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(Adventure) Slaying the Dreamer [Judge: Uriel]
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<blockquote data-quote="Janos Audron" data-source="post: 1140449" data-attributes="member: 4649"><p>[Jack, I have no idea how you are supposed to disarm an Alarm spell, just as I have no idea how you are supposed to disarm lvl*5 sq. ft. of GoW without triggering it...I think it's more a mechanics than a make sense thing...]</p><p></p><p>Janos, now that you have seemed to reach an agreement, doesn't get up yet. "There are some things I have to clear up.", he says.</p><p></p><p>"Lady Fant, I will simply not hire any local mercenaries, and that is the end of the discussion. Further, I hear you talk about Golems, but fortunately I am certain that these constructs are not Golems. These things are smaller and not immune to magic, to name just a few very obvious differences."</p><p></p><p>"Jack, theoretically, you could use a Silence spell to negate the Alarm, but because Dravin can't cast it, that solution is rather useless...it seems that, if you really want to go in unnoticed, you have to disable them yourself."</p><p></p><p>"Also, you seem to be operating under the delusion that this wizard lives in a tower, while it is more like a huge house."</p><p></p><p>"Jack, your plan to collect animals really isn't necessary. Anything as big as a cat triggers the alarm. Besides, testing would take away the element of surprise. The most logical thing would be that the three traps on the outside doors made noise: the guards have to be able to hear it to respond to it. The doors inside might be a different case, but I am not sure about that. Two guards are always prepared, the other two, depending on the hour might be prepared, and you can expect two of them within twenty seconds. Also, you have to remember that, unless you want to ambush a slave, you have to open the door once you have triggered the Alarm before you can get inside."</p><p></p><p>"Quickwhip, it will be a short walk, since I am out of Teleportation spells."</p><p></p><p>[And Mith, actually there were stairs behind the door, but I'll change it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />]</p><p></p><p>"Quickwhip, to the left, through the door and up the stairs, or you could just follow me. I imagine we can discuss the last details during the trip."</p><p></p><p>The hallway itself is empty, with here and there some magical illumination. Janos takes one of these candles and take it with him. He then walks up to the ironclad door opens it. After climbing the stairs, you end up in a small room of which Janos opens the door. Both doors didn't have apparent locks, and for a moment you wonder why anyone would place a heavy door without a lock, but then you realize that for a wizard, keys aren't necassary to lock a door.</p><p></p><p>The late evening sun burns red in the sky. Once you step outside and look around, you see a small house behind the building which gave access to the basement. Janos may know some powerful magic, obviously he hasn't spent his wealth on his home. The house itself stands in the middle of a small clearing of the forest. Some paths are visable, and Janos beckons you to follow him. Behind you, the door closes itself.</p><p></p><p>Janos takes you into the forest, which, although isn't really dense, is quite dark. With the sun disappearing behind the horizon, it grows steadily darker, but Janos seems to know the way, and his torch gives enough light to clearly see one another.</p></blockquote><p></p>
[QUOTE="Janos Audron, post: 1140449, member: 4649"] [Jack, I have no idea how you are supposed to disarm an Alarm spell, just as I have no idea how you are supposed to disarm lvl*5 sq. ft. of GoW without triggering it...I think it's more a mechanics than a make sense thing...] Janos, now that you have seemed to reach an agreement, doesn't get up yet. "There are some things I have to clear up.", he says. "Lady Fant, I will simply not hire any local mercenaries, and that is the end of the discussion. Further, I hear you talk about Golems, but fortunately I am certain that these constructs are not Golems. These things are smaller and not immune to magic, to name just a few very obvious differences." "Jack, theoretically, you could use a Silence spell to negate the Alarm, but because Dravin can't cast it, that solution is rather useless...it seems that, if you really want to go in unnoticed, you have to disable them yourself." "Also, you seem to be operating under the delusion that this wizard lives in a tower, while it is more like a huge house." "Jack, your plan to collect animals really isn't necessary. Anything as big as a cat triggers the alarm. Besides, testing would take away the element of surprise. The most logical thing would be that the three traps on the outside doors made noise: the guards have to be able to hear it to respond to it. The doors inside might be a different case, but I am not sure about that. Two guards are always prepared, the other two, depending on the hour might be prepared, and you can expect two of them within twenty seconds. Also, you have to remember that, unless you want to ambush a slave, you have to open the door once you have triggered the Alarm before you can get inside." "Quickwhip, it will be a short walk, since I am out of Teleportation spells." [And Mith, actually there were stairs behind the door, but I'll change it :)] "Quickwhip, to the left, through the door and up the stairs, or you could just follow me. I imagine we can discuss the last details during the trip." The hallway itself is empty, with here and there some magical illumination. Janos takes one of these candles and take it with him. He then walks up to the ironclad door opens it. After climbing the stairs, you end up in a small room of which Janos opens the door. Both doors didn't have apparent locks, and for a moment you wonder why anyone would place a heavy door without a lock, but then you realize that for a wizard, keys aren't necassary to lock a door. The late evening sun burns red in the sky. Once you step outside and look around, you see a small house behind the building which gave access to the basement. Janos may know some powerful magic, obviously he hasn't spent his wealth on his home. The house itself stands in the middle of a small clearing of the forest. Some paths are visable, and Janos beckons you to follow him. Behind you, the door closes itself. Janos takes you into the forest, which, although isn't really dense, is quite dark. With the sun disappearing behind the horizon, it grows steadily darker, but Janos seems to know the way, and his torch gives enough light to clearly see one another. [/QUOTE]
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