Tales of a Brown- part 12- Master quest ---&RPaward

...for in character discussions, contributions and Wheel of Time themed stories.
Callesa
Posts: 517
Joined: Wed Feb 18, 2015 2:45 pm

Tales of a Brown- part 12- Master quest ---&RPaward

Post by Callesa » Thu Jan 06, 2022 2:22 pm

This is a thread for sharing the wonderful Master quest, which was awesome. May need more posts, it is longer, I guess two or three. It is an integral part of the Tales of a Brown, which is so great, I still smile everytime I remember it. It will just take a bit to edit and add it all and I need to add follow up parts before the rp contest deadline, so bear with me.

Elysia, thank you so much for creating this!!! It was so much fun!

As is obvious, I was already richly rewarded, and it was great so many people turned out to help.

Of course, it is an edited version. I will not leave there the whole half an hour of me sitting in a crate and trying to figure it out :-D Or how long it took us to almost crash the mud with hundreds of my reflections :-D

(Btw Tales of a Brown always need more participants. Either I'll corner you somewhere, or you can offer yourself as a tribute... oh, wrong fandom, but you know what I mean)

..........

Lelaine Akashi says 'Your audience has been granted, Callesa. You may enter.'

The Amyrlin's Study
This room is ornate, having belonged to the generations of woman who have
worn the striped stole of the Amyrlin. The tall fireplace and broad cold,
hearth were all carved golden marble from Kandor, and the diamond-shaped
floor tiles, polished redstone from the Mountains of Mist. The walls are
panels of some striped wood, hard as iron and carved in fantastic beasts
and birds of unbelievable plumage, panels brought from the lands beyond
the Aiel Waste by the Sea Folk before Artur Hawkwing was born. Above, no
ceiling hinders the view of the sky, yet the occasional rain and snow
never enter through the ceiling's opening. Tall, arched windows open onto
a balcony overlooking the private garden.
[ obvious exits: N ]
Siuan Sanche, the Amyrlin Seat, stands here.

You curtsey before her.

The studydoor closes quietly.

This woman is of average height and her dark glossy hair suggests she hails
from one of the southern nations. She is pretty, if not quite beautiful,
with blue eyes and a delicate mouth in a fair-skinned and ageless face. Her
expression is blank and her face drawn, a result of her time in captivity.

Siuan Sanche is in excellent condition.

Siuan Sanche is using:
<worn on finger> a great serpent ring
<worn around neck> a sapphire collar
<worn about body> a seven-striped stole
<worn around wrist> a golden bracelet
<worn on legs> a pair of silken hose
<worn on feet> a set of soft velvet slippers

You say 'Mission Mother'

Siuan Sanche looks at you.

Siuan Sanche says 'Sit down, Daughter.'

Siuan Sanche says 'We have important matters to discuss.'

Siuan Sanche says 'My eyes and ears tell me that you have been investigating a certain Cairhienin
lady.'

Siuan Sanche says 'Is this true?'

Respond with yes and the name of said lady.

You say 'Yes, it is true.'

You say 'Yes, I am investigating Gevarha'

Siuan Sanche says 'This is the woman who captured you, yes? The former novice?'

Siuan Sanche sits back and leans against the back of her chair.

Siuan Sanche says 'That alone is worthy of the Tower's ire, of course.'

Siuan Sanche says 'However, you have evidence she serves the Shadow.'

Siuan Sanche doesn't wait for you to acknowledge this.

You say 'Yes, it is her.'

Siuan Sanche opens a drawer in her desk and takes out a piece of cloth.

Siuan Sanche says 'Take this. The Tower cannot afford to lose a sharp mind like yours, Callesa.'

Siuan Sanche says 'This time, you will be prepared.'
Siuan Sanche gives you a beautiful gold and ivory figurine.

Siuan Sanche says 'Have you considered she may have set wards around her manor?'

Siuan Sanche says 'Perhaps it is a good idea to await the arrival of a shipment at the Cairhienin
docks and smuggle yourself in?'

Siuan Sanche's eyes bore right into yours.

Siuan Sanche says 'Bring her to justice, Callesa.'

Siuan Sanche sets her jaw grimly.

Siuan Sanche says 'One way or the other.'
You nod in agreement.

You say 'I will do so, mother.'


………

Docks On The Alguenya River
Sturdy wooden docks lead out over the shallow part of the river. Boats dock
and unload the cargo that is to be taken into the city for sale or trade.
Guards bustle around, overseeing the unloading and generally keeping the
peace. People looking for a boat ride out of Cairhien wait patiently to
speak with the captains of the ships. Small scuttling sounds can be heard,
as rats hide between the packages that were brought by the ships. A faded
sign stands at an angle.
[ obvious exits: E ]
A stout wooden barrel stands nearby.
A watchguard surveys the city streets here.
A watchguard surveys the city streets here.
A watchguard surveys the city streets here.
Officer Asan Sandair directs a group of troops here, riding a dust-colored gelding.

As you approach the docks, you see crates unloaded from the River Otter.

The crates are loaded onto a wagon.

Perhaps you can smuggle yourself into Gevarha's manor in a crate?

enter crate
Ok.

You have to open the crate first!

open crate
Ok.

You gesture towards one of your accomplices to create a distraction.

You open the crate.

You can now enter the crate.

enter the crate
Ok.

You step into the crate.

Your accomplices nail the crate shut.

In the Crate
Rough planks covered in splinters enclose this large crate on all six
sides. There are no cracks visible between the planks and the air is stuff.
Only muted sounds make their way into the crate. Some straw has been placed
on the bottom of the crate as well as tufts of hay that were used to stuff
between the objects stored in the crate.
[ obvious exits: U ]

The cratelid seems to be closed.

open cratelid
Ok.

The crate's lid has been nailed shut. You will have to use a weave to slice through the nails.

The cratelid seems to be closed.

You are unable to sense the True Source at all from here.

hold figurine
You can't hold that.

You can feel the crate being loaded onto a wagon.

You aren't in touch with saidar to channel it.

The crate lands on the wagon bed with a thud.

You hear some noises outside.

The wagon lurches into motion.

The sounds of the wagon's wheels on stone get louder as you pass a gatehouse.

The sounds of the Foregate surround the wagon.

Quiet surrounds the wagon as the sounds of the city fall away.

The wagon lurches on the uneven road.

The sound of many hooves approaches and passes, suggesting a patrol passes.

The wagon jumps as it crosses over a bump in the road.

The wagon slows, then turns.

You hear voices talking.

The wagon starts moving again.

You feel the crate being lifted off the wagon.

The sound is muffled as you are carried indoors.

You hear the closing and locking of a door.

Then... quiet.

It would seem it is safe to come out.

channel 'slice' nails
Ok.

You channel flows of Fire, slicing the nails that hold the crate's lid shut.

You can now lift the lid.

open lid
Ok.

lift the lid
Ok.

You channel flows of Air, lifting the lid from the crate, then putting it down carefully.

u
In the Stall
This stall is large enough to house a pregnant mare before she foals, but
it is surprisingly empty. No straw covers the ground, revealing only bare
stone and no horse is present. Crates and vats line the walls. Both the
upper and lower parts of the door to the north have been shut.
[ obvious exits: N ]
A stout wooden barrel stands nearby.
A sturdy wooden crate stands here.

l in crate
crate (here) :
Nothing.

l in barrel
barrel (here) :
Nothing.

The stabledoors seems to be closed.

open stabledoors
It seems to be locked.

pick stabledoors
You failed to pick the lock.

You feel the flows of saidar coursing through your body.

* HP:Healthy SP:Bursting MV:Full >
obj key
[channel 'locate object']
You begin to weave the appropriate flows...


-
=+
*
*+
=-

-=
+*
Ok.
a delicately carved ivory key - [nguboknsemeyrti] - somewhere southwest of here, carried by a human.
a small key decorated in jewels - [nguastvxzlijqul] - somewhere very far southwest of here, carried
by a human.
a plain black key - [liqkaeqrynsesde] - somewhere far north of here, carried by a human.
an engraved key - [astolpileulilij] - somewhere far west of here, carried by a human.
an elegantly carved key - [astlijolprxemvu] - somewhere far south of here, carried by a human.
a Cairhien gatekey - [liqrtiqulzfethg] - somewhere far south of here, carried by a human.
a Cairhien gatekey - [ilelijmvubokliq] - somewhere far south of here, carried by a human.
a Cairhien gatekey - [liqlijmvuqryzfe] - somewhere far south of here, carried by a human.
a dull black key - [astflxdsalijkne] - somewhere very far north of here, carried by a myrddraal.
a rusted key - [rxeflxileoaeolp] - somewhere very far northwest of here, carried by a bird.
a bloodstained key - [knekaebokhrtard] - somewhere far north of here, carried by a human.
a well-worn ornate key - [rsadsanseasthrt] - somewhere southwest of here, carried by a human.
a dented iron key - [dabhrtmeyuavbok] - somewhere very far north of here, carried by a myrddraal.
a key whittled from oak - [ngudsartifmungu] - somewhere very far south of here, carried by a human.
the gatekey to Fal Dara - [dabopanyaoaehrt] - somewhere far north of here, carried by a human.
the gatekey to Fal Dara - [flxrsavxzqulpli] - somewhere far north of here, carried by a human.
the key to the gates of Tar Valon - [flxthgwujolpdsa] - somewhere southwest of here, carried by a
human.
the key to the gates of Tar Valon - [kneopawujolprsa] - somewhere southwest of here, carried by a
human.
the key to the gates of Tar Valon - [knersawujlijrxe] - somewhere southwest of here, carried by a
human.
the key to Caemlyn's gates - [dabrxeileknedsa] - somewhere very far southwest of here, carried by a
human.
a jail key - [flxastflxopawuj] - somewhere very far southwest of here, carried by a human.
a great key inlaid with gold - [flxastknedabile] - somewhere very far southwest of here, carried by
a human.

knock stabledoors
Ok.

The stabledoors seems to be closed.

The sun sets, leaving a crisp coolness.

l door
A typical stable door, it consists of two parts. When the top part is open,
the horse can look outside. There appears no way to open the door from the
inside, unless you can lift the latch on the outside.


lift the latch
Ok.

You weave a flow of air through the cracks in the door.

You lift the latch on the outside, unlocking the door.

open stabledoors
Ok.

n
It is pitch black...

The room becomes brighter as you create a sphere of light above your hand.

n
Courtyard Amongst the Stables
A large square paved courtyard sits at the center of a large building that
serves as a stables. A tower covered with yellow plaster rises from the
eastern side of the building, a sundial sitting just below its crown of red
roof tiles. A well stands in the middle of the courtyard, allowing for easy
watering of the horses, which are housed in large stables all around.
[ obvious exits: S W ]
A large stone well is here.

It is a well.

* HP:Healthy SP:Good MV:Full >
drink well
You're not thirsty.

Entryway into the Stables
This building of yellow painted plaster features an arched entryway into a
paved courtyard to the east. Various attributes needed for grooming horses
as well as caring for these noble creatures lie on several wooden benches
that line the entryway. Some steaming manure lies on the paving stones,
waiting to be swept up and removed.
[ obvious exits: E W ]
Nicked and faded, an old wooden bench stands here.

l bench
It is a wooden bench. // a major mistake done here, not looked inside!!!


look manure
You do not see that here.

sweep manure
Arglebargle, glop-glyf!?!

sit bench
You can't sit on that?!

Kordin
Posts: 712
Joined: Wed Feb 18, 2015 5:17 pm

Re: Tales of a Brown- part 12- Master quest

Post by Kordin » Thu Jan 06, 2022 2:39 pm

Never forget to look in a bench ;)

Siro
Posts: 501
Joined: Tue Jan 29, 2019 3:38 pm

Re: Tales of a Brown- part 12- Master quest

Post by Siro » Sat Jan 08, 2022 5:06 am

Awarded 3 Qps.

Post Reply