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gonna put my blorbos in a box and shake it
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Samora gets a letter in the weekly mail packet, on unusually nice paper with a blank seal, and opens it promptly in her party's room at the Rowdy Rockfish. It contains a second sealed letter and a note.

Select Samora,

Should you succeed at the obvious quest, you will be returned to your current place and time. Should you die in it, you will likewise be returned to your current place and time. I have no doubt you will be motivated to succeed anyway. Try to make some friends while you're there; you have something in common with them that people in your situation usually don't. Relatedly, your party is not available.

Also, please try not to spend too much time outside of Britain. I prefer it when time passes at a reasonable rate.

Sincerely,

High Priestess Nefreti Clepati

The moment Samora perceives the brilliant blue ink of the signature, the world comes apart around her and reassembles itself.

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She is in a very large but extremely cluttered room. Stacks of furniture, books, whole or partial statues, bottles of mysterious substances, small metal contraptions, and other random garbage are piled around her. The distant walls are stone, and one fairly nearby wall has a door in it.

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She needs to figure out what in all the planes is going on, but this is a terrible place to do it. Way too many possible ambush locations. She draws her sword and moves her shield from her back to her arm and turns in a slow circle to sweep her immediate surroundings with both Detect Magic and Detect Evil.

Actually just Detect Evil, because this entire room is magic enough that she can barely make out anything else in it. Ow.

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The crown that statue over there is wearing is evil. Nothing ambushes her.

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If it's magic enough to read Evil it's probably worth grabbing and retooling but she's not nearly oriented enough to want to touch it right now. Her Will is strong but she's not Marshall, she can still get taken out. She makes a note of its location and picks her way to the door. Once she's set up with her back against the wall next to it so she'll have cover if anything comes through it, while still having decent visibility into the junk pile, she opens up the letter and reads it several times. 

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The letter continues to say what it says. The second, inner sealed envelope is addressed to . . . five words in a script Samora can't read.

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This is deeply confusing. Well, maybe the second letter will help, if she finds someone who can read it. It's fortunate that this happened shortly after she got truespeech, if they don't speak Taldane wherever this is . . . actually it's not fortune at all, is it, Nefreti Clepati is rumoured to be omniscient as well as insane. That goes a little bit of the way towards answering why Clepati would take an interest in Samora in particular, if she was filtering for that. The rest is probably explained by that "something in common" bit, unless that refers to the language too? But what would the language have to do with her party not getting sent here as well? Where is Britain, and what will happen to the passage of time if she leaves it?

Nethysians, argh.

It says that if she does the "obvious quest" she'll get sent back to the same place and time that she left from, which seems better than the alternative but also unnerving in its implications. What is the obvious quest? Maybe it's explained in the other letter, or maybe it's something to do with the cursed item she saw earlier, in which case she had better grab it. She makes her way back over to the statue head and uses a broken chair leg to knock its headband off into her bag of holding without touching it. She'll have to touch it eventually, but it should wait until she's somewhere more defensible, ideally with an ally present to whack her in the head if need be.

Samora explores the room some more and doesn't find anything else evil enough to be worth bothering with, but does grab several things that look potentially magic and a few that are merely made of gold or silver. That done, she heads out the door to learn more about where she's ended up.

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She's in a stone hallway! The wall opposite the door has an elaborate tapestry of someone dressed like a wizard, surrounded by trolls in fluffy pink skirts. A little ways past that is a window, which reveals Samora's current position to be seven floors above ground level in a majestic castle.

The walls, floors, ceilings, etc continue to be sufficiently magic that doing anything with Detect Magic up is like trying to do anything with one's pupils dilated. Maybe a bit less so than in the first room? It would probably be possible to get used to eventually.

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Wizards. Can't live with 'em, can't live without 'em.

Wow! She's been seven floors down before, but never more than three or four up. She starts trying to navigate to the ground floor for lack of better ideas, goes down one staircase that turned out to be a lot longer than it looked when she started down it, and is now differently lost. Also she's pretty sure that painting muttered something under its breath as she walked past.

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Here come some people. This one is rather small, and also slightly Evil.

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This one is a bit taller and much more ginger and not Evil at all.

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Samora turns at the sound of footsteps, relaxes as she sees it's a pair of human children, then tenses again when the shorter one comes out of her peripheral vision and into her Detect Evil cone. Maybe he's not actually a child, maybe he has a deeply tragic past, maybe he has an Evil item on him for the same class of reasons she does. More immediately, maybe he knows where they are. When they don't immediately attack her, she sheathes her sword as a gesture of peace.

"Hello. Where is this place?"

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"Who are you and why do you have a sword?"

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That is such a reasonable question. "I'm Samora, I was sent here by an archmage to help with a mysterious quest. Are you on a quest?"

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Is this the sort of thing that happens with wizards??

"We know what Slytherin's monster is and where its lair is and we're going to go tell Professor Lockhart about it, but he's useless, so if you want to help fight a basilisk then go ahead I guess."

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"It's got my sister."

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"I can absolutely fight a basilisk, where is it?"

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This is weirdly helpful behavior from an adult and Harry is suspicious, but he'll take what he can get. "Second floor girls' lav--you don't know how to navigate Hogwarts, do you. Follow me."

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This is not the sort of thing that happens, actually. "We should still tell Lockhart. He said he was going into the chamber, he should know what the monster is." He starts off down the corridor at a jog.

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"I wouldn't turn down an ally." She wants her party, but she'll take what she can get.

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A little farther on, Harry knocks on a door labeled "Gilderoy Lockhart: Defense Against the Dark Arts". (Samora can't read it.)

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The door opens just a crack, and a voice says "Mr. Potter? Mr Weasley? I'm rather busy at the moment, can you come back later?"

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"Professor, we know what the monster is, it's a basilisk--"

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"Alright, alright, not out in the hallway, come in." A very well-dressed blond man opens the door. He's Evil. He also appears to have been in the middle of packing everything in the room into suitcases.

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Two out of three, what is with this place. Samora stands in the doorway, her body language saying "I am calm, I am in control, I do not want a fight but if a fight starts I am a serious threat."

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"Why are you packing? You can't leave now!"

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