[pnpgm] Game Update #84c - File #447 - Exploration begins
Scott Adams
longshot at darktech.org
Fri Oct 24 06:35:32 CEST 2008
HT Alias/Player Character Name Type Status/Notes Sex
-- -----------------------------------------------------------------
R1 John Haight...........Arawn.............Druid .Normal/Alfar Ma
?? Chris Wells...........Ben'dar...........Warrior.Normal/Human Ma
R1 Tom Corckett..........Caladan...........Wizard Normal/Human Ma
W2 Marcel Liberty........Chion.............Sailor..Normal/Human Ma
-- Tobie Bonahoom........Fremea............Sidh....NormalFaerry Fe
Do David Sanders.........Kiet.Sunan........Acrobat Normal/Human Ma
R? J H Hooten............Raban.Usherwood...Bard....Normal/Human..Ma
W4 Wout Broere...........Unali.............Ninja...Normal/Human Fe
R4 Alex Koponen..........Z'leyra...........Healer..Normal/Human Fe
Animals: Corona [Eagle] Z'leyra, Boyzdar [Wolf] (Strie'bog),
Game Web Site - http://www.funport.com/longshot/pbem
Public posts/actions to pnpgm at abroere.xs4all.nl (mailing list)
Private emails (not public actions) to longshot at darktech.org
Game Update #84c in sequence (file #447)
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Admin Notes: Part 3 of 3.
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[Recap]
[Last Post]
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[New Stuff]
[Ma 2nd, 1633TH. 5th Day of Adventure #4.
[Location: Chaos domain, Dark Lands, 9 Miles up, Flying Island]
[Time: 10:45am]
[The party, minus Z'leyra, starts in the room Fremea first explored.
The room is now dark but quickly explored. As when Fremea first
saw it the 10 by 10 foot room is likely where the guards sat and
waited to be called. it is only common sense to figure that out.
The cramped room has a wooden desk that isn't fancy for even this
room. It has no drawers or containers. It is simply something
for a guard to rest his hands on or put something down on it
There are 4 rickety wooden chairs here as well. The south door
leads to the Foyer with a moderate lock for a room that has
nothing else in it of value. the floor is stone and the candle
only now has a unlit candle on it for the room's lighting. No
frills for sure. The room has a door to the north that is metal
with a good quality lock. The party leaves through the south
door to the foyer.]
[Once in the Foyer the party notices the wet area by the door
likely where the visitor fell and the party stood. Now the statue
is gone, destroyed in the previous battle, and now all that remains
is the wooden square pedestal making the room look odd with it the
only thing in the room. The party moves west.]
[Going west they find the door that the metal man came from. This
small room is actually a closet only 10 by 8 foot. It has a
stone floor and lit by a enclosed candle by the door. In the
room are hangers, hooks and shelves for clothing and other
clothing items. It takes only a minute or two to scan the room.
Clothing and towels are here. Some seem very very old with
quite an amount of dust and holes in them. Some seem fairly
good shape. Those in good shape are noted.]
GM: Closet Items found -
Tunics (16) Jerkins (6)
Cloaks (5) Cowl I (3)
Cowl II (2) Sandals [pairs] (4)
Gloves [pairs] (2) Caps (7)
Hats (2) Towels (12]
[The party figures they could be taken as treasure but nothing
stands out at this point. The door a simple wooden door with a
light quality lock is closed again. The party moves west toward
the other rooms.]
[The party finds a wooden door with simple locks and opens it
with keys found on one guard. Like Kiet says it is a storage
room 16 by 14 feet. The floor is stone and there is a single
candle lantern, now lit, on a hook by the door. The room
contains only kegs, wooden chests and barrels. There is another
door that leads to the north into another room. It takes only
about 3 minutes to inventory the room.]
GM: Storage Room Items found -
Falcon's Hood (1) Falconer's gauntlet (1)
Hawk Hood (1) Eagle Hood (1)
Bolas (1) Whistle (2)
Travel Rations (99) Grain (19) pounds
Keg of Beer [Keg I] (2) Keg of Ale (2) Keg II
Cheap Wine [Keg II] (2) Keg of Good Wine (2) Keg I
Bottle of Fine Wine (2) Flasks of Salt (5)
Skin I (7) Skin II (1)
Skin III (3) Skin IV (1)
Leather Straps (14) Keg of Oil (1) Keg I
Fuses (41) Candle (47)
Keg of Tar [Keg I] (1) Torches (9)
Candle Lantern (5) Oil Lantern (1)
Wicks (30) Flint & Steels (10)
Bedrolls (11) Blankets (12)
Sacks (20) Bags (5)
Large Bags (5) Rope (250')
Cord (100') Fine Rope (21')
Grappling Hooks (6) Climber's Hammer (13)
Iron Spikes (30) Roll Bandage (30')
Soothing Herbs [I] (1) Healing Herbs (1) Keg I
Burn Ointment Flask (2) Healer's Kits (2)
Nails [Chest] (200) Work hammer ($)
Hatchet (3) Axe (6)
Shovel (6) Parchment (30)
Quills (23) Ink Jars (12)
[The party figures the storage room is a light supply room for the
full castle. The party enters the next room. This empty room is
larger at 18 by 18 feet. Immediately it is figured to be a lounge
area. Why the main room the battle took in and this room is so
close is unknown. Some figure this must be the formal lounge area
and the room with the battle was the reception and more for
meetings or such? This room seems to have a more cozy feeling
to it. There is a large cushioned satin couch in one part
of the room. There is also nice cushioned satin chairs for
sitting. A large, and roaring, fire is on the west wall
in a nicely decorated fireplace. To the left and right of
the fireplace are two windows. From the windows the party
can see the storm raging. Lightning flash and sheets of rain
can be seen but little else. The floor is a dark black carpet.
Lighting is done by the fireplace and candles above and beside
the couch in holders. A small glass table is also in the room
for reading or chatting. A drink cabinet full of some wine,
ale and other drinks is one area of the room. The south door
has a small lock on it to the storage room. But the north
door to the outer hallway has no locks on the wooden door. There
is little value here.]
[Going outside the storage room and going north leads to the hallway
that Unali fought in. It is carpeted with candles along the wall
but now with blood near the south wooden door. Going north of the
lounge and vertical hallway leads to a long hallway that Caladan
and Raban fought in. In the hallway there are 4 doors on the
north end and 6 on the south end. Immediately north of the lounge
door in the hallway and to the left is a window. To the far east
end of the hallway is another tall glass window.]
[Time: 10:53am]
[The party spreads out and knows the west part of the foyer was not
explored. They head east and find the door right of the main room
(where the battle was) is metal as well as the south metal door in
the sentry room. It is locked but the next door is not and opened
to a small hallway. Immediately a sense of spice and candle
scents are smell. It is quickly figured out why the covering
smell is in the room as this is a indoor latrine. The latrine is
20 by 14 feet with two enclosed, made of soft wood, stalls and
hole seats on the east wall. A water basin and cabinet with small
towels is here for washing and cleaning. Above the cabinet is a
pump like device that seems to indicate the room has running water
from some source. The sink like basin can be filled again with
water with ease of pumping. Fremea senses magic from the hole
scents but it becomes clear the magic is likely to hold smells
down and not to let up into the hole deep below that is too dark
to tell if one even wanted to look in the hole. She figures if
someone went out of their way to create a ward for such a simple
thing then this place must be filled with more magics. A sign
this comes from a land full of magic. Entering the room from the
north door in the outer hallway the party find themselves in need
of the water basin and holes. Kiet and Unali especially clean up
their clothing as best they can to remove the gore and blood. On
the west side of the wall is a big mirror. The doors are simple
wooden with no locks at all. The floor is stone as the storage
room. Lighting in the room is given off by candle lanterns from
the ceiling.
[While some use the latrine Chion and Ben'dar head out the south
door of the latrine into the foyer area again. There they find
another door on the left, east side of the castle. This small room
is only 10 by 10 foot. There are cabinets, washboards and small
water basins in the room. It becomes clear this must be where
laundry is washed and done. There are pipes and pumps that deliver
water and drains in the ground in one corner to drain water. The
cabinets contain what could be some form of soap, rags and
brushes. Pegs on the wall hold clothes to dry. Vents behind
those vents seem to carry warm air and Ben'dar figures the vents
might be from some of the fireplaces to dry the clothes faster.
A quite sophisticated setup. The door is a simple wooden one
with no locks. As with the latrine the floor is white stone.
Lighting is done through a few candles on the wall but enclosed
to prevent fire.]
[In the laundry area Fremea inspection finds the pegs of some
magical interest. She senses magic from them and they seem warm
to the touch. She figures they could radiate heat as well
magically to dry the clothes.]
[South of the laundry area is stairs leading up to the second
floor but the party knows they have more to explore to the
north. They head back to the long hallway and regroup. Caladan
opens one door to the main reception room and informs Z'leyra
who has all doors closed and meditating, of rooms found so
far. In case she needs to go and clean up. He returns
and the party moves onto the north area.]
Caladan: "This place is setup odd for a castle. Laundry next to
some main foyer areas and storage? I suspect though the person
who made this place knew he was limited on space. It wouldn't
be easy to haul stone and furniture up here. So he made space
where he can even for cramped rooms."
[In the outer hallway across from the north door that leads to the
latrine is another room. Opening the door sound of thunder is
heard louder. Those looking up notice immediately there is no
roof to this room. Lightning, dark clouds and looks like rain
can be seen. Yet none seems to be falling into the room? The
room is 18 by 20 feet. The majority of the room contains water
basins that look like canals in the floor like horse troughs.
The basins are full of cool water. There are pipes in the north
end of the basins that seem to pipe water to a drain or other
pipes to distribute water to other areas of the castle. There is
a cabinet here that holds tools that can fix and repair when
needed. After watching the sky for awhile the ceiling looks
to be glass rather than empty air. The floor is a stone floor.
On the east end of the wall are windows. The west wall has no
windows. There is a wooden door like in the south end of the
room but both have no locks. The west wall is mostly blank
examine a panel in the wall with gems set in the wall. Fremea
and Arawn inspect them and find them magical. Since there seems
to be no mechanical controls to open the windows both figure they
activate wards to do exactly that. A simple ward to open portions
of the glass ceiling to let the moisture or rain in to fill the
basins.]
[The party heads west down the hall and skips the middle doors to
see if the far west room is like the east one. Opening the door
it does look like the other room. This one has slightly different
dimensions of 12 by 20. immediately instead of a water collection
room the room is found to be a food garden. There is a glass
ceiling here as well showing the storm high above the party. It
has floor to ceiling windows for letting in the afternoon sun it
seems. There are rows of vegetables and small fruit bushes on a
dirt floor. The entire room is a dirt floor. There are cabinets
in the north used for garden tools like a shovel, pot, clippers
and such. The doors to both south and north are simple wooden
ones with no locks. The east wall is open and leads to a larger
room the courtyard. The room is lit with 3 candle lanterns
around the room. Beside each door is a jeweled insert like in
the water collection room. Likely for the same purpose of
opening the glass ceiling to let water moisture in.]
[Time: 10:57am]
[The party enters the courtyard which takes a large portion of the
center of this castle section. It is 56 by 20 feet. The large and
immediate focus of the eyes is the fountain that holds a single
statue of some winded creature that looks almost like a griffon?
Water sprays out of its mouth as the creature is reared up ready
to leap it seems. There are stairs in the north side of the room
that head up to the second floor. The stairs are covered by stone
and twist in a hung down side formation like a normal building
has. In the west part of the courtyard is a couch and cushioned
chairs. Above the chairs and couch is a hanging overhang maybe
a walkway on the second floor that covers it from rain. Along
the south wall is a flower box garden which are blooming. In
each corner are torch stands that can be used for lighting. On
the east wall are two statues. Above them is another walkway
area for the second floor like that above the couch. Between the
2 statues on the east wall is another small flower box. The
north statue is of a man that looks a bit like A'kril actually.
He is standing at attention looking stern and with his hands
to the side in a fine looking robe. the south statue is of
a female in a gown with a jeweled necklace around her neck.
She looks serene. The floor here is dirt as well to add to the
spice of the outside environment. The four doors are wooden
with no locks here.]
[the ceiling is open and doesn't appear to be glass at all. In
fact after studying it there is nothing there. Fremea can
sense magic from high above that seems to be like Arawn's shield.
Maybe there is some form of shield that blocks the storm from
coming down. A nice trick for the room. Maybe the castle
people can open portions of the shield to let it rain or drizzle
in or something? Beside the two western doors are jeweled
panels like those in the other 2 rooms. They are magical
it seems and it is quickly figured they must control the shield
itself. Unless they control other functions like the fountain,
lights or such? At this point the shield is up and the room is
cool but no rain is coming in.]
[Time: 10:58am]
Actions? Comments?
Next Update...Monday...
GM: This is a good spot to end for now. I can finally see the
light at the end of this update tunnel! It only took 14 hours
to do this one. Must be a record in the 10 years doing these
things. :) So 12 hours to make and 30 min maybe for you guys
to read. Gee I feel cheated :) but it was fun. I really
enjoyed the interaction between Arawn, Raban, Fremea, Kiet and
others. I appreciate the conversation that gave flesh to the
update. After all this IS a role playing game. I do not want
to discourage it. It just swamped me that's all. I've made
notes on who did the role playing and will keep it in mind if
I do aware experience for role playing.
GM: Let's recap - Battle in main room ends. About 15-20 minutes
of chat and arguments. Discussion on the prisoner and candles
is a bit in the air. Exploration found storage, lounge,
closet, sentry post, laundry, latrine, water collection and
food garden as well as courtyard. Leaving the courtyard and
the locked room. I skipped further into the locked room
to wait and see how you may react. Keep in mind magic
might need to be saved as you don't know how big this place
is. Depending on actions we can finish this level by next
week. Z'leyra stayed in the main room to guard the knocked
out guard and meditate.
GM: I stopped in the courtyard since magic was detected from the
fountain statue. I stopped since quick access couldn't
be obtained for the locked room. But based on the layout
of the nearby rooms you figure the room to be very small.
GM: I doubt of the treasure found anyone would want anything
in particular. So will assume party treasure unless stated
otherwise.
GM: For exploration I didn't go into detail who was in first the
room and such since they were empty and not really matters
at this point. We'll move to another level once one is
fully explored for sake of map pace unless you guys want
to split up or such.
GM: Map below is known. If it messes up view it on the website.
GM: Warning - No proof-reading for these updates. So hope they
make sense. I know part 2 is a bit jumbled since i lost track
of where things go due to the amount of posts. Here goes...
----------------------
[Floating Island - Structure Player Map]
Legend - North /|\
1 Row = 2 feet
1 Column = 2 feet
° = Solid wall or earthen rock
/ or \ = Door
,, = Stone Steps
@@ = Table
## = Cabinet, Storage Chest or locker
* = Chair
o = Barrel
` = Shelf
~~ = Pull lever
I = Stone wall
$ = Bed
: = Window
[Some symbols may be different and will be described if that
changes for each room.]
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[1st Floor]
1 2 3 4 5
12345678901234567890123456789012345678901234567890
I--------------------------------------------------I Row
I____/\________/\_____/\__/\_____/\_[--]I___/\_____I J
I I K
: : L
I_____/\_________/\_________________/\_______/\____I M
R I## ##I+ [[[[[[. +I I N
o : ... ... I [[[[[[ I [~] [~] I R O
o I ... ... I * ____ $$I [~] [~] : o P
m I ... ... * / \ $$I [~] [~] I o Q
: ... ... || ( * ) .I [~] [~] I m R
F I ... ... || \___/ .I ~ ~ : S
I ... ... * $$I o o I G T
: ... ... I * Courtyard $$I #I U
I I+ .......... +I #I V
I_____/\____I____/\_________________/\___I___/\____I W
I I X
: Hallway : Y
I__/\______/\__/\______________/\__/\________/\____I Z
R I I I \~~~~/ I ??? I I R aa
o : * ||I H I @I ??? I## ----I m bb
o $ ||I a I * * @I ??? I## / *I cc
m $ ||I l I * * I ??? I ----I J dd
: * ||I l / [====] I__/\_I / *I ee
I I I w I * I* *I ----I ff
I@ *##*I a I ### Room M \ I__/\______I gg
I@ ## I y I ### I *I I ###I R hh
I__/\____I_/\I * [=====]I ###I / #I m ii
R I oooI I_________/\_________I ##*I \ $I jj
o I## oI I#####I / ## I I# ##$I P kk
o I## oI I` `I \_____I I_____I ll
m I## oI I` `I Foyer Rm K. I.....I S mm
I## \ I___/\I $ I.....I t nn
N I## / Rm O I°°°..I a oo
I I [[[..I i pp
I________I_____________/\_____________________[[[..I r qq
/|\
Main Entrance Door s
1 2 3 4 5
12345678901234567890123456789012345678901234567890
Foyer - Main Reception Room.
Main Reception area. Stone is a simple white stone showing age
of white dark and gray blotches. Main entrance door is 5 feet
wide with hard reinforced treated wood. The main door has a huge
hand sized door knocker and hardened metal locks. Metal braces
secure the back of the door. Above the main entrance door and
in the center of the Foyer is a candle chandelier with a dozen
lit candles. The Status ($$) once sit here in the room but was
destroyed during the battle. Now only remains the wooden pedestal
that once held it in place. Now empty it doesn't look at all
special but just a wooden area in a room.
Room F - Food Garden 22'x20'
This room has a glass ceiling. It is a bright room so to let the sun
in usually in the afternoon. Though maybe the castle itself can rotate
to keep the sun in one spot? There are rows (..) of vegetables and
small fruit bushes on a dirt floor (room floor is all dirt). The north
(##) cabinets are used for garden tools like a shovel, pot, clippers
and such. The windows also are large like for Room A (:). There is a
part of the east wall open to the courtyard. The doors are simple
wooden doors with no locks. Inside the room on the side of each door
is a jeweled inset.
Room G - Water Accumulation Room 18'x20'
This room houses small water basin/canals/troughs ([~]) that collect
moisture and water from rain. There are pipes in the south end
of the basins that seem to pipe water to a drain to distribute
water to other areas it seems including the fountain, kitchen,
bathroom, bedrooms and latrine. The cabinet (##) holds tools
that can fix and repair when needed. The ceiling is glass but
is usually always open. Windows are like Room A but tend to
stay closed. Floor is a stone floor.
Room H - Courtyard 56x20'
The large centerpiece of the room is a fountain ({*}) that holds a
simple statue of some winged creature that looks almost like a griffin?
It sprays water from its mouth as the creature is reared up ready to
leap it seems. Stairs in the north ([[) head up to the second floor.
The stairs are completely covered by stone and twist to a hung down
side area which completed the rest of the stairs up in a normal twist/
spiral manner. In the west are a couch (|) and cushioned seats (*)
that sit below a hanging wooden platform protecting it from rain. In
the south are a small flower box (.) as well as minor bushes (.) in the
east that are ornate and blooming. In the corners are torch stands
(+) that can be used for nighttime. Statues ($) line the east wall
(two of them). On the second floor there is a walkway that runs the
length of the room north to south covering the outside chairs and
another walkway over the statues.
Room I - Lounge 18x18'
This small lounge area holds a couch (|) and cushioned chairs
(*) along the east wall. A fireplace ($) is set into the wall between
two windows (:). The floor is a dark black carpet and lighting is
done by the fireplace and candles above and behind the couch.
A table (##) is small for reading or chatting while a drink cabinet
(@) holds water and drinks. The doors are simple wooden doors with
no locks.
Room J - Latrine - 20'x14'
Two enclosed (with soft wood) stalls and hole seats (*) line the
east wall. A water basin (##) is here for washing and cleaning
hands or clothing if needed. There is a wall mirror on the west
side of the wall (not shown on map). The doors are simple wooden
doors with no locks. Floor is stone. Lighting is through a few
small candle lanterns hanging from the ceiling.
Room K - Sentry Room 10'x10'
This cramped room has a wooden desk (##) and chairs (*). Nothing else
in the room. There are no desk drawers just a simple desk that is more
a table. The chairs are wooden and not cushioned. The door in the south
is a wooden with moderate lock. The door in the north leads to Room L.
The door in the north is a metal door with higher quality lock. Floor
is a simple stone and lighting is done by candles on the desk.
Room M - Main Room 40x20'
This appears to be the main reception room for the castle or main room
itself. In the north is a large fireplace (\~~/). There are two
couches ([==]) cushioned with silk and silk cushioned seats (*) for the
room. A small glass table (##) with chairs is in the west side of the
room. A cabinet and table (@) are used for drinks and food. Lighting
is done through a hanging candle chandelier in various spots in the
room. Floor is carpeted in brown. The doors are nice wood with a
simple lock.
Room N - Storage - 16x14'
This is a storage area with barrels/kegs (o) and lockers/cabinets (#)
that store various castle supplies needed. Floor is a simple stone
and lighting is a candle lantern that can be held by the door. Doors
are wood with simple locks.
Room O - Closet 10x8'
Closet that holds clothing (#) and hangers for clothing (`). The
floor is a simple stone and lighting is a candle (unlit) by the door.
Room P - Laundry 10x10'
This small room handles all laundry operations. There are
cabinets (#), washboards and small water basin ($) piped in
water from the water collection room. There are pegs on
the walls to hang clothes to dry. Piped in vents heat to
warm and dry the clothes. The door is a simple wooden
with no lock. The floor is simple stone. Lighting is done
through a few candles.
The above map is also a link on the website for any time access.
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