The Wrath of Thomerion
Page 15
Intriguing, the choices down here…
What do you do?
I try to open the door.
I examine the door first.
I explore the ascending passage.
I enter the descending passage.
You watch at rapt attention as the wheel slows. You tense up as an empty section on which something once sat (you’ve long since lost track of which is which) stops in front of you once more. The entire wheel glows red briefly.
Hrm…. Did it deactivate?
You grip the wheel by the edge one more time to test the theory. Indeed, when you try to move it, the wheel won’t budge.
Certainly can’t complain with two out of the three…
Figuring that it’s possible some adventurer put these here to help others coming through the area, you gingerly grip the wheel and spin again. It starts to slow down almost immediately…
Look up again at the nearest digital timepiece, this time making note of the ones digit within the minutes of the current time. Then, follow the corresponding link below.
That digit is 1, 2, 3, or 9.
That digit is 4, 5, or 6.
That digit is 7 or 8.
That digit is 0.
Almost disbelieving your own persistence, you spin the wheel yet another time. The odds by now are greatest that it will land on an empty space, and yet as the wheel slows, here comes the scroll, practically begging you to pick it up and read it… the gears creak and… finally…
The scroll ends facing you. It and the section of wheel it sits upon glow blue briefly. You snatch the parchment from its place and dance a few steps, as your excitement at having cleared the wheel pours out of every sinew.
Now, the entire wheel glows red.
Not that it needs to tell me to leave it alone…
You undo the string around the scroll and examine it. It contains only one word.
Write down the keyword SCROLL, if you haven’t already.
Return to the main chamber.
While the key might come in handy later, something deep inside urges you to have another go. You spin the wheel again, and feel the corresponding burst of energy all over again, yet still stand entranced as the mechanism slows… and slows some more…
The wheel stops with the section holding the boots facing you. The item glows blue for a moment, then just sits there. You reach forward and attempt to raise the boots. The magical bond has broken; nothing holds them down.
You sit on a nearby rock, remove your own footwear and try the boots on. Somehow, they fit perfectly, and you can feel energy pulse through your legs and feet, granting you extra agility and speed.
Nice! Who knows whether I’ll need all three? you ask yourself. But when, on the other hand, will luck betray me?
What do you do?
I spin the wheel yet again.
I leave the chamber.
Your head spins, and you feel like you ought to someday spend time with the local high-rollers, such is your luck. You remind yourself, though, that you would need to get out of here alive first.
So, why not give myself as much help as possible?
You fervently spin the wheel yet again. Knowing you’d be happy if it landed on an empty space, nevertheless the boots come around and around… the gears creak and… finally…
The boots face you when the wheel stops. They and the section of wheel they sit upon glow blue briefly. You pick up the boots with confidence and shimmy for a moment, as your excitement at having cleared the wheel floods your soul.
Now, the entire wheel glows red.
It must have locked, now that I have everything that looks useful.
You step toward a large stone, sit upon it, remove your own footwear and try on the boots. By some miracle, they’re a perfect fit. You feel a magical energy flow from them into your legs and feet, granting extra agility and speed.
My goodness!
Return to the main chamber.
Your heart races, and you offer up a short prayer of thanks to the elven gods, who must be watching over you.
But, the gods especially know when a person gets greedy.
You ponder this for a moment, shrug and spin the wheel yet again. Grinning from ear to ear as it ticks around, turning and turning some more, you wonder some more just what the key unlocks as… the gears creak to a stop and…
The key faces you as the wheel grinds to a standstill. It and the section of wheel it sits upon glow blue briefly. You pick up the boots with confidence and barely repress a joyous yelp, such is your excitement at having cleared the wheel.
Now, the entire wheel glows a constant red.
I defeated it, and it knows it. No more spinning.
You inspect the key more closely, which has a greater number of, and more complicated, teeth than you’ve ever seen on an implement of its size, including one that for some reason runs parallel to the shaft.
Return to the main chamber.
You arrive at Sungaze in the late afternoon, trekking straight past the familiar streets and shops to the miles upon miles of pink-sand beach. A few faces you recognize along the way try to talk and catch up with you, but you calmly explain that you’re on a mission and can’t afford to be stopped.
The three of you split up the territory, each searching such that the others barely remain within your field of view. Having assigned yourself the westernmost third, you wade into the choppy waters feeling unstable, like they could knock you over at any moment. You enjoy only an intermittent view of the sands and rocks underneath. At one point, you bend over, certain you’ve found some bluish seaweed of the description given, only to find that the plant looks considerably different when out of the water.
After a long span of this tedium, you wave the others toward you. “Any luck?” you ask.
Celestine grumbles, “Nope.” Fedwick shakes his head, although judging by the dryness of his feet and legs, you wonder whether he’s even tried very hard.
“I’ll tell you what,” you say, “I think we need to go deeper. There’s a gnome wizard in this town who owes me a favor from long ago. I’ll have him cast a temporary water-breathing spell on you”—you indicate your elven friend—“and me, and we’ll go diving a ways out. Fedwick, would you go find him, if you please? He’s almost always in a stone tower a few yards north of the inn. After that, feel free to roam the city or do what you like.”
The dwarf nods curtly. “I thank ye.” With that, he heads out.
Poor man, you reflect, having spent so many of his later years a victim…
The two of you sit on rocks and converse for a while. By the time Fedwick makes it back with the wizard, though, you have run out of topics and wish you had just gone yourself, considering the sun’s much lower position above the horizon.
As expected, the gnome helps you out, with an explanation of how the spell will ‘warn’ the recipient that it’s about to wear off for just one minute or so before it actually does. He casts the spell just before you and Celestine immerse your entire selves under the surface. You place a hand to your throat to find that you’ve essentially sprung gills, and your breathing feels comfortable and normal.
Unable to speak in any meaningful way, however, you pantomime your instructions to Celestine, then start breaststroking your way further offshore.
Another hour of searching together passes.
Your elf friend suddenly gestures with wild enthusiasm. Having gotten your attention, she points.
An overturned, sunken ship lay ahead, its masts and stern partially engulfed by the expansive seafloor.
Out of sheer curiosity, you and Celestine swim closer.
A note floats attached to one of the ship’s many cracked planks. Its miraculously unsmudged ink reads:
Abandon hope, all ye who enter here.
The two of you exchange dubious glances.
We’ve come all this way… and look at how much seaweed is growing in there…
Plants and corals of all colors overrun what you
can see of the interior of the ship. Many fronds entangle themselves upon rusted, mangled nails, seemingly aching to be set free.
Considering the tight quarters, you conclude, best to be safe about it.
You indicate to Celestine that one of you should go in while the other keeps free and mobile on the outside, just in case either of you needs to call for help.
Who shall cull the sunken ship?
I have Celestine do it.
I’ll do it myself.
You return to the main chamber, where you re-evaluate your options.
I’m beginning to suspect that I need something from that wheel in order to move forward…
What do you do?
I visit the chamber with the wheel one more time.
I try to open the door to the left.
I examine the door first.
Figuring that the better prepared you are with special items, the more likely you will be able to handle what lies beyond the door, you summon even more courage and spin the wheel again, with fervor.
Look up again at the nearest digital timepiece, this time making note of the ones digit within the minutes of the current time. Then, follow the corresponding link below.
That digit is 7, 8 or 9.
That digit is 5 or 6.
That digit is 3 or 4.
That digit is 0, 1 or 2.
Adopting an overtly serious tone, you stand, indicate the shoe and ask Ma, “Where did you find this right here?”
She approaches, sips her tea, scratches her head and blinks in confusion. “I… don’t recall. It looks like it belongs to one of my gnome friends in town. She always keeps up with the latest fashions. But where is its mate, I wonder?”
You press, “I’ve been told you are experiencing some confusion about a particular item. Might you be doing so because it’s something else altogether?”
Ma frowns. “What do you mean?”
“Something that has the power to polymorph other things, and even itself? It’s been called the Amulet of Dragon Soul.”
Ma raises a finger into the air. “Oh, that!” she chimes. “That, I had someone take it from the royals when they weren’t looking.”
Your jaw drops.
An instant later, the front door bursts open. Three official-looking footmen in light leather armor flow through. A burly human in blue robes follows, flashing a document imprinted with the royal seal.
Panicked, you stand. “What’s happening here?”
“We’ve been hoping to nab this halfling for quite some time,” the investigator grumbles. “And had posted a spy just outside this residence. Her verbal confession should seal the case.”
“But… you can’t take it!” you object, “The dragon homeland, nay, all of Ambrosinia’s safety is at stake!”
The investigator shakes his head. “Whatever, lady. The more important thing is, you’ll have to come with us. Your presence here makes you a material witness.”
Your head droops and you exhale hard, knowing that the time you spend being detained and questioned should grant Thomerion plenty of chance to spread all the more havoc.
Better opportunities await. Read another path! Return to the previous choice, or start again from the beginning.
Part of you wants to act immediately, but the wiser part says to think it through. Wonderment bubbles up within you.
Did someone put this here for their own amusement? Is anyone watching what’s going on?
Upon that thought, you scan the area one more time for anything suspicious. Meanwhile, the wheel just sits, silently beckoning.
Almost of its own volition, your hand inches toward a peg sticking up from the wheel’s edge. You really can’t help yourself but to try once. With a gulp and a nod toward the powers that be, you spin the wheel. It wooden mechanics creak with age, and the items somehow stay in place despite the device’s inertia. It spins more, and yet more, then begins to slow…. Your muscles tense as the section with the skull moves just past you, yet something keeps you from reacting…
The wheel stops. The boots face you, and flash with a brief blue glow.
Feeling apprehensive, you try to lift them and note that the magical shackle keeping the boots there must have been removed. Upon closer inspection, they look to be of elven make. You pull them over your feet. Somehow, they’re a perfect fit, and even seem to energize you with extra agility and speed.
Titania, you lucky duck… Would it be worth going for more?
What do you do?
I spin the wheel lightly.
I spin the wheel hard.
I leave the chamber.
Your curiosity overwhelms you. In your haste, you reach toward the handle, and turn it with fervor…
Ka-fwip!
You hear a mechanical sound, and something hits you in the gut. Immense pain ripples through your torso. You look down to see a narrow dart, evidently shot through the keyhole, sticking out of your belly and dripping a viscous green substance.
A feeling of doom settles into you. That’s…. not good.
Your extremities start to go numb and your brain starts to burn. You scramble to look in your pack for anything that might help; you try flushing the poison out with both water and rations, but to no avail. Within moments, you double over in utter agony and pray to the elven gods that your spirit will be granted the opportunity to rejoin that of your former lover.
Cruel fate has taken your life! Rise again. Go back to the beginning of the cavern, or start again entirely.
You feel a slight dizziness all over again, yet still stand frozen as the turning plate slows… and slows some more…
The wheel stops with the section holding the scroll facing you. The tattered roll of parchment glows blue for a moment, then just sits there. You reach forward and gingerly attempt to raise it. Its magical bond has broken. You untie the scroll and read it.
Oddly, it contains only one word.
That’s got to be enough, you chide yourself. Or does it?
Write down the keyword SCROLL, if you haven’t already.
What do you do?
I spin the wheel yet again.
I leave the chamber.
You spin the wheel again, and stand entranced as the mechanism slows… and slows some more…
The wheel stops with the section holding the boots facing you. The item glows blue for a moment, then just sits there. You reach forward and attempt to raise the boots. The magical bond has broken; nothing holds them down.
You sit on a nearby rock, remove your own footwear and try the boots on. Somehow, they fit perfectly, and you can feel energy pulse through your legs and feet, granting you extra agility and speed. Nice! Who knows whether I’ll need all three? you ask yourself.
But when, on the other hand, will luck betray me?
What do you do?
I spin the wheel yet again.
I leave the chamber.
Instinct tells you the door to the left just can’t be as simple as it appears. Without touching the handle or even the door’s surface, you step closer and gaze into the keyhole.
Within, you think you see a primitive system of gears connected to a tiny launching hammer, the kind that might trigger a trap if you weren’t careful.
You frown in suspicion.
I can’t disable anything like this, you realize, but maybe the key on the wheel would open it safely…
What do you do?
I open the door despite appearances.
I explore the ascending passage now.
I return to the wheel and spin again.
Instinct tells you the door to the left just can’t be as simple as it appears. Without touching the handle or even the door’s surface, you step closer and gaze into the keyhole.
Within, you think you see a primitive system of gears connected to a tiny launching hammer, the kind that might trigger a trap if you weren’t careful.
You frown in suspicion.
I can’t disable anything like this, you realize, but maybe th
is key would open it safely…
You approach and carefully insert the key into the keyhole. You take a deep breath. Standing as far out of the way as you can, just in case, you turn the key; the cylinders fall into place with a loud click. The door swings open, propelled by its own weight and a strange breeze coming from the other side.
Phew!
But what lies beyond?
Not wanting to stop with just one item, you spin the wheel again, and feel a slight dizziness all over again, yet still stand frozen as the turning plate slows… and slows some more…
The wheel stops with the section holding the key facing you. The toothed hunk of iron glows blue for a moment, then just sits there.
You reach forward and gingerly attempt to raise it. Its magical bond has broken; nothing holds it down. You pocket the key and press your thumb into your brow to release the tension.
That’s got to be enough, you chide yourself. Or does it?
What do you do?