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<blockquote data-quote="haiiro" data-source="post: 1841709" data-attributes="member: 1891"><p>Shoulder to shoulder, Artemis and Tal get a good grip on the bottom of the door-panel. Tal ribs Artemis a bit, hoping to goad him into one of his famous feats of strength. At the same time, Cupric strikes up a tune -- although this is no mere tune.</p><p></p><p>It's one of the songs he picked up from the second bard he ever met, Melody, on the night that he first heard music. It's been awhile since he's played it, and it brings back a flood of memories -- some of the old and familiar, and some of them . . . <em>new</em>?</p><p></p><p>The music fills the empty quarters, making each Folly (and Marduke) think of their moments of triumph. Even the thick carpet of dust and the odd acoustics can't stand up to this one -- though not loud, the song is a thing of beauty.</p><p></p><p>Prepared to do some heavy lifting, Tal and Artemis both put their backs into it, letting Cupric's song inspire them. They're pleasantly surprised when their first joint tug wrenches the door-panel up, and their second raises it over their heads, where it stays.</p><p></p><p>The light of Tuggle's <em>everburning torch</em> flickers out into the space beyond the door, revealing a stone walkway that stretches past the radius of the torchlight. The walkway is about four feet wide, and has seen better days: it's canted to one side, and many of the railings -- carved to look like swords and the tops of spears, and once imposing -- are broken. Apart from that, the torchlight reveals only empty space to all sides (though Tal can see much more with his darkvision). The walkway is made of pinkish stone, and looks stable despite its damaged appearance.</p><p></p><p>As Cupric palms the strings of his lute, bringing his song to an abrupt end, everyone but Artemis (who can only hear the rush of his own blood from exertion) hears something from beyond the doorway: [spoiler]a soft, vaguely unsettling <em>schlup</em> sound, like someone dragging a wet blanket accross the floor -- and also the skittering of what sounds like pebbles or debris being dislodged. The wet sound comes from below and to the right of the door, the skittering from below and more or less straight ahead.[/spoiler]</p><p></p><p><span style="color: sandybrown">OOC: A couple of miscellaneous items:</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- I allowed inspire competence to work on an attribute check (normally only works on skill checks) because it makes sense.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- I took the liberty of moving Tuggle, Cupric and Marduke -- see the <a href="http://3d6.org/tools/01_elite_quarters.gif" target="_blank">updated map</a>. If you three want to be elsewhere, speak up now -- I wanted to keep things moving.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">- I also assumed that Cupric would stop his song when the door went up -- no sense in making more noise than necessary, right?</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Tal's darkvision: [spoiler]Tal's got a great vantage point, so here goes. He can see clear across to the far side of the room, nearly sixty feet away, where there is another door-panel and the other half of the walkway. The walkway in front of Tal extends for perhaps twenty feet, after which it has been broken off -- there is a gap of about eight feet before it starts up again, and the two ends don't match up (the near side is tilted). The room is perhaps fifty feet from floor to ceiling, and the walkway is about thirty feet off the floor. A huge, jagged crack divides the room diagonally, and scattered rubble is all over the floor. A large pile of rubble sits under the far end of the other half of the walkway, heaped almost to the level of the bridge itself.[/spoiler]</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Cupric's new memories are in the next post. I put them in the IC thread because they are very much part of the story, and Cupric may opt to share them at some point.</span></p></blockquote><p></p>
[QUOTE="haiiro, post: 1841709, member: 1891"] Shoulder to shoulder, Artemis and Tal get a good grip on the bottom of the door-panel. Tal ribs Artemis a bit, hoping to goad him into one of his famous feats of strength. At the same time, Cupric strikes up a tune -- although this is no mere tune. It's one of the songs he picked up from the second bard he ever met, Melody, on the night that he first heard music. It's been awhile since he's played it, and it brings back a flood of memories -- some of the old and familiar, and some of them . . . [i]new[/i]? The music fills the empty quarters, making each Folly (and Marduke) think of their moments of triumph. Even the thick carpet of dust and the odd acoustics can't stand up to this one -- though not loud, the song is a thing of beauty. Prepared to do some heavy lifting, Tal and Artemis both put their backs into it, letting Cupric's song inspire them. They're pleasantly surprised when their first joint tug wrenches the door-panel up, and their second raises it over their heads, where it stays. The light of Tuggle's [i]everburning torch[/i] flickers out into the space beyond the door, revealing a stone walkway that stretches past the radius of the torchlight. The walkway is about four feet wide, and has seen better days: it's canted to one side, and many of the railings -- carved to look like swords and the tops of spears, and once imposing -- are broken. Apart from that, the torchlight reveals only empty space to all sides (though Tal can see much more with his darkvision). The walkway is made of pinkish stone, and looks stable despite its damaged appearance. As Cupric palms the strings of his lute, bringing his song to an abrupt end, everyone but Artemis (who can only hear the rush of his own blood from exertion) hears something from beyond the doorway: [spoiler]a soft, vaguely unsettling [i]schlup[/i] sound, like someone dragging a wet blanket accross the floor -- and also the skittering of what sounds like pebbles or debris being dislodged. The wet sound comes from below and to the right of the door, the skittering from below and more or less straight ahead.[/spoiler] [color=sandybrown]OOC: A couple of miscellaneous items: - I allowed inspire competence to work on an attribute check (normally only works on skill checks) because it makes sense. - I took the liberty of moving Tuggle, Cupric and Marduke -- see the [url="http://3d6.org/tools/01_elite_quarters.gif"]updated map[/url]. If you three want to be elsewhere, speak up now -- I wanted to keep things moving. - I also assumed that Cupric would stop his song when the door went up -- no sense in making more noise than necessary, right? Tal's darkvision: [spoiler]Tal's got a great vantage point, so here goes. He can see clear across to the far side of the room, nearly sixty feet away, where there is another door-panel and the other half of the walkway. The walkway in front of Tal extends for perhaps twenty feet, after which it has been broken off -- there is a gap of about eight feet before it starts up again, and the two ends don't match up (the near side is tilted). The room is perhaps fifty feet from floor to ceiling, and the walkway is about thirty feet off the floor. A huge, jagged crack divides the room diagonally, and scattered rubble is all over the floor. A large pile of rubble sits under the far end of the other half of the walkway, heaped almost to the level of the bridge itself.[/spoiler] Cupric's new memories are in the next post. I put them in the IC thread because they are very much part of the story, and Cupric may opt to share them at some point.[/color] [/QUOTE]
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