Claiming:Quests/The quest to steal Nemesis' scales

Name of Character: Analeese Sterling, Daughter of Nemesis God Parent: Nemesis, Goddess of Revenge and Divine Retribution.

Who is sending them on the Quest? Nemesis, she is sending Analeese and a cohort of demigods to infiltrate the security of her sanctuary and steal her scales in an exercise to test security, as a mortal attempted to infiltrate the sanctuary.

Dream if there was one:

Analeese,

I need your help, you've been training hard for two weeks. I know you can handle yourself out in the field, so this mission should be right up your alley. My ancient sanctuary has sheltered many who sought vengeance over the centuries, however it has been closed in modern times to protect my scales, necessary to weigh what is due. Recently a clear-sighted mortal dared to break into the sanctuary, as the defensive enchantments were set to apply only to non-mortals as the sanctuary is well hidden by the mist. Luckily I was able to bring justice upon the intruder, however I had to reset the enchantments to apply to mortals too. Your quest, Analeese is to break into my sanctuary with a small team and test the security by trying to steal the scales for yourselves. Although fighting is almost second nature to you by now, I promise it will be a challenge. Succeed and I will be most grateful.

Nemesis

General idea behind the details of the quest:

Leaving Camp- This short scene allows the campers to introduce themselves, and acts as a placeholder while they leave the camp to get to know one another. They get into an SUV or find transport to take them to the current location of Nemesis' sanctuary.

The Door- The heroes walk through a giant cave, located near one of the great lakes. It is covered in graffiti and spray paint to disguise the entrance to mortals. At the end of a cave is a giant door, this door is shaped like the yin/yang symbol and can only be opened by a child of Nemesis. Stymphalian Birds will attack the heroes, and act as a warning alarm for those who try to approach the door.

First Floor- This is a room where the tiles are spaced across in black and white checks across the floor, the room is paved with torches and pillars which show various riddles. To cross the floor, the team must work together to answer these riddles and cross to the other side. This tests the mental ability of the user, presumably a child of Nemesis to check their intellectual prowess. The floor collapses inwards if the user gets an answer wrong and gets smaller and smaller, requiring a larger leap to get to the extended rope ladder.

Second floor- This room tests the physical prowess of the team. The room has a high ceiling, leading as far as the eye can see. The only way to get to the top is by climbing the moving pillars and correctly timing any jumps, furthermore the team has to work together to reach several unreachable ledges by use of their powers. If anyone falls, they are caught by a static field; however they are then tossed down the giant hole which leads to the first level. If they fall a second time, the intruder is thrown straight into a hell-hound pit. Near the top are several balancing beams, only a few inches wide which require the innate balance of a child of Nemesis to easily cross, however other demigods can reach the top through other means.

Third floor- The third room tests mental strength. This room is completely white-washed, and there is a blinding light. What happens next depends on the mental experiences of the heroes. Something that symbolizes the demigod's hatred/need for revenge will form, the demigods will be able to see each other's visions and will need to fight them together. This can take place as a physical battle or a mental battle. Eventually the visions will disappear, and the heroes will be allowed to press on.

Repreive-

This is an opportunity for the heroes to rest, as Nemesis has constructed it specifically for the test. The room is small, practically a cupboard compared to the rest of the building with a small window overlooking a series of random acts of revenge- there is a small table with squares of ambrosia, water and some orange juice. Bedrolls are also provided if anyone wishes to sleep in the small room.

Fourth Floor- The final floor is a large room. A silver set of scales is perched on a pedestal. They're separated by a large pool, mimicking the one Narcissus drowned in. The pool shows reflections of the demigods' deeply hidden memories. The only way across is a small bridge, however the demigods cannot cross this bridge. The only way they can do this is by being fully balanced and discarding a memory of their choice into the pool. Then they will be able to collect the scales.

General idea of monsters they may encounter: Stymphalian Birds, Hellhound pit (possible), Their own memories/themselves, The Hydra (saved at the last minute by Nemesis?)

End game: The team try to collect the scales after the arduous ascent, however they are dropped down into a giant pit which lands into one of the Great Lakes. This houses the Hydra, the team fight it for a short while before they are able to shadow travel/get saved by Nemesis or another deity. Although Nemesis has caught the intruder, she surmises that he has been sent by someone else. The goddess is pleased at the teams work and gives them some form of small reward for testing out the security for the fake scales and keeping her secret.

General idea of locations planned: Camp Half-Blood, Sanctuary of Nemesis, located somewhere near the Great Lakes.

Number of questers desired (2 to 5 besides the leader): Nemesis will only allow Analeese and 2/3 demigods of her choice safe passage through her sanctuary for a short period of time.

1: Daveyd Otounach (quest to resume when Freth returns to activity.)

2: One of Gruff's characters.

3: Ambrose Morrissey, son of Lyssa (to be done when he reaches lvl 3)