[attr="class","omgenmid"]
DANGEROUS DISCOVERIES RAID
SETTING: MID-DECEMBER
FIRST POST
[player]https://a.tumblr.com/tumblr_qlvgdm1RxI1yjyalbo1.mp3[/player][break][break]
ROUTE 3
ONE BY ONE, each person enters the tight crevice.
Kazimir Wynter and
Zac Ramsay have the hardest time fitting in due to their built physiques but all of them pass through successfully. Their crawl seems to have no end, magnified as each one seems to plant their hands and knees into something sticky. They can’t tell what it is but whatever the liquid was, it’s caked onto the stone, rubbing against them until they end up on the other side of the tunnel. [break][break][break]
When they exit the tight space, they land into a small room. Only then can they review the splotches, realizing it to be dried blood. It still smells of iron, a clear sign that the blood has only been here for a few days at most. With no further clue, they’re forced onto a singular track deeper into the endless chasm. From the distance, they can hear the sound of someone grunting and something pounding against flesh. [break][break][break]
Anyone can light the way but none of them will be able to tell what it is until they come into the clearing. Those who have been in some scraps may realize the sound. For someone like
Kazimir Wynter, a protector of the weak, it reminds him of the sound of someone being beaten up. [break][break][break]
ROUTE 1
Katherine Fairburne leads the way with her Dragapult’s
WILL-O-WISP. The ghastly embers paint their way with an eerie blue glow. It’s enough for them to get a good look of what’s ahead but overpowers the artificial lights of her colleagues. It is
angelo vestri’s sudden
FIRE PUNCH that works in tandem with her own light to really cut through the darkness. From a distance, they can see their first real obstacle. [break][break][break]
Ahead, the flooring breaks apart. Solid footing is swallowed up by the constant funnel of quicksand underneath. You can hear the slow tides of sand turn on each other as several item slither within view. [break][break][break]
Adrian Malcolm'S
SPOTLIGHT illuminates the path forward. Several pieces of stone still remain. It’s enough to bypass the sands entirely if anyone is confident enough in their hopscotch skills. For those who came prepared, there’s enough headspace for fliers to pass by altogether. But, that would mean missing out at the chance of treasure. [break][break][break]
For those that are willing to take the risk, it’s not impossible to wade through the quicksand. At the current speed, most should be able to shrug past it. Those who are brave enough to embrace their greed will be able to pick up any items within their reach. What will they find here? There are hints of golden objects among the masses, with the faint glimmer of a Mega Stone should someone prove lucky enough. [break][break][break]
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Beyond this impediment the walkway returns to normal. Stone stretches as far as the eye can see but several holes jut between the ancient tiles. The remnants of several traps still extend from their recesses, an obvious spike trap for those who've seen adventure movies. While most of them remain untriggered, it goes without saying that navigating through it will prove treacherous. As if to demonstrate, a stalactite breaks lose from above, landing on a stone tile and applying enough pressure to set off the trap. An immediate
STONE EDGE springs from underneath, impaling the stalactite and breaking it into brittle pieces. [break][break][break]
Those who try to pick up items must roll in their post. This will be their second roll. They will
spend their post navigating through the quicksand in a bid to pick up treasure. [break][break][break]
Those who do not may proceed and attempt to navigate the booby trapped path ahead. Find a way through and roll for this as well. [break][break][break]
ROUTE 2
THEY PICK THE MIDDLE PATH and start their descent into the depths of the ruin's temple. Unlike their previous encounters with the ruins, this tunnel is not slathered in murals or pictures. Instead, this one seems like a natural deposit of the land, carved through years of groundwater erosion, widened by the shifting earth beneath them. [break][break][break]
Raziel Beckett's light helps shine their way forward. As rangers, they're able to navigate the unsure footing with ease, adept field experience coming into play as they stop short of tripping from the steep incline. Once they get far enough that the way back becomes dark, they feel a slight tremor disturb their spelunking. The sound of a small cave-in rumbles from behind them, a warning that their way in has been closed through no fault of their own. [break][break][break]
Their Pokemon companion, Lucario, is able to
DETECT several life forms ahead. Their auras are numerous but none of them seem to be active. It gives them a quiet warning, allowing them to sneak past a colony of Golbat by making careful, quiet movements. Each of their silhouettes cast long, swaying shadows on the floor, a sure sign that they're asleep. Thankfully, all three rangers should be able to make it past without issue. [break][break][break]
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Should.
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Whether it be a brief slip up or misfortune personified,
Laurence Anderson' foot becomes unstable on his next step. It causes a part of his ledge to crumble and it breaks off, rolling into the void due to the downward slope of their path. The sound, while not particularly loud, is enough to wake several Golbats. They
SCREECH in unison with their
SUPERSONIC. In the blink of an eye, the whole flock is awake, circling above and ready for their next meal. [break][break][break]
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Their numbers are many and they outnumber you like hungry Carvanha gathering for a feeding. Use your best efforts protect yourselves from the wild Pokemon or book it Rangers! [break][break][break]
ROUTE 4
ALL THREE TRAINERS manage to land safely albeit not together. Priam and Gavin remain close to each other but Cait finds herself on the other side of the large chamber. It’s only when they start to illuminate the walls with their flashlights that it becomes obvious that they are not alone. [break][break][break]
cait alfric is able to discern that several of these statues seems to have small ‘button’s that may trigger if too much pressure is applied to them. Thin lines outline the tile shaped triggers, easy enough to avoid as long as one remains delicate. Above the statues is a mural that outlines a line of people gathered for a parade. None of their expressions prove vibrant, all etched with a monotone look of acceptance. Is this one on purpose or a stylistic approach to art for that period of time? [break][break][break]
priam conrad’s preemptive
SAFEGUARD helps dispel some of the stale air that permeates the chamber but nothing else happens. Both Team Rocket members are given a moment’s respite to gather their bearings and adjust to their surroundings. [break][break][break]
Cillian Quinn’s Lucario scans the vicinity using its aura vision. It’s able to map out the chamber and notices the hollowness of several statues. It barks to warn its trainer once it realizes that the wrong move could trigger a trap. How much Gavin can understand from its frantic barking is a mystery but it wants their attention. [break][break][break]
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However, the aura sense doesn’t last for long. As if a living organism, the temple detects the free flowing energy radiating from Lucario’s innate power and puts an end to it. A force, invisible to the human eye, rushes all at once, overriding the Pokemon’s ability to read aura as it becomes overloaded by a spectacle of bright, red light. The sudden rush knocks the Pokemon out of its
MAGNET RISE, causing it to plummet while caught in the supernatural stupor. For now, the Pokemon will be unable to use its
AURA SENSE or
MAGNET RISE. [break][break][break]
On one end of the chamber, coincidentally the mid-point between Cait and Priam, one of the statues lights up. This statue, reminiscent of Regirock, has a several of its dot glowing periodically, providing another source of light and revealing the doorway underneath. [break][break][break]
priam conrad will feel something well up inside him. An unfamiliar warmth starts to manifest, boiling in his gut, forced back to life as it reacts to the Regi statue. Drawn by unseen circumstances, it propels him not to the doorway, or any particular path, but to the statue itself. [break][break][break]
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[attr="class","reward2"]WHAT WILL YOU DO?
TEMPLE RULES
THE FOLLOW EFFECTS have been applied. This will pertain to certain routes, moves, Pokemon, and characters as applicable. Feel free to ask if you have any questions. [break][break][break]
INSTRUCTIONS
ENSURE THAT YOU FOLLOW THE RULES which are posted below. Remember to refer to the
sign up page for more details.[break][break][break]
- Please ROLL with your post using the roll command (dice button). Your first roll will always be your sabotage roll! This does not impact your own character's performance. This roll only represents how much OOC impact you will have on another character of your choosing.
- Bold the name of the character you intend to sabotage! This is an OOC decision. Once you post you must stick by your decision!
- Those who post before 1/8 7PM CST will get a +10 modifier to their sabotage roll! They may instead apply a +2 modifier to any obstacle roll if applicable.
- Pokemon can only perform 2 moves per round.
- Please include a tl;dr note of your important actions.
- If you miss the deadline, you will be kicked.
- If everyone posts early a mod post may come early.
DEADLINE FOR THIS ROUND'S POST: 1/9 11:59PM CST.
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