Post by Samson on Mar 1, 2021 12:24:10 GMT -5
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In the deep stretches of the Basin, a grove of fantastical, mystical trees has appeared. Upon approach, everything seems to be bathed in an angelic, rainbow-colored light, giving an otherworldly feeling to this mystical place. Mana is condensed here, felt in the very air that one breathes. Overall, it appears eerily serene, like the calm before a brewing storm.
[break][break]
**Floors of the Dungeon are broken into [Areas] rather than determined rooms. Each area functions exactly like a room with wordcounts required to complete each area. Upon the completion of an area (word count reached & enemy encounters defeated), the trees will magically part and beckon the players to move to the next area.
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The entire Dungeon area is open air forest, but if an adventurer attempts to fly [40 m] above the ground, they will become lost and constantly find themselves at the beginning of the dungeon.
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Upon Completion of this Dungeon Players will receive the Notable Achievement [MASTER OF NATURE]!!
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[break]
NUMBER OF AREAS: 2[break]
WORD COUNT PER AREA: 2,000[break]
FLOOR DESCRIPTION
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Upon entering this first forested area, the sunlight is low here, as if in constant twilight or dawn. The eerie glow continues, as if beckoning the adventurers further inside. The forest is a lovely greenscape, with bright pink, uncategorizable yet beautiful flowers bloom in the trees. It smells like spring, fresh, and invigorating. Birds can be heard chirping, but it is otherwise eeriely quiet with no apparent signs of life.
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FLOOR MAP
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SPRING BESTIARY[break]
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After walking through the forest initially, the group will come to a small grove of apple trees. There is a spacious area in the center about [35 m x 35 m] in dimensions. The trees bear red-colored fruit that looks extremely delicious. If a player eats an apple, however, they will receive one of two effects bad apple or sweet apple which lasts for the rest of the floor. Bad Apple results in minor food poisoning and the player will receive a -2 debuff to their power and control. Sweet Apple will result in a minor refreshment with +3 m/s to their speed stat and an extra +5 mana regen per turn they remain in this floor. To determine the effects of the consumed apples, a player will roll a 1d10, with 6 or above resulting in sweet apple and 5 or below resulting in bad apple. The effects do not stack if you eat multiple apples, you can only be granted one effect at a time. [break][break]
Whether or not players decide to eat the apples, moments after entering the grove, suddenly the apple trees will start to shake violently! The mana beasts Applerounds will drop from the trees, very unhappy about adventures wandering into their orchard!
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Once exciting the orchard, the group will travel a short path through the forest that leads them to a small meadow. The meadow is roughly [35 m x 40 m], with gentle elevation and tall waist high grass. Some pink and blue flowers are scattered around with a gentle breeze pleasantly blowing. Here, the players will see a small flock of Sheeple. Upon entering the meadow, the Sheeple will stampede! The stampede will shake the earth and cause any player that is standing on the ground to trip or fall (causing superficial damage). If a player is trampled by a sheeple, they will receive a sheeple fluff debuff! (See Sheeple Beastiary). Some sheeple will remain behind and the area encounter begins! Additionally, some Applerounds are still around!
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NUMBER OF AREAS: 3[break]
WORD COUNT PER AREA: 2,000[break]
FLOOR DESCRIPTION
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Upon exiting the Spring Forrest, the group now moves on the Summer forest. Here the sunlight shines brightly down from above and the heat picks up, making the air rather muggy and humid. The trees are very green and the soft sounds of bugs buzzing can be heard throughout the forest. Be careful! If you are traversing the ground, you might get a case of poison ivy. Oils of plant's leaves will rub off on your skin, causing red rashes and uncontrollable itchiness that will last for the whole floor! All players affected will have their mana regen reduced by -5 mana for the rest of the floor! A healing spell of at least intermediate rank must be used to be rid of the rashes and of the effects of the ivy.
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The ivy can be avoided if players do not traverse the ground (ie they are able to fly).
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FLOOR MAP
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SUMMER BESTIARY[break]
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The first area is another open meadow, [40 m x 40 m]. There is a large tree on the far east side and players will hear the rather loud buzzing of bees! A sweet smell of honey fills the ai and Buzzbills will descend from the tree ready to attack the players, believing they are there to get their sweet honey!
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The second area is another open meadow, slightly larger [50 x 50 m]. There a clearing in the middle that has a giant sized chicken coup (about the size of regular sized house!). There will be feathers scattered in the grass and suddenly the group will hear the call of a rooster! A flock of Cockatrice will come flooding out of the coup as well as some Buzzbills that live in the coup's attic!
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[break]
After defeating the flock of Cockatrice, Players move on to the next area [60 m x 50 m], which is noticeably more woodsy and is surrounded by trees with pink and green flowers. The air smells of sweet flowers and vines are scatter about the ground. From the canopy, the group will hear the laughter, almost like that of playful children. The air will be filled with [Sprite Powder], this is an unavoidable attack unless a member of the group has Wind Magic in order to blow away the powder. The Spritely's will descend upon the ground! The Sprite powder will have one of 3 effects, players individually roll a 1d3 to see which effect they have on for the remainder of the time spent in the room! Note that continuous attacks by the spritely's can result in more Sprite Powder effects and these effects CAN stack. There are also some wild Cockatrice's here!
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When all the creatures are defeated, the greenery of the area will fade to orange and brown....
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NUMBER OF AREAS: 3[break]
WORD COUNT PER AREA: 2,500[break]
FLOOR DESCRIPTION: [break]
Upon leaving Summer, the group now enters Autumn! The surrounding greens turn to the bright oranges and reds of a fall forest. Sunlight shines through the canopy and leaves continuously fall to the floor. It is quiet in the forest as always, and the air is tinged with a late autumn orange. Shadows grow longer and the temperature drops to a cool brisk chilly day. [break][break]
As the group enters Autumn, they follow a path that is beside an autumn creek. The water runs clear over black and grey stones, with fish popping out from the currents.
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FLOOR MAP
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AUTUMN BESTIARY[break]
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Follow the river downstream and the group will be taken to a large damp, rocky outcropping [60 m x 50 m]. Moss covers the rocks and mushroom are a plenty, glowing with a mysterious light. However, some of these mushrooms will be rather gigantic! And then, they will begin to move! The Moosharea dislike being disturbed from their slumber! When defeated, a line of trees will separate in the northern side of the rocks
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Heading northward the group will head deeper into the Autumn Forest with trees becoming thicker and bushier. [60 m x 50 m] The group will begin to notice that the ground is littered with acorn shells and other nuts. Above in the trees, the group will hear the chattering of squirrels! Acorns will rain down upon the group (causing intermediate rank damage, this can be avoided by having an intermediate rank or higher defense or endurance buff) and then the Chipperskee's will commence their attack.
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Once defeating the Chipperskee's, the trees will part to the West, to a large open meadow-area, the grass tinted yellow and orange with the colors of Autumn. [70 m x 70 m] The grass comes roughly knee high and waves in ever-present wind. In the center of the meadow is a large oak tree that towers above all other trees the party has seen and its branches reach out with leaves colored vibrant red, oranges, and yellows. Nestled at the base is the sleeping Fall Guardian, who stirs awake as the group enters its domain. [break][break]
The Fall Guardian will approach the group and ask them a question "Who are you travelers, to take the path not taken?" Answer the Guradian honestly (or not!), and then your battle with the Keeper of Autumn will begin! The Keeper has summoned other beasts of the Forrest to assist in this fight, defeat them all and continue on to the next Floor!
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NUMBER OF AREAS: 3[break]
WORD COUNT PER AREA: 2,500[break]
FLOOR DESCRIPTION: [break]
When the Fall Guardian is defeated, the colors of Autumn will fade away and the leaves of the trees will fall. The air around the group immediately becomes colder, dropping to near freezing temperature, and snow will begin to fall. The leafless trees separate ahead of your party becoming you to the Winter Forest.
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The Winter Forest is quiet, snow muffles your footsteps as you trudge through the snowy landscape. The biting winds nip your noses and any mage who doesn't have a heat or fire-based element will lose -5 to their control stat and -5 m/s to their speed per area that they traverse in this Winter Forest. Fire or Heat based mages CAN warm up their allies with their magic, negating the debuffs, if applicable. (A Heat-Based element is any element that naturally causes a rise in temperature)
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FLOOR MAP
[BREAK]
WINTER BESTIARY[break]
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The first area that the group will encounter is a small clearing of of the forest where the snow has piled high on some rolling hills in the meadow [80 m x 80 m]. The group will see there are pawprints in the snow that lead to a small burrow. Once the burrow is approached, the Freezer Foxes will come out and the encounter begins!
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Moving on through the winter forest, the group will find themselves following along a large frozen riverbank. The water has frozen solid and the rock outcroppings of the riverbed are covered with ice and snow, be careful not to trip! The group will come to a large frozen over pond [80 m x 80 m] that has an entirely frozen waterfall flowing into it. From above, the rock ledges, the growling of a pack of Mawsercats can be heard! The Mawsercats will pounce upon their targets and fight viciously, like predators hunting down their prey!
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When the Mawsercats are defeated, the group will see snow covered ashen trees part ways, beckoning them on to the next area, a clearing [90 m x 80 m]. To the north is a large wall of snow and beneath it, lies the sleeping Winter Guardian who awakens at the appearance of the party. Above, the group can see that Frost Owls, friends to the Keeper of Winter, lie in wait in the treetops. [break][break]
The Winter Guardian will pose one question to the adventurers. "Do you desire power for yourself, for others, or for no one?" The Winter Gaurdian will rise to its feet and stomp heavily on the ground, causing an avalanche! Players will roll a 1d7, to determine if they are buried in the snow. With a 5 or above meaning they were able to avoid being buried, but a 4 or below meaning they were caught int the snowdrift! If you are caught in the snowdrift, you will be dealt junior rank damage and you must focus to struggle out of the snow for your next post! [break][break]
Additional Freezerfoxes are also here, defeat all the enemies to prove your trial against the Winter Gaurdian!
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[break]NUMBER OF AREAS: 1[break]
WORD COUNT PER AREA: 3000[break]
FLOOR DESCRIPTION:
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The final area of the magical forest is one that appears quite similar to its entrance, [100 m x 100 m] once Winter has been cleared, the group will find themselves in a forest that is filled with green and mystical colors fill in the air, mana lives and breathes condensed in his sacred place. The final confrontation is that of Allmother Nature, who has observed the adventures as they have traversed her forest. An entity of the forest itself, Allmother Nature provides the final stepping stone to defeating this dungeon. She takes upon the shape of a giant tree, her face protruding from the bark, her hair its leaves and greenery, and her endless limbs are the roots and branches. She challenges you with a question, "Do you defy your nature, or do you master it?!"
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Allmother is accompanied by the two remaining Guardians, the Keepers of Summer and of Spring. Defeating all three final enemies will grant result in a blinding aura of light as Allmother Nature fades away into the trees...
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The party finds themselves at the beginning of the forest once again, its challenge awaits the next group of adventurers.
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Congratulations, you've defeated the Dungeon and gained the title [Master of Nature]!
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ALL SEASONS BESTIARY[break]
[attr="class","dungentitle"]THE FOUR SEASONS
RANK: Senior [break] LOCATION: Aristaeus’ Basin [break] MIN-MAX PLAYER GROUP: 2-4 [break] OTHER REQS:
|
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In the deep stretches of the Basin, a grove of fantastical, mystical trees has appeared. Upon approach, everything seems to be bathed in an angelic, rainbow-colored light, giving an otherworldly feeling to this mystical place. Mana is condensed here, felt in the very air that one breathes. Overall, it appears eerily serene, like the calm before a brewing storm.
[break][break]
**Floors of the Dungeon are broken into [Areas] rather than determined rooms. Each area functions exactly like a room with wordcounts required to complete each area. Upon the completion of an area (word count reached & enemy encounters defeated), the trees will magically part and beckon the players to move to the next area.
[break][break]
The entire Dungeon area is open air forest, but if an adventurer attempts to fly [40 m] above the ground, they will become lost and constantly find themselves at the beginning of the dungeon.
[break][break]
Upon Completion of this Dungeon Players will receive the Notable Achievement [MASTER OF NATURE]!!
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[attr="class","dungenfloor"]FLOOR #1 - SPRING
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NUMBER OF AREAS: 2[break]
WORD COUNT PER AREA: 2,000[break]
FLOOR DESCRIPTION
[break]
Upon entering this first forested area, the sunlight is low here, as if in constant twilight or dawn. The eerie glow continues, as if beckoning the adventurers further inside. The forest is a lovely greenscape, with bright pink, uncategorizable yet beautiful flowers bloom in the trees. It smells like spring, fresh, and invigorating. Birds can be heard chirping, but it is otherwise eeriely quiet with no apparent signs of life.
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FLOOR MAP
[break]
SPRING BESTIARY[break]
- APPLEROUNDS
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN30 35 10 [attr="class","statstitle"]SPEED7 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT3 ft [attr="class","statstitle"]WEIGHT30 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate Applerounds drop from the trees, if a player is standing underneath them, they will immediately bonk them on the head! Their main attack is to roll like a tumbleweed and crash into enemies. They are some rather sturdy, hard and sour apples. They come in groups with every intent of running adventurers out of their orchard. - SHEEPLE
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN40 35 10 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT4 ft [attr="class","statstitle"]WEIGHT60 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate Fluffy but rather skittish sheep-like mana beasts, sheeple gather in large flocks. At signs of danger or intruders, they stampede! A stampede causes anyone on the ground to trip or fall. When attacking intruders, sheeple use their fluff to tumble into opponents and cause minor debuffs. [break][break]
Sheeple fluff will cause one of the three following debuffs: 1) -5 power, 2) temporary blindness, or 3)-5 control. Players roll a 1d3 to determine the debuff if hit by a sheeple. Sheeple Fluff debuffs only last for 1 post after being hit. [break][break]
If hit by multiple sheeple, these debuffs can stack.
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[attr="class","dungenarea"]AREA #1
[attr="class","dungenencounters"]ENCOUNTERS: | 4 Applerounds per player |
After walking through the forest initially, the group will come to a small grove of apple trees. There is a spacious area in the center about [35 m x 35 m] in dimensions. The trees bear red-colored fruit that looks extremely delicious. If a player eats an apple, however, they will receive one of two effects bad apple or sweet apple which lasts for the rest of the floor. Bad Apple results in minor food poisoning and the player will receive a -2 debuff to their power and control. Sweet Apple will result in a minor refreshment with +3 m/s to their speed stat and an extra +5 mana regen per turn they remain in this floor. To determine the effects of the consumed apples, a player will roll a 1d10, with 6 or above resulting in sweet apple and 5 or below resulting in bad apple. The effects do not stack if you eat multiple apples, you can only be granted one effect at a time. [break][break]
Whether or not players decide to eat the apples, moments after entering the grove, suddenly the apple trees will start to shake violently! The mana beasts Applerounds will drop from the trees, very unhappy about adventures wandering into their orchard!
[break][break]
[attr="class","dungenarea"]AREA #2
[attr="class","dungenencounters"]ENCOUNTERS: | 1 Applerounds per player & 6 Sheeple |
Once exciting the orchard, the group will travel a short path through the forest that leads them to a small meadow. The meadow is roughly [35 m x 40 m], with gentle elevation and tall waist high grass. Some pink and blue flowers are scattered around with a gentle breeze pleasantly blowing. Here, the players will see a small flock of Sheeple. Upon entering the meadow, the Sheeple will stampede! The stampede will shake the earth and cause any player that is standing on the ground to trip or fall (causing superficial damage). If a player is trampled by a sheeple, they will receive a sheeple fluff debuff! (See Sheeple Beastiary). Some sheeple will remain behind and the area encounter begins! Additionally, some Applerounds are still around!
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[attr="class","dungenfloor"]FLOOR #2 - SUMMER
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NUMBER OF AREAS: 3[break]
WORD COUNT PER AREA: 2,000[break]
FLOOR DESCRIPTION
[break]
Upon exiting the Spring Forrest, the group now moves on the Summer forest. Here the sunlight shines brightly down from above and the heat picks up, making the air rather muggy and humid. The trees are very green and the soft sounds of bugs buzzing can be heard throughout the forest. Be careful! If you are traversing the ground, you might get a case of poison ivy. Oils of plant's leaves will rub off on your skin, causing red rashes and uncontrollable itchiness that will last for the whole floor! All players affected will have their mana regen reduced by -5 mana for the rest of the floor! A healing spell of at least intermediate rank must be used to be rid of the rashes and of the effects of the ivy.
[break][break]
The ivy can be avoided if players do not traverse the ground (ie they are able to fly).
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FLOOR MAP
[break]
SUMMER BESTIARY[break]
- BUZZBILL
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN35 30 30 [attr="class","statstitle"]SPEED12 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT3 ft [attr="class","statstitle"]WEIGHT35 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate Buzzbills are the killer bee mana beast. They are fiercly defensive of their home best and when approached, will act aggressively! They fly through the air, letting out loud, screeching buzzing noises to distracts enemies and will swoop in close to attack intruders with their large stingers! - COCKATRICE
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN45 35 30 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT5 ft [attr="class","statstitle"]WEIGHT150 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate Cockatrice are the chicken mana beast! They use their big beaks to peck and tear at enemies! Be wary of their 7 ft wingspan as well, they bash at targets with their strong wing bones! - SPRITELY
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN50 30 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT2 ft [attr="class","statstitle"]WEIGHT20 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior Spritelys are summer faerie mana beasts. With their wings, they flutter about scattering powders that cause various effects. They use wind-base attacks to create scythes of pure wing to launch at target.
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Sprite Powder has 1 of three Effects: 1) a senior rank illusion that causes a player to believe their ally is a spritely (can be seen through via normal illusion rules), 2) a sleepy powder that causes a player extreme fatigue and a speed debuff of -10 m/s (can be cleansed via normal healing rules), 3)a poison powder that causes junior rank damage (can be cleansed via normal healing rules). Players roll a 1d3 to find out what effect the spritely powder has!
[attr="class","dungenarea"]Area #1
[attr="class","dungenencounters"]ENCOUNTERS: | 4 Buzzbills per Player |
The first area is another open meadow, [40 m x 40 m]. There is a large tree on the far east side and players will hear the rather loud buzzing of bees! A sweet smell of honey fills the ai and Buzzbills will descend from the tree ready to attack the players, believing they are there to get their sweet honey!
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[attr="class","dungenarea"]Area #2
[attr="class","dungenencounters"]ENCOUNTERS: | 4 Buzzbills, 5 Cockatrice |
The second area is another open meadow, slightly larger [50 x 50 m]. There a clearing in the middle that has a giant sized chicken coup (about the size of regular sized house!). There will be feathers scattered in the grass and suddenly the group will hear the call of a rooster! A flock of Cockatrice will come flooding out of the coup as well as some Buzzbills that live in the coup's attic!
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[attr="class","dungenarea"]Area #3
[attr="class","dungenencounters"]ENCOUNTERS: | 3 Cockatrice, 2 Spritely Per Player |
After defeating the flock of Cockatrice, Players move on to the next area [60 m x 50 m], which is noticeably more woodsy and is surrounded by trees with pink and green flowers. The air smells of sweet flowers and vines are scatter about the ground. From the canopy, the group will hear the laughter, almost like that of playful children. The air will be filled with [Sprite Powder], this is an unavoidable attack unless a member of the group has Wind Magic in order to blow away the powder. The Spritely's will descend upon the ground! The Sprite powder will have one of 3 effects, players individually roll a 1d3 to see which effect they have on for the remainder of the time spent in the room! Note that continuous attacks by the spritely's can result in more Sprite Powder effects and these effects CAN stack. There are also some wild Cockatrice's here!
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When all the creatures are defeated, the greenery of the area will fade to orange and brown....
[attr="class","dungenfloor"]FLOOR #3 - AUTUMN
[break]
NUMBER OF AREAS: 3[break]
WORD COUNT PER AREA: 2,500[break]
FLOOR DESCRIPTION: [break]
Upon leaving Summer, the group now enters Autumn! The surrounding greens turn to the bright oranges and reds of a fall forest. Sunlight shines through the canopy and leaves continuously fall to the floor. It is quiet in the forest as always, and the air is tinged with a late autumn orange. Shadows grow longer and the temperature drops to a cool brisk chilly day. [break][break]
As the group enters Autumn, they follow a path that is beside an autumn creek. The water runs clear over black and grey stones, with fish popping out from the currents.
[break][break]
FLOOR MAP
[break]
AUTUMN BESTIARY[break]
- MOOSHAREA
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN35 30 25 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT5 ft [attr="class","statstitle"]WEIGHT90 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate Moosharea are the poison mushroom mana beasts! They hop around and bash enemies with their large mushroom heads! Be careful of their spores! When they are defeated their bodies break apart into poisonous spores that can cause various debuffs if you are standing within a 2 meter radius of them when defeated. Moosharea spores cause three major debuffs: 1) temporary blindness, 2) a -5 to the power stat, 3) a -5 to control. Players roll a 1d3 to find out what effects happens to them. These effects stack if multiple Moosharea are defeated nearby. These are temporary effects that only last 1 round or can be cleansed with an Intermediate Rank Healing spell. - CHIPPERSKEE
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN45 50 30 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHintermediate [attr="class","statstitle"]HEIGHT1.3 ft [attr="class","statstitle"]WEIGHT1.5 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate Chipperskee are the squirrel mana beast, they hop from tree to tree, dropping their acorns on weary victims below! Beware of their alrge fangs, which they use to knaw and bite at enemies! - FALL GUARDIAN
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN60 65 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHsenior [attr="class","statstitle"]HEIGHT15 ft [attr="class","statstitle"]WEIGHT500 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior The Fall Guardian is the Keeper of Autumn, it takes the shape of a majestic buck that has branches of autumn leaves as its crown of antlers. It can summon gusts of wind to blow enemies off their feet and causes earth-shaking quakes with stomps of its feet. Fight it honorably and it will respect you and your party as warriors. When defeated, its body crumbles into autumn leaves that are blown away by the wind...
[attr="class","dungenarea"]Area #1
[attr="class","dungenencounters"]ENCOUNTERS: | 3 Moosharea per player |
Follow the river downstream and the group will be taken to a large damp, rocky outcropping [60 m x 50 m]. Moss covers the rocks and mushroom are a plenty, glowing with a mysterious light. However, some of these mushrooms will be rather gigantic! And then, they will begin to move! The Moosharea dislike being disturbed from their slumber! When defeated, a line of trees will separate in the northern side of the rocks
[attr="class","dungenarea"]Area #2
[attr="class","dungenencounters"]ENCOUNTERS: | 3 Chipperskee per player |
Heading northward the group will head deeper into the Autumn Forest with trees becoming thicker and bushier. [60 m x 50 m] The group will begin to notice that the ground is littered with acorn shells and other nuts. Above in the trees, the group will hear the chattering of squirrels! Acorns will rain down upon the group (causing intermediate rank damage, this can be avoided by having an intermediate rank or higher defense or endurance buff) and then the Chipperskee's will commence their attack.
[break][break]
[attr="class","dungenarea"]Area #3
[attr="class","dungenencounters"]ENCOUNTERS: | 2 Moosharea, 3 Chipperskee, 1 Fall Guardian |
Once defeating the Chipperskee's, the trees will part to the West, to a large open meadow-area, the grass tinted yellow and orange with the colors of Autumn. [70 m x 70 m] The grass comes roughly knee high and waves in ever-present wind. In the center of the meadow is a large oak tree that towers above all other trees the party has seen and its branches reach out with leaves colored vibrant red, oranges, and yellows. Nestled at the base is the sleeping Fall Guardian, who stirs awake as the group enters its domain. [break][break]
The Fall Guardian will approach the group and ask them a question "Who are you travelers, to take the path not taken?" Answer the Guradian honestly (or not!), and then your battle with the Keeper of Autumn will begin! The Keeper has summoned other beasts of the Forrest to assist in this fight, defeat them all and continue on to the next Floor!
[break][break]
[attr="class","dungenfloor"]FLOOR #4 - WINTER
[break]
NUMBER OF AREAS: 3[break]
WORD COUNT PER AREA: 2,500[break]
FLOOR DESCRIPTION: [break]
When the Fall Guardian is defeated, the colors of Autumn will fade away and the leaves of the trees will fall. The air around the group immediately becomes colder, dropping to near freezing temperature, and snow will begin to fall. The leafless trees separate ahead of your party becoming you to the Winter Forest.
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The Winter Forest is quiet, snow muffles your footsteps as you trudge through the snowy landscape. The biting winds nip your noses and any mage who doesn't have a heat or fire-based element will lose -5 to their control stat and -5 m/s to their speed per area that they traverse in this Winter Forest. Fire or Heat based mages CAN warm up their allies with their magic, negating the debuffs, if applicable. (A Heat-Based element is any element that naturally causes a rise in temperature)
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FLOOR MAP
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WINTER BESTIARY[break]
- FREEZERFOX
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN40 30 45 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT4 ft [attr="class","statstitle"]WEIGHT70 lbs [attr="class","statstitle"]DAMAGE OUTPUTintermediate The Freezer fox is an icey fox-like mana beast. The freezer fox has a signature ice-flame move, using illusions to trick targets into seeing multiples of themselves. (A sensory stat of at least 30 or a sensory spell of intermediate rank is required to determine the fake foxes from the real ones) When they throw their blue colored will-o-wisps at enemies, the fire will cause frostbite rather than burns! - MAWSERCAT
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN60 55 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHsenior [attr="class","statstitle"]HEIGHT10 ft [attr="class","statstitle"]WEIGHT375 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior The Mawsercat is a fearsome bobcot manabeast that is ferocious with a wild temper. It pounces on enemies and slashes at prey with its huge clawed paws and tears into flesh with its fearsome jaws. Be wary of its snow breath, as it can summon gusts of icy wind with a roar! - FROST OWL
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN65 55 60 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHsenior [attr="class","statstitle"]HEIGHT5 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior The Giant Frost Owl is a friend of the Winter Guardian. It lies dormant in the trees above until it is deturred from its slumber. The Frost Owl will use its eerie voice to cause great confusion among allies, lulling them to feel tired and urging them to surrender to the cold. The Frost Owl will shoot feathers from its wings, which are sharp as blades, as it soars above enemies. - WINTER GUARDIAN
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN80 85 70 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHgrand [attr="class","statstitle"]HEIGHT12 ft [attr="class","statstitle"]WEIGHT550 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior The Keeper of the Winter, this Guardian takes the form of another majestic stag whose antlers are like that of white ash trees and its fur is pure white like snow. Like the Fall Guardian, when the Winter Guardian rears and stomps to the ground, the earth will shake and cause a massive snowdrifts to fall onto the group. The Winter Guardian will charge directly into enemies to bash at them with its branches of antlers and toss them away. It fights valiantly and once defeated, will fade into snow that is carried away by the wind...
[attr="class","dungenarea"]Area #1
[attr="class","dungenencounters"]ENCOUNTERS: | 3 Freezer Fox per Player |
The first area that the group will encounter is a small clearing of of the forest where the snow has piled high on some rolling hills in the meadow [80 m x 80 m]. The group will see there are pawprints in the snow that lead to a small burrow. Once the burrow is approached, the Freezer Foxes will come out and the encounter begins!
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[attr="class","dungenarea"]Area #2
[attr="class","dungenencounters"]ENCOUNTERS: | 6 Mawsercat |
Moving on through the winter forest, the group will find themselves following along a large frozen riverbank. The water has frozen solid and the rock outcroppings of the riverbed are covered with ice and snow, be careful not to trip! The group will come to a large frozen over pond [80 m x 80 m] that has an entirely frozen waterfall flowing into it. From above, the rock ledges, the growling of a pack of Mawsercats can be heard! The Mawsercats will pounce upon their targets and fight viciously, like predators hunting down their prey!
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[attr="class","dungenarea"]Area #3
[attr="class","dungenencounters"]ENCOUNTERS: | 2 Freezerfox, 2 Frost Owls, 1 Winter Guadian |
When the Mawsercats are defeated, the group will see snow covered ashen trees part ways, beckoning them on to the next area, a clearing [90 m x 80 m]. To the north is a large wall of snow and beneath it, lies the sleeping Winter Guardian who awakens at the appearance of the party. Above, the group can see that Frost Owls, friends to the Keeper of Winter, lie in wait in the treetops. [break][break]
The Winter Guardian will pose one question to the adventurers. "Do you desire power for yourself, for others, or for no one?" The Winter Gaurdian will rise to its feet and stomp heavily on the ground, causing an avalanche! Players will roll a 1d7, to determine if they are buried in the snow. With a 5 or above meaning they were able to avoid being buried, but a 4 or below meaning they were caught int the snowdrift! If you are caught in the snowdrift, you will be dealt junior rank damage and you must focus to struggle out of the snow for your next post! [break][break]
Additional Freezerfoxes are also here, defeat all the enemies to prove your trial against the Winter Gaurdian!
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[attr="class","dungenfloor"]SPECIAL FLOOR #5 - ALL SEASONS
[break]NUMBER OF AREAS: 1[break]
WORD COUNT PER AREA: 3000[break]
FLOOR DESCRIPTION:
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The final area of the magical forest is one that appears quite similar to its entrance, [100 m x 100 m] once Winter has been cleared, the group will find themselves in a forest that is filled with green and mystical colors fill in the air, mana lives and breathes condensed in his sacred place. The final confrontation is that of Allmother Nature, who has observed the adventures as they have traversed her forest. An entity of the forest itself, Allmother Nature provides the final stepping stone to defeating this dungeon. She takes upon the shape of a giant tree, her face protruding from the bark, her hair its leaves and greenery, and her endless limbs are the roots and branches. She challenges you with a question, "Do you defy your nature, or do you master it?!"
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Allmother is accompanied by the two remaining Guardians, the Keepers of Summer and of Spring. Defeating all three final enemies will grant result in a blinding aura of light as Allmother Nature fades away into the trees...
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The party finds themselves at the beginning of the forest once again, its challenge awaits the next group of adventurers.
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Congratulations, you've defeated the Dungeon and gained the title [Master of Nature]!
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ALL SEASONS BESTIARY[break]
- ALLMOTHER NATURE
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN110 120 100 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHgrand [attr="class","statstitle"]HEIGHT40 ft [attr="class","statstitle"]WEIGHT1000 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior Allmother Nature is the master of the Four Seasons, she takes the form of a giant oak tree and with a human-like face etched on to her bark. She is your final trial in this mystical forrest! Allmother Nature uses her branches to restrain and grapple enemies, throwing them across the grove and smashing them into the ground. Beware of her roots, which can burst from the ground and grap hold of you! She launches seeds at targets that blow up into spiked thorns and will also use her green leaves like projectile blades to launch at enemies in waves. - SPRING GUARDIAN
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN90 80 70 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHgrand [attr="class","statstitle"]HEIGHT15 ft [attr="class","statstitle"]WEIGHT500 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior The Spring Guardian is a giant stag whose antlers take the form of branches covered with spring flowers. The spring guardian rushes at enemies to stab them with its antlers. Be wary of its sweet smelling aroma, it can cause illusions to trick mages into thinking it is not the enemy, but another ally! It requires 60 sensory to see through this illusion, or a senior rank sensory spell. - SUMMER GUARDIAN
[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN80 90 70 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHgrand [attr="class","statstitle"]HEIGHT15 ft [attr="class","statstitle"]WEIGHT500 lbs [attr="class","statstitle"]DAMAGE OUTPUTsenior The Summer Guardian is a giant stag who antler-branches are covered in the lush greens of a vibrant living tree. It is far more agile than any other guardian before it, and will use a variety of ramming, kicking, and stomping to directly attack and fight its challengers. It can launch its leaves from its antlers, which cut like fine blades.
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