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Curse of the Azure Bonds chapter 1: Tilverton
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<blockquote data-quote="Eva of Sirrion" data-source="post: 3161925" data-attributes="member: 26520"><p><span style="color: orchid">Our hideout entrance, mind your heads.</span> McGill leads you inside. About 90 feet you come to another blank wall. He knocks again and again the runes appear. Using his decoder wheel he looks up and says, <span style="color: orchid">E?</span> in a bit of a questioning tone, but the wall slides open. </p><p></p><p><span style="color: orchid">First time this week I got it on the first try. Welcome to our hideout. Pull up some chairs, make yourselves cozy. Davison! Are all the wards in place?</span></p><p></p><p><span style="color: Teal">Yes master, just as you requested the entire guildhall is under protection circles.</span></p><p></p><p><span style="color: orchid">You can move about freely during your stay. Once you're in the sewers though, you'll need these.</span> He places three bottles on a table. <span style="color: orchid">Be mindful of how long they last, 50 minutes apiece, and you'll have to stay close to one another. Shouldn't be too hard once you're in the sewers as you'll find out.</span> At this point he lays out a parchment map divided three ways. The first is mostly featureless with some RT initials in various places. The middle and right-hand sections are dotted with Fire Knife symbols and hazard markings. <span style="color: orchid"> The sewer tunnels are only 20 feet wide, and each sublevel is 1000 yards long. The first sublevel is under our control. The RT marks are our checkpoints. They know you're coming so they won't pay you any mind. The second and third? Not so much. Fire Knives run patrols and checkpoints in those areas, and they have a bunch of other critters too, things like crocodiles and big dire rats. If you're gonna employ fire magicks in the sewers be careful. Sewer gas sometimes collects in pockets, and it can go boom if you start tossing fire spells about.</span></p></blockquote><p></p>
[QUOTE="Eva of Sirrion, post: 3161925, member: 26520"] [color=orchid]Our hideout entrance, mind your heads.[/color] McGill leads you inside. About 90 feet you come to another blank wall. He knocks again and again the runes appear. Using his decoder wheel he looks up and says, [color=orchid]E?[/color] in a bit of a questioning tone, but the wall slides open. [color=orchid]First time this week I got it on the first try. Welcome to our hideout. Pull up some chairs, make yourselves cozy. Davison! Are all the wards in place?[/color] [color=Teal]Yes master, just as you requested the entire guildhall is under protection circles.[/color] [color=orchid]You can move about freely during your stay. Once you're in the sewers though, you'll need these.[/color] He places three bottles on a table. [color=orchid]Be mindful of how long they last, 50 minutes apiece, and you'll have to stay close to one another. Shouldn't be too hard once you're in the sewers as you'll find out.[/color] At this point he lays out a parchment map divided three ways. The first is mostly featureless with some RT initials in various places. The middle and right-hand sections are dotted with Fire Knife symbols and hazard markings. [color=orchid] The sewer tunnels are only 20 feet wide, and each sublevel is 1000 yards long. The first sublevel is under our control. The RT marks are our checkpoints. They know you're coming so they won't pay you any mind. The second and third? Not so much. Fire Knives run patrols and checkpoints in those areas, and they have a bunch of other critters too, things like crocodiles and big dire rats. If you're gonna employ fire magicks in the sewers be careful. Sewer gas sometimes collects in pockets, and it can go boom if you start tossing fire spells about.[/color] [/QUOTE]
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