Saturday, July 18, 2009

The Mute: Day 125 (To be composed in his journal once he finds it)

Lessons Learned:
  • Drow have a poor reputation, even among other denizens of the Underdark.
  • Drow respond poorly to written questionaires.
  • Drow will not continue in a fight if they lose their weapon.
  • Drow can create magical darkness.
  • Drow have a smell similar to surface elves, but with an adamantine tinge.
  • These particular Drow live in a large manor of some sort.
  • There are many secret doors around it.
  • Fleeing Drow are inclined to use secret doors.
  • These doors are not terribly well hidden if you can follow a trail to it.
  • Drow respond poorly to unexpected visitors.
  • Six Drow is too many.
  • Drow manors have many shadows.
  • Drow possess a poison that renders one unconscious
  • Drow have terribly uncomfortable guest quarters.
  • Drow are not adept at keeping track of the luggage of guests.
  • Drow feed guests shockingly poor quality food.
  • Guests in Drow manors seem inclined to travel in packs.
  • Guests also seem inclined to kill their hosts.
Questions for Further Study:
  • Is the Drow reputation deserved?
  • The Drow inclination to flee amid darkness seems similar to the octopus. Could the two species be related?
  • How many secret doors are there, and where do they go?
  • Could the Drows lack of hospitality be related to their poor reputation?
  • Is the guests inclination to kill their hosts related to this poor hospitality?
  • How well can our hosts fight?
  • How well can the guests fight?
  • Where did the Drow place my luggage?

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