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Awaken

All Heros are forged on an endless journey

Written by wwjd23wjd

Slowly, in the deep dark. Your Mind begins to hum with low buzz of the hissing machines. Your mind wanders and struggles to recall where you are. That damn drum and the awful, yet quiet hissing of steam surrounds you, yet you cannot be bothered to see where it comes from. The endless clicking chains stops and then, the faint noise of claws dragging against metal. Dragging something? someone? Then the sound of a latch opening, then closing. And as your curiosity begins to get the best of you, something pulls your consciousnesses to be re-submerged to black.   Again Your mind submerges from its slumber, this time to hear faint screaming. Sounding as if almost through glass. As the sounds of struggle come closer and closer you mind becomes sharper and sharper until your surroundings no longer elude you

Plot points/Scenes

Fighting to no avail the two Uridezu that is dragging her into the circular room, Ellaia Laicolassë screams for help and curses the ground that their mothers are berried beneath.
  • The Room is circular and rotates slowly so that the door aligns and clicks into place with the outside every 15mins.
  • There is only one exit
  • The outside hallway is long with pipes and gears all along the wall that is connected to the doorway the players have just exited
  • there are two +[1d6] Uridezu outside the circular room that are equipped with weapons, but are surprised by the emergence of the party
  • Choosing left leads to the Worlds gate section, choosing right leads to the Forgers study
  1. Left is slightly more illuminated by what seems to be magic. Choosing this direction leads to the Old Smiths library Into the Library
  2. Right is dim as far as they eye can see but there is a power that seems to pull people twords it. This will lead to the World gate The World hears the call

The Maze is long and hisses with steam and groans with the moving of gears every time it begins to change.   Rolling a 1d6 determines if the part is getting closer. after 3 consecutive "correct turns" or 8 total, the party will reach its destination  
  • evens are correct turns
  • odds are incorrect turns

After some time the sounds of the Uridezu pack can be heard attempting to follow and recapture the party .
  • After 4 wrong turns the party will have to fight off 1d4 Uridezu that have caught up to the party
The maze is an ancient city that has begun to change as a self defense mechanism, and thus there are buildings the will occasionally be put along the path for the party to explore. This has allows for the Uridezu to catch up by 1 point for each stop made.

Structure

Conflict

Others wander the halls of the Forgers Maze. There are those that have discovered ways to maintain sectors of the maze that change very little or not at all as their home. A pack of Uridezu have inhabited these changeless halls and after generations, begun meddling with the technologies of the whistling forge. Due to their lack of magical power the Uridezu began collecting adventurers to sacrifice to their fore-fathers master in an attempt to be rescued by their dark magic. And with the escape of the most recent bunch of adventurers, there is nothing the Uridezu will not do.

Relations

Protagonists

Ellaia Laicolassë: escaping from the clutches of the Uridezu herself, Ellaia stumbles upon a rag-tag party of captives who are need of assistance.

Adversaries

Uridezu : Their survival rests in the souls of the escaped members of the party. They cannot afford to allow them to escape.

Backdrops

Locations

The Clock room: Where the Uridezu kept their sacrifices in check. It is a larger room full of mechanical makeshift pods that holds the captives as they are sleeping due to the magical paralysis poison.
Player Starting Level: 3
Plot type
Intro

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