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From Out of a Dream [Quest]

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  • Originally posted by L'het'esh View Post
    Put something heavy in the bowl that is not
    a) part of my body
    b) one of my weapons.

    then get on the mat over the big stone and press the other two.
    Seconding this, because if you try to brute force a puzzle you risk destroying the treasure, we cannot sell destroyed treasure for liquor.


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    • You figure that this isn’t really a “puzzle” – not one of those games scholars play with each other to show how clever they are – so much as it is a kind of ritual. If the room weren’t flooded, the way this would work is that somebody would come in here, put some kind of offering in the bowl, then kneel on the mat and bow towards the statue. When there’s something in the bowl and you’re on your knees with your hands resting on the floor in front of the mat, you’re naturally pushing down all of the pressure plates.

      To enact the ritual yourself, you first take the bowl off the plinth, dip it in the water, and set it back in place. Next, you push the mat down under the water until it’s resting on top of the big tile, sit on it, and bend over to put your hands on the smaller tiles. You can feel the stone move under you, but nothing happens immediately, so you decide to wait.

      Braids hang past your face into the water. While you’re contemplating how tiresome it will be to clean your hair after all you’ve done today*, you feel a soft rumbling beneath you. The water trembles a bit and bubbles rise to the surface around your hips and arms. You look up at the door expectantly, but it doesn’t open.

      Suddenly, a light appears from the statue’s blank forehead - a golden brand, not unlike your own mark, except this one forms a full circle and not just a ring. The light easily illuminates the whole room, almost blinding you as your eyes rapidly adjust from being in near-total darkness. Then, as quickly as it appeared, the light fades away, leaving you in the dark again. While you blink and try to process what happened, you become conscious of the sounds of loud creaking and intermittent thuds. When your eyes begin to clear, you see that the door is starting to open inwards towards you, but almost as soon as a visible crack appears the door closes itself again – the weight of the water is holding it shut.

      Swearing, you stand up and slosh over to the door, rifling through your satchel for a small prybar. When the door starts to open again, you jam the bar into it and push, trying to lever the doors apart despite the resistance from the water. With some effort, you manage to open the doors more than a crack and the water starts going through the gap. The pressure eases off as the doors open wider, but you still have to brace yourself to keep your balance as water starts draining out of the chapel. When you’re sure that the doors will not shut on you, you pass though.

      On the other side of the door is a short hallway leading into another large room. The water flowing into this room comes up to your knees.** This chamber is not as long or as wide as the Pools, but the roof is much higher – high enough that you wonder if the easiest way to reach this place might not have been to tunnel through the roof from the surface.

      Dozens of little alcoves line the sides of the room, each one flanked by two life-size clay statues of people in armor, carrying spears. Another, much larger armored clay soldier statue prominently occupies the center of the room, standing nearly as tall as the ceiling. Its hands are crossed over a giant stone sword with its point set into the floor. Looking closer into one of these alcoves, you see what you assume are sarcophagi – a few great rectangular stone boxes, standing upright, each decorated with the likeness of a different person. More pictures of people engaged in war or other activities around the castle are on the walls above and between the alcoves.

      The pictures converge around an alcove at the opposite which is notably larger than the others and has no statues around it. There is only one sarcophagus in this alcove, which distinguishes itself from the others in this room by being slightly larger and made of bronze.

      What do you do?
      • Search the large bronze sarcophagus. When the treasures of the castle aren’t in the living master’s hands, that’s because they’re in the hands of a dead one.
      • Search the other alcoves. Maybe you’re curious, or you have a hunch that the builders of this crypt would put some kind of trap in the obvious crypt and anything of real importance in a lesser, easily ignored one.
      • Examine the small statues. Golems are the “guardians” of many ruins you’ve been to in the past. Before you start opening tombs, you should try and figure out if any of these statues can move. If necessary, you can start chopping them off at the legs now.
      • Examine the big statue. Squinting a bit, you think there might be something different about this statue from the others besides its size and armament.
      • Something else?
      *
      This’ll be a trial. You’ll have to untie every braid, comb it out, probably work soap or oils through all of it… that, along with drying it off and tying it all back up again, will take most of a day. Well, if this job goes through, at least you can count on having plenty of those free.

      **
      You resolve never to tamper with the plumbing of one these ruins again. The rain was tolerable, but now you’re really starting to miss being dry.
      Last edited by semicasual; 07-12-2015, 07:47 PM.


      On the frontier of the Wild South, there's only one woman with the grit to take on its most dangerous outlaws and bring them Back Alive, or Maybe Dead.

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      • Examine the big statue. Followed by the small statues, then the other alcoves. Only after we've checked all of them for traps (including magic golem guards) should we start looking for loot.


        Thoughts ripple out, birthing others

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        • Examine all the little statues. Then the big statue. Then the alcoves.


          I am extremely literal-minded and always write very literally. If I don't say something explicitly, please never assume I implied it. The only exception is if I try to joke.
          Exalted name-generators, Infernal and 1E-2.5E homebrew from many authors

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          • Either one of the above. The water spirit was the probably the main guardian, but that implies more. Nothing we can't handle, as long as we don't get surprised.


            Like my Avatar? Courtesy of Jen! : Anybody want their characters to be experimented on ? post 98
            An Exalt is never unarmed.

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            • Originally posted by FallenEco View Post
              Examine the big statue. Followed by the small statues, then the other alcoves. Only after we've checked all of them for traps (including magic golem guards) should we start looking for loot.
              This. Tombs with anything worth taking are always protected. A little time and caution is worth it here.


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              • Search the other Alcoves and look for traps.


                I write things.

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                • >Examine the small statues. Then the big statue. Then the alcoves. See if there's any God Tongue language that the mask can read. Have a snack. Then check out the sarcophagus.

                  If it's anything like the traveling stories, you'll be fighting statues. May as well have a snack before that.


                  "Chicanery-No: If a player uses this Charm in an abusive or exploitative manner, the ST may punch him right in the goddamn face." --TheDementedOne

                  "Happiness is very brittle and short-lived in the Exalted community, because ressentiment is our cultural touchstone." --Gayo

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                  • Fighting on a full stomach doesn't work out so well. Make it a light snack.


                    I am extremely literal-minded and always write very literally. If I don't say something explicitly, please never assume I implied it. The only exception is if I try to joke.
                    Exalted name-generators, Infernal and 1E-2.5E homebrew from many authors

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                    • Originally posted by Erinys View Post
                      Fighting on a full stomach doesn't work out so well. Make it a light snack.
                      You are getting kind of hungry. There's no food in your satchel (and if there was it would be inedible after all this soaking), but you could certainly hit the dead bandits' storeroom before you leave.


                      On the frontier of the Wild South, there's only one woman with the grit to take on its most dangerous outlaws and bring them Back Alive, or Maybe Dead.

                      Avatar by K.S. Brenowitz

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                      • Originally posted by semicasual View Post

                        You are getting kind of hungry.
                        Time for a Snickers!

                        Wait. Wrong setting...


                        I write things.

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                        • Before you’ve taken more than a few steps into the room, the light changes. The giant statue in the middle of the room’s eyes have lit up with a bright yellow glow. Its head angles down towards you with an audible grinding sound, and you can now make out that there is a large piece of crystal embedded in its forehead. A booming voice resounds from the vicinity of its mouth, but its carved lips do not move. It’s a deep voice, and it sounds angry.

                          “NARO HARMOT TA!” the warrior shouts at you. The statue raises its arms, pulling the enormous sword from the floor as water slides off its tip. Waves are kicked to the sides of the room and dust shakes loose from its body as it steps away from its place at the center of the room. “WO JEE KOS DOSA!” The statue drags its sword through the water, parting it for an instant before the warrior points the blade at you. “JEEO, USTA MAY HAI TOMBA NO!”

                          battle music
                          You pull the satchel from your neck and throw it to one side. If a terracotta colossus could be said to have body language, this one clearly doesn’t look like it’s in the mood to negotiate. The warrior takes a step closer and raises its sword. You feint right and then roll left, barely managing to get out of the way when the blade slams down next to you with a massive splash. For an instant, the water goes over your head. You’re slow to get up, and when the warrior sweeps the flat of the blade just above the surface of the water, it catches you in the side and sends you flying.

                          You crash into the wall next to an alcove and land face down in the drink, accidentally inhaling water as you try to regain your breath. You push yourself up, coughing and spluttering, and stagger into the alcove for whatever reprieve it might offer.

                          You have determined two things. First, this golem is terrifyingly fast and every bit as strong as you would expect for a creature of its size. Second, fighting in pools is very difficult, especially when your enemy is only up to their ankles and you have to wade.

                          You need a strategy, and you need it now.
                          • Go for the heels. Your size does give you one advantage – the giant golem practically has to bend over to attack you. Getting in close means you risk getting stomped, but that’s still safer than trying to dodge its sword. And if you can take out the legs, this fight is as good as over.
                          • Keep hiding in the alcove. The statue can clumsily try to thrust in here with the sword, but if you stand behind a sarcophagus it won’t even be able to do that. Then it’ll have to reach in with its hands to get you, and you can see how well it holds a sword with no fingers. Granted, this plan rests on the assumption that it won’t intentionally destroy parts of the crypt to get at you.
                          • That rock in its head looks important. All golems are animated by magic, but some have to carry a source of magical power with them and those sources are almost always jewels for some reason. It’d be very risky, but you may be able to jump, swing, and climb your way up to the statue’s scalp, and maybe do some real damage.
                          • Something else?
                          Last edited by semicasual; 04-12-2016, 11:15 PM.


                          On the frontier of the Wild South, there's only one woman with the grit to take on its most dangerous outlaws and bring them Back Alive, or Maybe Dead.

                          Avatar by K.S. Brenowitz

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                          • Channel your inner spider and go after the rock in the head.

                            ((I also like the picture.))
                            Last edited by wonderandawe; 07-14-2015, 11:06 AM. Reason: I confused my Athletics Charms.


                            I write things.

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                            • Time for Reaching Fist! Go after the jewel in the skull.


                              Like my Avatar? Courtesy of Jen! : Anybody want their characters to be experimented on ? post 98
                              An Exalt is never unarmed.

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                              • Flare your Mark. Maybe that will do something. It certainly has an effect on people!

                                Alternatively, hitting it right in the family jewel seems to be the best course of action.


                                "Chicanery-No: If a player uses this Charm in an abusive or exploitative manner, the ST may punch him right in the goddamn face." --TheDementedOne

                                "Happiness is very brittle and short-lived in the Exalted community, because ressentiment is our cultural touchstone." --Gayo

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