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DIALOGUES
The Architect
Character profile:
This very strange man had only one passion: building. As
far as one can remember, he was always seen working on
one project or another. He didn't care to build your
usual everyday residence, even though he had been known
to do so from time to time for the very rare people that
could somewhat call themselves his "friend". He
didn't socialize much. He had a very strange sense of
humor that made a lot of people quite uneasy. But maybe
it was more because of the slightly crazed look in his
eyes that seemed to glisten especially when his mind was
hard a work on some new design. He would walk around
mumbling to himself and scribbling frantically on a piece
of parchment. But whatever the task you gave him, however
difficult or impossible it may seemed, he always got the
work done, generally beyond expectations and always on
time. Most people disliked him. Not because he was mean
in any way, but because of his obsession with his work.
He seemed to live in his own little world. He didn't care
who he was going to work for nor what the purpose of his
work was. All that mattered was the work itself. Many
felt that some of the projects he worked on were evil. To
him, they were simply his work. What purposed they served
afterwards were of no concern to him. Over the years, his
employers became more and more questionnable and of ill
repute. But only he could and, in many case, would
consent to build what they had in mind. These very people
of questionable morals would be the instigator of his
demise. For daring to attempt to reveal the secrets of
his Tomb, the Keeper fo the Seven Deaths sent his minions
to destroy his body and entrapped his soul in eternal
darkness and torment.
Dialogue
[As soon as they successfully complete the pattern, start
your timer. As soon as 5 minutes have elapsed, bid them
farewell, and go in peace mode, you may not leave the
bounds of the teleporter so they will need to use spirit
speak to communicate with you]
Travellers, why have you summoned me? Speak quickly for
the sand in the hourglass will soon be spent. Five
minutes in your earthbound world, an eternity in mine.
What do you seek in this unholy place? [let them tell you
about the Fortress]
Ah! The fortress. Too well I remember it. I built a work
of art for them, and they sent me to my doom. I am bound
by the curse. I may not reveal its location unless you
can properly answer a riddle. Think quickly for time is
of the essence. Answer correctly, I shall reveal it's
location to you and answer what question you may have for
which I know the answer. When your allotted time has been
spent I will return to my prison. You must summon me
again, should you wish to talk further. Here is your
riddle.
The fall of night, and hooded eyes
Birth evils seen by troubled minds
Strength of legend, wreathed in flame
A silver tongue a friend may gain |
[ask the riddle. If they have not answered when the five
minute timer you started when they completed the pattern
is up, say:] Your time is up, Travellers. I must now
depart. Fare thee well.
[If they answered correctly, say:]
Your answer is correct. The fortress you seek lies in a
small clearing on the outskirts of the City of Trinsic.
It's coordinates are: 130o 9'S 36o 4'E. Be forewarned;
it is the lair of murderers and assassins. They will not
welcome you with open arms, but rather with sharp blades,
lethal arrows, deadly poison, and evil spells. Be
prepared for a fierce battle, that you will more than
likely lose. Their number is impressive, and their skills
unparalleled.
What you seek is at the highest level of the fortress. If
you succeed to make it to the roof, you will be safe. Do
not attempt to harm the Oracle, or punishment on you will
be swift and fatal. She will not harm you nor will the
assassins follow you there. Follow her instructions
carefully, and think twice before you make any decision.
I will not bid you safe journey, for I know where you are
going will be all but safe. But may the Virtue shed a
kind light on you.
[IF and only IF they ask about the layout of the
fortress, say:]
The ground floor is a narrow path. Do not tally there and
make your way quickly to the teleporter or you will meet
your death sooner than you care to. The leader of your
group should move switfly that the others behind do not
get trapped. The 2nd floor is a maze. Beware of the
murder hole in the ceiling. You may have a hard time
seeing them, but your foes will clearly see you and will take
advantage of it to harm you. A good archer or mage could
however retaliate to their attack. Clear the maze
quickly. All I can say is that greed, power, pain and death are
but of few of the obstacles on the path to enlightenment.
On the third floor, you can either choose to melee those
who will more than likely be awaiting you or dash for
the teleporter to the roof. Once on the roof, the only harm
that may come your way, will be due to your failure to
answer properly the riddle that shall be asked of you.
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