Still, I'm not sure this write in is all that different from this one:
[] Ask them if they know where their real home is.
I had interpreted as asking for the purpose of getting them back there.
That's fair, I didn't view it that way and was worried it'd be just seen as curiosity, plus if they don't know the way home we'll likely find out from this question anyway.
[x] Ask them if they have seen any other pupils attempt to complete the Explorers and Archaeologists Club's obstacle course.
[x] Ask them if they know where their real home is.
If we want to free them, that is something we should take to Simony. I am sure he has a suitable trade in mind.
Now I want to take one of the kobold heart-pebbles and keep it so we have our very own pet god. Cute and great for alchemy sacred power. I may be a horrible person.
Asking all the questions because I enjoy Chandagnac's answers.
[X] Ask them if they have seen any other pupils attempt to complete the Explorers and Archaeologists Club's obstacle course.
[X] Ask them why they consider a group of rats to have been their friends.
[X] Ask them if they know where their real home is.
[X] Ask them about the other kobolds they shared their home with.
[X] Offer to take their heartstones and carry them back home.
I feel like we already know how to help them - take their pebbles to their home. Seems like a weird question. I approve of the sentiment so I'll support this question too.
[X] Say something else (write in).
[X] Ask if there is a way you can help the Kobolds get home and be free.
Whelp, guess we're burning our bridges with Simony and the other Archeologists. Oh well. They're a bunch of racist slavers anyways.
All right, vote closed. It seems like you want to "Ask if there is a way you can help the Kobolds get home and be free." (I may include other questions which people have voted for if I think it makes logical sense that someone would ask them, in the context of the story.)
Also, I'm going to use this post for some dice rolls. See below.
Adhoc vote count started by Chandagnac on Jun 15, 2020 at 1:39 PM, finished with 10 posts and 8 votes.
Not sure if I wanna be part of this club anymore, tbh. Jerk move, Simony.
[x] Ask them if they know where their real home is.
[x] Offer to take their heartstones and carry them back home.
[x] Thank them for lending you the key. Leave as quickly as possible.
'Wait… this isn't your home?' you ask, astounded. 'Where did you come from and how did you get here?'
'Our home… up in the mountainsss and hillsss, with many other kobolds. They brought usss here. They call themselves ark… archi… arkay…' He gives up, shaking his bulbous head. 'Thievesss. Little thievesss.'
'The Explorers and Archaeologists Club did this? They took you from your home and brought you here to be part of their obstacle course?'
'Yesss.'
'How did they do that?' you ask.
Hesitantly, with great misgivings, the lead kobold indicates the three shiny pebbles you saw before. 'Our heartsss. Can't be without them.'
Although the kobolds only want to go home and be reunited with their kin, they only have the faintest idea of where home is. "Up in the mountainsss and hillsss" is as much of a description as you are able to get from them. If you want to help them, you'll need more information than that. Perhaps you can wheedle a member of the Explorers and Archaeologists Club into telling you where they found the kobolds. Alternatively, Simony might tell you, for a price.
While you're considering what to do about that, you return to the iron door and use the key to unlock it. With a screech that sets your teeth on edge, the door swings wide open. Beyond, you see a long hallway which you assume must be the entrance to the tomb. There are smooth flagstones in the floor, set snugly together so that you can barely see the cracks between them. The walls are dressed with plaster, painted with intricate pictures which seem to tell stories from ancient history. Some of these designs are in danger of being swallowed by a layer of green mould which seems to be growing unchecked.
'Do these pictures tell the story of the ancient Wranni kingdom which ruled this land before Tyrepheum was founded?' Venta wonders, scrutinizing the wall paintings with avid intensity. She indicates one of them which seems to depict a grey-skinned giant as the ruler of the land. 'Was this their god?'
'I doubt it,' you say, showing her another set of paintings which show the king of the Wranni – he's wearing a crown, so he must be their king, right? – tricking the giant into drinking a barrel of mead and then falling unconscious. Then, while the giant is unable to defend himself, the Wranni king cuts off his head.
Venta's eyes go wide. You hear a sharp intake of breath. 'Oh… well, that's not a nice story.'
'Seems simple enough to me,' says Philander with an unpleasant laugh. 'The Wranni became the rulers of this land by murdering the giant who owned it before they did. Then, a thousand years later – or thereabouts – the Sambian Empire came along, kicked them out of their homeland, and established the city of Tyrepheum. What goes around comes around.'
'I don't know,' says Isolia, putting on a dubious frown. 'It seems like you're making a lot of assumptions.'
Just then, you see the tripwire, stretched across the hallway from one side to the other, a silvery line shining in the light of your glowstone. Looking up at the ceiling, you see a bundle of filthy, slimy rags. Evidently, this is a trap set up by Simony and his friends, designed to be humiliating rather than dangerous, by dumping a pile of unpleasantness on top of whoever triggers it. Of course, now that you've spotted it, it's easy to set it off early so that nobody is affected by it. You just have to make sure to skirt around the pile of rubbish which gets dumped in the middle of the corridor.
After that, you're on the lookout for more traps. Forewarned, you notice an arcane circle daubed on one of the walls, which seems designed to slowly consume itself in order to spray multi-coloured paints at passers-by. This trap is even easier to disarm than the first. A single scratch is all it takes to break the circle, ending the spell.
The next trap would have gone completely unnoticed – you, Philander, and Isolia walk right past it – but then Venta nearly falls into it. Evidently, one of the flagstones was removed, along with a couple of centimetres of mortar and whatever was underneath it, and replaced with an illusion. Venta didn't realise that anything was awry until she took a step forward onto a flagstone that wasn't there, nearly falling into the hole. She managed to recover her balance and stepped back quickly, but this experience put her in a foul mood.
'That was a mean trick to play,' she fumes. 'It wasn't very deep, but I could easily have sprained my ankle, hit my head, or broken something. I don't think I want to be part of this club anymore.'
'I didn't think you wanted to join the club in the first place,' says Phil. 'I thought we were here to support Dory. Team solidarity and all that.'
'Yes, well…' Venta glances at you. She takes a deep breath. 'Are you sure you want to join this club, Dorian? They don't seem like nice people.'
'Just because they're not very nice doesn't mean they won't be useful to know. For example…' You glance wildly around. 'Look at this place! Isn't it fascinating? And I never would have found out about it if they hadn't told me!'
'Be careful with them,' says Isolia. 'Don't let them use you.'
'It's the other way around,' you assure her. 'I'm using them. I'll get what I want from them – information, the benefit of their experience, maybe a few promising leads – and then I'll cut myself loose.'
She makes a noncommittal noise, seemingly unconvinced.
In the next room, it appears that most of the original decorations have been removed or destroyed. Instead, there is a deep pool of stagnant water which stretches from one side of the room to the other, wide enough that it would be difficult to jump across to the other side. A wooden plank, barely long enough to span the expanse, serves as a precarious bridge. And, just in case you thought that swimming across might be an option, you catch sight of a couple of mutated monstrosities lurking at the bottom of the pool: creatures with tentacles, bulbous eyes, and too many teeth.
'Ah yes, I've heard about those: the wondrous creations of our school's Department of Life Magic,' Philander says sardonically, peering into the depths of the pool. 'Because who wouldn't want a ghastly abomination whose mere existence is an offence to all the gods? It's the latest craze! All the fashionable ladies are buying them!' He grins. 'You're sure you don't want one, Venta?'
Her green skin turns sickly pale. 'I hope you're joking,' she says.
'How are we going to cross?' asks Isolia, examining the wooden plank. 'This doesn't look safe.'
What will you do? (Choose one)
[] Use your Quickness spell to cross the makeshift bridge at speed.
[] Use your Quickness spell to run across the surface of the stagnant pool without falling in.
[] Have your teammates hold onto the end of the plank while you cross, securing it as best they can. Do the same for them when you reach the other side.
[] Attempt to swim across the stagnant pool.
[] Go back and ask the kobolds for help.
[] Go back to Simony Bidwell and complain about these traps.
[] Go back to the side tunnel where you saw the dark abyss. Hope that it's an alternative entrance to the tomb. Jump in.
[] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your Mend cantrip to repair some of the damage around the edge of the pool.
[] Ask Venta to send her Illusory Double into the pool to see how the tentacle monsters react.
[] Do something else (write in).
[X] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your mend cantrip to repair some of the damage around the edge of the pool.
...Maybe we're basically setting ourselves up to oppose the club, but I suspect that might be the point.
Yeah, this club is looking more like the jerk union that provides the mooks that Lara Croft fights instead of being Tomb Raiders themselves.
[] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your Mend cantrip to repair some of the damage around the edge of the pool.
[X] Have your teammates hold onto the end of the plank while you cross, securing it as best they can. Do the same for them when you reach the other side.
[X] Ask Venta to send her Illusory Double into the pool to see how the tentacle monsters react.
[X] Use barrier to brace whomever is currently crossing the gap.
[X] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your Mend cantrip to repair some of the damage around the edge of the pool.
[X] Ask Venta to send her Illusory Double into the pool to see how the tentacle monsters react.
[X] Use barrier to brace whomever is currently crossing the gap.
[] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your Mend cantrip to repair some of the damage around the edge of the pool.
Heh. A recurring theme in this quest seems to be that "With great power comes great assholery." (Thanks, Nevill!)
That wasn't something I intended when I started out, but I think it's a good fit. And it helps to differentiate this quest from my other quests set in the same fictional universe which had different themes.
Just because I've offered something as an option doesn't mean that it's a good option or relevant to your current situation. (Although, I suppose you could use the Mend cantrip to alter the shape of the outer edge of the pool, making it easier to wedge the wooden plank in place. Which would mean that there'd be less chance of it rocking and accidentally tipping you into the pool.)
[X] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your Mend cantrip to repair some of the damage around the edge of the pool.
[X] Ask Venta to send her Illusory Double into the pool to see how the tentacle monsters react.
[X] Use barrier to brace whomever is currently crossing the gap.
It seems that the downside of usingthe Explorers and Archaeologists Club as a source of information is that we have to interact with the members of the Explorers and Archaeologists Club.
That's an interesting idea, but it's not what I intended. Basically, the pool didn't exist before the Explorers and Archaeologists Club destroyed part of the tomb, ripped out a section of the floor, dug a hole (or used earth magic to quickly reshape the rocks underneath) and filled it with water. They didn't intend for there to be a ledge around the edge of the pool.
With your Mend spell, you might be able to restore a section of the original floor, but it would take a very long time to get enough of it together that it would form a ledge.
It seems that the downside of usingthe Explorers and Archaeologists Club as a source of information is that we have to interact with the members of the Explorers and Archaeologists Club.
And, just in case you thought that swimming across might be an option, you catch sight of a couple of mutated monstrosities lurking at the bottom of the pool: creatures with tentacles, bulbous eyes, and too many teeth.
'Ah yes, I've heard about those: the wondrous creations of our school's Department of Life Magic,' Philander says sardonically, peering into the depths of the pool. 'Because who wouldn't want a ghastly abomination whose mere existence is an offence to all the gods? It's the latest craze! All the fashionable ladies are buying them!' He grins. 'You're sure you don't want one, Venta?'
Just because I've offered something as an option doesn't mean that it's a good option or relevant to your current situation. (Although, I suppose you could use the Mend cantrip to alter the shape of the outer edge of the pool, making it easier to wedge the wooden plank in place. Which would mean that there'd be less chance of it rocking and accidentally tipping you into the pool.)
It seems that the downside of using the Explorers and Archaeologists Club as a source of information is that we have to interact with the members of the Explorers and Archaeologists Club.
[X] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your mend cantrip to repair some of the damage around the edge of the pool.
[X] Ask Venta to send her Illusory Double into the pool to see how the tentacle monsters react.
[X] Use barrier to brace whomever is currently crossing the gap.
[X] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your Mend cantrip to repair some of the damage around the edge of the pool.
[X] Ask Venta to send her Illusory Double into the pool to see how the tentacle monsters react.
[X] Use barrier to brace whomever is currently crossing the gap.
[X] Have your teammates hold onto the end of the plank while you cross, securing it as best they can. Do the same for them when you reach the other side.
[X] Use barrier to brace whomever is currently crossing the gap.
They adhere to the old 'robber baron' style of archaeology which the vast majority of archaeologists nowadays would be appalled by. Kinda like the Victorian explorers who'd go into foreign countries, looting and plundering them of their historical treasures. Or the early fossil hunters who, if they'd already found as many dinosaur bones as they could carry, would smash any extras so that there was no chance of their rivals getting hold of them.
You didn't want them to use the actually lethal traps, did you?
Anyway, let's have a look at the vote tally.
EDIT 1: I like the idea of using the Barrier spell to brace whoever is walking the plank. That's some clever out-of-the-box thinking right there.
EDIT 2: Would anyone else like to vote?
Adhoc vote count started by Chandagnac on Jun 18, 2020 at 10:26 AM, finished with 13 posts and 7 votes.
[X] The Explorers and Archaeologists Club set up this pool by destroying part of the ancient tomb, right? Use your mend cantrip to repair some of the damage around the edge of the pool.
[X] Have your teammates hold onto the end of the plank while you cross, securing it as best they can. Do the same for them when you reach the other side.