Post by Deleted on Sept 9, 2021 11:41:24 GMT -5
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The Underground Kingdom
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Underground Kingdom: The curiosity of scholars have been the cause of great improvements and major leaps in the quality of life but sometimes the opposite is quite true, the Scholars of the Clover kingdom during one of their many expeditions into the underbelly of the surface uncovered a system of caves and ruins. The further they explored the colder the air got no matter how fierce they built their fires or layered their clothing; the ruins slowly grew from unmarred rock and stone to developed corridors and streets. As if they were approaching a city hidden under the ground, the paths grew more to what would be seen in the capital but what was missing was the buzz of the public and the local citizenry and was replaced with a cold, dark empty hum that seemed to unsettle even the hardened veterans of the group. Having a feeling of being watched despite the empty corridors and silent streets, the group of scholars retreated the way they came deciding it was best to have the more qualified to search and explore this discovery. Now it is up to whoever is brave enough to explore this unknown Dungeon.
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Dungeon’s Location: The Wildlands
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Dungeon’s Rank: Intermediate
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Minimum Player Requirements: 2
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Gimmicks/Requirements to Enter: N/A
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Number of Normal Rooms: 3
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Word Count per Room: 1,500
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Floor’s Gimmick:N/A
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Rooms’ Layout/Description:
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Room 1: The cave system that the scholars used to discover this dungeon are located in the forsaken region almost hidden by the amount of overgrowth and foliage, but thankfully enough has to been cleared to make for an easy discovery of the path forward. As you enter the cave system the path forward will slowly get darker and darker the farther you go in unless you brought some item that produces light or magic that can make light. The farther you travel into the cave system navigating the path forward from the previously marked indicators on the wall, need at least 20 Sensory to notice the markings if you didn’t bring a light source of some sort. Once you have fully delved into the dungeon and the path turns from cave stone to streets and corridors there will be a chill permeating the air causing a debuff of -1m/s unless there is some source of heat or way to change the temperature applied.
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Enemies: N/A
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Room 2: As you continue to walk down the streets the temperature seems to rise to a nice spring breeze as if you were back on the surface and the need for a heat source is no more, the area around you seems to open up into fields of growing and living foliage. The stoned street is kept maintained but off to the sides as far as the eye can see are various plant life including herbs, rare specimens never seen before and some very odd wildlife but nothing bigger than a small bird can be seen. It is a dazzling sight after going through such a silent, cold, and deserted area. Though it seems that the pleasant feeling air has attracted some of the more violent denizens of this realm. Hel-Walker can be seen shambling to and for wandering as if searching for something. Passing them stealthily or disposing of them is your choice.
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Enemies: x5 Hel-Walkers per player.
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Room 3: You pass through the fields till the warm air and amazing life seems to slowly pitter out and then suddenly the cold from before seems to come back with a vengeance as if the prior air was simply a way to lull you into a false sense of security before snapping you back into reality. The cold in the air is stronger here causing a debuff of -2m/s unless there is some source of heat or way to change the temperature applied. In the distance you can see walls stretching to seem what could be forever with only one entry way going forward, as you approach you can see the distant shape of some kind of large beast. Larger than any you have ever seen and probably will ever see in the foreseeable future. It seems that the creature is some kind of guardian of the area as it allows the various Shades to pass it. It will awaken if you get to close and begin its attack. You also notice that some of the shades have started to notice the warm air around you whether from a heat source, change in temperature or your body heat. They do not look docile anymore, get ready for some fun.
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Enemies: x1 Garmr | x4 Shades per player
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Number of Normal Rooms: 3
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Word Count per Room: 1,500
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Floor’s Gimmick: N/A
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Rooms’ Layout/Description:
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Room 1: Upon defeating the large beast Garmr, you easily make your way down the entryway. Various shades move past you without a second glance while the feeling of a magnitude of eyes watching your every movement can’t be felt as your proceed. The path ahead opens up into that of a massive cavern with various paths that splinter off into the dark with no real guidance if they would help you in your quest forward. Following the path directly in front of you upon entering area would lead you to a bridge made of what looks to be Ice and Frost of the deepest blue. Upon this bridge seems to be where the majority of Shades have gathered, as you proceed it seems that some Shades have noticed the fact you are alive
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Enemies: x4 Shades per Player
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Room 2: Dealing with the annoyance of being mobbed on a bridge you can spot that this bit of interaction has caused quite a stir throughout the area. The appearance of Hel-Walkers on the bridge is something that is not typically common but they seem to have followed your group from the previous floor still chasing after the only thing living in these tunnels foolishly thinking it could free them from their endless wandering.
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Enemies: x3 Shades per Player | x2 Hel-Walkers per Player
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Room 3: Finally the respite you have been waiting for after being borderline swarmed by every Shade or Hel-Walker. The masses seem to edge away from you after watching you decimate the large numbers of their brethren though most have moved on with their journey long before the fighting ended. Now it is time for you to continue your own journey and figuring out what was at the end of this bridge was the right way to go. After a short amount of walking you can see a large archway and an even larger creature, there doesn’t seem to be a door in the archway but there is a weird shimmer of colors that seems to change and move whenever a shade passes through it. Upon closer inspection it seems the creature holds what looks to be a chunk of a pillar covered in various carvings, the creature also seems to be diligently watching the shades as they pass by as if it was making sure they were really dead. This gatekeeper will attack anything that is alive.
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Enemies: x1 Màttugr Helson – The Gatekeeper
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Number of Normal Rooms: 3 (2 Normal | 1 Boss)
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Word Count per Room: 1,500 | 2,000 Boss
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Floor’s Gimmick:N/A
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Rooms’ Layout/Description:
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Room 1: Passing through the gateway the space around you instantly turns from the open cavern of earlier and now as if you have walked into the entrance of a large castle. It is adorn with the sigil of Hel and various armor suits. The air is cold and unwelcoming as it has been since you entered this dungeon. Proceeding through the room will cause the suits to come alive and attack you.
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Enemies: x4 Armored Specters per Player
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Room 2: Moving forward through the castle, you take note of the ancient paintings that seem to depict the history of the dungeon from the creation of what seems to be its owner to their eventually placement within this dungeon. The area is quiet and empty beyond the paintings and the placed torches that seem to only light up the area and provide no warmth themselves. At the other end of the room is a massive door with no guards or protection.
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Enemies: N/A
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Boss Room: Opening the massive door leads you into the throne room and upon that throne sits a person of great height. The person will seem to speak to you inviting you inside the throne room but the voice will sound as if it comes from all around you. Moving closer to the throne allows you to see the person in full light, with the appearance of person both in the prime of life and the advanced state of decay sits a woman spilt between the two extremes. She will introduce herself as Hel, The Goddess of Death and Ruler of Helheim. Hel has the grace and presence of one that rules and no matter what way she is spoken to she will find some offence and proceed to attack the Players.
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Enemies: x1 Hel
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Shades
Name: Shades
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Rank: Int.
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Health Threshold: Senior
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Speed: 5 m/s
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Physical Power: Int
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Element Affinity: N/A
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Stats:
Description: These ghostly remains of those who have passed float aimlessly through the streets and corridors of the dungeon, they have no interest in where they are going and seem completely content with wandering through this cursed place for all of time. Typically, are very docile till they are attacked or bothered, have an extreme agitation towards anything that produces heat seemingly being angered by the lost life they once had. Unable to take damage from non-magical means.
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Hel-Walkers
Name: Hel-Walkers
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Rank: Int
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Health Threshold: Int
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Speed: 10 m/s
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Physical Power: Int.
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Element Affinity: N/A
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Stats:
Description: Seeming more corpse then human with a blue-ish tint and some form of rock-like growth spreading throughout their body, these creatures seem to be re-animated by some kind of magic in the air as they wander from place to place even attack one another from time to time they will attack with a variety of weapons from their claws, teeth and random assortment of mundane weapons. These creatures hate anything living and actively search them out as if they think taking the living’s life will free them from some sort of curse.
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Armored Specters
Name: Armored Specters
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Rank: Int.
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Health Threshold: Senior
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Speed: 10 m/s
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Physical Power: Int
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Element Affinity:
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Stats:
Description: The accursed fallen seem to guard the inner parts of the castle being forced into servitude by some force, their attire seem to range from the disheveled bandit and vagabond to the shamed soldiers of an esteemed army. Are extremely violent towards any intruders that wander into places they are not authorized to enter like the inner castle or throne room. If not defeated within 3 turns (1) Guard Captain will join the fight.
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Guard Captain
Name: Guard Captain
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Rank: Int.
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Health Threshold: Sr.
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Speed: 10 m/s
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Physical Power: Int.
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Element Affinity: Ice
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Stats:
Description: This foe seems to be the closest to a living creature inside this dungeon, wearing the finest armor and wielding the cleanest weapons though upon closer inspection if given the chance each set of weaponry seems to be marred in some way that shows the owner’s shame and despair. These enemies tend to reside just outside the throne room and wander the halls. Only One Will join in any battle with the Armored Specter if the players are unable to defeat them within 3 turns.
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Garmr
Name: Garmr
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Rank: Sr.
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Health Threshold: Sr.
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Speed: 15 m/s
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Physical Power: Int.
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Element Affinity: Wind
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Stats:
Description: This creature looks simply like a giant wolf in the darkest shade of black with piercing amber eyes and fangs as long as the average males’ arm. Its claws are sharp enough to rend steel as if it were parchment, it can detect things by smell with its enhanced senses. This beast is tasked with keeping intruders out of Hel’s domain and will fight to submission or death.
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Màttugr Helson – The Gatekeeper
Name: Màttugr Helson – The Gatekeeper
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Rank: Sr.
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Health Threshold: Sr.
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Speed: 15 m/s
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Physical Power: Senior
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Element Affinity: Wind
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Stats:
Description:This large creature bearing two ram-like horns and rough almost scaly skin like a mixture of a snake and old leather left out in the sun for to long guards the bridge that you will need to cross in order to proceed farther into the Dungeon, it uses a destroyed section of pillar covered in various runes and markings that seem to glow from time to time as if magic was flowing through it when swung. This creature is in charge of making sure only the dead actually cross the bridge and will attack anything that isn’t actually dead.
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Hel
Name: Hel
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Rank: Sr.
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Health Threshold: Sr.
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Speed: 10 m/s
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Physical Power: Sr.
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Element Affinity: Ice
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Stats:
Description: The goddess of the dead, a master illusionist and someone who is said to have an eye of fire that can see any lie and secret. Hel’s appearance is not for the faint of heart; from one side she looks like a beautiful maiden in her youth full of life and vigor but split down the middle and on the opposite side her body is that of a corpse with rotting flesh and bones showing under the sagging skin. She moves with a grace that unsettles those who watch and speaks with an authority of royalty. She cares for little and even less for those who would lie and steal from her. She is able to see through any Illusion Intermediate and lower and able to cast her own illusions to get close to her victims if necessary. She will use PR to strengthen herself.
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Upon Completion of this Dungeon players will be awarded the Notable Achievement: Hel's Grace.
[break][break]
[break][break]
Underground Kingdom: The curiosity of scholars have been the cause of great improvements and major leaps in the quality of life but sometimes the opposite is quite true, the Scholars of the Clover kingdom during one of their many expeditions into the underbelly of the surface uncovered a system of caves and ruins. The further they explored the colder the air got no matter how fierce they built their fires or layered their clothing; the ruins slowly grew from unmarred rock and stone to developed corridors and streets. As if they were approaching a city hidden under the ground, the paths grew more to what would be seen in the capital but what was missing was the buzz of the public and the local citizenry and was replaced with a cold, dark empty hum that seemed to unsettle even the hardened veterans of the group. Having a feeling of being watched despite the empty corridors and silent streets, the group of scholars retreated the way they came deciding it was best to have the more qualified to search and explore this discovery. Now it is up to whoever is brave enough to explore this unknown Dungeon.
[break][break]
Dungeon’s Location: The Wildlands
[break]
Dungeon’s Rank: Intermediate
[break]
Minimum Player Requirements: 2
[break]
Gimmicks/Requirements to Enter: N/A
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[attr="class","genheader"]Entrance | Floor 1
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Number of Normal Rooms: 3
[break]
Word Count per Room: 1,500
[break]
Floor’s Gimmick:N/A
[break]
Rooms’ Layout/Description:
[break][break]
Room 1: The cave system that the scholars used to discover this dungeon are located in the forsaken region almost hidden by the amount of overgrowth and foliage, but thankfully enough has to been cleared to make for an easy discovery of the path forward. As you enter the cave system the path forward will slowly get darker and darker the farther you go in unless you brought some item that produces light or magic that can make light. The farther you travel into the cave system navigating the path forward from the previously marked indicators on the wall, need at least 20 Sensory to notice the markings if you didn’t bring a light source of some sort. Once you have fully delved into the dungeon and the path turns from cave stone to streets and corridors there will be a chill permeating the air causing a debuff of -1m/s unless there is some source of heat or way to change the temperature applied.
[break][break]
Enemies: N/A
[break][break]
[break][break]
Room 2: As you continue to walk down the streets the temperature seems to rise to a nice spring breeze as if you were back on the surface and the need for a heat source is no more, the area around you seems to open up into fields of growing and living foliage. The stoned street is kept maintained but off to the sides as far as the eye can see are various plant life including herbs, rare specimens never seen before and some very odd wildlife but nothing bigger than a small bird can be seen. It is a dazzling sight after going through such a silent, cold, and deserted area. Though it seems that the pleasant feeling air has attracted some of the more violent denizens of this realm. Hel-Walker can be seen shambling to and for wandering as if searching for something. Passing them stealthily or disposing of them is your choice.
[break][break]
Enemies: x5 Hel-Walkers per player.
[break][break]
[break][break]
Room 3: You pass through the fields till the warm air and amazing life seems to slowly pitter out and then suddenly the cold from before seems to come back with a vengeance as if the prior air was simply a way to lull you into a false sense of security before snapping you back into reality. The cold in the air is stronger here causing a debuff of -2m/s unless there is some source of heat or way to change the temperature applied. In the distance you can see walls stretching to seem what could be forever with only one entry way going forward, as you approach you can see the distant shape of some kind of large beast. Larger than any you have ever seen and probably will ever see in the foreseeable future. It seems that the creature is some kind of guardian of the area as it allows the various Shades to pass it. It will awaken if you get to close and begin its attack. You also notice that some of the shades have started to notice the warm air around you whether from a heat source, change in temperature or your body heat. They do not look docile anymore, get ready for some fun.
[break][break]
Enemies: x1 Garmr | x4 Shades per player
[break][break]
[attr="class","genheader"]FLOOR 2
[break][break]
Number of Normal Rooms: 3
[break]
Word Count per Room: 1,500
[break]
Floor’s Gimmick: N/A
[break]
Rooms’ Layout/Description:
[break][break]
Room 1: Upon defeating the large beast Garmr, you easily make your way down the entryway. Various shades move past you without a second glance while the feeling of a magnitude of eyes watching your every movement can’t be felt as your proceed. The path ahead opens up into that of a massive cavern with various paths that splinter off into the dark with no real guidance if they would help you in your quest forward. Following the path directly in front of you upon entering area would lead you to a bridge made of what looks to be Ice and Frost of the deepest blue. Upon this bridge seems to be where the majority of Shades have gathered, as you proceed it seems that some Shades have noticed the fact you are alive
[break][break]
Enemies: x4 Shades per Player
[break][break]
[break][break]
Room 2: Dealing with the annoyance of being mobbed on a bridge you can spot that this bit of interaction has caused quite a stir throughout the area. The appearance of Hel-Walkers on the bridge is something that is not typically common but they seem to have followed your group from the previous floor still chasing after the only thing living in these tunnels foolishly thinking it could free them from their endless wandering.
[break][break]
Enemies: x3 Shades per Player | x2 Hel-Walkers per Player
[break][break]
Room 3: Finally the respite you have been waiting for after being borderline swarmed by every Shade or Hel-Walker. The masses seem to edge away from you after watching you decimate the large numbers of their brethren though most have moved on with their journey long before the fighting ended. Now it is time for you to continue your own journey and figuring out what was at the end of this bridge was the right way to go. After a short amount of walking you can see a large archway and an even larger creature, there doesn’t seem to be a door in the archway but there is a weird shimmer of colors that seems to change and move whenever a shade passes through it. Upon closer inspection it seems the creature holds what looks to be a chunk of a pillar covered in various carvings, the creature also seems to be diligently watching the shades as they pass by as if it was making sure they were really dead. This gatekeeper will attack anything that is alive.
[break][break]
Enemies: x1 Màttugr Helson – The Gatekeeper
[break][break]
[attr="class","genheader"]FLOOR 3
[break][break]
Number of Normal Rooms: 3 (2 Normal | 1 Boss)
[break]
Word Count per Room: 1,500 | 2,000 Boss
[break]
Floor’s Gimmick:N/A
[break]
Rooms’ Layout/Description:
[break][break]
Room 1: Passing through the gateway the space around you instantly turns from the open cavern of earlier and now as if you have walked into the entrance of a large castle. It is adorn with the sigil of Hel and various armor suits. The air is cold and unwelcoming as it has been since you entered this dungeon. Proceeding through the room will cause the suits to come alive and attack you.
[break][break]
Enemies: x4 Armored Specters per Player
[break][break]
[break][break]
Room 2: Moving forward through the castle, you take note of the ancient paintings that seem to depict the history of the dungeon from the creation of what seems to be its owner to their eventually placement within this dungeon. The area is quiet and empty beyond the paintings and the placed torches that seem to only light up the area and provide no warmth themselves. At the other end of the room is a massive door with no guards or protection.
[break][break]
Enemies: N/A
[break][break]
Boss Room: Opening the massive door leads you into the throne room and upon that throne sits a person of great height. The person will seem to speak to you inviting you inside the throne room but the voice will sound as if it comes from all around you. Moving closer to the throne allows you to see the person in full light, with the appearance of person both in the prime of life and the advanced state of decay sits a woman spilt between the two extremes. She will introduce herself as Hel, The Goddess of Death and Ruler of Helheim. Hel has the grace and presence of one that rules and no matter what way she is spoken to she will find some offence and proceed to attack the Players.
[break][break]
Enemies: x1 Hel
[break][break]
[break][break]
[attr="class","genheader"]Creatures | Enemies
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Shades
Name: Shades
[break]
Rank: Int.
[break]
Health Threshold: Senior
[break]
Speed: 5 m/s
[break]
Physical Power: Int
[break]
Element Affinity: N/A
[break]
Stats:
- Power-25
- Durability-0
- Sensory-25
- Control-20
Description: These ghostly remains of those who have passed float aimlessly through the streets and corridors of the dungeon, they have no interest in where they are going and seem completely content with wandering through this cursed place for all of time. Typically, are very docile till they are attacked or bothered, have an extreme agitation towards anything that produces heat seemingly being angered by the lost life they once had. Unable to take damage from non-magical means.
[break][break]
Hel-Walkers
Name: Hel-Walkers
[break]
Rank: Int
[break]
Health Threshold: Int
[break]
Speed: 10 m/s
[break]
Physical Power: Int.
[break]
Element Affinity: N/A
[break]
Stats:
- Power-30
- Durability-10
- Sensory-10
- Control-20
Description: Seeming more corpse then human with a blue-ish tint and some form of rock-like growth spreading throughout their body, these creatures seem to be re-animated by some kind of magic in the air as they wander from place to place even attack one another from time to time they will attack with a variety of weapons from their claws, teeth and random assortment of mundane weapons. These creatures hate anything living and actively search them out as if they think taking the living’s life will free them from some sort of curse.
[break][break]
Armored Specters
Name: Armored Specters
[break]
Rank: Int.
[break]
Health Threshold: Senior
[break]
Speed: 10 m/s
[break]
Physical Power: Int
[break]
Element Affinity:
[break]
Stats:
- Power- 55
- Durability-25
- Sensory-20
- Control-50
Description: The accursed fallen seem to guard the inner parts of the castle being forced into servitude by some force, their attire seem to range from the disheveled bandit and vagabond to the shamed soldiers of an esteemed army. Are extremely violent towards any intruders that wander into places they are not authorized to enter like the inner castle or throne room. If not defeated within 3 turns (1) Guard Captain will join the fight.
[break][break]
Guard Captain
Name: Guard Captain
[break]
Rank: Int.
[break]
Health Threshold: Sr.
[break]
Speed: 10 m/s
[break]
Physical Power: Int.
[break]
Element Affinity: Ice
[break]
Stats:
- Power-40
- Durability-20
- Sensory-40
- Control-30
Description: This foe seems to be the closest to a living creature inside this dungeon, wearing the finest armor and wielding the cleanest weapons though upon closer inspection if given the chance each set of weaponry seems to be marred in some way that shows the owner’s shame and despair. These enemies tend to reside just outside the throne room and wander the halls. Only One Will join in any battle with the Armored Specter if the players are unable to defeat them within 3 turns.
[break][break]
Garmr
Name: Garmr
[break]
Rank: Sr.
[break]
Health Threshold: Sr.
[break]
Speed: 15 m/s
[break]
Physical Power: Int.
[break]
Element Affinity: Wind
[break]
Stats:
- Power-40
- Durability-40
- Sensory-30
- Control-40
Description: This creature looks simply like a giant wolf in the darkest shade of black with piercing amber eyes and fangs as long as the average males’ arm. Its claws are sharp enough to rend steel as if it were parchment, it can detect things by smell with its enhanced senses. This beast is tasked with keeping intruders out of Hel’s domain and will fight to submission or death.
[break][break]
Màttugr Helson – The Gatekeeper
Name: Màttugr Helson – The Gatekeeper
[break]
Rank: Sr.
[break]
Health Threshold: Sr.
[break]
Speed: 15 m/s
[break]
Physical Power: Senior
[break]
Element Affinity: Wind
[break]
Stats:
- Power-50
- Durability-30
- Sensory-40
- Control-30
Description:This large creature bearing two ram-like horns and rough almost scaly skin like a mixture of a snake and old leather left out in the sun for to long guards the bridge that you will need to cross in order to proceed farther into the Dungeon, it uses a destroyed section of pillar covered in various runes and markings that seem to glow from time to time as if magic was flowing through it when swung. This creature is in charge of making sure only the dead actually cross the bridge and will attack anything that isn’t actually dead.
[break][break]
Hel
Name: Hel
[break]
Rank: Sr.
[break]
Health Threshold: Sr.
[break]
Speed: 10 m/s
[break]
Physical Power: Sr.
[break]
Element Affinity: Ice
[break]
Stats:
- Power-50
- Durability-40
- Sensory-40
- Control-50
Description: The goddess of the dead, a master illusionist and someone who is said to have an eye of fire that can see any lie and secret. Hel’s appearance is not for the faint of heart; from one side she looks like a beautiful maiden in her youth full of life and vigor but split down the middle and on the opposite side her body is that of a corpse with rotting flesh and bones showing under the sagging skin. She moves with a grace that unsettles those who watch and speaks with an authority of royalty. She cares for little and even less for those who would lie and steal from her. She is able to see through any Illusion Intermediate and lower and able to cast her own illusions to get close to her victims if necessary. She will use PR to strengthen herself.
[break][break]
Upon Completion of this Dungeon players will be awarded the Notable Achievement: Hel's Grace.
MADE BY NOVA
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