The Great Escape
Alvora's Room
[p It is a relatively well-lit room with candles covering a mysterious altar. Aside from the candles, the altar also has a book with scribbly writing. There are several rats within the room that may approach the player, though they are not hostile. The ground is also littered with open and closed books, some of which are in piles. If the character looks closely, they may notice some peculiar items inside of the books, such as coins, bits of fabric, or even blood. Finally, there is a lone chest in one corner of the room; the chest is locked with a magical seal. There are no windows, and there appear to be no doors, either.Player may use "Comprehend Languages" in order to read the book. This book dictates how to properly disect animals, and also includes some information on the digestive patterns of animals, particularly rodents. This is meant to indicate that a key may be hidden inside of one of the rats.
Should the player attempt to handle one of the rats, it will immediately let out a warning squeak. Upon hearing the noise, a rumbling will fill the room and the open books on the ground will start to move, slowly taking to the air. They will swarm the player menacingly, and while they will not physically harm the player, they will make it more difficult to get to any of the rodents. The player may use detect magic prior to this incident, in which case they will notice odd magical energy coming from the books themselves. They were given the command to stop anyone from trying to harm the rats.
Using detect magic will also indicate a unique magical signature from one wall at the corner of the room. The player can skip the plot related to the rats by discovering that the door leading out from the room has been hidden with magic. However, the door is still locked, and a lockpicking kit will be required to open it without the aid of the key in the chest.
Should the player successfully grab and kill all three of the rats in the room, the books will freeze midflight and drop to the floor. Only one of the rats will contain the key to the chest in the corner of the room, so the player may have to perform directions on each rat in order to find it. They may also use an investigation check on each rat to see if any of them feel strange around the abdomen. The player is then free to follow the instructions in the book. If they cut open the rat's stomach, they will find a key inside. This key opens the chest in the corner of the room.
Upon opening the chest, the player will find a carved stone with a hole in the center of it, as well as a key. Upon using the stone and looking around the room, the player will find a door on the opposite side of the altar. The key can be used to unlock the door. This completes the individual's room and will connect to the rooms of the other players.
Mythtari's Room
The player begins in the southern corner of an unlit room. Should the player feel to either side, they will find two lanterns on either wall. They can be lit using the matches in the player's bag.
Upon lighting up the room, the player will find a series of targets as well as a longbow with a quiver of arrows (20 arrows total in the quiver). At the center of the room is a locked chest. Between the chest and the targets is a ravine through the room. The hole goes and indeterminate length. On the opposite side of the room behind the dummies is the door leading out. The door itself is locked, and the player must shoot the dummies in the correct order in order to open the chest and obtain the key.
In order to figure out the order of the dummies, the player will need to perform an investigation or perception check. They will then notice some strange stallagmites on the ceiling, each a different length from the other. If the player shoots the dummies in accordance to the stallagmites (shortest to longest), they will hear a click from the chest and be allowed to open it. Inside, they will find a bronze key and some rope. (Exact order follows: second row 1, far back, first row 3, first row 4, second row 2, first row 2, first row 1) Should the player miss a shot or hit the wrong dummy, the game will reset, and the floor will rumble, resulting in some more floor falling into the ravine. This may result in a more difficult check once the game is finished.
The player will then have to perform a successful acrobatics or athletics check to make it across the ravine (DC 15 with the rope, DC 20 without the rope). The player can use the rope as a lasso and hook it on a stallagmite in order to swing across, or they can use the arrows to pin the rope to each wall and climb across that way. There may be other ways to get across that the player can utilize as well. Opening the door will lead them into the main room where they will meet up with the other players.
Eilyana'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.
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.
Final Group Room
Each player will enter from a different side of the room and meet in the middle. There is a closed coffin surrounded by blue balls of fire which cast a light glow over the room. The coffin has four individual impressions on the lid, each with a unique shape. One appears to be an open book, another a leaf, another potion jar, and another an arrow. In order to unlock the final door, each player must return to their individual rooms (either alone or as a group), retrieve an item resembling what is on the coffin lid, and place it inside of the coffin. The book will be found in Alvora's room, the leaf in Eilyana's room, the arrow in Mythtari's room, and the vial in Raeli's room. Once each item is placed inside of the coffin, the lights around it will slowly become brighter, eventually blinding the party before they go out entirely. A mysterious voice will thank them for their efforts, and the group will suddenly appear outside of the room, back where they had been before their appearance in the rooms.
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