Shackled City - Chapter II

Taking Elyas' silence as a sign of ignorance (to the Dwarven language), Orpheus coughs politely.
"Right. Well, it's a lot like Dwarven, like I said," he says before spotting the gnomish runes on the doors and telling everyone what they mean.
 

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Raven

"I don't know that we can open these doors. Perhaps we should stick to the passageways for now. This passage, "she says, indicating the one most to the NW," seems to go to some interesting rooms. Shall we try this way?"
 

Zeric strained his ears and heard that the doors were locked and lettered in the gnomish script.

~Could each letter represent what is contained in the rooms?~

Keeping the others in sight, Zeric continued to examine the room, looking for any hidden doors or items of interest.
 

Elyas get pulled out of his trance by Orpheus’s cough. “Oh sorry, I was a bit mesmerized by those pillars. I’m must say, Gnomes have a crude taste in architecture. I’m sorry, what was that that you sad, I sounded, uhh, a bit primitive and earthy.”

ooc: Sorry all for my late response, dam you EQ2 dam you. :(
By the way, verbatim you are going to love the crafting system in the game, I had lots of fun just fishing and digging for roots yesterday, o and one of the first culinary skills you get is making coffee. :D
 


Taking the northwest passage the first branch you come to that leads a short distance north to a room is locked with the gnomish letter 'Z' on it and further down the hall both north and south passages have doors bearing the runes 'E' and 'U' respectively, leaving only the flight of stairs up that leads up to a 70-foot-long, 30-foot-wide octagonal gallery with a 15-foot-high vaulted ceiling. Twenty web-shrouded pedestals stand about the room, and the walls show signs of having once born tapestries and other fixtures. However, the items once displayed here have long since been removed.

Any sign of keys still evading them the party's passage again becomes barred by two doors in this room, the north door with 'N' and the south door 'J'.
 

"We're running out of options," the bard points out dismally. "Maybe we should just try one of the doors..." he adds, knowing full-well the dangers that inhibits.
 

"High Priestess Urikas' riddle spoke of being wary of the doors with teeth. Let us check the map the gnome gave us before we start trying to force open these sealed rooms."

Frustrated at his inability to locate anything hidden by the gnomes, Zeric hoped the map would give them a clue as to where they were.

ooc:Dhes, could you update the map for us? I think I know where we are on the unupdated one, but am not sure.
 

"All the doors down here have 'teeth,'" Orpheus points out, what to him seems obvious, masterfully. "We're going to have to open one eventually..."
 

As if in response to the party's observations Orpheus notices what appears to be a secret door in the southeast portion of the wall.
 

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