Uendo Toneido (
whirluendo_of_puns) wrote in
melodiesofeternity2018-11-04 08:18 pm
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Player Plot: Let's Explore Mad'ni Shrine!
Who: Everyone who signed up!
When: Around November 3-6ish
Where: The Mad'ni Shrine
What: Searching for the lost ruins beneath the Shrine!
Warnings/Notes: It's another dreaded water level.
Although the flight provided by Curti Center takes them as close as they possibly can, the Heroes still have to take a brief walk through the woods to reach their destination. It remains to be seen whether the trip will be worth it. After all, their hope of finding a Legendary Eidolon, or even just clues pointing to one, is based on little more than guesswork.
But, with the time ticking down towards the end of the world, they don't have the luxury of ignoring a lead, no matter how vague. A shot in the dark might be what saves them all in the long run.
OOC info and sign-ups are here!
When: Around November 3-6ish
Where: The Mad'ni Shrine
What: Searching for the lost ruins beneath the Shrine!
Warnings/Notes: It's another dreaded water level.
Although the flight provided by Curti Center takes them as close as they possibly can, the Heroes still have to take a brief walk through the woods to reach their destination. It remains to be seen whether the trip will be worth it. After all, their hope of finding a Legendary Eidolon, or even just clues pointing to one, is based on little more than guesswork.
But, with the time ticking down towards the end of the world, they don't have the luxury of ignoring a lead, no matter how vague. A shot in the dark might be what saves them all in the long run.
OOC info and sign-ups are here!
The Temple
After finding the hidden entrance, the Heroes make their way down from the top of the ancient temple. The temple is circular, lit by blue lights, with a giant flight of stairs going all the way from the 12th to the 1st floor. A giant pillar stands in the middle, wide enough that it could easily host something inside it.
Each floor has two doors, one on the left and one on the right. The right-hand doors all seem to be locked...
Floors 11 & 12
The left hand door on Floor 12 leads to a veritable maze of corridors, as well as a stairway down connecting to the corresponding door on Floor 11. Some of the paths have caved in, but with some effort the Heroes will be able to find a seemingly empty chamber with a switch waiting at the end... But doesn't this seem a little too easy?
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...and stops, before turning to her companions. "I see no way around it."
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He hung a bit further back as Ashelia had advanced into the empty space, only following a few steps behind as then she'd turned back.
"Well, there is certainly nowhere else to go."
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Dylas is slithering right behind, wearing his necromancer robes and carrying one of his bell weapons. He's still not quite sure why the guild insists on using bells as a weapon. Something about a sound the dead can hear. Whatever. He comes to a stop somewhere behind the other two, crossing his arms.
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Roll for perception?
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HEALTH: 48/50
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Floors 8 & 9 & 10
The left-hand doors all connect in an utter mess of twisting corridors and stairways. Other than the occasional cave-in, everything looks pretty much the same, making it difficult to navigate.
Eventually, however, the Heroes may come across a room that stands out from everywhere else. Unlike the rest of the temple, this area is rather poorly lit. There is a wide hole in the floor, but due to the lack of light, all they can see down below is darkness.
...Jump in?
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"Hey, guys! I got a few light spells! Should I try to shoot something down there?"
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"Might be useful." He answered Nozomi, though making a point not to come any closer. It didn't take a stretch of any imagination to envisage some monster down there that might just reach up and snatch her away.
"At least to get an idea of how deep it is, if nothing else."
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"Go for it," he agreed. "There has to be a bottom somewhere, right?"
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Floor 7
"Guys! Look!"
Uendo points the others' attention towards the central pillar. The pillar has a door on it... and above the door, there is a symbol of a phoenix.
Unfortunately, the gap between the stairs and the pillar is far too large to jump. The Heroes may have to return here once they figure out how to proceed...
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"Think I can teleport over to that door?"
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He glances around the area. Is there anything that looks like it could be moved or pulled on?
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Floors 5 & 6
The series of corridors connecting the left-hand doors seem surprisingly straightforward this time... That is, until the Heroes find a more literal maze further in. The paths are very narrow and the walls of the maze go all the way up to the ceiling, creating an uncomfortably claustrophobic feel.
Still, with time and patience, they should be able to make it to the end, right?
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[Azusa's voice, sing-song even in a moment of complaint, echoes out into the maze. She has her left hand placed against the wall. Her sense of direction has never been her strong point (it's more like her greatest weakness), but with so many people around she's trying her best to keep up and put on a good show.]
If we keep one hand on the wall like this, we'll make it out. Right? I read about that somewhere, I think...
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[Whether or not she's feeling along that side, it's hard to tell, after a few twists and turns in this blasted maze. Cor glances around at the others in their group.]
Don't suppose anyone else have a solid sense of direction?
[It's almost a pity that they can't climb over the walls to see where they're going...]
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[Why did it have to be a maze? And what she wouldn't do for a minotaur being here right now and their bizarre, natural attune to labyrinths.]
I can make a mental map through vibrations, but unless something else begins moving inside, I can only 'see' so far around us.
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Let's just pretend he was here the whole time
Haha sure sure
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Floors 3 & 4
The left-hand doors, as one might expect by now, are connected through a series of corridors and stairs. These ones are rather badly flooded; there's no getting through here without wet feet. Which is just as well, as the Heroes will soon find a room with a massive pool. On this side of the pool, a ball made of some kind of floaty material is gently bobbing on the surface of the water. At the far end of the pool, there's a very ball-shaped cavity.
Oh, and the surface of the water is also littered with an unreasonable number of extremely spiky balls. Certainly spiky enough to skewer a person if they're not careful. Who wants to go for a swim?
Re: Floors 3 & 4
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"I have a basic ice spell, but I don't know how much help it would be to you here." He offers. Alternatively, he could turn him into a frog but... the situation is not that desperate.
"What are you going to do once you've reached the alcove? Can you dive back?"
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He shakes his head. In all honesty, this whole water thing has been unnerving him. "No, I.. hadn't thought that far yet. If you had any ideas.. I, um.."
Klonoa glances down, rubbing his head a little.
"I.. can't swim." He says.
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Hydrophobics in the water temple, lovely
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Floors 1 & 2
The left-hand door on Floor 2 leads nowhere; the corridor beyond it has caved in completely, preventing passage. The door on the bottom floor leads to a large room, filled with water up to about ankle height, with plenty of wide open space... and everyone knows what wide open space means.
Smack in the middle of the room, a powerful Medusa awaits the intruders. After all, what is a dungeon without an optional mini-boss?
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FILE LOADED: Frisk (LOVE)
FILE LOADED: Frisk
ATTACK POTENCY UP +20%!
MAXIMUM HEALTH UP +10%
HEALING POTENCY DOWN -20%!
"Good chance that... that thing has something we need."
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Let's see, iMog Slate, open classes... ah, White Mage. She went ahead on loading that up and initiating the change.
"A healer's work is never done, it seems. What in the Prime did you see beyond that door, anyway?"
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Kanji was already locked and loaded, having swapped to his mastered [Berserker] asterisk for the evening. The extra damage and truckton of constitution may come in handy here.
"Maybe I could rush in and get its attention, keep it held on me while the others carve up from behind? Then healers just gotta worry about me, I think, and the others just unload a world of hurt on the bastard.
Uh... might help if another pretty tanky person could switch off with me though, in case it hits like a friggin' truck? I ain't down for dyin' down here."
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HEALTH: 95/100
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Dice result from player plot server: 1d4 > 1
1d7 > 7
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yikes i need to tally EXP
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HEALTH: 32/100
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Targeted players, please roll a d6! Odd number = petrify, even = safe
HP: 33/100
Managed to roll a 4
goodbye sword dancer
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I rolled a 4
Snow White will remember that
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Loot split!
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