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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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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The flash of light immediately subsides to a dull glow. Upon inspection, the glow is being emitted from a band of ancient runes which circle the mouth of an extraordinarily dark hole which has opened in the floor. From above, there's no telling how deep it is or what might be lurking in that ominous dark. Unpleasantly, the opening is distinctly 'reach in and touch something' in dimension.
It's probably fine. Nothing bad ever came from a gross dark hole in a cursed temple.
CHECK
Immediately, instinctively, Ellis begins moving around the edges of the room towards Holden and Laura and he stretches his focus outward, trying to sense the familiar rot of darkspawn, or the searing spear of attention he'd felt in the main ritual chamber.
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CHECK, sweating
And then he sticks his hand in the hole.
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Right?
Luckily, for the moment it's a moot point. Elbow deep into the bizarrely cool chasm which waits in the darkness below, Holden's hand comes into contact with what feels for all the world like the hilt of a sword. From the faint vertical give at his touch, it must be something that he might draw free.
Assuming, of course, that nothing happens on the way out.
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"There's something in here."
Leaning forward, he makes as if to pull at whatever it is, taking a couple of tries before he starts pulling directly up, getting some traction. What starts to emerge is long and dark, sharpened along its squared edges beneath the hilt. There's enough of it that the length starts to get awkward from his crouched position, and he's clearly going to need help to keep pulling. No other end is, yet, visible.
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It's not too late to leave it. To take the two of them from this room and come back with Wardens, however many Wardens can be trusted or contacted. (Who can be picky, these days?) He looks up at the sharp end, grits his teeth, and reaches in himself to start pulling.
His misgivings can wait. For the moment.
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Whatever it is, it looks like the same material as everything else they've encountered, brutal and dangerous. She holds a pair of claws up to it, unable to do much more than observe.
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he looks to the other two.
"Any thoughts?"
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But Ellis knows as well as anyone else that this isn't an option, so—
He bends, turns his back towards Laura after a brief, inviting wave of his hand.
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Laura scaling Ellis like a tree is sensible. It's also hilarious. He makes no comment either way, helping where he can, but then handing off the pulling to Laura when the thing gets too tall even for him.
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Laura assumes she'll be raising the thing all the way over her head, too, but it stops only a few fingers' breadths over Holden's reach. There's none of the sway or heft she expects, a long and awkward object pulled free and dangling from her hands. Instead, it snaps into position, a sharp column that dwarfs all of them, and there's a flash of light the colour of red lyrium. Around them, the ground sinks away into stairs leading to some lower level.
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But he doesn't quite anticipate Laura's needs to keep her balance.
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"Motherf — " gets swallowed by the muffling enchantments.
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It's a short, painful descent. Groaning, Ellis tries to lift himself out of the tangle of limbs and only manages to half-flop backwards onto the bottom step.
PERCEPTION CHECK
She'll try to shake off the daze of going head over feet down a flight of stairs once she's gotten to her feet, a hand against the wall to keep her balance. This is what she's trained for, what instincts have been built into her: mission first, self second. As her sense of place returns to her, she looks into the room they've fallen into and sniffs again at the air.
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It's dark. It's quiet. It smells very old.
The far side of the room is dominated by a fantastic brass city in miniature. It rises from out of where the walkway suddenly ends to form an untraversable ramp (unless someone feels like trampling over miniature rooftops and the miniscule population of figures in residence). The ramp slopes up to an impressive height of around ten feet and leads to where it ends flush to an unsettlingly lifelike depiction of Dumat. The figure is half mural and half artistically rendered column, effectively making it appear as if the great dragon is emerging from the chamber's rear wall to meet the city's pinnacle. At the lower end of the brass city, a gate is set into its miniature wall. The twin watchtowers are empty.
Flanking either side of the walkway is a slightly raised platform. Above each hangs a large black bell with a brass tongue. The chains from which they're suspended stretch up into the darkness toward a matching black city which hangs down from the ceiling far above their heads.
PERCEPTION CHECK
Instinctively, he focuses in on the endless, looping flow of whispers that's nipped and pulled at the edges of his awareness since their descent into the main chamber. Is that ancient, crushing attention present in this room too?
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No eye of sauron here.(no subject)
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for posterity
bless
jk sorry dove/all, i can't read. Elbows in here for a clumsy retcon
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