Post by Samson on Jan 27, 2021 15:41:36 GMT -5
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Titan's Rest
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Titan's Rest: Within the contorting new mana zone to the far south of the frontier, separating the deadlands between the Diamond and Clover Kingdoms, Titan's Rest is a graveyard for giants from an ancient battle thousands of years in the past. Within this mana zone, the bodies of countless giants dead through violent litter the walls, forming skeletal mountains and walkways. Within the body of one of these massive corpses, a portal has formed. Shimmering and contorting, as the sounds of battle fill the air, echoing out from within.
Dungeon’s Location: Forsaken Region
Dungeon’s Rank: Grand
Minimum Player Requirements: 2
Entering the Portal: To enter the portal first one must locate it. Scaling through the mountains and canyons, examining the massive skeletons and following the sounds of battle until locating the entryway. In order to do this the party must spend at least [1,000 Words] locating the portal entrance itself. This requirement is removed if one of the players has a tracking spell of [Senior] rank in use or [Tier 3 Ki], or halved if the searching is done why [Flying].
Boss Room
Word Count: 3,000
Description: As you enter into the portal, you find yourselves transported into a shimmering world of the past. You stand before a great plain, where great giant warriors are engaged in ruthless battle. Bodies fall, shaking the earth with the impact. Casual swings of the blades cause small gusts of wind that knock over those without proper balance and strength. The chaos of an all-out war is around you, with no direction in sight on what to do next.
Floor’s Gimmick: Every post, if the character does not have at least [Intermediate Strength], [Flight] active, [Tier 1 Ki], or [20 m/s Speed] the characters are knocked prone from the chaos and suffer [Intermediate Damage] while having to struggle back to their feet.
To locate the exit of this floor you must have at least [Tier 3 Ki], [120 Sensory], or the party must defeat the numerous Giants on this floor to calm the chaos and be able to search without ducking about and avoiding them all. Alternatively, finding a way to make them stop fighting for a time would also give you the peace required to locate the small set of steps that lead down from the plain and into a massive canyon.
Enemies: Fangor & 1d6+3 [Giant Warriors] per character/NPC.
Name: Fangor
Rank: Grand+
Health Threshold: Archmagex2
Mana Skin: Senior
Speed: 30 m/s
Strength: Grand+Senior
Element Affinity: Earth
Magical Abilities: Capable of casting 3-4 Senior Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
Description: Standing at sixteen feet, Fangor is the Captain of the offensive against this clan of Giants found in the canyon. He is well equipped with a powerful warhammer, and full plate armor compared to his soldiers. An incredibly strong foe to face in the entry point of this Dungeon, perhaps a warning to those that see to turn back if they feel they aren't ready to face such raw might and size. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Giant Warrior
Rank: Grand
Health Threshold: Archmage
Mana Skin: Intermediate
Speed: 20 m/s
Strength: Grand
Element Affinity: Various Copper Elements.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
Description: Standing at nearly fourteen feet in height wielding various weapons, wearing thick armor crafted from what appears to be multiple layers of animal and human skins. These Giant warriors are from a period before the era of Grimoire, as such, they hold devastating raw magical power and abilities, but hold very little refined spells or control. Only capable of a few basic spells that make up for their simplicity with raw, devastating sheer force and power. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Room 1 + Route Choice
Word Count: 2,500
Description: Stepping down the thin steps leading along the side of this canyon wall, you quickly discover that the battle continues further down within the Canyon depths. However, this is not due to traveling the steps but instead appears to be due to one of these Giant Clan's living within the Canyon itself. The other Clan invading, driving them back into the Canyon. This causes the ground to shake occasionally from the clashes, but the distance ensures you're not knocked over this time.
Within the Canyon itself are dozens of the same Giant Warriors you saw before, but these steps don't continue all the way down to them. Instead, it turns and leads your party into a smaller doorway at just barely six feet in height, wide enough for single-file lines. This tunnel leads into the mountain and has clear dwarven architecture for those that follow this path. At this point you are faced with a choice.
You may [Fly] down, or with superior physical traits capable of moving at [30 m/s] with [Intermediate] strength may rapidly scale the cliff safely. Doing so causes you to directly engage the Giants as they will see you as an invading enemy, and trigger you following the [Invasion] route found below. The other option is to follow this tunnel, which will lead you into the [Dwarven Ruins] route found below. Make your choice, and begin your new path.
Floor’s Gimmick: Should a choice not be made within at least two posts from each of the party, if an illusion spell is not used to hide the entire party of [Intermediate] rank or higher, the Giants will notice you. Instantly attacking you, and forcing you to choose the [Invasion] route.
Room 1
Word Count: 5,000
Description: You have chosen, or been forced into, the Invasion route. Now you are careening toward the small army of Giants that guard this canyon entrance. The walls are decorated in elaborate, grand carvings that delve into massive buildings within the canyon's side underground. However, you have little time to admire the beautiful architecture as you are set upon by dozens of [Giant Warriors] alongside several higher-ranking [Giant Commanders] that guard this area.
Once all the Giants lay defeated at your hands, you face several options to enter the cave network. However, most resist you, as if these altered dimensions of the past could only provide you so many options and opportunities. Only one seems to react, allowing you to push into the darkness. A massive tunnel elaborately carved that leads into the darkness to the north underground.
Floor’s Gimmick: Now that you are directly engaged, the same effects that happened on the plain begin. Every post, if the character does not have at least [Intermediate Strength], [Flight] active, [Tier 1 Ki], or [20 m/s Speed] the characters are knocked prone from the chaos and suffer [Intermediate Damage] while having to struggle back to their feet.
Enemies: 12 Base [Giant Warriors], with 1d6+2 extra per character/NPC. As well as 2 Base [Giant Commanders], with +1 extra per character/NPC.
Name: Giant Warrior
Rank: Grand
Health Threshold: Archmage
Mana Skin: Intermediate
Speed: 20 m/s
Strength: Grand
Element Affinity: Various Copper Elements.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
Description: Standing at nearly fourteen feet in height wielding various weapons, wearing thick armor crafted from what appears to be multiple layers of animal and human skins. These Giant warriors are from a period before the era of Grimoire, as such, they hold devastating raw magical power and abilities, but hold very little refined spells or control. Only capable of a few basic spells that make up for their simplicity with raw, devastating sheer force and power. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Giant Commander
Rank: Grand+
Health Threshold: Archmage
Mana Skin: Grand
Speed: 25 m/s
Strength: Grand
Element Affinity: Various Gold Elements.
Magical Abilities: Capable of casting 3 Grand Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
Description: Standing at nearly sixteen feet in height wielding well-crafted stone and metal weapons, wearing thick armor crafted from thick metals. These Giants are similar to their warriors, however, they hold far more mystical control despite lacking Grimoire. They are more intelligent, providing instructions and tactics against your party, and will use their superior magic to boost themselves even further in battle. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Word Count per Room: 2,500
Room 1
Description: As you enter into the primary tunnel, led into the dark you find yourselves igniting clusters of gems that hang from the roof akin to chandeliers. Dim golden light floods the tunnel, allowing you vision as you see the tunnel open up before you into another massive room. Here, you see a single Giant holding whip shouting orders to what appear to be small humanoids rushing about, arming and leveling several massive war machines, ballista at the party.
Floor’s Gimmick: On entry the part will be fired upon by the three massive ballistae. The bolts will hit a 5m radius aimed at the doorway and are infused with magic. Striking with 140 Power with each dealing [Grand] damage to anything that they make contact with. After these are fired the enemies will then attack with the dwarves using their Crossbows, and the Giant commanding them.
If the [Giant Slavemaster] is defeated before the Dwarves will immediately surrender. However, as long as the Slavemaster is conscious the Dwarves will literally sacrifice themselves without hesitation to protect their master. Runes glow on the dwarves' necks, making it likely some form of slave-magic that dominates their wills. These Dwarves will refuse to help you further into the caves, but will retreat into smaller side tunnels to escape.
Enemies: One [Giant Slavemaster], and a base of 12 [Dwarven Slaves] with an extra 2d6+2 Dwarves per character/NPC.
Room 2
Description: Continuing on through the main tunnel, your party hears the sound of arrows suddenly flying through the air. These barrage into the tunnel around you, aiming to shred you to bits as more dwarven slaves are seen through arrow-slits surrounding this tunnel from all sides. You must either run through and risk injuries, or use an attack that passes through the slits or walls to target your attackers that cannot be seen.
Floor’s Gimmick: Every post everyone in the tunnel will suffer [Senior] damage at the start of their post. This tunnel requires [100m/s] to clear in one post, [50m/s] to clear in two posts, [25m/s] to clear in three posts, and finally [10m/s] to clear in four posts. If the dwarves are targeted through the walls and slits through specialized spells, then they have the same statistics as prior Dwarven Slaves. If half are defeated the damage is lowered to [Intermediate], and if all are defeated then the damage is removed.
Enemies: 24 set [Dwarven Slaves].
Room 3: Boss Room
Description: As you escape from the deadly tunnel, you stumble into a massive underground cathedral. Flooded with green and gold light, there are dozens of the same slaves aiming crossbows at you while well-outfited Giant Commanders begin to move toward you. Clearly intending to block you entry into a large staircase that delves deeper into the earth. At it's head is a single large Giant wielding a whip in one hand and a sword in the other, the Giant Chief's right hand, Rogard.
Floor’s Gimmick: Every post, if the character does not have at least [Intermediate Strength], [Flight] active, [Tier 1 Ki], or [20 m/s Speed] the characters are knocked prone from the chaos and suffer [Intermediate Damage] while having to struggle back to their feet. For every [Giant Commander] defeated, 6 [Dwarven Slaves] will escape the battle harmlessly.
Enemies: [Rogard] as well as a 24 set [Dwarven Slaves], along with 4 base [Giant Commanders] with +1 extra commander per character/NPC.
Boss Room
Word Count: 3,000
Description: After the long battle, pushing through the last room and entering the large staircase your party finds itself in front of a massive stone door reinforced with golden lining. When pushed open, a grand hall rests before you. Lined with great statues of stone giant lords from ages past, following a golden carpet that leads up to a single massive throne. Here sits the Giant Chieftain, Ko'Grun. Eyes slowly opening, a grin splits across his lips and he speaks in an ancient language too old for any to know. The stone statues then begin to glow, before lunging forward to attack the party while Ko'Grun rises. Dusting off his hands, and walking forward preparing to do battle against his invaders.
Floor’s Gimmick: The party is assaulted by six statues, each statue is unkillable, however. The statues attack moving at [30m/s] and [175 Power] dealing [Senior] damage with every attack each. They have [175 Durability], but even when attacked and shattered the parts will come forward and attack the party from new angles instead. The only way to stop the statutes is to kill Ko'Grun.
Enemies: [Ko'Grun]
Clearing the Dungeon: Upon Ko'Grun's defeat, the hall's light will slowly fade as the throne itself is revealed to be a massive chest. When opened, you will discover that there is a normal mountain of treasure. However, instead of any unique relics or runes, there is a single shining crown at its center holding engravings for gemstones to be placed, yet they are empty.
This gives the characters the NA "Kingslayer" as well as the unique item "Empty Crown", found below. This dungeon will not give an extra relic, stat, item, spell point, etc rolls. Only the base treasure, and this item.
Rank & Element: Pure Aura
Class & Type: Magic Accessory
Magic Specializations: Transfornation
Appearance & Lore:
An ancient crown from a bygone era, it appears to be Dwarven make, but it seems unfinished. Runes are etched into the material in elegant designs, and raw magic radiates from it. However it lacks any proper direction or focal points, having no actual gemstones placed within it. Perhaps there is more that can be done with it? For now hoever, it simply augments the wearers mana significantly. When worn the crown provides the user an extra [+50 Mana]. As well, the crown will contort and shift into the design that the wearer wishes, such as a thin circlet, or a heavy golden elaborate crown, etc.
Room 1
Word Count: 5,000
Description: You have entered the elaborate tunnel in favor of the stairwell down into the depths of the canyon. Entering this tunnel it becomes instantly clear that these are ancient ruins, far older than what was outside aside perhaps the weathered steps that had led you here. Entering this tunnel you are led along into an incredibly dark, and chilling tunnel that slowly winds in a spiral pattern down into the lower levels of this canyon wall. The deeper you go, the colder it becomes.
Eventually, fog begins to rise around your feet, then knees, until you are completely surrounded in the thick flowing mist. Within the mist, there is movement. Despite how tight the tunnels are for people of your size, if manageable, there appears to be space just enough for you to feel wisps of movement. A chill along your spine. A soft whisper on the air. Suddenly a cold hand grips each of you, and the word fills the air: "BETRAYER!" In a language you don't know, yet understand within your minds. A chilling attack washes over each of you.
Floor’s Gimmick: A lightsource is required from a spell or spell-like effect of [Grand] or greater to see through this fog. Alternatively, if you have [Tier 3 Ki] or [120 Sensory] you are able to move through it unhindered. If you lack these options, the word count for this room is doubled as you struggle through the downward sloping tunnel [Blind].
As well, you will suffer [Intermediate] cold damage at the start of your first post you're within this room. The second post this becomes [Senior], and third, it becomes [Grand]. This damage cannot be resisted or avoided, and the only method to avoid it is to escape the tunnel. No matter the case, once the wordcount to escape this tunnel is reached you are instantly all halted for an additional post. Forcing you to take the damage as found above, doubled before you are able to force through the specters and escape into the next room. (ie. If you're on your third post this deals [Archmage] damage. Be careful. The cold here can add up quickly for some.)
Through this tunnel, your party will be attacked by mental visions of the past. Vague images and words that form into the story of these two ancient tribes, one of the Dwarves that lived within this canyon and one of the Giants that tended the plains above. They were at peace, traded, and toiled together in times of war. The Dwarves were master craftsmen and provided armor and weaponry, gems and minerals. The Giants provided food and livestock. A grand peace was to be made with the declaration of two new Kings. The Giant King would be provided a gemstone that could be set in a crown of woven vines. The Dwarven King would be provided a crown of gold and magic, incomplete to represent the two clans' need for one another.
However, the new Giant King blinded by greed as they held a grand feast intending to be a celebration, they used their knowledge of plants to poison the dwarves. Stealing the crown for themselves, and taking the Dwarven mines. Enslaving the survivors. The honorable dwarves never quite passing on, due to their rage at this betrayal.
Any characters that have been betrayed in their lives, especially recently, will suffer [Intermediate] damage from the psychic assaults and pain.
At this point, characters are given a choice to turn back before they finish this room and instead choose the [Invasion Route] to reclaim the crown from the visions that the Giants now hold.
Enemies: N/A
Room 2: Boss Room
Word Count: 3,000
Description: As you stumble in through the spiral staircase, frozen and half-blinded from the fog the word still echoes out around you. Filling the chamber that you now find yourselves within. You sit within a grand hall lined with massive stone tables and benches. Once lined with expensive fabrics, full of tarnished golden goblets and platters. Hundreds of corpses sit at these tables, mostly skeletal laying across the tables in question.
As the word 'Betrayer' echos out around the room, you find yourselves facing hundreds of glowing teal orbs. The eye sockets of the various sinew-coated skeletons all glowing with undead life. Suddenly ghostly dwarven warriors flow from the corpses, straightening and wielding axes, blades, and crossbows. They hold the bearing of proud warriors and are nothing like their enslaved descendants within the Giant's lair.
The warriors will attack you from all angles, led by a single dwarf wielding a large spear. The specters attack from all sides as an organized force, chanting the same word, 'Betrayer' over and over. Not listening to reason, only seeming to run on bare sentience and rage.
Floor’s Gimmick: Should the party avoid confrontation, and lift up the [Empty Crown] saying they wish only to return what was stolen, the guards will stand down. Instead, only Falconmere will step forward and challenge your party to an honorable duel for him to prove your intentions.
Enemies: 24 set [Spectral Dwarven Warriors] +1d6+1 per character, as well as [Falconmere].
Number of Rooms: 7
Word Count per Room: 2,500
Description: Before you is a staircase leading further down that leads you through a series of rooms of various sorts. A kitchen, long-rotted bunkbeds for shifts of guard duty, a training hall and so forth. Within these various living rooms, now long rotted and caved in, you find various groups of spectral dwarves that rush to engage you. All shouting out their rage at the betrayal and unhonorable deaths they were forced to suffer at the hands of the poison and "cowards".
Floor’s Gimmick: Within these rooms the party suffers a loss of -5m/s to their speed and [Junior] damage every post from the intense chill creeping into their bodies. The will of this place itself attacking you. However, if you have defeated Falconmere in an honorably duel while holding the [Empty Crown] and truly intend to return it, this effect is removed and you must only face the specters.
Enemies: 1d6+3 [Spectral Dwarven Warriors] per room.
Room 1: Boss Room
Word Count: 5,000
Description: As you exit the final room, entering into the primary chamber you find yourself in a grand hall. Here, within the depths of the mountain, you face a large table of that sits seven dwarven skeletons long debilitated and rotting. All are wearing the tattered remains of elegant, well-made silks and various circlets and crowns. In the center is a throne, where one of them sits at a massive throne. Within his gnarled grasp is a shining gemstone.
Suddenly all seven of the skeletons swirl with spectral energy. Seven great Dwarven Heros standing before you, wielding various weapons. At their head is a single large Dwarf that stands a head above the rest. A single word fills your mind [Titan]. The name of this Dwarf before you, the king of his people now long dead, betrayed. An elegant saber rests within his hands, which he taps against the stone as miasma flows from his body to examine the party.
Floor’s Gimmick: Should you carry the [Empty Crown] and earnestly offer it to the King, he will raise a hand and cause the Hero's to all fall to a knee in a circle around him and the party. Lifting the blade, and speaking within their minds just as before [Prove yourselves to be of honor]. Before engaging the party alone. If this is attempted and it is a lie, he will bristle with rage. Seeing through your lies through some ancient magical means, and without a word he and the heroes will all engage you directly but gain the [Enraged] bonus effect.
However, if you are honest and refuse to offer the crown, making it clear you wish to claim your own ambitions, the Titan will sit. Impressed by your ambition and honesty, and lift a hand to the Heroes whom will engage you alone. The voice in your heads echoing [Prove your ambition]. After the Heroes fall, the King will give you all a single post to rest if you wish, before engaging you himself alone. With this route he will gain the [Honorable Rest] buff, instead.
Enemies: 6 [Dwarven Heroes] as well as [Titan] depending on your above choices.
Clearing the Dungeon: After the final spirit falls, a small gemstone crashes to the ground. This gemstone is specifically carved. If you have not yet acquired the [Empty Crown] then you have gained the item [Hope's Tear].
Rank & Element: Pure Aura
Class & Type: Magic Trinket
Magic Specializations: Not Applicable
Appearance & Lore:
A legendary gemstone pulled from the earth by the Dwarves and enchanted with their powerful magics. The enchantment was meant to bring hope and peace, acting as the second part to the crown that would be gifted the Dwarf-King as a sign of peace. It was named 'Hope'. After the betrayal, the rune was scratched, weakening the enchantment though a portion of its magic lingers within its surface. This gemstone provides the wearer with a [+3] to their [Power], [Durability], [Sensory], and [Control]. These buffs do not take up one of the characters 4 Buff slots.
If the [Empty Crown] has been obtained, both items begin to rapidly hum and when put within a foot of one another instantly combine. The gemstone magically sliding into the slot carved for it. The magic suddenly grows several times in potency, then hums into a quiet focused state. The various crowns decorating the other skeletal heads hum in return.
The skeleton sitting on the throne before you suddenly shifted, its bone hand shaking as it reaches out toward the crown. It is too weak to take it, the choice is your own. You may keep the crown, or offer it to the King. Only one of these routes can be chosen, after the route has been taken every time you return to this Dungeon, you will be controlled by a force beyond your control to repeat the same route you took before.
Route of Greed: The crown was something you hard earned, and it's yours. Turning your party exits and as you go each of you take a crown off the other skeletons much to their low groans of ire as the various copies of the crown resonate together, choosing you all as their new owners. You all acquire the [True Crown] item, 50% more gold and the NA "False King".
Rank & Element: Pure Aura
Class & Type: Magic Accessory
Magic Specializations: Not Applicable
Appearance & Lore:
An ancient crown from a bygone era, it appears to be Dwarven make, now finished with a glowing gemstone set in its center. Powerful magic pulses through it. Runes are etched into the material in elegant designs, and raw magic radiates from it. When worn the crown provides the user an extra [+50 Mana]. Now finished, the crown also provides the wearer with a [+3] to their [Power], [Durability], [Sensory], and [Control]. These buffs do not take up one of the characters 4 Buff slots, and ignore the caps as per usual. The crown will contort and shift into the design that the wearer wishes, such as a thin circlet, or a heavy golden elaborate crown, etc.
Route of Honor: The dead are to be respected, and as such you offer the old forgotten king his completed crown that was once meant to signify unity and peace of the two races. As the crown falls into place, a burst of energy suddenly washes over all the party. Magic flows into your bodies, amplifying your natural control. The benefits perhaps not as potent as the crown, yet you feel a wave of relief and dignity return to you. You all gain a permanent [+30 Mana], a gem that gives the owner 50% off 30 stats wc, as well as acquiring the NA "True King".
If you choose either route you forfit all additional rolls regardless of perks on your first clear. Afterwards you do not gain replica's of these items or permanent benefits and instead gain standard rolls as per normal. The designed loot for either route can be turned down in place of traditional rolls (including perks and sensory if you have them) and the NA "My Own Destiny", if you choose either route you will never be able to claim this NA. You can only ever choose one route meaning no matter how many times you run this dungeon you will never gain both rewards. If you choose either route you forfit all additional rolls regardless of perks.
The first group to complete this dungeon gains the NA "Legend Relived"
Titan's Rest: Within the contorting new mana zone to the far south of the frontier, separating the deadlands between the Diamond and Clover Kingdoms, Titan's Rest is a graveyard for giants from an ancient battle thousands of years in the past. Within this mana zone, the bodies of countless giants dead through violent litter the walls, forming skeletal mountains and walkways. Within the body of one of these massive corpses, a portal has formed. Shimmering and contorting, as the sounds of battle fill the air, echoing out from within.
Dungeon’s Location: Forsaken Region
Dungeon’s Rank: Grand
Minimum Player Requirements: 2
Entering the Portal: To enter the portal first one must locate it. Scaling through the mountains and canyons, examining the massive skeletons and following the sounds of battle until locating the entryway. In order to do this the party must spend at least [1,000 Words] locating the portal entrance itself. This requirement is removed if one of the players has a tracking spell of [Senior] rank in use or [Tier 3 Ki], or halved if the searching is done why [Flying].
[attr="class","genheader"]Entrance | Floor 1
Boss Room
Word Count: 3,000
Description: As you enter into the portal, you find yourselves transported into a shimmering world of the past. You stand before a great plain, where great giant warriors are engaged in ruthless battle. Bodies fall, shaking the earth with the impact. Casual swings of the blades cause small gusts of wind that knock over those without proper balance and strength. The chaos of an all-out war is around you, with no direction in sight on what to do next.
Floor’s Gimmick: Every post, if the character does not have at least [Intermediate Strength], [Flight] active, [Tier 1 Ki], or [20 m/s Speed] the characters are knocked prone from the chaos and suffer [Intermediate Damage] while having to struggle back to their feet.
To locate the exit of this floor you must have at least [Tier 3 Ki], [120 Sensory], or the party must defeat the numerous Giants on this floor to calm the chaos and be able to search without ducking about and avoiding them all. Alternatively, finding a way to make them stop fighting for a time would also give you the peace required to locate the small set of steps that lead down from the plain and into a massive canyon.
Enemies: Fangor & 1d6+3 [Giant Warriors] per character/NPC.
Name: Fangor
Rank: Grand+
Health Threshold: Archmagex2
Mana Skin: Senior
Speed: 30 m/s
Strength: Grand+Senior
Element Affinity: Earth
Magical Abilities: Capable of casting 3-4 Senior Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
- Power: 175
- Durability: 175
- Sensory: 60
- Mana: 200 (+15/30 Regen)
- Control: 60
Description: Standing at sixteen feet, Fangor is the Captain of the offensive against this clan of Giants found in the canyon. He is well equipped with a powerful warhammer, and full plate armor compared to his soldiers. An incredibly strong foe to face in the entry point of this Dungeon, perhaps a warning to those that see to turn back if they feel they aren't ready to face such raw might and size. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Giant Warrior
Rank: Grand
Health Threshold: Archmage
Mana Skin: Intermediate
Speed: 20 m/s
Strength: Grand
Element Affinity: Various Copper Elements.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
- Power: 175
- Durability: 175
- Sensory: 25
- Mana: 100 (+15/30 Regen)
- Control: 25
Description: Standing at nearly fourteen feet in height wielding various weapons, wearing thick armor crafted from what appears to be multiple layers of animal and human skins. These Giant warriors are from a period before the era of Grimoire, as such, they hold devastating raw magical power and abilities, but hold very little refined spells or control. Only capable of a few basic spells that make up for their simplicity with raw, devastating sheer force and power. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
[attr="class","genheader"]Into the Canyon | Floor 2
Room 1 + Route Choice
Word Count: 2,500
Description: Stepping down the thin steps leading along the side of this canyon wall, you quickly discover that the battle continues further down within the Canyon depths. However, this is not due to traveling the steps but instead appears to be due to one of these Giant Clan's living within the Canyon itself. The other Clan invading, driving them back into the Canyon. This causes the ground to shake occasionally from the clashes, but the distance ensures you're not knocked over this time.
Within the Canyon itself are dozens of the same Giant Warriors you saw before, but these steps don't continue all the way down to them. Instead, it turns and leads your party into a smaller doorway at just barely six feet in height, wide enough for single-file lines. This tunnel leads into the mountain and has clear dwarven architecture for those that follow this path. At this point you are faced with a choice.
You may [Fly] down, or with superior physical traits capable of moving at [30 m/s] with [Intermediate] strength may rapidly scale the cliff safely. Doing so causes you to directly engage the Giants as they will see you as an invading enemy, and trigger you following the [Invasion] route found below. The other option is to follow this tunnel, which will lead you into the [Dwarven Ruins] route found below. Make your choice, and begin your new path.
Floor’s Gimmick: Should a choice not be made within at least two posts from each of the party, if an illusion spell is not used to hide the entire party of [Intermediate] rank or higher, the Giants will notice you. Instantly attacking you, and forcing you to choose the [Invasion] route.
[attr="class","genheader"]Invasion Route | Floor 3
Room 1
Word Count: 5,000
Description: You have chosen, or been forced into, the Invasion route. Now you are careening toward the small army of Giants that guard this canyon entrance. The walls are decorated in elaborate, grand carvings that delve into massive buildings within the canyon's side underground. However, you have little time to admire the beautiful architecture as you are set upon by dozens of [Giant Warriors] alongside several higher-ranking [Giant Commanders] that guard this area.
Once all the Giants lay defeated at your hands, you face several options to enter the cave network. However, most resist you, as if these altered dimensions of the past could only provide you so many options and opportunities. Only one seems to react, allowing you to push into the darkness. A massive tunnel elaborately carved that leads into the darkness to the north underground.
Floor’s Gimmick: Now that you are directly engaged, the same effects that happened on the plain begin. Every post, if the character does not have at least [Intermediate Strength], [Flight] active, [Tier 1 Ki], or [20 m/s Speed] the characters are knocked prone from the chaos and suffer [Intermediate Damage] while having to struggle back to their feet.
Enemies: 12 Base [Giant Warriors], with 1d6+2 extra per character/NPC. As well as 2 Base [Giant Commanders], with +1 extra per character/NPC.
Name: Giant Warrior
Rank: Grand
Health Threshold: Archmage
Mana Skin: Intermediate
Speed: 20 m/s
Strength: Grand
Element Affinity: Various Copper Elements.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
- Power: 175
- Durability: 175
- Sensory: 25
- Mana: 100 (+15/30 Regen)
- Control: 25
Description: Standing at nearly fourteen feet in height wielding various weapons, wearing thick armor crafted from what appears to be multiple layers of animal and human skins. These Giant warriors are from a period before the era of Grimoire, as such, they hold devastating raw magical power and abilities, but hold very little refined spells or control. Only capable of a few basic spells that make up for their simplicity with raw, devastating sheer force and power. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Giant Commander
Rank: Grand+
Health Threshold: Archmage
Mana Skin: Grand
Speed: 25 m/s
Strength: Grand
Element Affinity: Various Gold Elements.
Magical Abilities: Capable of casting 3 Grand Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
- Power: 175
- Durability: 175
- Sensory: 25
- Mana: 200 (+15/30 Regen)
- Control: 75
Description: Standing at nearly sixteen feet in height wielding well-crafted stone and metal weapons, wearing thick armor crafted from thick metals. These Giants are similar to their warriors, however, they hold far more mystical control despite lacking Grimoire. They are more intelligent, providing instructions and tactics against your party, and will use their superior magic to boost themselves even further in battle. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
[attr="class","genheader"]Invasion Route | Floor 4
Word Count per Room: 2,500
Room 1
Description: As you enter into the primary tunnel, led into the dark you find yourselves igniting clusters of gems that hang from the roof akin to chandeliers. Dim golden light floods the tunnel, allowing you vision as you see the tunnel open up before you into another massive room. Here, you see a single Giant holding whip shouting orders to what appear to be small humanoids rushing about, arming and leveling several massive war machines, ballista at the party.
Floor’s Gimmick: On entry the part will be fired upon by the three massive ballistae. The bolts will hit a 5m radius aimed at the doorway and are infused with magic. Striking with 140 Power with each dealing [Grand] damage to anything that they make contact with. After these are fired the enemies will then attack with the dwarves using their Crossbows, and the Giant commanding them.
If the [Giant Slavemaster] is defeated before the Dwarves will immediately surrender. However, as long as the Slavemaster is conscious the Dwarves will literally sacrifice themselves without hesitation to protect their master. Runes glow on the dwarves' necks, making it likely some form of slave-magic that dominates their wills. These Dwarves will refuse to help you further into the caves, but will retreat into smaller side tunnels to escape.
Enemies: One [Giant Slavemaster], and a base of 12 [Dwarven Slaves] with an extra 2d6+2 Dwarves per character/NPC.
Name: Giant Slavemaster
Rank: Grand+
Health Threshold: Archmage
Mana Skin: Grand
Speed: 15 m/s
Strength: Senior
Element Affinity: Chain
Magical Abilities: Capable of casting 5 Grand Rank Spells from Physical Enhancement, Restraining, Hex & Curse & Supplementary Creation. Usually focus on buffing the dwarves while restraining and cursing the party so that the attacks deal that much more damage and the amount of spells they can use is minimized.
Stats:
Description: Standing at thirteen feet in height this Giant is shorter and more rotund than the others you've met thus far. Wearing no armor and instead a simple tunic outfit with leathers, wielding an extended whip. This Giant seems to specialize as an oddity among his people, using restraining magic infused with hexes and curses to shut down the party. Injuring them and debuffing them while amplifying the dwarves, augmenting them even further. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Dwarven Slave
Rank: Senior
Health Threshold: Grand
Mana Skin: Junior
Speed: 5 m/s
Strength: Senior
Element Affinity: Various Copper to Silver Elements.
Magical Abilities: Capable of casting 1-2 SeniorRank Spells from Physical Enhancement and Attack Creation. Focus on enhancing themselves and then just bombing their attackers with their crossbows and long-ranged magic.
Stats:
Description: Standing at only three to four feet, but built stout and strong, these Dwarves have empty eyes as if completely broken. A single rune glows from the back of their necks. The dwarves are armed with powerful crossbows and basic thick cloth armor.
Rank: Grand+
Health Threshold: Archmage
Mana Skin: Grand
Speed: 15 m/s
Strength: Senior
Element Affinity: Chain
Magical Abilities: Capable of casting 5 Grand Rank Spells from Physical Enhancement, Restraining, Hex & Curse & Supplementary Creation. Usually focus on buffing the dwarves while restraining and cursing the party so that the attacks deal that much more damage and the amount of spells they can use is minimized.
Stats:
- Power: 120
- Durability: 175
- Sensory: 25
- Mana: 200 (+15/30 Regen)
- Control: 175
Description: Standing at thirteen feet in height this Giant is shorter and more rotund than the others you've met thus far. Wearing no armor and instead a simple tunic outfit with leathers, wielding an extended whip. This Giant seems to specialize as an oddity among his people, using restraining magic infused with hexes and curses to shut down the party. Injuring them and debuffing them while amplifying the dwarves, augmenting them even further. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Dwarven Slave
Rank: Senior
Health Threshold: Grand
Mana Skin: Junior
Speed: 5 m/s
Strength: Senior
Element Affinity: Various Copper to Silver Elements.
Magical Abilities: Capable of casting 1-2 SeniorRank Spells from Physical Enhancement and Attack Creation. Focus on enhancing themselves and then just bombing their attackers with their crossbows and long-ranged magic.
Stats:
- Power: 140
- Durability: 80
- Sensory: 80
- Mana: 120 (+15/30 Regen)
- Control: 80
Description: Standing at only three to four feet, but built stout and strong, these Dwarves have empty eyes as if completely broken. A single rune glows from the back of their necks. The dwarves are armed with powerful crossbows and basic thick cloth armor.
Room 2
Description: Continuing on through the main tunnel, your party hears the sound of arrows suddenly flying through the air. These barrage into the tunnel around you, aiming to shred you to bits as more dwarven slaves are seen through arrow-slits surrounding this tunnel from all sides. You must either run through and risk injuries, or use an attack that passes through the slits or walls to target your attackers that cannot be seen.
Floor’s Gimmick: Every post everyone in the tunnel will suffer [Senior] damage at the start of their post. This tunnel requires [100m/s] to clear in one post, [50m/s] to clear in two posts, [25m/s] to clear in three posts, and finally [10m/s] to clear in four posts. If the dwarves are targeted through the walls and slits through specialized spells, then they have the same statistics as prior Dwarven Slaves. If half are defeated the damage is lowered to [Intermediate], and if all are defeated then the damage is removed.
Enemies: 24 set [Dwarven Slaves].
Name: Dwarven Slave
Rank: Senior
Health Threshold: Grand
Mana Skin: Junior
Speed: 5 m/s
Strength: Senior
Element Affinity: Various Copper to Silver Elements.
Magical Abilities: Capable of casting 1-2 SeniorRank Spells from Physical Enhancement and Attack Creation. Focus on enhancing themselves and then just bombing their attackers with their crossbows and long-ranged magic.
Stats:
Description: Standing at only three to four feet, but built stout and strong, these Dwarves have empty eyes as if completely broken. A single rune glows from the back of their necks. The dwarves are armed with powerful crossbows and basic thick cloth armor.
Rank: Senior
Health Threshold: Grand
Mana Skin: Junior
Speed: 5 m/s
Strength: Senior
Element Affinity: Various Copper to Silver Elements.
Magical Abilities: Capable of casting 1-2 SeniorRank Spells from Physical Enhancement and Attack Creation. Focus on enhancing themselves and then just bombing their attackers with their crossbows and long-ranged magic.
Stats:
- Power: 140
- Durability: 80
- Sensory: 80
- Mana: 120 (+15/30 Regen)
- Control: 80
Description: Standing at only three to four feet, but built stout and strong, these Dwarves have empty eyes as if completely broken. A single rune glows from the back of their necks. The dwarves are armed with powerful crossbows and basic thick cloth armor.
Room 3: Boss Room
Description: As you escape from the deadly tunnel, you stumble into a massive underground cathedral. Flooded with green and gold light, there are dozens of the same slaves aiming crossbows at you while well-outfited Giant Commanders begin to move toward you. Clearly intending to block you entry into a large staircase that delves deeper into the earth. At it's head is a single large Giant wielding a whip in one hand and a sword in the other, the Giant Chief's right hand, Rogard.
Floor’s Gimmick: Every post, if the character does not have at least [Intermediate Strength], [Flight] active, [Tier 1 Ki], or [20 m/s Speed] the characters are knocked prone from the chaos and suffer [Intermediate Damage] while having to struggle back to their feet. For every [Giant Commander] defeated, 6 [Dwarven Slaves] will escape the battle harmlessly.
Enemies: [Rogard] as well as a 24 set [Dwarven Slaves], along with 4 base [Giant Commanders] with +1 extra commander per character/NPC.
Name: Dwarven Slave
Rank: Senior
Health Threshold: Grand
Mana Skin: Junior
Speed: 5 m/s
Strength: Senior
Element Affinity: Various Copper to Silver Elements.
Magical Abilities: Capable of casting 1-2 SeniorRank Spells from Physical Enhancement and Attack Creation. Focus on enhancing themselves and then just bombing their attackers with their crossbows and long-ranged magic.
Stats:
Description: Standing at only three to four feet, but built stout and strong, these Dwarves have empty eyes as if completely broken. A single rune glows from the back of their necks. The dwarves are armed with powerful crossbows and basic thick cloth armor.
Name: Giant Commander
Rank: Grand+
Health Threshold: Archmage
Mana Skin: Grand
Speed: 25 m/s
Strength: Grand
Element Affinity: Various Gold Elements.
Magical Abilities: Capable of casting 3 Grand Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
Description: Standing at nearly sixteen feet in height wielding well-crafted stone and metal weapons, wearing thick armor crafted from thick metals. These Giants are similar to their warriors, however, they hold far more mystical control despite lacking Grimoire. They are more intelligent, providing instructions and tactics against your party, and will use their superior magic to boost themselves even further in battle. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Rogard
Rank: Grand+
Health Threshold: Archmagex2
Mana Skin: Archmage
Speed: 30 m/s
Strength: Grand+Senior
Element Affinity: Bone
Magical Abilities: Capable of casting 5 Grand Rank Spells from Physical Enhancement, Restraint, Supplementary Creation, and Hex & Curse Magic. He will debuff and restrain the party while buffing the Dwarves and Giants, enhancing his own body with magic, and charging into the party for physical combat.
Stats:
Description: Standing at twenty feet in height wielding a whip in one hand and blade in the other, wearing elaborate plate armor. Rogard is a towering monster of a Giant, wielding powerful magic to enhance his allies, shut down his opponents and rampage through the enemy with raw physical prowess. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Rank: Senior
Health Threshold: Grand
Mana Skin: Junior
Speed: 5 m/s
Strength: Senior
Element Affinity: Various Copper to Silver Elements.
Magical Abilities: Capable of casting 1-2 SeniorRank Spells from Physical Enhancement and Attack Creation. Focus on enhancing themselves and then just bombing their attackers with their crossbows and long-ranged magic.
Stats:
- Power: 140
- Durability: 80
- Sensory: 80
- Mana: 120 (+15/30 Regen)
- Control: 80
Description: Standing at only three to four feet, but built stout and strong, these Dwarves have empty eyes as if completely broken. A single rune glows from the back of their necks. The dwarves are armed with powerful crossbows and basic thick cloth armor.
Name: Giant Commander
Rank: Grand+
Health Threshold: Archmage
Mana Skin: Grand
Speed: 25 m/s
Strength: Grand
Element Affinity: Various Gold Elements.
Magical Abilities: Capable of casting 3 Grand Rank Spells from Physical Enhancement, Defense Creation & Attack Creation. Usually focus on buffing their Speed, and using Defense/Attack Creation for ranged combat effects.
Stats:
- Power: 175
- Durability: 175
- Sensory: 25
- Mana: 200 (+15/30 Regen)
- Control: 75
Description: Standing at nearly sixteen feet in height wielding well-crafted stone and metal weapons, wearing thick armor crafted from thick metals. These Giants are similar to their warriors, however, they hold far more mystical control despite lacking Grimoire. They are more intelligent, providing instructions and tactics against your party, and will use their superior magic to boost themselves even further in battle. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Name: Rogard
Rank: Grand+
Health Threshold: Archmagex2
Mana Skin: Archmage
Speed: 30 m/s
Strength: Grand+Senior
Element Affinity: Bone
Magical Abilities: Capable of casting 5 Grand Rank Spells from Physical Enhancement, Restraint, Supplementary Creation, and Hex & Curse Magic. He will debuff and restrain the party while buffing the Dwarves and Giants, enhancing his own body with magic, and charging into the party for physical combat.
Stats:
- Power: 175
- Durability: 175
- Sensory: 60
- Mana: 300 (+15/30 Regen)
- Control: 175
Description: Standing at twenty feet in height wielding a whip in one hand and blade in the other, wearing elaborate plate armor. Rogard is a towering monster of a Giant, wielding powerful magic to enhance his allies, shut down his opponents and rampage through the enemy with raw physical prowess. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
[attr="class","genheader"]Invasion Route | Floor 5
Boss Room
Word Count: 3,000
Description: After the long battle, pushing through the last room and entering the large staircase your party finds itself in front of a massive stone door reinforced with golden lining. When pushed open, a grand hall rests before you. Lined with great statues of stone giant lords from ages past, following a golden carpet that leads up to a single massive throne. Here sits the Giant Chieftain, Ko'Grun. Eyes slowly opening, a grin splits across his lips and he speaks in an ancient language too old for any to know. The stone statues then begin to glow, before lunging forward to attack the party while Ko'Grun rises. Dusting off his hands, and walking forward preparing to do battle against his invaders.
Floor’s Gimmick: The party is assaulted by six statues, each statue is unkillable, however. The statues attack moving at [30m/s] and [175 Power] dealing [Senior] damage with every attack each. They have [175 Durability], but even when attacked and shattered the parts will come forward and attack the party from new angles instead. The only way to stop the statutes is to kill Ko'Grun.
Enemies: [Ko'Grun]
Name: Ko'Grun
Rank: Grand+
Health Threshold: Archmagex3
Mana Skin: Archmagex2
Speed: 30 m/s
Strength: Archmage
Element Affinity: Gold
Magical Abilities: Capable of casting 6 Grand Rank Spells from Physical Enhancement, Attack Creation and Healing. He will buff his power, strength, speed and endurance himself while constantly regenerating with healing magic, before engaging in physical unarmed combat.
Stats:
Description: Unlike the other Giants that have come before, the imposing figure of Ko'Grun isn't nearly as tall as some. Standing at just over twelve feet, but built with incredibly thick muscles. Ko'Grun is covered in scars, wielding no weapons and instead relying entirely on brute power, speed, and his magic to devastate his opponents. He has gained his rank and status through raw power and combat experience. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Rank: Grand+
Health Threshold: Archmagex3
Mana Skin: Archmagex2
Speed: 30 m/s
Strength: Archmage
Element Affinity: Gold
Magical Abilities: Capable of casting 6 Grand Rank Spells from Physical Enhancement, Attack Creation and Healing. He will buff his power, strength, speed and endurance himself while constantly regenerating with healing magic, before engaging in physical unarmed combat.
Stats:
- Power: 175
- Durability: 175
- Sensory: 80
- Mana: 500 (+30/45 Regen)
- Control: 175
Description: Unlike the other Giants that have come before, the imposing figure of Ko'Grun isn't nearly as tall as some. Standing at just over twelve feet, but built with incredibly thick muscles. Ko'Grun is covered in scars, wielding no weapons and instead relying entirely on brute power, speed, and his magic to devastate his opponents. He has gained his rank and status through raw power and combat experience. Giants naturally half any [Knockbacks] they would normally suffer, as well as reducing any damage they take to their [Health] by one rank.
Clearing the Dungeon: Upon Ko'Grun's defeat, the hall's light will slowly fade as the throne itself is revealed to be a massive chest. When opened, you will discover that there is a normal mountain of treasure. However, instead of any unique relics or runes, there is a single shining crown at its center holding engravings for gemstones to be placed, yet they are empty.
This gives the characters the NA "Kingslayer" as well as the unique item "Empty Crown", found below. This dungeon will not give an extra relic, stat, item, spell point, etc rolls. Only the base treasure, and this item.
Empty Crown
Rank & Element: Pure Aura
Class & Type: Magic Accessory
Magic Specializations: Transfornation
Appearance & Lore:
An ancient crown from a bygone era, it appears to be Dwarven make, but it seems unfinished. Runes are etched into the material in elegant designs, and raw magic radiates from it. However it lacks any proper direction or focal points, having no actual gemstones placed within it. Perhaps there is more that can be done with it? For now hoever, it simply augments the wearers mana significantly. When worn the crown provides the user an extra [+50 Mana]. As well, the crown will contort and shift into the design that the wearer wishes, such as a thin circlet, or a heavy golden elaborate crown, etc.
MADE BY NOVA
[attr="class","genheader"]Dwarven Ruins Route | Floor 3
Room 1
Word Count: 5,000
Description: You have entered the elaborate tunnel in favor of the stairwell down into the depths of the canyon. Entering this tunnel it becomes instantly clear that these are ancient ruins, far older than what was outside aside perhaps the weathered steps that had led you here. Entering this tunnel you are led along into an incredibly dark, and chilling tunnel that slowly winds in a spiral pattern down into the lower levels of this canyon wall. The deeper you go, the colder it becomes.
Eventually, fog begins to rise around your feet, then knees, until you are completely surrounded in the thick flowing mist. Within the mist, there is movement. Despite how tight the tunnels are for people of your size, if manageable, there appears to be space just enough for you to feel wisps of movement. A chill along your spine. A soft whisper on the air. Suddenly a cold hand grips each of you, and the word fills the air: "BETRAYER!" In a language you don't know, yet understand within your minds. A chilling attack washes over each of you.
Floor’s Gimmick: A lightsource is required from a spell or spell-like effect of [Grand] or greater to see through this fog. Alternatively, if you have [Tier 3 Ki] or [120 Sensory] you are able to move through it unhindered. If you lack these options, the word count for this room is doubled as you struggle through the downward sloping tunnel [Blind].
As well, you will suffer [Intermediate] cold damage at the start of your first post you're within this room. The second post this becomes [Senior], and third, it becomes [Grand]. This damage cannot be resisted or avoided, and the only method to avoid it is to escape the tunnel. No matter the case, once the wordcount to escape this tunnel is reached you are instantly all halted for an additional post. Forcing you to take the damage as found above, doubled before you are able to force through the specters and escape into the next room. (ie. If you're on your third post this deals [Archmage] damage. Be careful. The cold here can add up quickly for some.)
Through this tunnel, your party will be attacked by mental visions of the past. Vague images and words that form into the story of these two ancient tribes, one of the Dwarves that lived within this canyon and one of the Giants that tended the plains above. They were at peace, traded, and toiled together in times of war. The Dwarves were master craftsmen and provided armor and weaponry, gems and minerals. The Giants provided food and livestock. A grand peace was to be made with the declaration of two new Kings. The Giant King would be provided a gemstone that could be set in a crown of woven vines. The Dwarven King would be provided a crown of gold and magic, incomplete to represent the two clans' need for one another.
However, the new Giant King blinded by greed as they held a grand feast intending to be a celebration, they used their knowledge of plants to poison the dwarves. Stealing the crown for themselves, and taking the Dwarven mines. Enslaving the survivors. The honorable dwarves never quite passing on, due to their rage at this betrayal.
Any characters that have been betrayed in their lives, especially recently, will suffer [Intermediate] damage from the psychic assaults and pain.
At this point, characters are given a choice to turn back before they finish this room and instead choose the [Invasion Route] to reclaim the crown from the visions that the Giants now hold.
Enemies: N/A
Room 2: Boss Room
Word Count: 3,000
Description: As you stumble in through the spiral staircase, frozen and half-blinded from the fog the word still echoes out around you. Filling the chamber that you now find yourselves within. You sit within a grand hall lined with massive stone tables and benches. Once lined with expensive fabrics, full of tarnished golden goblets and platters. Hundreds of corpses sit at these tables, mostly skeletal laying across the tables in question.
As the word 'Betrayer' echos out around the room, you find yourselves facing hundreds of glowing teal orbs. The eye sockets of the various sinew-coated skeletons all glowing with undead life. Suddenly ghostly dwarven warriors flow from the corpses, straightening and wielding axes, blades, and crossbows. They hold the bearing of proud warriors and are nothing like their enslaved descendants within the Giant's lair.
The warriors will attack you from all angles, led by a single dwarf wielding a large spear. The specters attack from all sides as an organized force, chanting the same word, 'Betrayer' over and over. Not listening to reason, only seeming to run on bare sentience and rage.
Floor’s Gimmick: Should the party avoid confrontation, and lift up the [Empty Crown] saying they wish only to return what was stolen, the guards will stand down. Instead, only Falconmere will step forward and challenge your party to an honorable duel for him to prove your intentions.
Enemies: 24 set [Spectral Dwarven Warriors] +1d6+1 per character, as well as [Falconmere].
Name: Spectral Dwarven Warrior
Rank: Senior
Health Threshold: Grand
Mana Skin: Senior
Speed: 20 m/s
Strength: Senior
Element Affinity: Various cold and gaseous elements of copper to gold tier.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing all of their physical ability with some choosing to attack and curse their targets from range.
Stats:
Description: Standing at only three to four feet, but built stout and strong, these spectral dwarves move far faster than their living counterparts. Swirling like miasma and frost at high speeds, enhancing their speed and strength with mana to directly engage the party while those with crossbows bombard their attacks from a distance. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Name: Falconmere
Rank: Grand+
Health Threshold: Archmagex2
Mana Skin: Grand
Speed: 30 m/s
Strength: Grand
Element Affinity: Freeze
Magical Abilities: Capable of casting 4 Grand Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing his speed and durability to their max potential, before using other spells to curse his own attacks and break down his prey.
Stats:
Description: Standing at only five foot, Falconmere is a giant by the standards of most Dwarves. Wielding tremendous mana and holding incredibly muscle mass, when he engaged the party he is silent, stoic and focused. A warrior to the core that upon the first strike of his weapon, daunts most that face his ridiculous strength and speed. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Rank: Senior
Health Threshold: Grand
Mana Skin: Senior
Speed: 20 m/s
Strength: Senior
Element Affinity: Various cold and gaseous elements of copper to gold tier.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing all of their physical ability with some choosing to attack and curse their targets from range.
Stats:
- Power: 160
- Durability: 100
- Sensory: 100
- Mana: 180 (+15/30 Regen)
- Control: 80
Description: Standing at only three to four feet, but built stout and strong, these spectral dwarves move far faster than their living counterparts. Swirling like miasma and frost at high speeds, enhancing their speed and strength with mana to directly engage the party while those with crossbows bombard their attacks from a distance. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Name: Falconmere
Rank: Grand+
Health Threshold: Archmagex2
Mana Skin: Grand
Speed: 30 m/s
Strength: Grand
Element Affinity: Freeze
Magical Abilities: Capable of casting 4 Grand Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing his speed and durability to their max potential, before using other spells to curse his own attacks and break down his prey.
Stats:
- Power: 220
- Durability: 200
- Sensory: 60
- Mana: 300 (+30/45 Regen)
- Control: 80
Description: Standing at only five foot, Falconmere is a giant by the standards of most Dwarves. Wielding tremendous mana and holding incredibly muscle mass, when he engaged the party he is silent, stoic and focused. A warrior to the core that upon the first strike of his weapon, daunts most that face his ridiculous strength and speed. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
[attr="class","genheader"]Dwarven Ruins Route | Floor 4
Number of Rooms: 7
Word Count per Room: 2,500
Description: Before you is a staircase leading further down that leads you through a series of rooms of various sorts. A kitchen, long-rotted bunkbeds for shifts of guard duty, a training hall and so forth. Within these various living rooms, now long rotted and caved in, you find various groups of spectral dwarves that rush to engage you. All shouting out their rage at the betrayal and unhonorable deaths they were forced to suffer at the hands of the poison and "cowards".
Floor’s Gimmick: Within these rooms the party suffers a loss of -5m/s to their speed and [Junior] damage every post from the intense chill creeping into their bodies. The will of this place itself attacking you. However, if you have defeated Falconmere in an honorably duel while holding the [Empty Crown] and truly intend to return it, this effect is removed and you must only face the specters.
Enemies: 1d6+3 [Spectral Dwarven Warriors] per room.
Name: Spectral Dwarven Warrior
Rank: Senior
Health Threshold: Grand
Mana Skin: Senior
Speed: 20 m/s
Strength: Senior
Element Affinity: Various cold and gaseous elements of copper to gold tier.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing all of their physical ability with some choosing to attack and curse their targets from range.
Stats:
Description: Standing at only three to four feet, but built stout and strong, these spectral dwarves move far faster than their living counterparts. Swirling like miasma and frost at high speeds, enhancing their speed and strength with mana to directly engage the party while those with crossbows bombard their attacks from a distance. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Rank: Senior
Health Threshold: Grand
Mana Skin: Senior
Speed: 20 m/s
Strength: Senior
Element Affinity: Various cold and gaseous elements of copper to gold tier.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing all of their physical ability with some choosing to attack and curse their targets from range.
Stats:
- Power: 160
- Durability: 100
- Sensory: 100
- Mana: 180 (+15/30 Regen)
- Control: 80
Description: Standing at only three to four feet, but built stout and strong, these spectral dwarves move far faster than their living counterparts. Swirling like miasma and frost at high speeds, enhancing their speed and strength with mana to directly engage the party while those with crossbows bombard their attacks from a distance. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
[attr="class","genheader"]Dwarven Ruins Route | Floor 5
Room 1: Boss Room
Word Count: 5,000
Description: As you exit the final room, entering into the primary chamber you find yourself in a grand hall. Here, within the depths of the mountain, you face a large table of that sits seven dwarven skeletons long debilitated and rotting. All are wearing the tattered remains of elegant, well-made silks and various circlets and crowns. In the center is a throne, where one of them sits at a massive throne. Within his gnarled grasp is a shining gemstone.
Suddenly all seven of the skeletons swirl with spectral energy. Seven great Dwarven Heros standing before you, wielding various weapons. At their head is a single large Dwarf that stands a head above the rest. A single word fills your mind [Titan]. The name of this Dwarf before you, the king of his people now long dead, betrayed. An elegant saber rests within his hands, which he taps against the stone as miasma flows from his body to examine the party.
Floor’s Gimmick: Should you carry the [Empty Crown] and earnestly offer it to the King, he will raise a hand and cause the Hero's to all fall to a knee in a circle around him and the party. Lifting the blade, and speaking within their minds just as before [Prove yourselves to be of honor]. Before engaging the party alone. If this is attempted and it is a lie, he will bristle with rage. Seeing through your lies through some ancient magical means, and without a word he and the heroes will all engage you directly but gain the [Enraged] bonus effect.
However, if you are honest and refuse to offer the crown, making it clear you wish to claim your own ambitions, the Titan will sit. Impressed by your ambition and honesty, and lift a hand to the Heroes whom will engage you alone. The voice in your heads echoing [Prove your ambition]. After the Heroes fall, the King will give you all a single post to rest if you wish, before engaging you himself alone. With this route he will gain the [Honorable Rest] buff, instead.
Enraged: The Dwarves gain +5m/s base movement, the effects of the [Quick Charger] perk, and have their strength doubled. However, they also take double damage from all attacks.
Honorable Rest: Titan does not wish for you to take his crown, and tarnish his honor even further. But he respects you for facing him head on, unlike the honorless Giants. Braced for death in battle, he gains the effects of the [Quick Charger] perk and halves all forms of damage done to him per attack.
Honorable Rest: Titan does not wish for you to take his crown, and tarnish his honor even further. But he respects you for facing him head on, unlike the honorless Giants. Braced for death in battle, he gains the effects of the [Quick Charger] perk and halves all forms of damage done to him per attack.
Enemies: 6 [Dwarven Heroes] as well as [Titan] depending on your above choices.
Name: Spectral Dwarven Warrior
Rank: Senior
Health Threshold: Grand
Mana Skin: Senior
Speed: 20 m/s
Strength: Senior
Element Affinity: Various cold and gaseous elements of copper to gold tier.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing all of their physical ability with some choosing to attack and curse their targets from range.
Stats:
Description: Standing at only three to four feet, but built stout and strong, these spectral dwarves move far faster than their living counterparts. Swirling like miasma and frost at high speeds, enhancing their speed and strength with mana to directly engage the party while those with crossbows bombard their attacks from a distance. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Name: Titan
Rank: Archmage-
Health Threshold: Archmagex2
Mana Skin: Archmage
Speed: 40 m/s
Strength: Archmage
Element Affinity: Beast Aura
Magical Abilities: Capable of casting 1 Archmage spell to buff his Endurance, 2 Grand Spells to buff his speed, and 1 Grand Spell to buff his Power and grant him [Grand] healing each post. He also has a Grand rank sensory technique to assist in tracking and seeing through illusions. He will buff himself to this maximum, before engaging in physical combat using his ridiculous speed and power to engage his enemies and cut them down ruthlessly.
Stats:
Description: It is clear who taught Falconmere his combat style. Titan mirrors these movements but with far more skill, accuracy, and shockingly despite being slightly smaller than his apprentice: power. His spectral form is coated in the beastial appearance of magic that appears to mirror that of massive draconic shade. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Rank: Senior
Health Threshold: Grand
Mana Skin: Senior
Speed: 20 m/s
Strength: Senior
Element Affinity: Various cold and gaseous elements of copper to gold tier.
Magical Abilities: Capable of casting 2-3 Senior Rank Spells from Physical Enhancement, Hex & Curse and Attack Creation. Focus on enhancing all of their physical ability with some choosing to attack and curse their targets from range.
Stats:
- Power: 160
- Durability: 100
- Sensory: 100
- Mana: 180 (+15/30 Regen)
- Control: 80
Description: Standing at only three to four feet, but built stout and strong, these spectral dwarves move far faster than their living counterparts. Swirling like miasma and frost at high speeds, enhancing their speed and strength with mana to directly engage the party while those with crossbows bombard their attacks from a distance. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Name: Titan
Rank: Archmage-
Health Threshold: Archmagex2
Mana Skin: Archmage
Speed: 40 m/s
Strength: Archmage
Element Affinity: Beast Aura
Magical Abilities: Capable of casting 1 Archmage spell to buff his Endurance, 2 Grand Spells to buff his speed, and 1 Grand Spell to buff his Power and grant him [Grand] healing each post. He also has a Grand rank sensory technique to assist in tracking and seeing through illusions. He will buff himself to this maximum, before engaging in physical combat using his ridiculous speed and power to engage his enemies and cut them down ruthlessly.
Stats:
- Power: 220
- Durability: 220
- Sensory: 180
- Mana: 500 (+30/45 Regen)
- Control: 80
Description: It is clear who taught Falconmere his combat style. Titan mirrors these movements but with far more skill, accuracy, and shockingly despite being slightly smaller than his apprentice: power. His spectral form is coated in the beastial appearance of magic that appears to mirror that of massive draconic shade. Specters are immune to non-magical physical attacks and knockback effects. All spells used against them have their damage and effects lowered by one rank of potency due to their innate magical resistance.
Clearing the Dungeon: After the final spirit falls, a small gemstone crashes to the ground. This gemstone is specifically carved. If you have not yet acquired the [Empty Crown] then you have gained the item [Hope's Tear].
Hope's Tear
Rank & Element: Pure Aura
Class & Type: Magic Trinket
Magic Specializations: Not Applicable
Appearance & Lore:
A legendary gemstone pulled from the earth by the Dwarves and enchanted with their powerful magics. The enchantment was meant to bring hope and peace, acting as the second part to the crown that would be gifted the Dwarf-King as a sign of peace. It was named 'Hope'. After the betrayal, the rune was scratched, weakening the enchantment though a portion of its magic lingers within its surface. This gemstone provides the wearer with a [+3] to their [Power], [Durability], [Sensory], and [Control]. These buffs do not take up one of the characters 4 Buff slots.
MADE BY NOVA
If the [Empty Crown] has been obtained, both items begin to rapidly hum and when put within a foot of one another instantly combine. The gemstone magically sliding into the slot carved for it. The magic suddenly grows several times in potency, then hums into a quiet focused state. The various crowns decorating the other skeletal heads hum in return.
The skeleton sitting on the throne before you suddenly shifted, its bone hand shaking as it reaches out toward the crown. It is too weak to take it, the choice is your own. You may keep the crown, or offer it to the King. Only one of these routes can be chosen, after the route has been taken every time you return to this Dungeon, you will be controlled by a force beyond your control to repeat the same route you took before.
Route of Greed: The crown was something you hard earned, and it's yours. Turning your party exits and as you go each of you take a crown off the other skeletons much to their low groans of ire as the various copies of the crown resonate together, choosing you all as their new owners. You all acquire the [True Crown] item, 50% more gold and the NA "False King".
True Crown
Rank & Element: Pure Aura
Class & Type: Magic Accessory
Magic Specializations: Not Applicable
Appearance & Lore:
An ancient crown from a bygone era, it appears to be Dwarven make, now finished with a glowing gemstone set in its center. Powerful magic pulses through it. Runes are etched into the material in elegant designs, and raw magic radiates from it. When worn the crown provides the user an extra [+50 Mana]. Now finished, the crown also provides the wearer with a [+3] to their [Power], [Durability], [Sensory], and [Control]. These buffs do not take up one of the characters 4 Buff slots, and ignore the caps as per usual. The crown will contort and shift into the design that the wearer wishes, such as a thin circlet, or a heavy golden elaborate crown, etc.
MADE BY NOVA
Route of Honor: The dead are to be respected, and as such you offer the old forgotten king his completed crown that was once meant to signify unity and peace of the two races. As the crown falls into place, a burst of energy suddenly washes over all the party. Magic flows into your bodies, amplifying your natural control. The benefits perhaps not as potent as the crown, yet you feel a wave of relief and dignity return to you. You all gain a permanent [+30 Mana], a gem that gives the owner 50% off 30 stats wc, as well as acquiring the NA "True King".
If you choose either route you forfit all additional rolls regardless of perks on your first clear. Afterwards you do not gain replica's of these items or permanent benefits and instead gain standard rolls as per normal. The designed loot for either route can be turned down in place of traditional rolls (including perks and sensory if you have them) and the NA "My Own Destiny", if you choose either route you will never be able to claim this NA. You can only ever choose one route meaning no matter how many times you run this dungeon you will never gain both rewards. If you choose either route you forfit all additional rolls regardless of perks.
MADE BY NOVA
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- Credit to Satori Ryuutei for creation.