Trinsic Tales:The Tower/Chapter 11
Chapter Eleven: Eleventh Floor: Sight of Hand
<Capn_Ascii> As we join our heroes, we find them standing outside the large, wooden gates of Norristown. A pair of guards stand...uh, guard, armed with spears and wearing heavy armor. They eye you noncomittaly, waiting for you to do something. Or go away.
<Lak> "Um. Hi. We'd like to go in."
<Capn_Ascii> "Halt! Who goes there!?" Suddenly realizing that he's too late with his cue, the guard looks down at his feet. "Uh, I mean. Yeah, sure, that's okay. But first, do you have anything to declare?"
<Lak> "What do you demand be declared?"
<Capn_Ascii> "Contraband, fugitives from the law, and any taxable income over 100,000g per annum."
<Lak> "In that case, nothing, nothing at all," Lak comments breezily.
<Capn_Ascii> "Are you sure?"
<Lak> "Completely sure."
<Capn_Ascii> "Are you *really* sure?" The guard gives you the stink-eye.
<Lak> "Of course I'm really sure. I'm double certain sure!"
<Capn_Ascii> The guard looks at you for a long moment, then whispers to his friend before addressing you again. "Well, okay, if you're double certain sure, I guess it's okay. Feel free to stay as long as you can afford to, but start any trouble, and you'll have to deal with Sherrif Walt."
Lak patienty waits for the gates to open
<Beri> me nods
Drem half-shrugs and nods a bit.
<Capn_Ascii> The guard yells through the gate. "Hey, Boss! We've got some tourists who wanna come in!"
<Capn_Ascii> For several moments, nothing happens. Then, you hear a series of loud, thundering shudders, approaching the gate. There's the sound of creaking wood, and then the entire gate lifts off the ground as a massive hill giant picks it up and puts it off to the side.
<Capn_Ascii> The giant is dressed in a larger version of the guards' armor, and has a tin star (as big as a horse) that says "SHERIFF" on it.
<Capn_Ascii> He stares wordlessly at you, before stepping aside and motioning for you to enter.
Drem tags along
<Capn_Ascii> As you pass through the gate, the giant puts it back, before loping off towards the far side of town.
<Capn_Ascii> Now that you're inside the high walls, you can see the town proper. Two large buildings are off to your left; the closest bears a sign that reads "Beating A Dead Horse Tavern", while the other simply says "INN".
<Lak> "Shall we rest for the night?"
<Beri> "Might be a good idea."
Lak walks towards the inn, then into it
Beri follows behing Lak and Zephi
<Capn_Ascii> As you head farther into town, you can see a square off to your right, with several more buildings. There's a general store and a smithy, as well as a branch of the First National Bank of Trinsic. To the north of the square is a large building labeled "Adventurer's Guild". Finally, right next to the inn is a rather plain-looking building with no obvious doors or windows.
<Capn_Ascii> As you enter the creatively-named "Inn", you find that it looks much like every other inn you've ever seen in a fantasy adventure campaign, ever. There's the front desk, and a foyer with a warm fireplace and some places to sit, and a jovial-looking man with grey hair, a pipe, and an ale belly manning the counter. "Oh ho! Hail, brave adventurers!"
<Lak> "Yo. We'd like... four rooms."
<Drem> "What, we aren't going to share?"
<Capn_Ascii> The innkeeper raises an eyebrow. "Four rooms? I'm sorry, good friends, but I can't spare that many. I have only the two rooms left for the night., though they are both doubles.
<Lak> "I guess we can share. Just... I don't know anyone else here that well. But fine, two rooms it is."
<Zephi> "Well, looks like you'll be getting to know Drem."
<Lak> "I suppose so. How much for a room?"
<Lak> "Or, both rooms?"
<Capn_Ascii> "50 gold per room, per night. Including free continental breakfast."
<Lak> "50 gold? That's robbery!"
Zephi fishes 25 gold out of her bag.
<Beri> "Well we could always get one room and someone either share beeds or kip on the floor."
<Lak> "Oh, fine, fine," Lak shells out two platinum and five gold.
<Drem> "I did bring a bedroll..."
<Capn_Ascii> (Or you could just shell out 25 gold to keep it simple...)
<Lak> (I don't have 25 gold. My sheet says 12 platinum 8 gold. Hah.)
Drem retrieves the necessary gold
Beri takes out the gold and hands it to Lak
Lak passes it on
<Capn_Ascii> The innkeeper takes the gold, and hands you a pair of heavy keys. "Here you are, gentlemen. And ladies." He bows politely. "Rooms 203 and 204, on the second floor. Breakfast is served from 6am through 10am."
Zephi takes one of the keys. "Thanks."
Zephi beckons Beri and heads upstairs.
Lak takes the other key. "Let's go, Drem."
Lak heads upstairs as well
Drem tags along
Zephi having reached the landing, turns "Oh, I keep forgetting. Here." She seperates and hands out the gold she got from the 50th floor.
Lak hands out the 99th floor gold. "Yeah, let's change this all in the morning."
<Lak> "I saw a bank nearby."
<Capn_Ascii> You head up the stairs, and soon find yourselves on the 2nd-floor landing. There are four doors here, numbered 201 through 204.
Lak enters the room for which his key opens
Lak picks a bed and crashes onto it
Beri follows Zephi into the room his key unlocks
Drem follows Lak and sits on the other bed
Zephi unlocks the other door.
<Capn_Ascii> The four of you split up by gender and make your ways into your respective rooms. The rooms are nice and cozy, with thick beds, warm blankets, and some furniture made out of carved logs like the sort you see in rustic places like this.
<Drem> "I've got enough power left to do some scrying before we retire."
<Lak> "Go for it. Not sure what you would scry, but worth a try. No point in going to bed with extra power left."
Zephi jumps onto a bed.
Zephi takes off her armor and puts it on the ground next to her bed and snuggles under the covers.
Drem meditates for a moment, throwing his cool psionic-y senses towards 138 Warring Way
<Capn_Ascii> Drem assumes a meditative position, and begins focusing his mental power on an address across town. Fortunately, he knows his way around here, apparantly, and just decided not to mention it until now.
<Capn_Ascii> Drem: Your mind's eye zooms across town, until it materializes inside the aforementioned house. You look around and get the lay of the place.
<Capn_Ascii> You seem to be on the first floor, which appears to be a single, multi-purpose room with various corners assigned to various purposes. The door is on the south wall; against the same wall to the west of the door is a writing desk with a roll top (closed) and a wooden chair.
<Capn_Ascii> To the east of the door is a sitting area - a couch, two matching easy chairs, and a coffee table mark off the area. In the north-east corner is a dining table with three chairs; in the north-west corner is a small kitchenette, with countertops, a pot-belly stove (turned off), and an ice box.
<Capn_Ascii> There is a doorway in the middle of the west wall that leads to a stairwell. The entire room is dark and dusty, and the ice box has leaked a large puddle of water onto the floor; it appears that nobody has been here for quite some time.
Drem slowly spins his mind's eye around, looking for anything suspiciously trap-like
Drem then focuses his efforts towards the door, checking to see if it's locked and prodding around for traps
<Capn_Ascii> Drem: You reach out with your phantasmal hand, and try jiggling the door knob. Immediately, you sense a powerful, magical energy jolting the phantom appendage - good thing you're not physically connected to it!
<Capn_Ascii> You release the handle, and the current stops. It seems Face Man wasn't kidding when he said the door was rigged.
<Capn_Ascii> Other than the field on the door itself, you can't sense any other traps around the door frame. You do notice that there are no windows on this floor, however.
<Capn_Ascii> You sweep your Ethereal Groping Hand around and start fiddling with other stuff. Upon opening the desk, you find some old documents (lying face-down, darnit), as well as a large, rolled-up parchment bound with a string. There's also a rubber stamp and a letter opener.
Drem retrieves his mind's eye and stuffs it back into his head
<Capn_Ascii> You sweep the rest of the room, poking and prodding at anything that catches your (virtual) eye. You open the kitchen's drawers and paw through them; while they mostly seem to be full of old, dirty silverware, you do spot a rather shiny-looking dagger in the back of the drawer, with a silver blade and gold hilt.
Drem picks up the dagger with his mind's hand and shakes it a bit
<Capn_Ascii> As you tug on the dagger, you can feel something in the back of the drawer pulling back on it, as if it was stuck. Suddenly, you feel something sharp and needle-like dig into your not-hand.
<Capn_Ascii> You can feel a liquid substance phasing through your hand and onto the bottom of the drawer. Poison? Or possibly fruit punch? No way to know right now. You pull harder, and snap the knife off of the string the trap was tied to before setting it on the counter.
<Capn_Ascii> Sensing boredom on the part of the rest of your party, you hasten your search. Popping open the icebox, you can see some soggy, half-rotten food items - you thank the various gods that this spell doesn't include a phantom nose.
<Capn_Ascii> Lastly looking under the table, you find a wooden box, about a foot cubed, with a padlock on it. Having no way to open the lock, you are forced to end the spell with the box unexplored.
<Capn_Ascii> Your mind's eye snaps back to your real body. Poit!
Zephi snores into her pillow.
Lak sleeps soundlessly
Drem blinks. "Wheatley, take the watch." Drem then takes off his armor and pack and crawls into his bed.
<Capn_Ascii> Wheatly nods an affirmative, and goes outside to spend the night hovering outside the room doors, staring creepily at the other inn patrons.
<Capn_Ascii> --THE NEXT DAY--
Lak starts to stretch and wake up
<Capn_Ascii> After your regular morning grooming rituals and a massive, no-holds-barred between the four of you to determine pecking order for using the inn's only bathroom, you emerge into the foyer.
Zephi yawns, walking into the room.
Lak looks to see if there's anything of interest this morning.
Drem stands in the middle of the room in a staring contest with Wheatley
<Lak> (in the room)
Zephi collapses into a chair next to the fireplace.
<Lak> "Didn't you just sleep for eight hours, Zephi?"
<Capn_Ascii> The lobby looks much as it did the previous night, except that now there is a breakfast buffet set out on a pair of tables against the far wall. Toast, scrambled eggs, fresh fruit, bacon and sausage, the works.
<Lak> "Oooh, food!" Lak moves to select tasty foods and eat.
Zephi stays curled up in the chair for a second before muttering, "Yeah, but I don't often do that much walking" and getting up to go get some food.
Zephi takes the food back to the chair and re-curls up into it, eating.
<Capn_Ascii> Om nom nom.
Lak grabs a bunch of food and eats as well
Drem walks over to the buffet and piles food onto his plate
<Drem> "So, I found some stuff while I was scrying the place," Drem says between mouthfuls.
<Drem> "The door's rigged to zap anyone who touches the doorknob, but it has no other obvious traps. There's a desk with some mildly suspicious papers, a kitchen where I pulled a dagger from a poison trap, an icebox full of spoiled food, and a box under a table."
<Drem> "It obviously wasn't warded against scrying, so we might also be able to teleport in, if need be."
<Zephi> "Well, we can knock down the door if we need to. I don't know about the other traps."
<Zephi> "I wonder what throwing my sword into the door would do to it."
<Lak> "There would probably be a door with a sword sticking into it."
<Zephi> "I didn't say I could do it in one try. But it sounds like the best idea to me."
Lak finishes eating. "Yeah, let's take a look at the place after we make a bank trip."
Zephi realizes that no one can see her, curled up as she is and says outloud "alright."
Lak heads out and walks towards the bank, expecting the others to follow
Lak heads into the bank
Zephi keeps following.
Drem tags along
<Capn_Ascii> After finishing off your breakfast, you head off to the bank. It's a nondescript building that looks not unlike the sort of bank you'd see in a western - brick building, wooden door and door frames, and windows with green shades pulled down behind them. The bank's name is stenciled in yellow on the door and windows.
Lak goes *in*
<Capn_Ascii> You turn the knob, and crack open the door to head inside...and as you do, you can hear loud voices inside the bank. "Alright, pal, hands in the air, or you're worm food!"