Post by Samson on Oct 4, 2022 16:01:47 GMT -5
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Description: On the edges of the forsaken region a dark creepy mansion has appeared out of nowhere, causing concern and paranoia to show in those who come across it. From the mansion area, a heavy dark mist flows out and covers an expansive area adding to the feeling that you are being watched by some unseen force. There are those who believe old folktales that the restless spirits of the damned worked together to create this manifestation of their anger towards those who have what they no longer do. Life. With apparent dark forces at work, the haunted house known as the Kabocha Ohaka took form. But was that a fact? What was behind the door?
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 2000
FLOOR BESTIARY
As the group enters the house, the door slams shut and all the lights go out which makes it hard to traverse forward unless an item that produces light or someone with magic that can create light is present. Every so often flashes of fork lightning will brighten the room showing a door at the other end of the room. Those with at least 45 sensory or tier 2 Ki would be able to navigate the cluttered and worn room reducing the chance of disturbing the Blood Fangs resting on the ceiling. Every round you are in this room you must roll 1d4 to see if the lightning flashes (Even if it does odd it remains dark) If the lightning flashes then you must roll 1d4 to find out if it disrupts the otherwise sleeping bats. (Even if it will disturb the bats odd it won't.) If the bats hear a noise they will attack in waves so be warned.
After entering the 2nd room, the door slams shut like before but candles all around the room will mysteriously light up though the flames are black and give very little aid in regards to vision. The room is filled with jack o’lantern style pumpkins that also light up slightly brighter than the candles adding to the eeire atmosphere. Stationed at the walls are what looked like skeletons in decayed and rusted armour while by the exit of the room are what could only be described as elaborate scarecrows. A cold chill quickly fills the room those without a heat source or heat-based element suffer -5m/s, those with cold-based elements don't take any sort of penalty but they also gain no benefit while those with a heat source or heat-based element will be buffed by +5m/s. As the players get near, the skeletons and scarecrows they would spring into life and ready themselves to face the players.
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 2000
FLOOR BESTIARY[break]
After successfully getting to the 2nd floor, the group would notice the air getting thicker making it almost impossible to breathe. A dark smokey mist would be seen rising from the floor and make it near impossible to see through let alone navigate. Those with at least 45 sensory or tier 2 Ki would be able to navigate the mist without complication. Those who don't have the required sensory, Ki or a wind-based element will be forced to face their worst fears until they exit the room.
The second room is filled with lit jack O’lantern that also contained candy. One could try to eat the candy if they dared. There was a mixture of good and bad candy with wrappers saying Trick or Treat. The bad candy would give the player a toothache and as a result, they would receive a - 5 debuff to their main stat and a -5 m/s to speed. If they ate good candy, they would receive a +5 buff to their main stat and +5 m/s to their speed. To determine the effects of the consumed candy, a player will roll a 1d10, with even numbers resulting in good candy and odd numbers resulting in bad candy. The effects do not stack if you eat multiple pieces of candy, you can only be granted one effect at a time.
Even if the players don’t partake in the candy-eating opportunity, Gobs will rush out towards them to attack while the Jack O’Blaze defends the entrance to the boss room.
As the players enter the room, they are met by the sound of a pipe organ playing in a gothic cathedral-like room. The room turns bright and it is revealed a tall well put together noble sitting at the organ, playing the Shadow’s Masquerade. As he plays, the Jack O’Blaze that were dormant within the room now move to attack the players. Should the players manage to defeat the defenders, It is then that the noble gets up and smiles, telling the players that he is their final adversary.
[attr="class","dungentitle"]KABOCHA OHAKA MANSION
RANK: Senior LOCATION: FORSAKEN REALM MIN-MAX PLAYER GROUP: 2-4 OTHER REQS:
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Description: On the edges of the forsaken region a dark creepy mansion has appeared out of nowhere, causing concern and paranoia to show in those who come across it. From the mansion area, a heavy dark mist flows out and covers an expansive area adding to the feeling that you are being watched by some unseen force. There are those who believe old folktales that the restless spirits of the damned worked together to create this manifestation of their anger towards those who have what they no longer do. Life. With apparent dark forces at work, the haunted house known as the Kabocha Ohaka took form. But was that a fact? What was behind the door?
[attr="class","dungenfloor"]FLOOR #1
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 2000
FLOOR BESTIARY
- Blood-Fang[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
30 0 40 [attr="class","statstitle"]SPEED10m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT2 ft [attr="class","statstitle"]WEIGHT30 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate These bat-like creatures band together to take on enemies and would swoop down from the ceiling to attack anyone or thing that disturbs them. They attack by sinking their fangs into their enemies. While one is easy to take down, a swarm can become overwhelming. The Blood-Fangs have been known to use shadow and sound magic. They specialise in attack creation, sensory and hex and curse. - Bone-Strikers[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
50 50 0 [attr="class","statstitle"]SPEED5m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5 ft [attr="class","statstitle"]WEIGHT70 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate These skeleton foot soldiers stand with pride as they wait for anyone who doesn’t belong in the Kabocha Ohaka to show up. Once that happens, they move from their post and go into a state of defending the room. They will fight with their swords and shields to defeat all those who trespass. Elements they commonly use are either bone or Common metals and specialize in attack creation and defence creation. - Strawfright[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
50 50 25 [attr="class","statstitle"]SPEED12 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT6 ft [attr="class","statstitle"]WEIGHT80 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior These scarecrow defenders will stand as the last line of defense on the first floor and prefers to stay back by the door to the second floor. They are equipped with fire magic to combat any threat that stands before them. Using the attack creation, transformation and restraining, the Strawfright uses its fire to restrain its target and then they go on the offensive.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | x5 Blood-Fangs per player |
As the group enters the house, the door slams shut and all the lights go out which makes it hard to traverse forward unless an item that produces light or someone with magic that can create light is present. Every so often flashes of fork lightning will brighten the room showing a door at the other end of the room. Those with at least 45 sensory or tier 2 Ki would be able to navigate the cluttered and worn room reducing the chance of disturbing the Blood Fangs resting on the ceiling. Every round you are in this room you must roll 1d4 to see if the lightning flashes (Even if it does odd it remains dark) If the lightning flashes then you must roll 1d4 to find out if it disrupts the otherwise sleeping bats. (Even if it will disturb the bats odd it won't.) If the bats hear a noise they will attack in waves so be warned.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | x4 Bone-Strikers per player [break] x1 Strawfright per player |
After entering the 2nd room, the door slams shut like before but candles all around the room will mysteriously light up though the flames are black and give very little aid in regards to vision. The room is filled with jack o’lantern style pumpkins that also light up slightly brighter than the candles adding to the eeire atmosphere. Stationed at the walls are what looked like skeletons in decayed and rusted armour while by the exit of the room are what could only be described as elaborate scarecrows. A cold chill quickly fills the room those without a heat source or heat-based element suffer -5m/s, those with cold-based elements don't take any sort of penalty but they also gain no benefit while those with a heat source or heat-based element will be buffed by +5m/s. As the players get near, the skeletons and scarecrows they would spring into life and ready themselves to face the players.
[attr="class","dungenfloor"]FLOOR #2
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 2000
FLOOR BESTIARY[break]
- Gob[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
50 40 0 [attr="class","statstitle"]SPEED7 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT3 ft [attr="class","statstitle"]WEIGHT50 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate These goblins are quick little guys who are very aggressive and enjoy playing pranks. They attack both individually and in pairs. They don't care what is coming, if they see a target they will engage and attack with their swords as well as their teeth. With an element of oil, they use attack magic, supplementary construct and physical reinforcement. - Jack O'Blaze[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
40 35 25 [attr="class","statstitle"]SPEED12 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5 ft [attr="class","statstitle"]WEIGHT75 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior+ Intermediate These flaming Jack O'lantern head warriors defend the Kabocha Ohaka as a precursor to the boss. They love attacking with their axes which create a flame with each swing that can burn their target. They are not ones to rush into battle and would prefer to wait until the target gets close to them. They are known to use lava or fire elements and specialize in attack creation, Physical Reinforcement and Hex and Curse. - Dracula[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
80 50 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHGrand + Intermediate [attr="class","statstitle"]HEIGHT5'9" [attr="class","statstitle"]WEIGHT175 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand The boss of the Kabocha Ohaka! Dracula is a cunning fighter utilizing Dark and Blood magic. When all of his defenders are defeated, he rises and challenges those who dare fight him. Incredibly intelligent and able to switch strategies at a moment's notice. He specializes in attack creation, hex and curse, Physical reinforcement and Transformation
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | N/A |
After successfully getting to the 2nd floor, the group would notice the air getting thicker making it almost impossible to breathe. A dark smokey mist would be seen rising from the floor and make it near impossible to see through let alone navigate. Those with at least 45 sensory or tier 2 Ki would be able to navigate the mist without complication. Those who don't have the required sensory, Ki or a wind-based element will be forced to face their worst fears until they exit the room.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | x4 Gobs per player [break] x2 Jack O'Blaze per player |
The second room is filled with lit jack O’lantern that also contained candy. One could try to eat the candy if they dared. There was a mixture of good and bad candy with wrappers saying Trick or Treat. The bad candy would give the player a toothache and as a result, they would receive a - 5 debuff to their main stat and a -5 m/s to speed. If they ate good candy, they would receive a +5 buff to their main stat and +5 m/s to their speed. To determine the effects of the consumed candy, a player will roll a 1d10, with even numbers resulting in good candy and odd numbers resulting in bad candy. The effects do not stack if you eat multiple pieces of candy, you can only be granted one effect at a time.
Even if the players don’t partake in the candy-eating opportunity, Gobs will rush out towards them to attack while the Jack O’Blaze defends the entrance to the boss room.
[attr="class","dungenroom"]Room #3 | Boss Room
[attr="class","dungenencounters"]ENCOUNTERS: | x2 Jack O'Blaze per player [break] X1 Dracula |
As the players enter the room, they are met by the sound of a pipe organ playing in a gothic cathedral-like room. The room turns bright and it is revealed a tall well put together noble sitting at the organ, playing the Shadow’s Masquerade. As he plays, the Jack O’Blaze that were dormant within the room now move to attack the players. Should the players manage to defeat the defenders, It is then that the noble gets up and smiles, telling the players that he is their final adversary.
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Those that complete this dungeon gain the NA 'Slayer of Dracula'