 507488" data-attributes="member: 308"><p><strong>Victor</strong></p><p></p><p><span style="color: blue"> It's ok if you think Victor would proceed, to proceed alone. There is a ton of stuff to do all over the place. As the DM, it's easier to track people if they're all together, and I mandate it pretty much in a table top game. In a PBP game, this is your chance to go out on your own if you want to.</span></p><p></p><p>The entire area is dark and the only illumination comes from Victor's lantern. A cold wind wafts from the north, the direction whence the road travels in this huge underground cavern; it is significantly colder here than in the grotto room, but far warmer than the chill air of Drell in the wintertime.</p><p></p><p>The dais has a few runic carvings on it, but they appear strictly ornamental in nature and seem to bear no message. It's remotely possible they have something to do with the hanging spell that ended Victor's fall so easily, but that's unlikely.</p><p></p><p>The road itself is hard tiled, exactly as if it were an imperial road, save it's underground. In places the road is cracked and buckled, as if the ground has moved around it. Normally a road of this nature would have been repaired by soldiers of the Empire, or a local lord in lieu of taxes, but apparently no one has cared for this road for some time.</p><p></p><p>Victor can smell musty water from somewhere up ahead, northward.</p><p></p><p>Searching diligently, Victor notices signs of tracks... unshod hoofprints of some sort, bare humanoid feet, and several hobnailed boot tracks. They are all near the dais, which is clear of dust, and appear as if they travel to and from it. The wide bootprints do not directly come in contact with the dais or the road, but instead are on the eastern side of the road.</p></blockquote><p></p>
[QUOTE="Zhure, post: 507488, member: 308"] [b]Victor[/b] [color=blue] It's ok if you think Victor would proceed, to proceed alone. There is a ton of stuff to do all over the place. As the DM, it's easier to track people if they're all together, and I mandate it pretty much in a table top game. In a PBP game, this is your chance to go out on your own if you want to.[/color] The entire area is dark and the only illumination comes from Victor's lantern. A cold wind wafts from the north, the direction whence the road travels in this huge underground cavern; it is significantly colder here than in the grotto room, but far warmer than the chill air of Drell in the wintertime. The dais has a few runic carvings on it, but they appear strictly ornamental in nature and seem to bear no message. It's remotely possible they have something to do with the hanging spell that ended Victor's fall so easily, but that's unlikely. The road itself is hard tiled, exactly as if it were an imperial road, save it's underground. In places the road is cracked and buckled, as if the ground has moved around it. Normally a road of this nature would have been repaired by soldiers of the Empire, or a local lord in lieu of taxes, but apparently no one has cared for this road for some time. Victor can smell musty water from somewhere up ahead, northward. Searching diligently, Victor notices signs of tracks... unshod hoofprints of some sort, bare humanoid feet, and several hobnailed boot tracks. They are all near the dais, which is clear of dust, and appear as if they travel to and from it. The wide bootprints do not directly come in contact with the dais or the road, but instead are on the eastern side of the road. [/QUOTE]
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