We are zapped across the castle and onto a narrow walkway suspended between two of the tallest towers. At each end is a magic gate which will transport us elsewhere. After all, it's what the Walkway of the Gate is famous for.
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Ablean Buckslinger |
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Posts: 3114 (05/07/08 07:55:24) |
I wouldn't mind losing mine. Hey, does anyone remember what happens if you press a large button that says "DO NOT PUSH"?
We are zapped across the castle and onto a narrow walkway suspended between two of the tallest towers. At each end is a magic gate which will transport us elsewhere. After all, it's what the Walkway of the Gate is famous for. Everything we do is a choice. Oatmeal or cereal, highway or side streets, kiss her or keep her, we make
choices and we live with the consequences. If someone gets hurt along the way we ask for forgiveness, it's the best anyone can do.
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Wolfgang Kaiser |
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Posts: 484 (05/07/08 11:29:27) |
Hurrying through the gate before one of us falls off, we enter the Conservatory of Calm.
This room is infamous - its a music room, yet no sound can be heard anywhere. It has stringless harps and pianos without keys. So where do we move on from here - I think I see a door behind a tapestry . . . ...Wait a minute. We've already been in the Conservatory... and I'm dead certain it wasn't quite so icy and well-dusted. Not only that, but most of the room has been roped off, except for a small walkway through the middle, by red velvet ropes held at waist height by brass stands. It almost looks like a room in some antique museum... Oh. Aha. Of course. This is the Frozen Museum of the Beginning, that commemorates the very first room we set foot in during our grand adventure. Very nostalgic. That door behind the tapestry had better not lead to the Bleeding Kitchen of Blood again this time, though. "Kidnapping Nubile Victorian Ladies Since 1867" |
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Gem Sealed Emperor |
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Posts: 162 (05/12/08 05:57:26) |
I push aside the tapestry, wisely putting out my torches beforehand, and call out, "It's alright, nothing more than the Room of the Crystal. Looks a bit too much like my prison though... Perhaps someone can lead the way onward? I'm not going
anywhere near that crystal until some else proves to me it isn't an ancient Servare mechanism."
Because sometimes you just have to ask yourself "How does one fight an indestructible being that moves faster
than time?"
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thewindwhisperer |
Re: Dungeon Challenge! | ||
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Posts: 10 (05/13/08 06:19:46) |
Finally doing something the least bit useful, I lead the way through the room, avoiding the spiky crystals shooting up out of the floor. Oh, bother; one just
got lodged in my foot. Any healing potion for someone other than Boss, Underwear? Coming to a dead end, I decide to use the ol' trusty Grimoire. I
use the Holy Transfiguration of Stupidity to transform into a gigantic galoot of a minotaur, and charge the crystal, resulting in the cracking of it,
showing the room beyond.
Transfiguring back into my normal form (with a terrible headache), I lead the gang into what seems to be some sort of dark tunnel, filled with the echos of the pleasures of the dark. Oh this must be the...Dark Tunnel. I bet you were thinking that it would be something ironic like, Room of Light or something? Well, what you see is what you get and...oh nah-ah. I am not going in here without being forcefully dragged with a pistol up against my head. I just remembered the first time I went into the Dark Tunnel. *shivers* So many bunnies... |
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CrusadersUnderwear |
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Posts: 473 (05/15/08 08:42:11) |
I take out my healing kit and fix whisper's foot and mild concussion. Then I grab GSE with his two torches and, holding him by the collar, I make my way
into the Tunnel.
For a long time, there is nothing but darkness, darkness, and more darkness. Then a small light appears, far away. The light comes closer as we walk. It gets larger and brighter. Suddenly, a whistle blows. It's true, the light at the end of the tunnel is an approaching train. "<explicative!>" I cry and we all dive to the right. And fall into an inch or so of dust, which puffs up into a great cloud. When the sneezing and coughing stops and the dust settles, we find ourselves in a long room, lined with beds on either side. Gray light filters in through high windows, illuminating the skeletons and mummifed remains that lay in the beds, some of them still wrapped in rotten bandages. This is the Entomed Infirmary. There is a door at the far end of the hall. I'm going to try and restock what healing supplies I can, so someone else lead the way. What a long, strange trip it's been. |
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Wolfgang Kaiser |
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Posts: 506 (05/15/08 09:03:38) |
Stocking up on bandages? I'll help - it's the least I can do to repay Holypants for the several instances of lifesaving medical attention she's
given me. I get to work unwrapping one of the corpses (why of course we can reuse bandages there is no danger of infection at all yes haha), but am
halted very quickly by the corpse, who wraps itself up again in a huff and begins scrabbling at my braincase. Zombies. How fresh and unexpected. Shall we mosey
on over to the next room and lock the door as firmly as we can?
What luck! The next room is the minuscule Hideaway of Locks, and we're able to grab several padlocks from the pile on the floor to clamp onto the door in haste. Trouble is, a quick perusal of the hideaway reveals that we've just locked our only exit - and who knows where the keys are? To make matters worse, it appears the zombies weren't your average shambling blockheads: the scrabbling at the door has been replaced by what sounds disconcertingly like a screwdriver meticulously dismantling the hinges. We've got about five minutes to find a way out of here before the revenants find a messier one for us... "Kidnapping Nubile Victorian Ladies Since 1867" |
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