Quest The Chamber of Final Repose - Halloween Event Escape Room

Organization specific roleplay for governments, guilds, adventure groups, or anything similar
OOC INFORMATION:

In this mini-event, you roll a 1d20 to determine the outcome of each stage of the room. The stages are ordered: Investigate, Fight, Avoid, Escape, Traverse. What you roll in one might stack the odds – one way or another – for the next challenge.

It works similarly to skill challenges in DnD 5th edition. The higher you roll, the better the result. The number shown at the end tells you what each roll results in, but you can take artistic liberties in describing and detailing that outcome. You may also add new features to the room, imagining your character’s way out, but to make things interesting, try and stay faithful to whatever you have rolled in a given check. It explains what happens to your character, and if you’re very unlucky, that character might be trapped down here longer than they bargained for . . . and who knows what might happen then?

The design uses advantage and disadvantage from Dungeons & Dragons (2014 rules). Put simply, if you have advantage, you roll two dice and take the best result. If you have disadvantage, you roll two dice and take the worst result. If you have both advantage and disadvantage, they mitigate one another, resulting in a straight roll of one d20 (die 20). You can use the roll function on Discord to make your rolls. Certain character backgrounds and featured player groups have advantage on one particular skill check. Sometimes, you may even subtract 1 or add 1 to your roll if the given effect says as much.

Each character is ALONE in their own version of this chamber, so there will be no interaction with other players. Just the room and your chosen character.


The Chamber
The Chamber.png
Consciousness coils around you like a creeping cold. Unwanted, undesired, but inevitable – the stone floor yearns for your submission; just as itself has surrendered to damp growth and plant-life, all soft and pliable below your hands. But eventually, you regain your senses, only to find yourself in a confined space.

A single room. Four walls, pressing in around you, strangling sunlight and fresh air. The air is stale here, damp and heavy with verdant life. Elegant and ancient stonework protrude with bursting weeds and plant-life, snaking through the stone like throbbing veins below old skin. One archway leads into a darkened alcove shooting out dire roots, giving a fool’s hope of escape – only to find that behind them, there is yet another wall - as though someone bricked up this ancient doorway, only for ravenous plants to try to tear through it. A single sarcophagus lies proffered in the centre, neatly arranged, just for you, its heavy stone lid closed. For now.

Dim, emerald glows twinkle with bio-luminescence from the strange roots and hairy vines, as if needing no other light but their own eldritch source. It throws a mystic glow over your surroundings and reveals two statues that seem to melt with the plant and hewn stone, standing over you like a proud father and mother clasping their hands, waiting to witness your transformation, though their muted and eyeless features render it difficult to tell what kind of change they might have in store for you.

You do not recall how you ended up here. But wherever you last put your head to sleep or took the wrong turn, somehow, it has brought you to this place.

You must find your way out.

You must investigate.

Jhinn
Kilien Basmarc
Pim
Nuir
 
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Jhinn opened his eyes and turned his head and everywhere he looked a wash of green drowned his gaze in its high tide. He pressed his palms to the cold stone floor and pushed himself up, rising like an ancient and slumbering creature the world had forgotten but some unseen, eternal warden bid to wake. Swordless was he, but he yet retained his armor.

He glanced about at his present circumstance, the strangeness of the statues, the sarcophagus, the alien plants and the quiet oppression of their glow. His tail he swished in frustration. He muttered under his breath, "I will repay this trickery as is fitting."

But that, perhaps, would wait for another day.

Now he set himself to the task of scouring his odd prison, for knowledge and—if he could discern it—escape. First he went gently, tracing his hands over the watchful carved stone of the mother and father, along the lid and edges of the sarcophagus, here down the vines and there in the alcove and all about the spaces less defined by serpentine light. Then, more roughly, with measured kicks and palm-strikes and rams of his shoulder, he tested various spots in the room.

And he discovered something, mayhap, that was not meant to be discovered—if indeed this room was intended to be a prison for him. The twisting and spiraling vines in their innocence, or perhaps in conspiratorial malice, concealed the one wall less sturdy than its kin.

Jhinn threw his weight against the failing wall. Once. Twice. These each gave encouragement to the third, and yes, the third did see the collapse of his cage, and stones tumbled to ruin. A new path stood revealed.

"He who expects the rough road is either content," and he stepped through, "or delighted."
 
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Pim admittedly held some expectations of what her reality would be like upon awakening from her deep slumber; those being very similar to what she had experienced before going to bed. A warm kitchen, a snug bed inside a tidy closet near the pantry...

She did not think these expectations were particularly too much to ask of space-time as a whole, but as she awoke to find herself in unfamiliar -- and rather unpleasant -- surroundings, she considered that maybe the unseen entities that wove the strands of fate might have made an error in their calculations.

"Hello?" her voice echoed uncertainly in the dimly-lit chamber before dissipating into the cold stone. She shot up, suddenly in a panic when she realized that her faithful companion Smokey was nowhere to be seen.

She called out to him several times, receiving only silence in response. Had he been left behind? Or worse, had he been taken prisoner by rogue fate-weavers?

Pim took a deep breath and sat on the sarcophagus to think. Now was not the time to be rash. Now was the time to be methodical. This was simply a puzzle. She liked puzzles...usually.

The halfling poked around at the plants and stonework, taking mental note of everything. She picked some of the glowing plants and wrapped them around her wrists to light her way as she moved around.

Where there were plants, there was water. Where there was water, there was erosion.

She prodded at some of the old stonework the roots had nibbled their way through, and found that some of them were not as strong as they outwardly looked. A way out, perhaps.
 
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