Post by Samson on Apr 3, 2022 16:51:55 GMT -5
[attr="class","dungentext"]
A most peculiar bit of lore that has always been hidden well by the Church is that of a former Bishop, one that wished to become Cardinal by any and all means. Going as far as to use old relics taken from the great vault hidden underneath the royal capital, the man began extending his life beyond his expiration date before eventually doing the same to his followers. When the Spear sect of the church found him out, they eventually killed him and his cult while suffering heavy loses. Stashing everything away in a special area below the church in Nairn in a place called the Undercroft, everything that had anything to do with the Bishop was thrown into the deepest recesses of the Undercroft and stricken from the annals of history. For the past days however, visitors of the church, as well as the local deacons and nuns have claimed hearing noises from the mausoleum. But when they visited the place, there seemed to be nothing there, leading them to believe the place might be haunted. For this reason, local mages have been allowed to look into the matter, though the Cardinals keep their lips sealed with regards to what is truly down there, hidden underneath the mausoleum itself...
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 2500
FLOOR DESCRIPTION:
When first coming to the church in respond to their request for aid, you will be given a key that will open the door to the mausoleum underneath the church itself. Claiming that people of high station and wealth have been put to rest here up until as recently as a few days ago, it is here that you will begin looking into the possibility of ghosts haunting the place. As the location of an Undercroft is unknown to anyone other than the Cardinals, none will be able to tell you there is anything else beside a mausoleum. As such, you will need to use all of your smarts in order to figure out how to move forward.
FLOOR BESTIARY[break]
Claiming your key from the deacon in church of tending to the mausoleum, the young man asks that you do not go around looting any of the coffins or go around breaking anything. Clearly being very protective of the people down here, as well as taking his job very seriously, he closes the door behind you and lets you go about the place. After a proper inspection, those with at least 60 Sensory will be able to figure out that there is a tear in one of the walls. Those with at least Ki tier 3 will be able to vaguely sense movement behind that same wall, which will alarm them to the tear in the wall.
Once you decide to break your way through the wall to find out what is behind the tear, you will be washed over by a sense of dread that chills you to the bone, freezing you in place for a few moments. Feeling as if the very presence of death itself just passed through your being, it is then that the dead in the mausoleum behind you begin to rise from their coffins. Trying to get out of the mausoleum and wreak havoc on Nairn, it is up to you to put them back to rest before heading deeper into the area beyond the mausoleum.
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 2500
FLOOR DESCRIPTION:
With the zombies in the mausoleum dealt with, the group presses on deeper into the place. Finding a staircase behind the wall that had been hidden from everyone, it takes them into a part of the church that is easily as old as the church in the royal capital. Fallen into disrepair a long time ago, the signs of battle can still be found on the stone walls in the form of scorch marks, puncture marks and deep cuts, as well as lots of dried blood. Funnily enough, there are no spiderwebs or anything of the sort around, almost as if even these animals knew better than to venture into this accursed place. But with the wall down that kept the evil within contained, it is up to you to press on and get rid of the main threat.
FLOOR BESTIARY[break]
Heading down the staircase and making your way into the undercroft that had been hidden so long ago, a dark magic is almost tangible in the air. As you wander through the place, you can hear movement up ahead, though it is different from the movement of the average zombie. This seems more controlled, almost like the marching of soldiers getting closer to you. So as you fully descend the stairs, you are met with a few zombies, as well as the revived spears of the salamander.
Fighting your way through the zombies and the reawakened Spears that were at some point responsible for putting the master of this place to death, more Spears arrive on the scene, accompanied by the leader of the task force that struck the final blow and sealed their fates. Unlike the average undead, Hadrian is capable of speaking in coherent sentences, which he will do by means of calling you out. Calling the church and all it stands for a lie as they left him to rot down here, discarding him and his men once they had no more use for him, he will begin to violently assault you in an attempt at getting back at the outside world.
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 3000
FLOOR DESCRIPTION:
Should you manage to put an end to the tragic afterlives of the Spears that had once done the noble thing by ridding the country of a most dangerous threat, the team goes that much deeper into the place. As the air begins to truly reek, a foul stench penetrates your nostrils, making most feel like vomitting. Making your way out of the previous room and reaching a place that seems so foul and despoiled it can't be the same church, there are rotting remains everywhere. More than that, it is as if the rot is being forcibly spread along the floor, walls and ceiling as if intended to cover the whole interior. If this continues, the spread of death might reach outside of this place and bring a pestilence upon the people of Clover. Yet another issue that clearly needs to be resolved.
FLOOR BESTIARY[break]
With the death of Hadrian, the way deeper into the undercroft is left unguarded, allowing the team the chance to advance deeper into a place that is covered in fungus and decay. Hearing a distant chanting of a female voice in the distance, more fallen spears march on your position in an attempt at keeping you from what they call the "Incubation room". Clearly being something important for whatever the master of this place has in store for you, and indeed the world, you need to push through the guards and get into this room.
Beating the guards outside, you make your way into the Incubation room, a room so dense with decay and fungus that it actually becomes hard to breathe. Noticing the faint figure of a woman, as she no longer looks all that human, she asks if you've come to witness the birth of her next batch of children. With several guards posted by her side to keep you from getting right to her, she reaches into the rot and pulls out a twisted little monster that appears rotten to the core. Kissing it as though it were a newborn child, the woman calls herself Mathildis before claiming you will become part of the incubation room soon, and that you will finally be loved.
Defeating Mathildis and her following of Spears and rotten golems, the way into the inner sanctum is freed up. Once you enter the place, the doors will lock behind you as the rotting substance and a mass of fungus grows over and shuts the door completely. Descending from the sky until he hovers but a few centimeters above the floor, Geraint will look you over and question whether or not the church sent you, and if they made you aware of what was down here. He will ask if you were aware of the Spears you killed so far, and of Hadrian, loyal followers of the church that were discarded and stricken from history as if they had all never existed. Asking you whether you would consider joining his cause and bring down the church to install a better one, it won't be long before it becomes clear that he won't stop at the church. Having clearly gone insane from being isolated from the world for hundreds of years in the dark, his goals of killing and returning all of Clovers citizens and covering the land in rot and decay have to be stopped.
[attr="class","dungentitle"]THE UNDERCROFT
RANK: Grand LOCATION: Nairn MIN-MAX PLAYER GROUP: 2 - 4 |
A most peculiar bit of lore that has always been hidden well by the Church is that of a former Bishop, one that wished to become Cardinal by any and all means. Going as far as to use old relics taken from the great vault hidden underneath the royal capital, the man began extending his life beyond his expiration date before eventually doing the same to his followers. When the Spear sect of the church found him out, they eventually killed him and his cult while suffering heavy loses. Stashing everything away in a special area below the church in Nairn in a place called the Undercroft, everything that had anything to do with the Bishop was thrown into the deepest recesses of the Undercroft and stricken from the annals of history. For the past days however, visitors of the church, as well as the local deacons and nuns have claimed hearing noises from the mausoleum. But when they visited the place, there seemed to be nothing there, leading them to believe the place might be haunted. For this reason, local mages have been allowed to look into the matter, though the Cardinals keep their lips sealed with regards to what is truly down there, hidden underneath the mausoleum itself...
[attr="class","dungenfloor"]FLOOR #1
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 2500
FLOOR DESCRIPTION:
When first coming to the church in respond to their request for aid, you will be given a key that will open the door to the mausoleum underneath the church itself. Claiming that people of high station and wealth have been put to rest here up until as recently as a few days ago, it is here that you will begin looking into the possibility of ghosts haunting the place. As the location of an Undercroft is unknown to anyone other than the Cardinals, none will be able to tell you there is anything else beside a mausoleum. As such, you will need to use all of your smarts in order to figure out how to move forward.
FLOOR BESTIARY[break]
- SANCTIFIED HUSK[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
0 0 0 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5.57 ft [attr="class","statstitle"]WEIGHT145 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior The religious dead buried underneath the church in the mausoleum, woken from their eternal slumber by the presence of something truly vile. Brought back with the single intention of destroying and killing the town above, as well as the church for their master, these are no longer the people they used to be. Nothing more than withered husks of once good people, enhanced beyond their prime by an infusion of immense necrotic power, they are to be put down before they put you down. These zombies attack with their hands and teeth, and possess no magic. - ENVOY OF THE MASTER[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
200 75 150 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,90 ft [attr="class","statstitle"]WEIGHT176 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Stronger than your average undead, these were chosen to act as the eyes and ears of their master. In life, they were the followers of the bishop that sought to overthrow the seating power of the church, a sin they paid for with their lives. Stronger and more vicious than the others that were raised from the dead along with them up in the mausoleum, they can be used by their master to act as a voicebox by which he can speak to the interlopers. Also capable of taking direct control over their actions, they are nothing more than playthings of flesh and bone. The Envoys can use attack creation and hex magic using blood magic.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 0 Monsters |
Claiming your key from the deacon in church of tending to the mausoleum, the young man asks that you do not go around looting any of the coffins or go around breaking anything. Clearly being very protective of the people down here, as well as taking his job very seriously, he closes the door behind you and lets you go about the place. After a proper inspection, those with at least 60 Sensory will be able to figure out that there is a tear in one of the walls. Those with at least Ki tier 3 will be able to vaguely sense movement behind that same wall, which will alarm them to the tear in the wall.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | Sanctified Dead (3x per player) | Envoy of the Master (1x per player) |
Once you decide to break your way through the wall to find out what is behind the tear, you will be washed over by a sense of dread that chills you to the bone, freezing you in place for a few moments. Feeling as if the very presence of death itself just passed through your being, it is then that the dead in the mausoleum behind you begin to rise from their coffins. Trying to get out of the mausoleum and wreak havoc on Nairn, it is up to you to put them back to rest before heading deeper into the area beyond the mausoleum.
[attr="class","dungenfloor"]FLOOR #2
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 2500
FLOOR DESCRIPTION:
With the zombies in the mausoleum dealt with, the group presses on deeper into the place. Finding a staircase behind the wall that had been hidden from everyone, it takes them into a part of the church that is easily as old as the church in the royal capital. Fallen into disrepair a long time ago, the signs of battle can still be found on the stone walls in the form of scorch marks, puncture marks and deep cuts, as well as lots of dried blood. Funnily enough, there are no spiderwebs or anything of the sort around, almost as if even these animals knew better than to venture into this accursed place. But with the wall down that kept the evil within contained, it is up to you to press on and get rid of the main threat.
FLOOR BESTIARY[break]
- ENVOY OF THE MASTER[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
200 75 150 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,90 ft [attr="class","statstitle"]WEIGHT176 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Stronger than your average undead, these were chosen to act as the eyes and ears of their master. In life, they were the followers of the bishop that sought to overthrow the seating power of the church, a sin they paid for with their lives. Stronger and more vicious than the others that were raised from the dead along with them up in the mausoleum, they can be used by their master to act as a voicebox by which he can speak to the interlopers. Also capable of taking direct control over their actions, they are nothing more than playthings of flesh and bone. The Envoys can use attack creation and hex magic using blood magic. - FALLEN SPEAR[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
215 0 215 [attr="class","statstitle"]SPEED18 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,95 ft [attr="class","statstitle"]WEIGHT184 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Once belonging to a sect of warriors trained by the church and meant to embody the spirit of the Salamander, these valorous warriors fell in their battle against their new master and his lackeys. Thrown away after their passing and receiving no honors for their sacrifice, simply tossed into the undercroft and forgotten about by the world, these undead are not being controlled. Instead, they fight against the living out of their own free will as their hatred against the church is enough to push them towards the death of those that would kill the master that brought them back from the dead. The Spears are capable of utilizing physical reinforcement and attack creation magic of cosmic or fire. - HADRIAN, THE FIRST SPEAR[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
235 80 165 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,95 ft [attr="class","statstitle"]WEIGHT183 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Among the Spears of old, Hadrian was said to be the most blessed by the salamander. Possessing virtue, valor and a sense of justice, some within the church believed that he might one day become a Cardinal. However, as fate would have it, he was among several of his brothers to fall in battle while bringing down the monster that raised them back into undeath. Having been stashed away here for untold decades without anyone to even know of the sacrifice he and his brethren made, his virtues have made way for a blind rage towards all mortals that would enter the halls he now calls home. Above all, he must not be allowed to make it into the world above, as the damage he might cause out of sheer rage would be catastrophic. Hadrian can utilize physical reinforcement, healing and attack creation magic. Upon starting combat, he will rally his men and increase their strength by a Senior amount.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | Envoys of the master (3x per player) | Fallen Spears (2x per player) |
Heading down the staircase and making your way into the undercroft that had been hidden so long ago, a dark magic is almost tangible in the air. As you wander through the place, you can hear movement up ahead, though it is different from the movement of the average zombie. This seems more controlled, almost like the marching of soldiers getting closer to you. So as you fully descend the stairs, you are met with a few zombies, as well as the revived spears of the salamander.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | Fallen Spear (3x per player) | Hadrian, the First Spear |
[attr="class","dungenfloor"]FLOOR #3
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 3000
FLOOR DESCRIPTION:
Should you manage to put an end to the tragic afterlives of the Spears that had once done the noble thing by ridding the country of a most dangerous threat, the team goes that much deeper into the place. As the air begins to truly reek, a foul stench penetrates your nostrils, making most feel like vomitting. Making your way out of the previous room and reaching a place that seems so foul and despoiled it can't be the same church, there are rotting remains everywhere. More than that, it is as if the rot is being forcibly spread along the floor, walls and ceiling as if intended to cover the whole interior. If this continues, the spread of death might reach outside of this place and bring a pestilence upon the people of Clover. Yet another issue that clearly needs to be resolved.
FLOOR BESTIARY[break]
- FALLEN SPEAR[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
215 0 215 [attr="class","statstitle"]SPEED18 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,95 ft [attr="class","statstitle"]WEIGHT184 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Once belonging to a sect of warriors trained by the church and meant to embody the spirit of the Salamander, these valorous warriors fell in their battle against their new master and his lackeys. Thrown away after their passing and receiving no honors for their sacrifice, simply tossed into the undercroft and forgotten about by the world, these undead are not being controlled. Instead, they fight against the living out of their own free will as their hatred against the church is enough to push them towards the death of those that would kill the master that brought them back from the dead. The Spears are capable of utilizing physical reinforcement and attack creation magic of cosmic or fire. - MATHILDIS, DESPOILED MOTHER[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
180 215 80 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,53 ft [attr="class","statstitle"]WEIGHT147 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Once a nun in the church of Nairn, Mathildis got in close with Geraint, even though she was not allowed to start a family as per church rules. Believing things might change once Geraint would rise to power as a Cardinal, she went through a great deal of hardship to see to it that he did so they might one day have children. When Geraint fell off the deep end and began using demonic artifacts to extend his life, she was made the same offer, which she gladly took. So when the Spears attacked and killed them all, she was among the first to be risen into unlife as a lich. Using her newfound necrotic powers to sire "Children" out of the rot, her demented mind wishes to see more and more people killed and thrown into the rot room so that she might give birth to more. Mathildis uses golem creation, defense creation and healing using a fungus based magic. Every round, she can spawn up to three Grand golems of any given type out of the surrounding area to attack her foes. - GERAINT, ARCH-LICH OF NAIRN[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
250 100 230 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHArchmage [attr="class","statstitle"]HEIGHT5,96 ft [attr="class","statstitle"]WEIGHT186 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand A Bishop that aspired to one day become a Cardinal realized after years of service to the church that he would never get his chance, as the current Cardinals just would not seem to die. As such, he was eventually tempted by a demonic artifact that was brought into his care. Instead of bringing it to the great vault, he liberated various other items of similar power in order to extend his life, and grant him control over life and death. Extending his life and that of his wife Mathildis, they began plotting to overthrow the church by killing the seated Cardinals and replacing them with and his people. When he and his cult following were eventually found out, they were assaulted and killed by the Spears, but not before ensuring they would all die with them. Stashed away inside of the Undercroft, the ritual that had him take the power from the demonic artifacts made him effectively immortal, allowing him to come back after being killed. As such, he has become an eternal threat to the kingdom that has to be stopped by any means needed. Caring nothing for life itself, he gladly indulges his wife in making more rot monsters she calls children, as well as fueling the anger Hadrian and his Spears feel towards the living. Geraint uses attack creation along with hexes and healing of the Decay magic type, making him rather unique. Once per round, he can revive all of the Fallen Spears in the room for half of their health.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | Fallen Spears (4x per player) |
With the death of Hadrian, the way deeper into the undercroft is left unguarded, allowing the team the chance to advance deeper into a place that is covered in fungus and decay. Hearing a distant chanting of a female voice in the distance, more fallen spears march on your position in an attempt at keeping you from what they call the "Incubation room". Clearly being something important for whatever the master of this place has in store for you, and indeed the world, you need to push through the guards and get into this room.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | Fallen Spears (2x per player) | Mathildis, Despoiled Mother |
Beating the guards outside, you make your way into the Incubation room, a room so dense with decay and fungus that it actually becomes hard to breathe. Noticing the faint figure of a woman, as she no longer looks all that human, she asks if you've come to witness the birth of her next batch of children. With several guards posted by her side to keep you from getting right to her, she reaches into the rot and pulls out a twisted little monster that appears rotten to the core. Kissing it as though it were a newborn child, the woman calls herself Mathildis before claiming you will become part of the incubation room soon, and that you will finally be loved.
[attr="class","dungenroom"]Room #3
[attr="class","dungenencounters"]ENCOUNTERS: | Fallen Spears (3x per player) | Geraint, Arch-Lich of Nairn |
Defeating Mathildis and her following of Spears and rotten golems, the way into the inner sanctum is freed up. Once you enter the place, the doors will lock behind you as the rotting substance and a mass of fungus grows over and shuts the door completely. Descending from the sky until he hovers but a few centimeters above the floor, Geraint will look you over and question whether or not the church sent you, and if they made you aware of what was down here. He will ask if you were aware of the Spears you killed so far, and of Hadrian, loyal followers of the church that were discarded and stricken from history as if they had all never existed. Asking you whether you would consider joining his cause and bring down the church to install a better one, it won't be long before it becomes clear that he won't stop at the church. Having clearly gone insane from being isolated from the world for hundreds of years in the dark, his goals of killing and returning all of Clovers citizens and covering the land in rot and decay have to be stopped.
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Those who complete this dungeon gain the NA 'Death and Decay'