Yes, I also can't stress Acadian's sentiment enough, that was an awesome tale and WE didn't see those twists at the end coming, right?
My camera's batteries are
8:19 pm, First Seed 12, 3rd Era 434Days Passed: 198
Level: 8
Kahreem enters Temple of the Moths. Place seems deserted. He was supposed to have gone in to the temple with one of its priests, over a week ago, but instead he rode back to Cheydinhal. And wound up in jail, no surprises there. And jail hadn't been so bad in Cheydinhal, matter of fact, Kahreem's official opinion is that Cheydinhal's jails might just be his favorite. Warm air, but also mountainous air, free of humidity and much of the insects one might find in Leyawiin or Bravil. Bruma's jail? Barren and cold. COLD. Not very much fun.
Chorrol? Had Kahreem ever been inside of Chorrol's jail? He cannot remember. Skingrad is also nice, compared to Cheydinhal, but in Skingrad the jailors could be so
snooty. Perhaps it's because they've been dealing with Kahreem since he was in his teen years.
"I'm not liking this. Let's just get this done."
He crouches down, and explores the inside of Temple of the Ancestor Moths' entrance area. Candles on the left, and some sort of non-magical altar on the right, and a set of stairs leading deep into the mountain in front of him.
"Something is not right."
He presses onward, straight down the stairs. The next room he enters is a chamber, probably a tomb. Sarcophagi line its walls, eternally restful. He comes to a door.
"Fokke."
The next are he finds himself in is dark. DARK. Should he risk his torch? ... Kahreem had become skilled enough at sneaking around to know if somebody else's awareness had been piqued. Always listening for small footsteps, gentle padding upon floors. Kahreem stays in darkness, creeping forward. This seems to take a long time. And time has no real meaning, when you're in a tomb.
Where is this fokkinge stone?He can't risk his torch. Just .... something doesn't feel safe. So he crouches along, staying in full darkness if he can. It seems like three days go by as he creeps.
I'm a thief, dammit. And a good thief! ... I am good at my chosen profession. He thinks he hears a voice. And yes, he hears somebody eating something. A door opens from somewhere far away, and footsteps follow. Another door opens close by, and to the Redguard's right, and a white-robed man with a mask enters the room Kahreem is in. A
Moth Priest. The man walks by, and does not see Kahreem hiding in shadow. Not that he could, of course, he's supposed to be
blind after all.
The Weet Bandit now scuttles to his right rather quickly, feeling along the wall for the door the Moth Priest had entered through. He closes this door now. If the Moth man opens it later on, Kahreem will now have an automatic alert to warn him. He skirts into some sort of alcove. Listens. The door behind him opens now--that was quick. The Moth Priest has already finished his meal. The alcove Kahreem is in is actually a passageway, and the priest uses this passageway now, walking right by the Redgaurd, literally centimeters.
He scuttles backward now, the way he came, and makes a right. Finds himself in a large room, with a set of tables, and chairs set at their ends. **
"Moth's blessing upon you."
The priest, an Imperial, says this and Kahreem's heart does a flip. But the man says this (apparently) to another priest who's just entered the room. The other priest does not answer.
These men aren't so keen on entertaining themselves. Kahreem thinks.
"WHAT'S THAT?"
The Redguard virtually bumps into one of the priests.
How many fokkinge priests are there now in this room? Luckily, Kahreem is not discovered.
These men know magic. ... Kahreem finds another door, and creeps into a curved hallway. As he moves along slowly, and then bursts with a bit of speed, another priest opens the door behind him, and (again) walks right by. Small amounts of phosphorescent mold grow upon the walls of the next area, and Kahreem can make out shapes and things a little better. Still no obvious, magical stones though.
I'll know it when I see it, I guess. But after a few more twists and turns, the Redguard realizes he's lost. He has no idea where he is, in reference to the initial door he'd found. This place is a maze. He feels like he's going in circles. But the good news is as he moves and sneaks around, he grows some confidence.
These guys do not know they have an intruder in their midst. ... there was a time not long ago when some blunder would have caused him to be discovered, and now here he is, sneaking around wearing a fur armor suit.
He lights his torch just once, and only for just a moment.
I'll never be like Dyan phor a'Cauz or that Saga elf lady. I'm horrible with crypts. Give me a badly-lit home to break into, not some sacred crypt full of weird monks.Finally, he hears a rat, somewhere up ahead, and this is good because he hadn't encountered any rats so far, which means he must be headed toward somewhere new. He pads forward, and finds himself standing right alongside the rat. He could kill it easily with his club ... WHAM ... but chooses not to do so, because the sound of this rat is now another 'reference' for him.
"Nothing to worry about I guess. Just my eyes, playing tricks on me."
He finds a set of stairs going downward, and then a double door, locked with a three-tumbler. Piece of sweetcake. With 41 lockpicks on his person, this lock has no chance for the siege it's about to face.
The next set of rooms & halls he wanders into seems devoid of life. Crates and barrels and beds and tables are everywhere, but no monks, and no rats, and just ... nobody. He finds another locked door, another 3-tumbler. He'd massacred the first door he'd found, but now he breaks four picks in a row trying to pick this one. A set of stairs, and now there's
another door FOKKE!
Now, he's in a cave. Darkness. It seems like the Moth Priests might never wander down this far. He hears the distinct sound of rotted sinew upon bone.
Skeletons! ... Some skeltons could be easy to defeat, but some, Kahreem knows, can be very tough. But as he moves along forward he catches a glimpse, and this set of bones is just a common shambling weakling. Kahreem grabs his club, as the skeleton approaches. Kahreem changes his mind, and swings his weapon at the skeleton. Oops. this one is not a 'common weakling'. Good thing nobody else is nearby; it takes the Redguard over a minute, bashing with his stupid, wooden club, before it finally falls apart.
More hallways, and finally he is noticed. It's a ghost who notices him. This ghost throws its freezing magic, and all the Redguard can do is dodge. He knows his weapon is useless, and he hasn't got any silver to counteract. So he rushes forward, while the ghost falls behind. Kahreem finds yet another set of stairs, which go to yet another door. This one has FOUR tumblers. He hurries and breaks a few picks, but he does it ...
... and finally finds himself in the room with the stone. Savilla's Stone. Right there in front of him. He crouches down, in a large, rectangular chamber. Across this chamber, the ghost appears. But it has no idea where the intruder wearing fur armor could be, so it eventually turns around.
"You're MINE!"
He grabs the stone, but finally makes a mistake, and steps out of his crouch position.
*shink* a weapon unsheathes, probably a blade. "OW, FOKKE!" he takes a blow, but cannot see who deals this blow. Time to run. The Redguard