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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"We need to be very careful here," Ellis shouts. The muffling quality of the spell might rob some of the urgency from his warning. He points grimly down at the mural. "That is Dumat, and nothing that's been done here in his name can be good."
They should leave. Adrasteia's proposal to reduce the entire temple to rubble is becoming more and more appealing, even if Ellis has no idea whether or not it's the right approach. But the margin for error, what they could possibly do if they aren't careful, has expanded alarmingly in the space of one fall down a set of stairs.
PERCEPTION CHECK
Nodding in acknowledgement to Ellis's warning, he takes the walkway slowly, and approaches the two black bells, looking for any kind of designs or inscriptions.
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Roughly three feet in diameter, the bell's exterior is a smooth and featureless black. However it's interior features a series of elaborate Ancient Tevene brass inlays. The inlays are patterned in such a way that the negative space creates a dragon-like shape which twists up to the peak of the bell. It terminates in a set of black jaws into which the bell's brass tongue is hooked.
The tongue itself is also etched. While to a cursory inspection it might merely appear patterned, a close study reveals that the etchings are of a multitude of human figures with their arms stretched imploringly upward towards the dragon.
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(What they are being: creepy as fuck.)
He emerges with a frown, then moves to examine the other bell, inside and out. He misses hand terminals, the ability to take photos of what he's seeing. There isn't enough light to try drawing the carvings even if he could, had paper or a pen on hand.
Both bells inspected, he cautiously moves away from them, and shouts a quick description of what he found to Ellis and Laura.
PERCEPTION CHECK
She examines it up close, touching one of the little buildings carefully to see if it, too, is designed to make people bleed.
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Strangely, all of the city's minuscule inhabitants seem to be facing away from the dragon. The only obvious exception is a single robed figure locked outside the city's entrance. It's notable both for the fact that it faces the depiction of Dumat and because it's the only piece in the diorama cut from black stone.
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Is there a chance it's necessary? Yes.
Is there a risk they bring down something very nasty onto their heads? Also yes.
"If we have to feed blood into anything in this room, it should be me while you two stand up on the second landing," follows after, as Ellis draws up alongside Holden and Laura.
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"What do you think might happen that standing a couple of feet away is going to help?"
He probably shouldn't waste his voice on being a smartass, but here we are.
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Admittedly, Ellis has never received any particular training about blood-powered shrines. However—
"But I do know if something happens, it's likely to be blighted." punctuated with a sharp, uncharacteristically agitated movement of Ellis' hand. "As long as you're nearer the stairs than to me, you'll have a better chance at getting Adrasteia here to help me with it."
This is a very inopportune time for a training session on Blight, tainted foes and otherwise, and yet.
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He considers going back up the stairs and leaving this place empty-handed.
"If we do, you and I," to Laura, "should ring them at the same time. Ellis, that'd leave you free to stay close and be ready to handle whatever might happen."
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But of course, the conclusion they all come to is the same: they have no answers, and therefore cannot yet leave. So he nods, circling around over the long-dried bloodstains of the pool to leave them both room to get at the bells and position himself between the pair of them and the mural of Dumat. Instinct says if something is coming, it'll come from where. Carefully, he steps between the bells, up to the edge of the little brass city and the singular, ominous summoner of black stone. His hand doesn't leave the handle of his mace.
PERCEPTION CHECK
Ellis is already coming down to meet them, so Laura decides to leave the dragon alone. She returns to the platform, taking one of the bells, while Holden takes the other. In tandem, they push the bells, trying to make them ring.
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After hours of such unrelenting quiet, the shape of the noise in the oppressive darkness is almost vulgar—reverberating off the high ceiling and walls of the room, deep and hair raising like something agonized. As the copper tongue collides with the bell's black shell, the runic shapes etched on the interior pulse once with a hot red light.
From each side of the walkway, the darkness shifts. There is the acrid stench of ozone, a sensation of thickening in the air like a pressing weight settling about the shoulders. From the empty basins of the reflecting pool, brittle flecks of long dried blood peel up from the stained floor and coalesce with the dancing shadows. The two manifested shades sweep in from both sides to make their attack.
And then the bells swing back. They strike the weighted brass tongues again. The etchings pulse. The darkness shifts. Two more demons peel themselves together out of shadow and ancient blood.
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He steps back from his bell, hand going to the crossbow he'd brought with him down here. Wysteria's cheerfully delivered dire warnings, and all their intel about this place, hadn't gone unheeded; and he draws it, firing off a bolt at one of the shades.
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"Stop the bells ringing!" Ellis shouts, moving immediately to the opposite side of the chamber towards the other pair. If the bell summoned four, would it summon four more on if it were allowed to keep ringing?
Predictably, Ellis goes directly for the head, swinging high with his mace without waiting to see what Laura and Holden choose to do.
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So Laura ducks inside her bell so she can grab the clapper and hold it still, the bell still swinging around her. It bumps awkwardly around her body, but it doesn't chime.
She can see the bottom of a shade approaching, the formless part of it that seems to have oozed out of the ground itself. The shape of it puts a shiver down her back. Holding tight to the clapper, she lets her foot claws appear and kicks both feet out beyond the edge of the bell, slashing at the demon while she dangles there.
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PERCEPTION CHECK
It's more than an ancient bell can take. The clapper doesn't quite make its full arc forward before something snaps--but Laura's going forward still, about to smack face-first into the inside of the bell. All instinct, she lets go of the clapper and grabs wildly at the lip of the bell, straining up until her legs can wrap around the bell from the outside. It's only then, when she can see the shade reach for her and miss, that she realizes the bell she clings to is rising. Laura glares up into the darkness, trying to figure out what it might be disappearing into.
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The gutted bell rises very (very, thanks to Laura's weight) slowly but steadily toward the cavernous ceiling. Luckily, the darkness doesn't quite manage to completely cloak the fact that Laura is currently taking a one way ticket toward an unappealingly narrow chain sized hole.
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for posterity
bless
jk sorry dove/all, i can't read. Elbows in here for a clumsy retcon
And from the direction of the great old god Dumat, there is a great tremor in the room.
PERCEPTION CHECK
Straightening from the shade he'd reduced more or less to a pulpy mass, Ellis immediately narrows his focus, seeking any shift in the atmosphere or beat of the calling ringing in his ears as he turns towards the mural, eyes wide.
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PERCEPTION CHECK
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PERCEPTION CHECK
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