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Home » Role Playing » Star Wars: Role Playing » STAR WARS: RETROSPECTION- Teachings of the Shaman

STAR WARS: RETROSPECTION- Teachings of the Shaman
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HereticalDruid
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Location: California

Azarl will jump up onto the wreck and find a way in.


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Old Post Oct 6th, 2014 07:51 PM
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REXXXX
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Easily done. You spring off of the final rock as it sinks into the ocean.

An overwhelming stench of dampness and rust greets you, something wholly unfamiliar to someone from a small village away from the beach with no metal structures. It permeates the entirety of the wreck, billowing up from inside its innards.


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Old Post Oct 11th, 2014 07:42 PM
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HereticalDruid
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Does Azarl have any feelings about navigating the wreck?


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Old Post Oct 18th, 2014 07:34 PM
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REXXXX
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You feel... that the wreck is really big.

(You do not feel one direction is better than another)


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Old Post Oct 20th, 2014 03:40 AM
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HereticalDruid
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Does Azarl have any concepts about ships like this, like maybe going toward the bridge or to the hangar or something?


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Old Post Nov 5th, 2014 12:15 AM
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REXXXX
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Sadly, Azarl lacks that knowledge, having never seen anything quite like this before.


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Old Post Nov 5th, 2014 02:35 AM
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HereticalDruid
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So I do not feel anything in particular about going down? Is the ship full of water down there?


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Old Post Nov 21st, 2014 06:22 PM
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REXXXX
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You would think so but you cannot tell from here.

Again, no particular good or bad feelings about any direction.


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Old Post Nov 25th, 2014 03:55 AM
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HereticalDruid
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Azarl will go up, based on the fact that things in the water tried to eat him not too long ago.


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Old Post Dec 23rd, 2014 12:30 AM
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REXXXX
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You get the occasional dapple of the Vudan sun through cracks and gaps in the ancient vessel's armored hull, but otherwise the corridor you step into is mostly dark. The floor rises at a sharp slant, rendering it necessary to climb rather than walk. Open hatchways provide handholds and make-shift platforms as you ascend. Under duress, this would be more treacherous a climb, but you can take your time.

You finally make it to what must be the end; the corridor doesn't go any higher, and opens into a small room where there are sealed doors. Panels in the walls next to the doors possess buttons with arrows pointing up or down.


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Old Post Jan 20th, 2015 03:24 AM
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HereticalDruid
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Can Azarl pull one of the doors open and look inside? This area doesn't look like anywhere important.


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Old Post Feb 28th, 2015 01:10 AM
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REXXXX
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A simple Strength check to pull it open. You do not see anything but darkness inside, but you think that it leads to the next floors in either direction. If the ship were upright, it would lead up and down. Since it isn't, the dark shafts allow you to move at upward and downward angles.


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Old Post Mar 10th, 2015 02:48 AM
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HereticalDruid
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Gender: Male
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Azarl will go "up."


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Old Post Mar 17th, 2015 01:26 AM
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REXXXX
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"Up" you go! Ascending the slanted tunnel brings you past a series of doors, like the one you walked through to get inside. You eventually reach what appears to be a large metal box that blocks most of the tunnel, but not all. Based on the metal cables attached to it, the box must have been used to move up and down the tunnel.

The people who built this thing were far more advanced than anything Vudes has seen.


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Old Post Mar 31st, 2015 11:09 PM
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HereticalDruid
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Azarl will keep climbing, squeezing past the big metal box and pondering why the Vudans never developed such advances.


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Old Post Apr 8th, 2015 06:00 PM
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REXXXX
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Up and up you go, climbing higher and higher in the complex but ancient ruins of the ship. Eventually you reach the end of the shaft and must exit. You pry open the door near the top and emerge into another wide deck area. Natural light pours in from the hallways flanking the wide deck area.


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Old Post Apr 14th, 2015 08:13 PM
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HereticalDruid
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Azarl will move away from the shaft and toward the light, wanting to see where he has come out on the wreck and explore some more.


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Old Post Apr 14th, 2015 11:12 PM
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REXXXX
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You tread carefully across the rusted wall- which, due to the angle of the crash, has been the floor for some time. Despite its distance from the ocean's surface, the sea air wafting through this place still corrodes the metal and brings in the damp, dank scent permeating the wreck.

This room actually drops away beneath you, which proves hazardous because the "walls" (now floor) were lined with large windows- all broken, the glass having fallen away long ago.

A flat catwalk without rails follows the walls and goes straight down the middle of the room; it is too steep for you to use. But there are numerous computer banks beneath the catwalks and along the walls.

Seated in front of the computer banks are the skeletons of the crew, in tattered and rotted uniforms.


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Old Post Apr 17th, 2015 05:44 PM
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HereticalDruid
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Azarl reaches out with his Will to see how he feels about this room.

"Something brought me here..." Azarl mutters to himself, before trying to make his way down the catwalk, using the computers and chairs to climb. He will use his spear to help keep him stable, if it can be used that way.

Are the skeletons Vudan or... other?


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Old Post May 4th, 2015 03:22 AM
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REXXXX
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The skeletons hail from a variety of species, the likes of which you have never before seen in your life. Their armor and uniforms are foreign, but bear a symbol you recognize from the Shaman's teachings.

The symbol belongs to the Sith.

You climb slowly, past the skeletons and over the blank and busted readouts and displays. Thankfully, you are very dexterous and this goes easily.

Then, you sense it before seeing it, but one of the skeletons stir...


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Old Post May 4th, 2015 06:21 AM
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