The Great Escape Part 2
Grace's Room
Grace's room is relatively sparce. There are three identical-looking chests with a book in front of them. There is no visible exit to the room. A large elven statue stands behind them. The book is written in Thieve's Cant, and there are symbols surrounding the statue that are written for other Thieves to understand. They indicate that the statue is dangerous.
Inside of the book, a simple poem is written. "Within each chest lies a treasure you seek to escape this room and discover your keep." The chest at the far left contains tinkers tools, the middle contains some scraps of metal, and the final chest contains a seeing stone.
The player will need to use their lockpicking skills in order to open the chests. Once a chest is open, however, the statue will immediately become alert and search for whoever opened the chest. If the player is discovered, the statue will immediately let out a short yell and reach out to close the chest. If the player is too close, they may be injured in the process. The statue itself cannot be destroyed or damaged. Any damage taken will immediately reset and a "cheater" message will play.
There are also bear traps scattered throughout the room, including one directly in front of the door. The player can choose to dismantle these if they wish to.
The player can use the tinkers tools and the metal scraps to build a key, as well as the seeing stone to find the exit to the room.
Raeli's Room
The player begins at the southern side of the room. They will immediately notice that there are several platforms in the room, each falling at just above the player's head. The room is also covered with stones, cracks, and withered-looking grass. On the player's right, there is an alchemy table filled with all of the vials and equipment needed to craft potions. There is also a book filled with different potions that they can craft. To the player's left are some ingridients for said potions, including a purple flower, mushrooms, and other varieties of plants. At the center right pedistal, there is a book with the recipe needed to complete the quest. A few options include: carnivore killer, sleeping agent, explosive powder, and poison antidote. At the center left pedistal is a bunch of bones needed as potion ingrediants. Finally, the center landing has a chest that is surrounded by carnivorous plants.
These plants will immediately attempt to bite or injure the player if they get too close. Should the player get bit, they will incur poison damage for a short period of time. In order to get to the center pedistal, the player will have to get rid of the poisonous plants.
The player must traverse to each individual pedistal, gather the ingredients needed for their chosen potion, and successfully craft it at the alchemy table. Once the potion is complete, the player can use it on themselves or on the plants in order to get to the chest.
The open chest will reveal a bronze key to the door at the northern edge of the room. However, the door is difficult to access, as it is surrounded by high walls of rock and dirt. The player can either attempt to climb over it or use the "mold earth" ability to force the earth back into place. Upon exiting the room, the player will be connected to the center room with the rest of the players.
Friggs's Room
The player begins at the southern end of the room. The room is dimly lit by fireflies, though there is no direct source of light. A faint glow eminates from the statue at the center of the room as well. It stands behind a tall fountain filled with coins of varying types.
The room's floor is covered with moss, dead leaves, and twigs. A few tree stumps have broken through the floor as well. It appears as though the forest attempted to break into the room but was unsuccessful. A few small animals, such as rabbits and squirrels, also populate the room. They are skittish and will flee if approached.
Inside of each leaf pile is a piece of treasure, varying from gemstones to coins to magical items. However, upon approaching any of these leaf piles, a tiny voices can be heard. Should the player attempt to go into any of the leaf piles, a sprite or fairy will fly out of it and confront the player. These sprites, while not physically hostile, will chastize the player and refuse to let them examine the pile more closely.
It is up to the player to convince these sprites to allow them to examine the pile. This could be through persuasion, entertainment, or deception. The sprite may be convinced should the player perform a good enough song or act for them, though they can also be distracted. The sprites may also be willing to give up information on how to leave the room if asked politely. However, they will be less inclined to do so unless the player is kind and fair when receiving the item in the leaf pile.
The player may also use a stealth check in order to examine the leaf pile without being noticed. Should the player use the "Silence" ability, this check will be significantly easier.
Upon placing at least four pieces of treasure into the fountain at the center of the room, the statue will glow brighter and the door at the end of the room will unlock. If the player was kind to the sprites, they will coyly wish the traveler well and return to their piles. However, if they player elected to deceive or steal from the pixies, they will attempt to keep the player from leaving. Again, they will not physically harm the player, but they will attempt to keep the player from reaching the door through other means.
Once the player has left the room, they will enter the main room and be greeted by the other players.
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