…or so you thought…
Just as the lightning bolts were about to discharge their fury onto the entire party, the fire that was burning on top of the black liquid was snuffed out in an instant as Dempsey’s burning fist made contact with the crystal and incinerated every bit of the engorged black tissues attached to it. The actual impact produced a blinding flash of light that replaced the darkness that came a split second earlier.
This switch from light to darkness to light again had caused the entire party to suffer an ethereal experience that they may never be able to capture again.
Regardless, the force of Dempsey’s empowered fist dislodged the large crystal. After the blinding flash, it was no longer glowing. With no container, the red-tinted crystal the size of a watermelon fell down next to the now empty pool. A massive rumble could be heard as the ground south of the lifeless statue began churning dangerously. The movement eventually turned into a nasty collapse, leaving behind a massive crater that permanently crushed any hope the party had to turn back.
You no longer have any choice but to press onward.
* * * * *
Should you flee from the chamber, you are still able to feel the ground shaking beneath you until you were a long way away from it. This journey would take at least half a day or so, if you had been keeping track of your time, it was late into the evening now. One awful thing about the game was how realistic traveling felt. You could find yourself walking for days to get from the eastern coast of Falderen to the western border, and that is the narrow part of it (from Plymouth to Pawtucket).
Eventually, you wearily arrived at a place where you are greeted by a sizable chamber that served as a hub to three different paths, each one a narrowed tunnel. From what you could tell by scouting ahead, there was one path that led upward. As you walked up this path for a short distance, you could feel yourself slipping on something grainy, if you had a torch, you will see fine, golden sand slipping down from your feet. Then, there was the forward path, which had no incline or decline, but just as you venture further was locked by a massive door with ornate markings and the most intricate keyhole you have ever seen. Finally, there was the path that led below, from the brief time you investigated this path, you notice the strange holey pattern all over the wall, reminding you of Swiss cheese.
For the time being, you may want to check your need meters. Regardless of what you see, the group seemed to be in dire need of a break to catch their breath, enjoy their nourishment, regain lost health, and calm down after the life and death encounter everyone had gone through what seemed like an eternity ago.
* * * * *
To prevent spoiler for any raid members who have not read the post, please DO NOT discuss this post publically on cbox or anywhere else, please, please, please let me troll this party a little. Now, come to this forum, any post made here will not show up anywhere else on the board (sidebar new posts included).
http://spherical.link/terrarp/forums/secret-area.58/
We are now in an intermission while I take a break and adjust the encounters and prepare for the next arc. First thing first, everyone must post once in the arrival thread where you describe your journey walking to safety.
Afterward, you are considered resting in a makeshift camp at the hub with the three paths I had mentioned.
The megathread is just the general camp area. You are free to enter a private thread with anyone (who have posted in the arrival thread) that you want to do private conversations with, just throw up a thread in the secret area and invite them. If you want to address the entire party, use the megathread. This is your chance to further develop your character.
Again, please do not talk about the post publicly. Anyone reading the thread can tell me how much they hate me in this meta discussion thread here:
http://spherical.link/terrarp/threads/discussion-here.460/