Anthony (
scramasax) wrote in
saveyourselves2014-09-01 12:35 pm
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OOC Plotting: Oublié Cathedral Catacomb Crawl
Hello, everyone!
In any case anyone might be interested in a trip into a video-game-style dungeon or night of monster-slaying, here's a post in hopes of plotting a return to the catacombs underneath the Oublié Cathedral Old Tower chapel. (Formerly St. John's Episcopal Church.)
Original location Echo write-up is here.
The chapel appeared in early August and a secret bookcase passage opening to a ladder leading below the ground floor was found and used in mid-August. Those investigating didn't foray especially far on rather unexpectedly finding it housing shambling hostile undead.
Monster-infested passageways are certainly nothing to leave below a civilian-held church, and so consider a call out to investigate and/or take care of it before it becomes a problem!
If your character would consider coming along to explore the (confirmed as monster-inhabited) catacombs below the church this month (possibly Saturday evening; touch base or make suggestions if you'd prefer a different time!), feel free to read on!
WHAT CHARACTERS CAN EXPECT IN THE CATACOMBS
THE CATACOMBS
MONSTERS
Why the catacombs may provide a future problem and, even if not harm anyone, vertainly not help the Numbered's case
GOALS AND CURRENT PLANS
For now, the goal in visiting the cathedral will be assumed to be clearing the catacombs of monsters (Trappers optional, as they're harmless). If anything comes up for doing while characters are exploring - or after it's cleared - by all means, let it be so, and I'll link it here as well just in case!
Current Potential Involved Parties:
- Anthony Janvier
- Hajime Aikawa
- Anthony Sparado
- Richard Stroud (?)
- Shou Chinen
- Xander Jarle
- Soren Castor
- Nick Burkhardt
- John Smith
- Davin Carter
For now, that's what comes to mind - if you have any questions at all, please ask away!
In any case anyone might be interested in a trip into a video-game-style dungeon or night of monster-slaying, here's a post in hopes of plotting a return to the catacombs underneath the Oublié Cathedral Old Tower chapel. (Formerly St. John's Episcopal Church.)
Original location Echo write-up is here.
The chapel appeared in early August and a secret bookcase passage opening to a ladder leading below the ground floor was found and used in mid-August. Those investigating didn't foray especially far on rather unexpectedly finding it housing shambling hostile undead.
Monster-infested passageways are certainly nothing to leave below a civilian-held church, and so consider a call out to investigate and/or take care of it before it becomes a problem!
If your character would consider coming along to explore the (confirmed as monster-inhabited) catacombs below the church this month (possibly Saturday evening; touch base or make suggestions if you'd prefer a different time!), feel free to read on!
WHAT CHARACTERS CAN EXPECT IN THE CATACOMBS
THE CATACOMBS
1. Again, the catacombs are to be entered down a long ladder behind a panel of wood laid into an alcove in the wall, moved with a switch in another portion of the wall.
2. At the end of the ladder is a long, straight stone hallway lit by candles.
3. The hallway leads to a large square torch-lit room with a level that rises in a few short platforms like steps against a corner topped with a pedestal.
- In the walls of the corner opposite the platform are shelves lined with blue, green, and red jars.
4. Through the door in the corner opposite the door into the first room, there is a long staircase that turns under angled walls around under the balcony that it leads down from, to another door.
5. At the bottom of those stairs is another large square room, also elevating in steps - this time a square at the entry stays level while the rest of the room increases level a short way.
- Directly across from the door is a fountain with a circular well-shaped basin fed into by a spout at the bottom of a rectangular inlaid stone carving ending in the mouth of a gargoyle. The liquid pouring out of the gargoyle's mouth and into the basin is mostly clear - but is sticky, thick, and smells incredibly rank.
- There is a large tapestry over the wall to the right from the entrance that covers the next door.
6. Behind that door is a hallway, first going straight and then turning left at a ninety-degree angle.
7. The door at the end of that hallway opens to a small arcane library or study, shaped like an oval or lozenge with three tall and well-stocked bookshelves in each of its round ends. In front of a table at the center of the room is a pressure plate carved with a triangle tipped with three circles. Set in those three circles are three urns filled with liquid from the fountain, one green, one red, and one blue, and their weight holds a large mahogany shelf in the opposite wall aside, opening another hallway. If they are moved or upset, the shelf will slide to cover the hallway. Weight will need to be placed back on the pressure plate to move it.
- On top of the table in the center of the room are stacks of books and papers rounded by tall candles in a sort of "shrine".
- The books and papers in the room won't hurt you if you touch them - but their text is in classic Ia Ia Cthulhu Ftaghn black speech. You may be able to find images, if you really want to - and possibly tablets or notes with translations. (In Latin.)
8. The hallway behind the shelf leads, like the last one, straight ahead and then at an angle to the left.
9. The room at the hallway's end will be the last one accessible in the route through the catacombs. As there seen, in its back is an ornate, symmetrical metallic star-shaped shrine lined with rows and rows and candles. The room is tall, and above head-level are shelves of dark, colorful urns half the sizes of humans. (There will be neither a spooky robed fellow nor a flayed corpse on the ground for anyone who enters in-game.)
MONSTERS
Why the catacombs may provide a future problem and, even if not harm anyone, vertainly not help the Numbered's case
TYPES:
- In all areas of the catacombs will be skeletons and mummies - anyone would be free to decide the number per area as they play! All are slow and shambling, and attack by scratching and biting. The skeletons are weak; the mummies, however, are tougher, and create a still-functional "ghost image" of any parts of themselves that are cut off. For example, if you cut off an arm so you won't be scratched, a shifting green illusionary arm will appear that can still scratch you as if it was tangible.
- Between Areas 5 and 6 are about a half-dozen Trappers, little dog-scorpion things with no eyes but excellent hearing, squishy li'l footsteps, and a triling, chirping cry. They're easily-agitated - make a load of noise near one and the chirping'll come off as such and if you step too close to one it'll attempt to sting you. However, for reasons, their stings will do absolutely nothing at this time - they won't even hurt a bit.
- In the catacombs will also lurk a single Horror - assume to intercept anyone making their way back outside through Area 3 (don't ask where the thing was hiding)! It's slow, takes room-shaking steps and has a deep roar you'll probably hear before you see it, and attacks with wide slashes and bolts of energy with fire in straight lines through the floor, either fanning at multiple targets or focusing on one. It's sturdy, but can be killed instantly by gouging out all three of its eyes, preferably with a good strong blade or other harsh, direct weapon rather than a gun.
OTHER NOTES:
All the monsters are for all intents and purposes non-sentient and decidedly hostile. (Except the Trappers, which are content to mill about unless in danger of being stepped on in squishy, chirping circles.)
Prolonged exposure to creatures not of this world frays the sanity - the first time you lay eyes on one, it'll render you susceptible to vivid hallucinations and paranoia that get worse with stress or taking paranormal damage (getting hit by a mummy's ghost limbs or a Horror's magic depletes sanity) - get scared or otherwise mentally exhausted enough and you'll go from seeing blood running down the walls, taking weapon-swings at shadows, and hearing people speak when they didn't to imagining yourself losing or growing limbs, seeing inanimate objects fly across the room, having visions of your own body cut to pieces and stuffed inside the urns in the altar room, etc.
If this is something you want to play with, by all means, get creative - heck, get tongue-in-cheek or self-parodying meta, if you want - Eternal Darkness itself certainly does! It's also an option for touch with reality to lose calibration under stress or surprise to persist long after characters are done with the monsters.
Getting a grip back is as simple as de-stressing, either by solidly reassuring yourself you're fine (canonically, sanity can be regained by finishing off downed enemies) or by more everyday means (other canon ways specific characters can regain sanity include drinking and meditating).
GOALS AND CURRENT PLANS
For now, the goal in visiting the cathedral will be assumed to be clearing the catacombs of monsters (Trappers optional, as they're harmless). If anything comes up for doing while characters are exploring - or after it's cleared - by all means, let it be so, and I'll link it here as well just in case!
Current Potential Involved Parties:
- Anthony Janvier
- Hajime Aikawa
- Anthony Sparado
- Richard Stroud (?)
- Shou Chinen
- Xander Jarle
- Soren Castor
- Nick Burkhardt
- John Smith
- Davin Carter
For now, that's what comes to mind - if you have any questions at all, please ask away!
GENERAL QUESTIONS
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He would deserve the kick we all know it.
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Well yes.
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Tends to earn these things it's his lot in life.
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I can imagine :3
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I mean he is pulling from Dante and his existence was a wreck.
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So is Shou's tbh
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They are in good company then?
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you realize of course that's going to have to happen eventuallyno subject
yes but must be something just silly toono subject
it'll have to be completely ridiculous and stupid yesno subject
no tripping on a banana peel nowno subject
No that would be too sillyno subject
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also he will probably bring davin along if that's cool.
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A big reason is he's a little curious. Just a little.
But really though he wants to make sure people get out of there relatively okay and in a not-life-threatening state.
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And got 'im! Confirming, meanwhile, whether the venturing in occurring on the 6th ICly would do!
Too lazy to switch journal shhhh
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