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<blockquote data-quote="haiiro" data-source="post: 2139382" data-attributes="member: 1891"><p><strong>Back in the cylinder room</strong></p><p></p><p><span style="color: sandybrown">OOC: This one requires a new map, which is posted here: <a href="http://3d6.org/tools/04_cylinder_room.gif" target="_blank">cylinder room map</a>.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">I numbered the doors for easy reference -- here are the ones you know about so far:</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown"><strong>4</strong> - Malkas Lockmyre's "prison"</span></p><p><span style="color: sandybrown"><strong>5</strong> - The stone flyers opened this one to release the flood</span></p><p><span style="color: sandybrown"><strong>6</strong> - The ooze room (with the levitating discs up to the mosaic room, etc.)</span></p><p><span style="color: sandybrown"><strong>7</strong> - The, uh, poop room, where Malkas and co. did their business for years</span></p><p><span style="color: sandybrown"><strong>10</strong> - Opens into the curving hallway that leads down to the muster room</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">You just entered the cylinder room through door #10.</span></p><p></p><p>After establishing that the room is empty, Artemis sloshes his way to the wall where the tunnel enters the cylinder room. Twisting and turning the torso in his arms, he finds that although two of the runes needed to activate those doors appear on the partly-assembled golem, the <em>third</em> one for each panel isn't present.</p><p></p><p>The Follies chat amongst themselves (and keep an eye out for threats) while Artemis checks the rest of the panels in the room.</p><p></p><p>All told, the torso/arm combination has the runes required to open seven door-panels -- four the Follies have been through, one you've <em>seen</em> through (the flood room), and two new doors. <span style="color: sandybrown">(OOC: You have the runes for doors 4-10.)</span></p><p></p><p>Sticking with his earlier plan, Artemis tries the two new doors. The other Follies fan out around him at a safe distance, hands near their their weapons.</p><p></p><p>The panel in the far right corner rumbles upwards, shaking off the dust of centuries long past, and reveals a familiar sight from a new angle: the room full of spears. It looks as it did two rides ago, when you saw it from the other side after the battle in the hatchery, along the Starbound River. The faint smell of ancient mold and rot wafts out, and the heads of the Netherese spears gleam brightly in your torchlight. <span style="color: sandybrown">(OOC: This is door #8.)</span></p><p></p><p>After closing this panel, Artemis then opens the one directly to the left of it. This one slides up with a grind of stone against stone to reveal a blank wall. Then the runes on the golem -- two on the torso, one on the arm -- flash again, and a pinkish oil slick forms on the wall: a <em>portal</em>. <span style="color: sandybrown">(OOC: This is door #9.)</span></p><p></p><p>Touching the runes again, Artemis slides the second panel shut. As it splashes into place, he hears a sharp <em>click</em> from deep within the torso -- and the whole thing begins tugging gently towards the opposite wall. The sensation is exactly the same as when the arm was "dowsing" for its mismatched companion, only much stronger.</p><p></p><p>Turning in place, Artemis lets himself go with the pull, and winds up standing in front of the door through which the stone flyers made their escape. The golem's body is tugging so strongly that the arm actually taps up against the stone before Artemis can pull it back.</p><p></p><p>Then the fingers extend fully and shudder a little, as if longing for whatever is beyond the door.</p><p></p><p><span style="color: sandybrown">OOC: I didn't want to assume that you would open the door that the stone flyers fled through (#5), given the circumstances; you do have the runes for it.</span></p><p><span style="color: sandybrown"></span></p><p><span style="color: sandybrown">Sorry for the brief hiatus -- what would you like to do? <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=":)" /></span></p></blockquote><p></p>
[QUOTE="haiiro, post: 2139382, member: 1891"] [b]Back in the cylinder room[/b] [color=sandybrown]OOC: This one requires a new map, which is posted here: [url=http://3d6.org/tools/04_cylinder_room.gif]cylinder room map[/url]. I numbered the doors for easy reference -- here are the ones you know about so far: [b]4[/b] - Malkas Lockmyre's "prison" [b]5[/b] - The stone flyers opened this one to release the flood [b]6[/b] - The ooze room (with the levitating discs up to the mosaic room, etc.) [b]7[/b] - The, uh, poop room, where Malkas and co. did their business for years [b]10[/b] - Opens into the curving hallway that leads down to the muster room You just entered the cylinder room through door #10.[/color] After establishing that the room is empty, Artemis sloshes his way to the wall where the tunnel enters the cylinder room. Twisting and turning the torso in his arms, he finds that although two of the runes needed to activate those doors appear on the partly-assembled golem, the [i]third[/i] one for each panel isn't present. The Follies chat amongst themselves (and keep an eye out for threats) while Artemis checks the rest of the panels in the room. All told, the torso/arm combination has the runes required to open seven door-panels -- four the Follies have been through, one you've [i]seen[/i] through (the flood room), and two new doors. [color=sandybrown](OOC: You have the runes for doors 4-10.)[/color] Sticking with his earlier plan, Artemis tries the two new doors. The other Follies fan out around him at a safe distance, hands near their their weapons. The panel in the far right corner rumbles upwards, shaking off the dust of centuries long past, and reveals a familiar sight from a new angle: the room full of spears. It looks as it did two rides ago, when you saw it from the other side after the battle in the hatchery, along the Starbound River. The faint smell of ancient mold and rot wafts out, and the heads of the Netherese spears gleam brightly in your torchlight. [color=sandybrown](OOC: This is door #8.)[/color] After closing this panel, Artemis then opens the one directly to the left of it. This one slides up with a grind of stone against stone to reveal a blank wall. Then the runes on the golem -- two on the torso, one on the arm -- flash again, and a pinkish oil slick forms on the wall: a [i]portal[/i]. [color=sandybrown](OOC: This is door #9.)[/color] Touching the runes again, Artemis slides the second panel shut. As it splashes into place, he hears a sharp [i]click[/i] from deep within the torso -- and the whole thing begins tugging gently towards the opposite wall. The sensation is exactly the same as when the arm was "dowsing" for its mismatched companion, only much stronger. Turning in place, Artemis lets himself go with the pull, and winds up standing in front of the door through which the stone flyers made their escape. The golem's body is tugging so strongly that the arm actually taps up against the stone before Artemis can pull it back. Then the fingers extend fully and shudder a little, as if longing for whatever is beyond the door. [color=sandybrown]OOC: I didn't want to assume that you would open the door that the stone flyers fled through (#5), given the circumstances; you do have the runes for it. Sorry for the brief hiatus -- what would you like to do? :)[/color] [/QUOTE]
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