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originally posted in: Cemetery Snickering [RP]
6/17/2022 6:13:32 PM
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Geo arrives on the scene, performs a quick equipment check, and approaches one of the officers manning the perimeter.
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  • "Ah, you're here. We don't know much, just some eyewitness reports from the workers. Said they saw someone or something creepy in the back by the grove."

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  • “Right. My guess would be a light spot of necromancy or something looking for a rotten snack. Do you happen to know how many graves here are filled ?”

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  • "Not on hand, but if the workers are willing we can access their records and check."

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  • “Please contact me through radio once you find out.” Geo informs them on which channel she’ll be on before wishing the officers a good and uneventful night. After the pleasantries she heads in, clearing the area as she approaches the grove.

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  • "Copy that." [i]They wave as you head out into the cemetery. It's got the normal inhabitants: graves, tombstones etc. At the far end is the grove in question, and as you approach you notice a pile of dirt from a dug up grave.[/i]

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  • Geo peeks down into the grave, rifle first.

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  • [i]The grave is now at least a hundred feet deep, and opens into a dark torch lit room at the bottom. A rope has been tied to a tree nearby, and it descends into the hole below. The ground scuffles and shakes behind you as you look into the hole.[/i]

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  • Geo snaps towards the noise while taking a few steps away from the pit.

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  • [i]A skeletal hand claws itself out from the ground, and hurls a blob of acid at you![/i]

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  • Geo moves to the side in an effort to dodge the attack, before going in for a swift kick to the things wrist to remove it from its arm.

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  • [i]You dodge the blob, and notice it eat away at the grass it lands on. The hand snaps off from your strike, and tumbles several feet away. The other hand pops up as the skeleton emerges, and curls into a fist as fire envelopes its form.[/i]

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  • Geo goes for the hole, hopping in and letting her Jump-Kit take the fall.

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  • [i]It’s a pretty big drop, but the kit takes the force of the fall. Up above the skeleton doesn’t seem to be following after you. you’ve landed on a pile of dirt in a stone room, and it looks really dirty in here. A single torch lights the room next to a door on your right, and a staircase going deeper sits on your left. [/i]

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  • Geo hails the officer on her radio while heading to the door. “We have confirmation of necromancy, I say again, necromancy. The skeletons know magic too, be careful up there.”

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  • "Copy that, we'll prepare holy water and the appropriate defenses." [i]The door is old and made of wood. The chanting is definitely coming from the other side.[/i]

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  • Geo inspects the door for any potential traps. If it’s clear, she tries to open it just an inch to check for anything on the other side.

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  • [i]The door doesn't appear to have any traps, and inching it open you can see a trio of cultists inside a rectangular room chanting around a pentagram on the floor. Fresh blood has been spilled here, and two columns on the other side of the room have hooks for chains. One holds the poor corpse of a recently sacrificed person, now limp and sporting a hole in their chest dripping blood. The cultists don't seem to notice you as the chanting grows louder. [/i]

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  • Edited by UnwiseGeoduck84: 6/17/2022 9:11:15 PM
    Geo loads rubber rounds and preps the taser-in-a-ball known as an Arc grenade. Not because of some notion of taking them alive; she simply doesn’t want to kickstart some death ritual. She then slips through the door, tossing the grenade and hosing the cultists down with her rifle while advancing to subdue them.

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  • [i]She downs one with her rifle, and he cries out in pain as he tumbles. A second is knocked by the arc grenade, and falls limp to the floor. The last one readies a shield of force energy in time to block the attacks, and runs out through a door in the back of the room.[/i]

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  • Geo reloads and fires a few more rounds at both of them, before smacking each in the stomach with the stock of her rifle. She then tries to use medical grade tranquilizer to knock both out for good, zip tie their hands behind their backs, and slap some duct tape over the mouths.

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  • Edited by cinqueMento: 6/17/2022 9:27:54 PM
    [i]The two still in the room are now completely subdued and unconscious. [/i]

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  • Geo moves them to a (probably) safe distance as she throws an explosive satchel charge on the door. After that’s all finished up, she hides behind a column, cloaks, and hits the detonator.

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  • [i]The door explodes into splinters, now revealing a flight of stairs descending further into the complex. She doesn't hear any sounds of alarm, until a sudden[/i] [b]BOOM[/b] [i]erupts downstairs, shaking the ground.[/i]

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  • [spoiler]Outplayed by the stairs.[/spoiler] Geo swiftly moves down the stairs before her cloak runs out.

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  • Edited by cinqueMento: 6/17/2022 9:59:01 PM
    [i]She enters into a large T-shaped room(from the top left of the letter), with another entrance across from her. It's made of the same stone as the other areas, and a pair of large columns support the roof above. At the end of the chamber(the bottom of the T) a green circular portal has been opened. The cultist that ran from you earlier says a word to a tall, dark figure before entering it and disappearing. The figure then turns around to face you and frowns while she takes off her hood. In front of her on the ground is a skeleton in a suit of armor now covered in vines, and on his chestplate is a knight's crest.[/i] "Pest, what gives you the gall to crawl down here?"

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