The passageway past the initial chamber is long, and the longer you go, the more wind there is. It's still dark, even the lights that used to dot the walls have extinguished, leaving only the glow of Sheila and Sebastian's magic rods as the only light. At first everything is peaceful, and the only sound is the sound of the wind and the gigantic motors of this mechanical beast, sounding somewhere not too far from you.
Until you hear the rippling of something very dense and viscous near you. Something definitely is following along...observing you. From time to time, you may catch a glimpse of an eye, yellow and bulbous, extending down from the ceiling and towards you. Attack if you wish, it's easily squashable.
At the distance, after a corner, everyone can see a change -- looks like you have reached what the map told you was next.
It's a wide walkway, held by pillars and with a mesh extending five feet up the ground so nobody falls down, located on the inferior side of the airship-like bird. Wind howls in the area, very strongly and cold, but not unbearably so. Upon reaching this walkway they see a large steel gate at the other end, closed.
Looks like there are three objects in the middle of the walkway, a ramp to the right, and something hanging up in the air. It's hard to see from the entrance of this walkway, but it seems everything is connected together.
Careful, though -- once everyone steps into the walkway, the viscous sounds from before increase in intensity. Whatever has been paying attention to you is following closely!
[ zuko goes along first despite the fact that he's got a robot appendage clamped around his leg. he's got his sword brandished and is definitely aware of the presence stalking them. ]
[ also smashes the eye first chance he gets. ]
We're in for a fight again. Stay behind me.
[ he puts himself between the noises and everyone else....... can't wait for another 1 ]
[Sometimes... you are more disgusted than concerned.
She sticks close to the group, of course, positioning herself so they're as huddled together as possible. Since they're going up the walkway, can they tell what those three objects are now?]
In the middle of the walkway there are three strange levers. So big you need both hands and a good stance to have a good grip, long, rusty, and apparently made of some material that isn't metallic. All three are identical to each other, even in the disrepair, laid separately from each other. A strong cable connects each one of these to...
...three mesh-like screens up in the air, set in metallic frames and placed on rails. Each screen is connected to the lever right beneath it. They form a diagonal -- the left one set lower than the right one. These screens are several meters high in the air, out of reach.
In addition, there are two cubical chambers. The open ends face each other, and the right one is higher. You can't see what are in them -- but the one in the right is united to the ramp on the walkway. What seems to be some sort of...string made of energy connects the chambers, this string passing through the mesh screens. That's all you can see from down here.
Careful, Zuko! From the passageway everyone came out, strange goop spreads on the roof, extending upwards onto the wall, entangling onto the pillars, like a spiderweb. Bit by bit, an eye opens right in the center of it, as well as a fanged, large mouth, threatening -- and this thing is looking straight at you while it begins to spread. Rippling, the malice drips from its position, splashing into the walkway, blocking the way and advancing inch by inch towards you.
[They will need to somehow solve this room puzzle to get out of this section of the location he's pretty sure, and then they also need to deal with the fact there's this weird goopy... monster? He is not going to hit it with his rifle when Zuko's in the way, he kind of thinks it'll somehow slide away from any physical attacks.
Gross.]
Can ya slice it?
[He'll try and put an icicle under the thing to force it cover more ground, it's goopy, so maybe if it freezes it'll be more solid and easier to damage. Wow a 12.]
Why can't we ever be surprised by a pack of cute, friendly kittens? Why does it always have to be something slimy and awful that will ruin our clothes forever?
[Sebastian is the only normal human being in this room.
But with her staff and a roll of 14, Sheila fires a ball of lightning at the creature's eye. She sticks close to Sebastian, just in case they have to grab a screaming teenager and run away from the goop.]
Sheila asking the tough questions. Why can't it be kittens indeed.
Even though the malice is facing four people who have no experience fighting it, there's something about brute strength that's hard for it to counter. A bomb gets stuck in its fangs, thanks to a 17 -- lodged into its teeth. Tendrils attempt to reach at Zuko, aiming for the robotic arm hanging from his leg, his sword keeping them at bay. It would have been matter of time if it hadn't been for the ice blocking the way like Bradley intended and the electricity from Sheila's rod, both pushing it back. The magic doesn't seem to be harming it, but it's a deterrent, making sure to keep it away!
Perhaps it's not too clever of a thing, but even malice in this form can tell when it's not in a good situation. Retracting, the malice slithers up the pillars and onto the intricate ceiling far above, crushing the chain-like connections between the pillars and the ceiling, and slithers away, seeping into the metallic cover of Van Medoh above, into an opening and for just a brief moment they can see it goes in direction of the gates, and most likely past it.
...in direction of where everyone will have to go, according to the map.
The malice is gone for now -- but the chains above snap, the sections of the walkway from where they had arrived breaking apart, hanging uselessly. Under Sheila and Sebastian, the floor creaks, shaking and buckling under them, while under Zuko it begins to tilt to a side, the weight of the robot arm on his leg pulling from him and towards the side of the walkway, towards a protective mesh he has no way of knowing will resist his weight if he falls on it. Bradley is the only one who seems to be safe -- the place from where he's standing not having received any damage to the chains holding it.
Fortunately, it seems the rest of the walkway is undamaged. The area with the levers and the ramp have no stability issues.
[ sometimes you are just chill about monsters and it's fine ]
[ but, well, that went better than the last time! aside from the lurch at the end, and despite zuko's attempts to right himself, he definitely ends up on the mesh. ]
[ it's brief, though, he straightens himself out. ]
[ there is a very undignified yelp as the floor gives way but i somehow got another 17 (???) so he will be grabbed and pulled back onto the more stable part of the walkway! ]
Y-yeah, thanks...
[ looks to sheila to see how she's doing, and he will also reach out for her if needed!! though he's kind of a wimp so who knows how much difference his additional arm strength contribution will really make ]
By the power of friendship and good rolls, Sheila and Sebastian plummeting into the darkness of the night was avoided. The floor beneath them shatters while they get onto stable parts, pieces of metal falling into the emptiness and the lake hundreds of meters below, while under Zuko the walkway ends up hanging from one side, swinging in the frigid air.
The only sound heard now...is the sound of the wind and the ominous sounds of the parts of walkway swinging in the gale. There's the soft sound of bones clattering, coming from somewhere in the area, but from where they are right now the source of it doesn't seem to be visible.
Looks like you won't get ambushed by anything for a bit, the malice having moved to areas beyond. Even though it's pretty clear your future is going to have trouble at some point along the road, for now it seems you're not in impending danger.
It's dungeon adventuring time. The gate is closed, thick bars blocking the way, and there are no convenient buttons or crystals within sight to open the way. Remember the layout!
The lever jams almost right away, and the screen right in front of the left chamber trembles. At least that proves it's connected and working! But the lever keeps getting blocked.
Looking into where the lever goes into the contraption holding it, the base is shining bright orange, just like the chests from earlier did. They might remember the orange lights embedded into those chests in the room from the start turned blue and then opened.
All three levers have the same orange glow in their bases.
Umm... maybe there's an order? Like, they're all connected to different things... that are connected to each other... so how you move one probably affects how the other ones can move...?
[ he can't tell what end goal position they're looking for though... ]
Clack clack. Both levers get stuck at the same time. It seems some sort of mechanism in the bases stop the levers from moving more than an inch. Upwards, the screens connected to these levers tremble, confirming once again the connections are working properly.
There's once again a sound of rattling bones. From where they're standing, they can hear it's coming from the cubic chamber high in the air, to their right -- the one that can be accessed from the ramp.
FIRST
Until you hear the rippling of something very dense and viscous near you. Something definitely is following along...observing you. From time to time, you may catch a glimpse of an eye, yellow and bulbous, extending down from the ceiling and towards you. Attack if you wish, it's easily squashable.
At the distance, after a corner, everyone can see a change -- looks like you have reached what the map told you was next.
It's a wide walkway, held by pillars and with a mesh extending five feet up the ground so nobody falls down, located on the inferior side of the airship-like bird. Wind howls in the area, very strongly and cold, but not unbearably so. Upon reaching this walkway they see a large steel gate at the other end, closed.
Looks like there are three objects in the middle of the walkway, a ramp to the right, and something hanging up in the air. It's hard to see from the entrance of this walkway, but it seems everything is connected together.
Careful, though -- once everyone steps into the walkway, the viscous sounds from before increase in intensity. Whatever has been paying attention to you is following closely!
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[ also smashes the eye first chance he gets. ]
We're in for a fight again. Stay behind me.
[ he puts himself between the noises and everyone else....... can't wait for another 1 ]
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Bradley is just behind him on the walkway. He'd usually be veering off in his own, but with this set up it seems like they should stick together.
Now that they're on the walk way, can they see what' s hanging up in the air easier?]
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What is that?!
[ definitely still sticking close to the others. ]
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[Sometimes... you are more disgusted than concerned.
She sticks close to the group, of course, positioning herself so they're as huddled together as possible. Since they're going up the walkway, can they tell what those three objects are now?]
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...three mesh-like screens up in the air, set in metallic frames and placed on rails. Each screen is connected to the lever right beneath it. They form a diagonal -- the left one set lower than the right one. These screens are several meters high in the air, out of reach.
In addition, there are two cubical chambers. The open ends face each other, and the right one is higher. You can't see what are in them -- but the one in the right is united to the ramp on the walkway. What seems to be some sort of...string made of energy connects the chambers, this string passing through the mesh screens. That's all you can see from down here.
Careful, Zuko! From the passageway everyone came out, strange goop spreads on the roof, extending upwards onto the wall, entangling onto the pillars, like a spiderweb. Bit by bit, an eye opens right in the center of it, as well as a fanged, large mouth, threatening -- and this thing is looking straight at you while it begins to spread. Rippling, the malice drips from its position, splashing into the walkway, blocking the way and advancing inch by inch towards you.
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[ at least this one probably won't involve dancing. ]
So I'm guessing we're going to need to pull these things to open those doors.... but first, this thing.
[ he has his sword brandished, still!! ]
It's like.... goo, or something. We might have to use your magic, Sheila.
[ but he's definitely cutting at it as it gets close!! and i rolled a 17 this time wow ]
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Gross.]
Can ya slice it?
[He'll try and put an icicle under the thing to force it cover more ground, it's goopy, so maybe if it freezes it'll be more solid and easier to damage. Wow a 12.]
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Aaaahh!!!
[ summoning a bomb and hurling it at the thing's terrifying mouth like it's andross
and i rolled a 17 so, probably at least hitting the target??? ]
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Why can't we ever be surprised by a pack of cute, friendly kittens? Why does it always have to be something slimy and awful that will ruin our clothes forever?
[Sebastian is the only normal human being in this room.
But with her staff and a roll of 14, Sheila fires a ball of lightning at the creature's eye. She sticks close to Sebastian, just in case they have to grab a screaming teenager and run away from the goop.]
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Even though the malice is facing four people who have no experience fighting it, there's something about brute strength that's hard for it to counter. A bomb gets stuck in its fangs, thanks to a 17 -- lodged into its teeth. Tendrils attempt to reach at Zuko, aiming for the robotic arm hanging from his leg, his sword keeping them at bay. It would have been matter of time if it hadn't been for the ice blocking the way like Bradley intended and the electricity from Sheila's rod, both pushing it back. The magic doesn't seem to be harming it, but it's a deterrent, making sure to keep it away!
Perhaps it's not too clever of a thing, but even malice in this form can tell when it's not in a good situation. Retracting, the malice slithers up the pillars and onto the intricate ceiling far above, crushing the chain-like connections between the pillars and the ceiling, and slithers away, seeping into the metallic cover of Van Medoh above, into an opening and for just a brief moment they can see it goes in direction of the gates, and most likely past it.
...in direction of where everyone will have to go, according to the map.
The malice is gone for now -- but the chains above snap, the sections of the walkway from where they had arrived breaking apart, hanging uselessly. Under Sheila and Sebastian, the floor creaks, shaking and buckling under them, while under Zuko it begins to tilt to a side, the weight of the robot arm on his leg pulling from him and towards the side of the walkway, towards a protective mesh he has no way of knowing will resist his weight if he falls on it. Bradley is the only one who seems to be safe -- the place from where he's standing not having received any damage to the chains holding it.
Fortunately, it seems the rest of the walkway is undamaged. The area with the levers and the ramp have no stability issues.
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[ but, well, that went better than the last time! aside from the lurch at the end, and despite zuko's attempts to right himself, he definitely ends up on the mesh. ]
[ it's brief, though, he straightens himself out. ]
Augh!
[ very articulate. ]
[ he drags himself back over to the walkway. ]
Okay, the levers.
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He reaches out to Shiela and Sebastian to try and keep them steady and on the walkway.]
You good?
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Y-yeah, thanks...
[ looks to sheila to see how she's doing, and he will also reach out for her if needed!! though he's kind of a wimp so who knows how much difference his additional arm strength contribution will really make ]
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[Unfortunately! Rolled an 18 so Sheila manages to make it to stable ground through the power of friendship. :/ Sad.]
Is everyone okay?
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The only sound heard now...is the sound of the wind and the ominous sounds of the parts of walkway swinging in the gale. There's the soft sound of bones clattering, coming from somewhere in the area, but from where they are right now the source of it doesn't seem to be visible.
Looks like you won't get ambushed by anything for a bit, the malice having moved to areas beyond. Even though it's pretty clear your future is going to have trouble at some point along the road, for now it seems you're not in impending danger.
It's dungeon adventuring time. The gate is closed, thick bars blocking the way, and there are no convenient buttons or crystals within sight to open the way. Remember the layout!
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[ but once that's done, he scans the area for any potential threats, finding none, breathes a brief sigh of relief. ]
Okay, should we try those levers? They seem like they do something.
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He's going towards the metal gates checking them over to see if there's give to any bars. Rusted? Still sturdy?]
Probably gotta do somethin' to the levers to get this door to open.
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I think... they're supposed to move those things up there? Those screen looking things?
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Anyway, Sheila frowns and approaches the levers, looking them over.]
Well... I guess should give it a shot. [Cautiously, she reaches for the leftmost lever on the handy dancy diagram.] Here goes something?
[She tries the lever!]
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The lever jams almost right away, and the screen right in front of the left chamber trembles. At least that proves it's connected and working! But the lever keeps getting blocked.
Looking into where the lever goes into the contraption holding it, the base is shining bright orange, just like the chests from earlier did. They might remember the orange lights embedded into those chests in the room from the start turned blue and then opened.
All three levers have the same orange glow in their bases.
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[Hmm... Does that mean they have to pull all of these at the same time? Or maybe there's something else about them?
He'll come over to pull the middle lever.]
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[ he can't tell what end goal position they're looking for though... ]
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[She squints, watching Bradley approach the lever. When he pulls it, she tries the leftmost lever again at the same time.]
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There's once again a sound of rattling bones. From where they're standing, they can hear it's coming from the cubic chamber high in the air, to their right -- the one that can be accessed from the ramp.
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