Entry tags:
[CLOSED] DON'T DUMAT OPEN INSIDE
WHO: Adrasteia, Laura, Ellis, Tony, Val & Holden
WHAT: Exploration of the Temple of Dumat
WHEN: Drakonis
WHERE: Northern Orlais, Ghislain, ...The Temple of Dumat
NOTES: Mild horror; content warn as necessary; OOC Plot Information; Original Investigation Report
WHAT: Exploration of the Temple of Dumat
WHEN: Drakonis
WHERE: Northern Orlais, Ghislain, ...The Temple of Dumat
NOTES: Mild horror; content warn as necessary; OOC Plot Information; Original Investigation Report
Though the end of winter is hardly the most pleasant time to go trekking through old ruins, returning to the excavated Shrine of Dumat in the heart of the Ghislain region of Orlais is simple enough. Thanks to the collapse of the Venatori-Ander force's hold on the region, they face no opposition and will easily find their way there. While a small contingent of Exalter Marchers has been tasked with keeping tabs on the ruin to make sure no enemy return to it, they've been wary of digging too deep into the sanctum's lowest levels. So congrats: you all get to pick up right where the last group of Riftwatchers left off (or finish what you started in the first place, Tony).
The team has been tasked with two primary objectives:
- Follow up on the first team's work. Explore the ritual chamber of the shrine where the rumored "gate" is located; recover any artifacts or clues therein and retrieve as much data about the rift as possible. If anything isn't safe to bring back to the Gallows (like, say, a certain blighted Venatori mage's corpse), conduct a thorough study and then destroy whatever can't be recovered lest it fall into enemy hands. If you can figure out how to close the gate, then all the better.
- Thoroughly explore the remainder of the ruin. Verify that there are no ancillary shenanigans on site beyond those found in the ritual chamber. Collect any additional information or traces of Venatori activity on site.
How This Works:
Objective One, which features the exploration of the ritual chamber with its tainted rift and the miscellaneous clues which can be found there are a free-for-all mingle zone. The whole group can interact with that area.
Objective Two, the detailed exploration of the additional chambers, will consist of two branching paths. Look for the header with your character's name in it. These sections will consist of a series of dungeon rooms featuring good old fashioned traps, puzzles, with general exploration hi-jinks encouraged.
Each chamber will be described upon entry and have its own conditions for solving the area and allowing characters to progress through the dungeon, but don't worry if you're not big on puzzles. The ruins have seen better days and what may have once been problems with definitive solutions may now be a little less rigid.
As your characters explore and attempt to solve the puzzles they come across or wander across taps, I will interject here and there with relevant updates. If at any point you get stuck, you can attempt a Perception Check by bolding the relevant section of your tag (i.e. 'She studies the runes on the doors and [blah blah blah insert the rest of the tag here.]') and putting CHECK in the subject line of your comment. I will then roll to see how much information your character manages to glean in order to provide additional hints and clues.
These clues will be oocly visible to everyone, but icly known only to the character who made the check.
If the group as a whole at any point decides they're done playing with puzzles and want the cheat codes for the current room, have the next player put SKELETON KEY in the subject line of their comment and I'll provide you with the solution. I'd much rather we have a satisfying narrative adventure than trap anyone in rooms just because folks aren't feeling a particular puzzle.
If you have any questions, ASK ME HERE.
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There is however the subtle tang of slightly fresher air drifting from near the center of the chamber, though where it's coming from is impossible to parse as the chamber's middle appears to be barren and unremarkable.
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PERCEPTION CHECK
"Be careful," he says to the two of them, following the wall to the third column. He inspects it for anything of interest, though keeps his hands clear after how Ellis fared with the first one.
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But where its tail is wrapped around the column to form the pillar's base, there is notable friction wear along an awfully regular straight seam. Clearly the base and the body of the pillar are separate pieces.
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And then he remembers. Fucking magic. He waves to draw their attention, then points at the dragon's carved tail.
"I think these can move."
He looks back to the column Ellis had been looking at, his question hopefully clear. Does every column have a seam?
PERCEPTION CHECK
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Nothing further happens.
PERCEPTION CHECK
Of course she goes over to it. Glancing over it in search of anything notable, on the off chance there's anything different about it, she squints into the darkness. If they move, there must be a reason.
"Point them at each other," she offers, drawing a triangle in the air with two claws. She attempts to turn her dragon to look at Holden's, and then if Holden's looks at Ellis', and Ellis' looks at hers...
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The column gives—but stubbornly refuses to rotate as if there is some unfulfilled pre-requisite keeping it locked into place.
PERCEPTION CHECK
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"It stuck," she yells, as explanation.
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PERCEPTION CHECK?
Just to see.
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Perception check
She shoves one sleeve up and slices open her forearm with one claw and a long-familiar lack of hesitation and lets the blood drip onto the statue. Then she tries to move it again, pushing it to face Holden's.
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Dragon one faces two, two faces three, and three faces—the center of the room where the faint tinge of fresher (or at least different) air is strongest—one.
There is no discernable effect save for having unlocked the second pillar. It's possible it's only a matter of 'unlocking' the third. But more likely, the orientation isn't yet quite right.
CHECK
Despite Adrasteia's earlier warning, he pulls off a glove, reaches out slowly and lets his hand catch on the sharp edges of the column. This time, he tries to move his dragon to face Laura's column, and gestures with his free hand to suggest they try switching orientation (three, to two, to one).
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Nothing happens.
But equally true: all this time, they've been pivoting the dragons along angles which face into the room. Each column has an away facing arc which has yet to be explored.
PERCEPTION CHECK
For lack of better option, Ellis spins his dragon in the opposite direction, as far as the track will allow.
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When it comes, though, it's invisible. She sniffs, and her brow furrows.
"Holden - " She's already turning her own dragon, careful not to cut her palms on its sharp edges. "It smells like lyrium."
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"It what?"
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CHECK
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CHECK, sweating
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for posterity
bless
jk sorry dove/all, i can't read. Elbows in here for a clumsy retcon
PERCEPTION CHECK
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