- *event log,
- animal academy: sasuke sagami,
- arp: leon,
- danganronpa: mondo oowada,
- elfen lied: kaede,
- fate/: enkidu,
- girls' frontline: ro635,
- girls' frontline: ump45,
- kagepro: shuuya kano,
- kagepro: tsubomi kido,
- megaten: akira kurusu,
- megaten: hibiki kuze,
- megaten: rei,
- original: terrence nowell,
- pokemon: red,
- spiral: rio takeuchi,
- the last of us: ellie
september dungeon.
premise ⬥ taken ⬥ faq ⬥ navigation
→ 9/3 Lockdown
With the heat wave having calmed down, the nights are cool despite the warm summer days, quiet, save for the buzzing of insects and the murmurs of those wandering the streets late into the night. After a month of festivities, the town has gone into a peaceful respite— one that's broken at the stroke of midnight, the wind picking up and drowning out all other sound with howls that pierce the air as if the town itself were screaming. The sliver of moon in the sky offers barely enough light to act as a guide, but the winds are frigid and strong, drawing all that gets caught in the gust towards the heart of the town: the lake.
Some time after Lockdown begins, the Shadows start to emerge from the lake, the same blobs of inky black dragging themselves out onto the surface. These Shadows do not show their true form, intent on entering the town and scouring homes for... whatever they're searching for... Over the course of the month until the dungeon is cleared, a sickness seems to settle back over the town, complaints of chills and bouts of sleepiness culminating into lethargy so severe that people stop responding and cannot care for themselves, a familiar pattern of zombies and disappearances until the boss is dealt with.
Despite the winds, the surface of the lake remains eerily still, a perfect mirror reflecting your face until touched, reflection warped by ripples. Around the perimeter of the lake are the occasional posts staked into the ground with the written warning to stay away from the water, but during Lockdown, there are no townspeople to come rushing forward to shoo you away, so... will you take the risk and plunge into the depths, or turn around and leave?
→ 1st Floor
The lake is chilly when you first step into it, showing nothing past the surface but inky darkness during the night. But once your entire body is submerged, your vision suddenly clears up to reveal a brightly lit lake, the water lukewarm as if it were daytime and the sun is shining directly overhead.
The lake is as wide as ever, sides cut out with Minecraft-level blockiness, and at the bottom, a mere fifty feet below the surface, a dark hole has been cut out from the rest of the stone floor, just large enough for a single person to fit through. Sunken and scattered across the floor lie rusted excavators, drills, a bulldozer with its door shining a bright Velvet Room blue, shovels and pickaxes, swords and shields and battered pieces of armor, and the occasional skeleton that falls apart at the touch, flesh and ligament long since picked clean.
And then there are the Shadows.
IKU-TURSO
Type
ShadowResists
Physical, DarkWeak
Light
These Shadows reach out with their slimy webbed hands and drag any poisoned victims to the depths of the lake with the intent on burying them in the murky sands. If you don't die first from the poison, you'll suffocate from the sand instead. As a result, it's advised to attack these Shadows from afar or to avoid them outright, if you can.
Poisonous slime and ragged horns can be collected as loot.AMEMASU
Type
ShadowResists
IceWeak
Light
Unfortunately for it and luckily for everyone else, this creature's sight is not very strong and can only detect moving objects. If you stay perfectly still in these waters, it may completely ignore you. Of course, you'd still have to figure out how to get around this hulking Shadow through the tight corridors of the maze, but surprise attacks will be easier to land, so long as it doesn't catch you moving first.
Large scales that shine in the light can be collected as loot.Despite the unnatural stillness and clarity of the water, unseen currents flow all throughout the lake and can easily drag you off course if you're caught in them, and invisible walls are set up throughout the area like the most annoying maze in existence where you can't see anything. The walls and the currents confine the Shadows in predetermined routes, but the same goes for you if you try to navigate the maze, crossed paths unavoidable. The walls can be shattered, at the risk of the glass shards getting caught in the currents and slicing you and all your friends up in the process, but seem to be what redirects the currents in the first place.
The longer you stay in the water contemplating how to get down to the hole at the bottom of the lake, the sicker you start to feel; the townspeople were serious about their warnings, and the poison lingers even after you leave the water. Also, most of you can't breathe underwater and have a minute or however long your lung capacity allows. Haha. Good luck.
With a bit of patience, good luck is what comes on the morning of 9/4, when a passing crow swoops down and sets a polished aquamarine charm directly on each character's head. The charm is in the shape of a feather, thin and easily broken if you're not careful, but having it on your person allows you to breathe underwater so long as the charm is intact. Unfortunately, it comes with the downside of having a song stuck in your head, the same way you can't get rid of the music in the Velvet Room, until you're out of the water again. Maybe this is incentive enough to get to that hole as quickly as possible.
As of 10/28: The glass maze inside the lake has been shattered, although shards of glass still float within the water, and the currents have also stopped. During Lockdown, the first floor appears twice as large as the lake normally is, and outside of Lockdown, there is a huge rift spanning the floor of the lake.
As of 10/31: The lake has been purified, and swimming in the water no longer makes people feel sick.
→ 2nd Floor
After reaching the hole at the bottom of the lake and passing through a series of twists and turns, you're spat out onto solid ground and crisp fresh air, refreshing after the pressure of the water and the lingering poison. The ground is solid ice, and whether you kept your clothes on or stripped for the swim, you're in for a miserable time in these sub-zero temperatures unless you dry off quickly, bundle up, and find a way to warm yourself up. This floor doesn't offer much: every direction you look is an expanse of white, almost blinding in the way the sky and the ice share the same lack of color, a complete whiteout with no visible horizon, no borders or end to the world.
With the lack of traction on the smooth and slick ice, it's easy to fall and difficult to brake, unless the terrain is altered to make travel possible. The ice is thick, difficult but not impossible to break, but the temperature is so cold that attempts to melt the ice has the water quickly refreezing. You'll need to find a reliable way to get around, though, seeing as the emptiness is broken up by the Shadows that roam the area, congregated together at the center of this world.
ONIKUMA
Type
ShadowResists
Ice, PhysicalWeak
None
When it's close to dying, it will let out an ear-piercing roar. All those who don't immediately cover their ears will fall under a debilitating rage spell and begin to lash out wildly at both friends and foes. Unlike normal rage ailments that eventually fade away, the only way to recover from this particular affliction is to use a status-healing spell/item (if you're lucky) or to simply knock out the affected person (if you're unlucky).
Indescrutible claws can be collected as loot.
ARCTOS
Type
ShadowResists
IceWeak
Fire
These creatures employ a series of ice-related attacks to freeze their prey in place and to single out the weakest links in a team. They never attack individually, choosing to group together on a single enemy with the hopes of overpowering them. Furthermore, their protruding fangs hold a powerful charm spell that can cause their victims to confuse these Shadows as their allies while perceiving their actual team members as the enemies. A single nick from their fangs is enough to do the trick and when they realize they're up against an opponent that they cannot defeat head-on, they resort to turning their enemies into their allies and attacking them when their backs are turned.
Fangs with the ability cause charm and small round gems that heal any status ailment one time each can be collected as loot.
At the center of all things is another hole carved into the ground, where the mass of Shadows is the densest, the most violent, and the most prone to hit you with stray spells that mess with your mind and your vision, turning friend to foe with the illusion that those teammates standing beside you are now Shadows about to rip out your throat. Keep an eye on your friends, along with your enemies.
As of 10/28: Sleet rains constantly on this floor.
→ 3rd Floor
Jumping down through the ice pit, you fall into the darkness and eventually spat out again, this time onto dirt and fallen leaves. The air is blessedly warm and dry again, spots of sunlight filtering through the thick canopy above your head and illuminating the dirt path at your feet. A quick look around reveals the area to be the middle of a forest, with you standing on a wide path surrounded by trees packed together to form a loose wall. One end of the path has been overrun with bramble, the other direction clear.
Visible over the treetops above the blocked end are spires of a castle, and nothing is stopping you from stepping off the path and pushing your way through the bramble and the trees. Except for the razor-sharp leaves and blades of grass that can slice through fabric and skin at the lightest touch, and the thorns hidden in the undergrowth that make you itch like hell when you're pricked, causing your vision and your mind to go hazy in a matter of minutes. Setting the forest on fire will also release these toxins into the air, making you and everybody in the immediate area lethargic, mind numb and difficult to concentrate.
If you choose to continue along the open path instead, you'll get to enjoy a nice stroll for a couple of minutes before the peace is interrupted by a rumble in the background, the mountains behind you falling apart with a landslide racing towards the castle. If it reaches the castle before you do, the rocks are impossible to move or destroy, and you'll have to come back another night for the dungeon to reset and get a second chance. But you'll make it if you stick to the main path and ignore the handful of off-shoots temping people astray; either way, you'll have to make quick work of the Shadows, or find a way to contend with the forest itself to create your own path.
WARAJI
Type
ShadowResists
NoneWeak
Physical
Unfortunately, trying to traverse through these bushes to get your revenge on these despicable minions will be near impossible as these bushes take on the same dangerous properties as the other living green life on this floor. However, if you're really that determined to get proper retribution, you can just wait until they come back, silently screeching like little demons, and simply step on them. They're incredibly weak and once you're not taken by surprise anymore, you can easily just kick them away.
Loose pieces of straw rope can be collected as loot.
USHI-ONI
Type
ShadowResists
Dark, LightWeak
Fire
It uses a wide range of magic-based attacks but primarily focuses on bless and curse skills. It uses one of the many talismans hanging off its body to throw at their enemies and to keep a wide space between itself and others. With its sharp claws, it easily climbs up the side of trees, resting just underneath the razor-sharp leaves, to further increase this distance. Fortunately, it can be easily killed by using a simple fire spell, but be careful not to burn down the tree as well. The fire will spread quickly and release those terrible toxins into the air.
A tattered black cape and talismans that cause light bless or curse damage can be collected as loot.
As of 10/28: It will constantly raining on this floor, although the rainfall is light.
→ 4th Floor
Hot. Hot hot hot hot hot.
It's even worse than the heatwave of last month, this oppressive heat that makes breathing difficult and the ground shimmer with a heat haze that ripples across the entire floor with temping puddles of water that aren't there. You find yourself in a rural town like Hirajiro, with empty buildings and empty streets save for the Shadows that patrol through the streets. They're fewer in number than in the other floors, but are much larger than the rest, stronger than the rest, more dangerous, and give chase immediately when somebody crosses their line of sight, unrelenting until they either catch their prey and engage you in battle.
The ground buckles easily when you walk, steam escaping from the cracks as if the stone path were sitting on top of a pool of magma threatening to break apart and melt into the molten rock below. With the sky painted a deep orange-red but missing a sun to beat down on the world below, there is no shade cast from the buildings to offer reprieve from the heat. Along the lakefront, a dozen long, wooden storehouses line the perimeter, with piles of gold and precious metals visible through the open doors, each storehouse guarded by a pair of Shadows on high alert for the faintest sound or smallest movement, and a F.O.E. lurking within one of the buildings to deal with any intruders who slip past.
WRATH
Type
ShadowAbsorbs
Fire, PhysicalWeak
None
Almost unsurprisingly, they use fire to dispel their enemies, breathing out hot flames. If you, for some godforsaken reason, choose to use fire right back at them, it will only heal them. Less surprisingly, if you also try to use any physical attacks, you'll find that they have no effect against them. For some reason, it only heals them as well. Perhaps they're masochists. Regardless, these Shadows aren't something that you want to fight. Their powerful legs make them fast persuaders and it'd be hard to lose them in a chase so it's best to just steer clear of these Shadows a keep your head low.
Horns and sharp ribs can be collected as loot.
ELDRITCH
Type
F.O.E.Nulls
Fire, Dark, PhysicalWeak
None
It's relentless in its curse-based attacks, leaving absolutely no room for a counter, and inflicts a powerful fear status ailment, causing the victim to suddenly become terrified of death. It will beat its victims to near-death before tossing them out of the dungeon, leaving them battered and injured, but hopefully smart enough not to reenter its domain...
The toll to pass is six golden coins, and the boss awaits beyond.
As of 10/28: Heavy thunderstorms pour rain down on the floor, quelling some of the flames and especially at the cavern at the center of town, but while the humidity of the other floors have lessened, it remains 122°F/50°C with 100% humidity on this floor.
→ Mod Notes
⬥ There are multiple ways to deal with the dungeon, from clearing out the floors to make them more accessible, getting to the doors to the next floors, and obtaining the coins needed to face the boss. Players are encouraged to come up with their own solutions and may run their plans with the mods in the top level below to discuss results.
⬥ There is no scheduled IC/OOC date for when the boss battle with be posted. In order to access the boss, all six coins must be retrieved and reported to the mod top level below, after which the top level for the boss will go up. Sign-ups for teams is done below.
⬥ To determine the outcome of the boss battle, a minimum of 10 threads across the entire player base from this post is required, with a maximum of 2 threads turned in per player, containing at least 5 comments from you, and may not overlap with coin threads. Threads may involve battling, healing, exploring, discussing, etc as long as the characters interact with the dungeon in some way. Please report your threads in the mod top level below. They are due by the end of the month.
⬥ When knocked out in the dungeon, characters black out and wake up the next morning lying by the lake, fully soaked regardless of what floor they were on and will have chills for the rest of the day unless healed sooner.
⬥ Curing of poison can be hand-waved as provided by the Velvet Room attendants if the character visits them in the Velvet Room accessed from the first floor or outside the dungeon. They will be offered dokudami tea, which has a very pungent odor akin to fish but will cure them of poison, and a warm blanket. It seems like the music has changed since everybody was here last and everybody is required to sing the line "Every day young life Ju-ne-su!" before they're allowed to leave.
⬥ This month, the full moon occurs on 9/13-9/15, and Personas may behave strangely and disobey orders. This is an optional mechanic.
⬥ As of 10/28, floors in this dungeon see constant rainfall. As of 10/31, the lake has been purified and no longer poison people both during Lockdown and outside of it.
no subject
Anyway, Terry pulls out a ziploc bag and takes out the small glass soda bottle with a cork, then gets out the lighter from another ziploc bag that he pulls out from his other pocket. ]
Don't get bitten, or you'll get charmed.
[ He doesn't want to deal with a charmed anything, so.
He lights the cork on fire and pitches the molotov over at an Onikuma's head, which makes it shatters on impact and a huge burst of fire consumes it, and quickly spreading to the other Shadows. The Onikuma target is fairly far away, so the ones closer are looking over at Terry and Enkidu, growl, and sprint towards them. ]
no subject
Oh! That's combustible gas in there, isn't it? Clever.
[Aw shit fam the Shadows are coming. Enkidu notices the approaching enemies quickly; it hasn't occurred to them that their new super cool shapeshifting skills won't really work on Shadows, either. To be honest they're just kind of hoping that they can fight it on their own. So they spit out a few spears from their own clay and fire them off towards the bear.]
[They crumple ineffectually.]
Ugh, still?
no subject
no subject
[So... they guess they have to summon Marduk.]
[Looking faintly displeased, they reach into their robes and grab the omamori held safely against their person. The great brickmade Persona comes as beckoned, but instead of doing anything of worth or value, its bottom part (the one with the eye) slowly turns around and stares at Enkidu.]
[They pause, and then frown at it.]
Well? What are you waiting for? Do something.
[...Fine! It'll do something. Attacking Enkidu themselves won't do very much to upset them, Marduk knows this, and their human friend is much stronger anyway. ...So they'll instead turn on Terry from behind, while he and Vassago are preoccupied with their little game, and use Life Drain.]
no subject
It shouldn't be a familiar sensation, but Terry suddenly feels a little tired. He doesn't seem to have realized it, but Vassago has definitely noticed, him being a frequent user of the skill itself in the form of biting his enemies like a vampire dragon. He turns and roars at Marduk, which startles Terry. ]
Not this way! You need to attack the wolves and bears--
[ Apparently, Terry hasn't thought of Enkidu nor Marduk attacking him so the thought doesn't even cross his mind. ]
no subject
[It's Lunge this time, and Marduk is actually lunging at the enemy — but it spin-attacks in just such a way that an Onikuma is sent flying above the battlefield, set to land well behind Vassago and on top of Terry. And if the two of them have to pay attention to the incoming bear, they won't be as able to hold off the oncoming horde.]
Ugh, damn you!
[Enkidu sends out a few projectiles of their own, hoping to send the bear back the way it came. As they do, though, they feel pangs of pain — Marduk going so wildly out of position has caused a mob of Shadows to start focusing on it instead. Louder, Enkidu calls to it:]
You're doing this to spite me, aren't you?
no subject
The Onikuma lands right on Terry, since he wasn't fast enough, but he eventually kicks the Shadow off him, punting it across the sky. His head is bleeding and he feels like some of his ribs got crushed, but it's fine. He seems to brush the damage off as he gets back up. Vassago goes back to attacking the horse, but he's really meant for single target killing, but he seems to be doing well despite that. Terry doesn't have anymore bombs to throw, but he looks over at Enkidu. ]
Can you call off your Persona?!
no subject
Er.
[To be honest, for a second Enkidu looks surprised at this, because simply telling
a god to do something when they're Like This has never worked. But this is not a god, they have to keep reminding themselves, this is a Persona. So they can certainly try.]
Marduk, come here!
[And to their surprise, Marduk does actually turn around in their direction, simply standing there and allowing wolves and bears to tear into them. ...Not that it could do much about that anyway, considering its skills have all been sealed.]
[Enkidu curses in some strange language and digs around for their omamori again, gripping it and silently willing Marduk to return. ...It does not, and a stronger pain cuts through their body. Is Marduk just sitting here and taking all these hits just to make Enkidu suffer? Yes. That's absolutely what it's doing.]
Augh-- it won't leave! [Their voice is unstable, like it can't decide if it wants to be angry or scared or neither.]
no subject
He sure is feeling pretty exhausted though... ]