DRAGON'S TREE QUEST, PT III (OPEN)
Who: those who signed up for dragon quest iii!
When: throughout may!
Where: the wilde
What: dragon mom needs assistance
Warnings: n/a will update as needed. violence is sure to ensue.

Come. I will show thou what must be done, for thou has come to wake me, hath thou not?
I. THE MIRRORBOUND OUTPOST
[ with construction and the group effort successful during the last working months, the mirrorbound outpost has successfully established a safe rendezvous point starting at the bright wall or even the wilder created northern outpost. thanks to the teleporter and traveling enchantments, questers will find it easier to hop back and forth from here to the city. take the time to decorate if that’s your thing, or further equip the outpost with battle-ready spells or just good places to relax before work. meet your fellow questers, stock up supplies. any veterans are welcomed to share information with new partners coming as a first (in fact, this is encouraged), and even more encouragement goes to talk to the citizen wilders established here for more tips on sprucing the place up into a fine, infection-free fort. add your touch!
the brush continues to grow against the chill of the wilde around it. there doesn't seem to be a huge threat this time, unlike the serpent and wolf of previous months, and it feels as if the threats have diminished in number as well; with the coming of the wilde's fall, the bee swarms, vermin and frogs that'd plagued the groups previously are all scarce and nonexistent with the coming of hibernation.
with the fauna settling into a kind of hibernation, this month may be the one to make headway into doing the most damage to the cywld still present in the areas— both with the tree itself, as well as the boulder in which the dragon lay— and to make the outpost a permanent station. ]
II. THE BOULDER
[ nearby and part of the clearing, a massive rock sits: the formation appears to be just a large boulder at first, with nothing special to its mossed edges. a closer look can herald some unusual features on the surface. the boulder curves like horns, there are wings seamlessly sculpted across mineral, small but seemingly folded. this is supposedly créia, in the flesh. it's cleaner than it used to be, that's a given, but more is needed to take care of this legend. questers will be encouraged to always keep this area spotless and constantly cleanse the grass and rock with charms, spells and whatever you have up your sleeves. don't have those? offerings like flowers and healthy plant-life will bring the same level of effort and appreciation over time— and are not limited to those by any means! with most of the animals hidden away for the coming winter, maybe not so many greedy beasts will come around to snatch what you’ve left behind. take advantage of the crispy autumn chill to make the slumbering dragon a sleeping beauty. ]
III. THE TREE (DUNGEON)
[ close and not too far from the outpost and its boulder is the biggest problem of all: the dragon's tree, a massive one, grander than all those in the wilde and seem miniature in comparison. it stands tall, bark scarred and chiseled, holding evidence of ages past in the many knots and healed burns, dark wood branching off into pine-scented leaves. it's wilted, in poor shape and black as if there's no going back from the rotting point it has reached.
as the month wears on, the tree will be freed up enough to allow . . . a peek inside—? well, that's not very good, and yet it feels to hold the promise of something new all the same. within the crack that shows itself as the taint recedes slightly, the tree isn't half as spacious as one may presume from outside appearances; as the cwyld diminishes, however, it does expand enough for a group of five to enter at a time, and an initial scout will discover a few things: it reeks of magic, both tainted and not, and holds the familiar scent of nature from eren's dream, and, the crack opens up to this initial room, but there are openings that can be easily cleaned to step through to different areas themselves! each room is sizable enough for a group of up to five, and as far as the first floor goes there are three rooms not including the first. you are not required to have three groups of five in order to complete this, but the max is up that way.
welcome to your tree dungeon, everyone. This isn't the last of it, and there's still plenty to do within if someone doesn't manage to sign up for this round... more details regarding other exploration will be given as needed as well, such any investigation towards the saplings as well as the up and down of the center room and the like. ]
( a huge thanks to the mods for most, if not all of this information to play with! any questions on how to proceed could be asked below! )
When: throughout may!
Where: the wilde
What: dragon mom needs assistance
Warnings: n/a will update as needed. violence is sure to ensue.

Come. I will show thou what must be done, for thou has come to wake me, hath thou not?
I. THE MIRRORBOUND OUTPOST
[ with construction and the group effort successful during the last working months, the mirrorbound outpost has successfully established a safe rendezvous point starting at the bright wall or even the wilder created northern outpost. thanks to the teleporter and traveling enchantments, questers will find it easier to hop back and forth from here to the city. take the time to decorate if that’s your thing, or further equip the outpost with battle-ready spells or just good places to relax before work. meet your fellow questers, stock up supplies. any veterans are welcomed to share information with new partners coming as a first (in fact, this is encouraged), and even more encouragement goes to talk to the citizen wilders established here for more tips on sprucing the place up into a fine, infection-free fort. add your touch!
the brush continues to grow against the chill of the wilde around it. there doesn't seem to be a huge threat this time, unlike the serpent and wolf of previous months, and it feels as if the threats have diminished in number as well; with the coming of the wilde's fall, the bee swarms, vermin and frogs that'd plagued the groups previously are all scarce and nonexistent with the coming of hibernation.
with the fauna settling into a kind of hibernation, this month may be the one to make headway into doing the most damage to the cywld still present in the areas— both with the tree itself, as well as the boulder in which the dragon lay— and to make the outpost a permanent station. ]
II. THE BOULDER
[ nearby and part of the clearing, a massive rock sits: the formation appears to be just a large boulder at first, with nothing special to its mossed edges. a closer look can herald some unusual features on the surface. the boulder curves like horns, there are wings seamlessly sculpted across mineral, small but seemingly folded. this is supposedly créia, in the flesh. it's cleaner than it used to be, that's a given, but more is needed to take care of this legend. questers will be encouraged to always keep this area spotless and constantly cleanse the grass and rock with charms, spells and whatever you have up your sleeves. don't have those? offerings like flowers and healthy plant-life will bring the same level of effort and appreciation over time— and are not limited to those by any means! with most of the animals hidden away for the coming winter, maybe not so many greedy beasts will come around to snatch what you’ve left behind. take advantage of the crispy autumn chill to make the slumbering dragon a sleeping beauty. ]
III. THE TREE (DUNGEON)
[ close and not too far from the outpost and its boulder is the biggest problem of all: the dragon's tree, a massive one, grander than all those in the wilde and seem miniature in comparison. it stands tall, bark scarred and chiseled, holding evidence of ages past in the many knots and healed burns, dark wood branching off into pine-scented leaves. it's wilted, in poor shape and black as if there's no going back from the rotting point it has reached.
as the month wears on, the tree will be freed up enough to allow . . . a peek inside—? well, that's not very good, and yet it feels to hold the promise of something new all the same. within the crack that shows itself as the taint recedes slightly, the tree isn't half as spacious as one may presume from outside appearances; as the cwyld diminishes, however, it does expand enough for a group of five to enter at a time, and an initial scout will discover a few things: it reeks of magic, both tainted and not, and holds the familiar scent of nature from eren's dream, and, the crack opens up to this initial room, but there are openings that can be easily cleaned to step through to different areas themselves! each room is sizable enough for a group of up to five, and as far as the first floor goes there are three rooms not including the first. you are not required to have three groups of five in order to complete this, but the max is up that way.
—the foyer: has spiderweb-like tendrils of cwyld crisscrossing the walls and ceiling of the tree, as well as parts of the floor. they will reach for any signs of magic and hold fast their target, small, jellyfish-like needles pricking into unsuspecting flesh to infect it. most clothing will defend someone from this simple nuisance. this room, outside of the mentioned cwyld, is safe. just don't light a fire in it.
—left room (puzzle; witch specialty): as one steps in, it's positively empty of magic; if one isn't careful, they may suffer from magical exhaustion and need to step out into the foyer for rest. that said . . . immediately within this room are three objects: a petrified sapling, a high wooden pedestal, and a large glass marble with an emerald scale trapped within. the marble cannot be initially cracked. upon closer inspection of the room, there are channels in the floor which one can pour . . . something . . . into, and they pool around the sapling as their end. this puzzle can be solved by manifesting magic into a pure form for "water", and then using an imbued crystal as light shined through the marble once placed upon the pedestal, which will heal the sapling and cause it to wiggle happily. how this ultimately happens is up to you all, but it is worth noting that it might require some fine timing.
—right room (puzzle; monster specialty): as one steps in, it's positively overwhelming with magic in contrast; if one isn't careful, they may lose their minds and display unusual behavior, needing to step out for a bit until it releases itself from their systems. this magic stems from a sapling that's sick with it, glowing brightly within the center and to three spots against the walls. to solve this puzzle, one must form a "bond" with the sapling and take on the excess magic it holds while managing their own selves in order not to soak up too much. how this goes is ultimately up to you all, but it is worth noting that temporary bonds may prove very useful in this venture.
—center room (combat; both): the apparent "heart" of the tree, or so it would seem. unlike the other rooms, this one has no visible ceiling and the sounds of birds can be heard from high above. it's also . . . very . . . not "heart of the tree" like; where there should be a large pillar of heartwood within there is nothing, with a pit of darkness below and the aforementioned lack of ceiling above. the smell that drifts up from this pit is rotting and earthy. there are paths up and down, but before they can be thoroughly explored a roar deafens the room from below— a scritching, scratching sound aches painfully against the ears of those within the room and a giant maggot, pulsating with cwyld and infected wounds with birds still in it, turns its many-teethed maw at what it assumes is new food to consume.
it is steadfastly rooted in the pit, so it's an easy target to hit, but the hide is oddly thick for being a baby pest and oozes sticky liquid when attacks do make it through; while seemingly just gross, it will slowly dissolve whatever it lands on! the maggot also has a few choice moves it likes to do, which includes attempting to swallow, smash, and rollover whatever is in front of it, as well as spit acid. a combination of monster and magic is necessary to defeat it, as a monster's various natural weapons (including their inherent magic) are effective in busting through the thick skin while a witch's magic is key in killing it, as it regenerates otherwise. enough fighting will eventually slay the beast, and depending on how it's done it can fall back within the pit, crash against the ground, and even blow up! choose your own disgusting fate, just be mindful that it blowing up does mean its corrosive juices get everywhere and require extra hands to clean.
welcome to your tree dungeon, everyone. This isn't the last of it, and there's still plenty to do within if someone doesn't manage to sign up for this round... more details regarding other exploration will be given as needed as well, such any investigation towards the saplings as well as the up and down of the center room and the like. ]
( a huge thanks to the mods for most, if not all of this information to play with! any questions on how to proceed could be asked below! )

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