Post by James on Dec 13, 2022 9:07:33 GMT -5
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While few things in the land of Clover ever truly feel normal for the people living in the forsaken region, often encountering mana beasts wandering from the Fringe or having to deal with strange magical phenomena, sometimes, things appear in a way one would not expect. Along the border between the forsaken region and the fringe, not too far from Hage, a cabin suddenly appeared by the edge of the woods. Not hearing any noises or sounds that indicated it being built by someone, hunters claimed that they were out hunting deer one moment, finding that a whole cabin had jumped up from the ground in the next. With there being no one nearby, some people had ventured into the small building, though they never came out, prompting those that were watching and waiting for them to go running for the nearest magic knight headquarters to ask for help. If you dare, venture into the cabin in the woods, and see what it has in store for you.
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 1000
FLOOR DESCRIPTION:
Pointed towards the "cabin in the woods", which is still surrounded by a bunch of locals from a safe distance, watching and waiting for their people to come back out at some point, getting into the building itself is not that hard. Looking like a rickety little wooden cabin rather than a luxurious villa, all doors leading into the place are left unlocked, leading into the same downstairs area. With old curtains, old furniture and very old wooden floors, it is hard to believe that this place just popped up or was built recently. All you can do right now is to check out every nook and cranny of this old cabin in hopes of finding any clues as to what happened to the people that entered it.
FLOOR BESTIARY[break]
Entering into the cabin, you find very few things to be out of the ordinary, but plenty of things that do not add up to the story you've been told. From all angles, it is clear to see that this cabin is very old, and could not have been built in the past twenty-four hours or so. Regardless, as you look throughout the room, eventually, you start feeling a bit light-headed. Feeling as though the ceiling, floors and walls are starting to crawl away from you, for a moment, it's hard to tell what is up and what is down. And then, as you blink your eyes, everything suddenly changed.
Opening your eyes again, you suddenly find yourself in a swamp. With your feet up to your knees in murky water, almost every move you make sloshes the water and creates a good deal of noise. With there being a light up in the distance, you see a campfire on dry land. So as you make your way towards it, you suddenly find yourself attacked by creatures who seem to be more beast than man. Dropping down from the trees above, you see civilians running for their lives along the banks of the swamp. At this point it becomes clear that you will need to make your way through this place by force.
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 1500
FLOOR DESCRIPTION:
Once you have saved as many of the civilians as you could, left them all for dead and/or have taken out the man-beasts, you begin making your way over to the light in the distance cast by a campfire along the dry shore. The closer you get to it however, the more the strange feeling from before starts impacting you, as well as that of the civilians. Then, in a moment's notice, you find yourself standing in the middle of a massive open expanse of sand. Littered with the skeletal remains of a great deal of animals that seemingly all died here in some kind of drought, even the wind feels dry and hot. And while the sands seem barren, there is more to it than meets the eye.
FLOOR BESTIARY[break]
Transported out of the marshes and into this arid wasteland littered with dead animals, all of the bones picked clean, you realize that you need to get the civilians you rescued out of this place as soon as possible. Not knowing how long you might be down here and starving would be a terrible way for your story to end, you take a good look around. Those with at least 10 Sensory or Ki tier 1 will be able to tell where exactly the scarabs are by watching movements in the sand, allowing them to avoid a fight in this particular area. Should the group end up fighting or not, by moving through this area, they get one step closer to the source of all the bones in the area.
While you might have managed to move your way around some of the scarabs, the Hive Matron is not so easily deceived. Bursting through the sands with a following of scarabs, she will fling corrosive acid from her maw as a means of taking down any survivors including yourself. With her large and long claws, she can inflict painful wounds and reach quite some distance away from her while scarabs will attempt to gnaw away at your flesh. Eradicate the hive matron and any remaining scarabs and get the hell out of that desert before you add to the bone piles.
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
After being forcefully jumped from one place to the next, surviving a swamp encounter with a bunch of man beasts, braving the arid sands of the corpse desert and the oversized bugs dwelling beneath the bones of the dead, the third jump puts you inside of a building. And not just any building, but some sort of tavern where a bunch of the other missing civilians have popped into. Clearly being the lucky ones as they hadn't landed in a marshland to be chased by creatures that sought to eat them, or a desert where creatures sought to eat them, you also spot a bunch of strange appearances, but decide to make the best of it for the time being.
FLOOR BESTIARY[break]
Dropped in the middle of a large tavern, you are greeted by the cheers of various drinking patrons, among which several of the people that had gone missing. Looking around, you notice a large sign above the bar that says "Luck's End: Where the Ale is free, but the bugs might eat ye". Clearly being some kind of outlandish bar where the booze is in fact for free as no one is seen paying, some corners of the room are becoming a bit rowdy. Taking note of some of the man-beasts from the swamp drinking ale with humans, they get violent over losing, and draw their weapons. Take them out, but don't kill them or destroy the furniture.
After the Bar Brawl, it seems that the vibe has spread across the room, as a man with a squid face stands up, complaining how you and your nitwits have caused him to spill his drink all over his fine silk attire. Claiming that this will not stand, he raises his hands as a strange blue miasma rises from his body, causing the surrounding patrons to fly into a frenzy and start attacking you. With them clearly not being in control over their own actions, and the squid man being rather intoxicated and pissed off, you need to take them all out without killing them.
No sooner than after the man with the squid face is stopped and the people under his sway went down, a man who appears part human and part bear rises from his seat and jumps on top of the table before releasing a deep, drawn out howl and yelling the words "Tavern Brawl!". Kicking all of the remaining patrons into overdrive, some of them, including the bear man come straight for you, attacking you and the civilians of Clover. Hitting them with mugs, chairs or simply picking them up and tossing them across tables and stools, you will need to knock every last one of them down to put an end to this whole damned thing. Should you manage to defeat the bear man and the drunk patrons, an old woman will step forth from behind the bar, claiming this has gone on long enough, and that the bar will be closed for today. Waving her hands around, when people would blink their eyes, they would find themselves laying in the grasslands north of Hage along with all of the civilians, with the cabin in the woods being gone.
[attr="class","dungentitle"]THE CABIN IN THE WOODS
RANK: Junior LOCATION: Forsaken Region MIN-MAX PLAYER GROUP: 2 - 4 |
While few things in the land of Clover ever truly feel normal for the people living in the forsaken region, often encountering mana beasts wandering from the Fringe or having to deal with strange magical phenomena, sometimes, things appear in a way one would not expect. Along the border between the forsaken region and the fringe, not too far from Hage, a cabin suddenly appeared by the edge of the woods. Not hearing any noises or sounds that indicated it being built by someone, hunters claimed that they were out hunting deer one moment, finding that a whole cabin had jumped up from the ground in the next. With there being no one nearby, some people had ventured into the small building, though they never came out, prompting those that were watching and waiting for them to go running for the nearest magic knight headquarters to ask for help. If you dare, venture into the cabin in the woods, and see what it has in store for you.
[attr="class","dungenfloor"]FLOOR #1
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 1000
FLOOR DESCRIPTION:
Pointed towards the "cabin in the woods", which is still surrounded by a bunch of locals from a safe distance, watching and waiting for their people to come back out at some point, getting into the building itself is not that hard. Looking like a rickety little wooden cabin rather than a luxurious villa, all doors leading into the place are left unlocked, leading into the same downstairs area. With old curtains, old furniture and very old wooden floors, it is hard to believe that this place just popped up or was built recently. All you can do right now is to check out every nook and cranny of this old cabin in hopes of finding any clues as to what happened to the people that entered it.
FLOOR BESTIARY[break]
- MAN-BEAST WARRIOR[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
30 25 25 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT6.22 ft [attr="class","statstitle"]WEIGHT192 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior Savage warriors who dwell within these swamp-lands, they do not enjoy the presence of humans. Only seeing them in passing, they consider them to be an omen of bad things to come, and will hunt them down and kill them purely out of superstition. Believing that eating the flesh of humans gives them great strength and allows them to survive whatever calamity they might bring with them, no human is safe around these hideous creatures. They do not possess any kind of magic. - MAN-BEAST ARCHER[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
25 25 30 [attr="class","statstitle"]SPEED7 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT6,20 ft [attr="class","statstitle"]WEIGHT186 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior These archers hide along the treeline, backing up their warriors with precision shots aimed at taking out those that are not on their guard. Purposefully aiming for gaps in armor, the achilles heel and the eyes, the archers are pragmatic hunters that will kill, skin and gut just about anythingthat seems even remotely edible. In close quarters, they can fight with their skinning knife after dropping their bow. They do not use any form of magic.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 0 Monsters |
Entering into the cabin, you find very few things to be out of the ordinary, but plenty of things that do not add up to the story you've been told. From all angles, it is clear to see that this cabin is very old, and could not have been built in the past twenty-four hours or so. Regardless, as you look throughout the room, eventually, you start feeling a bit light-headed. Feeling as though the ceiling, floors and walls are starting to crawl away from you, for a moment, it's hard to tell what is up and what is down. And then, as you blink your eyes, everything suddenly changed.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | Man-Beast Warrior (3x per player) | Man-Beast Archer (1x per player) |
Opening your eyes again, you suddenly find yourself in a swamp. With your feet up to your knees in murky water, almost every move you make sloshes the water and creates a good deal of noise. With there being a light up in the distance, you see a campfire on dry land. So as you make your way towards it, you suddenly find yourself attacked by creatures who seem to be more beast than man. Dropping down from the trees above, you see civilians running for their lives along the banks of the swamp. At this point it becomes clear that you will need to make your way through this place by force.
[attr="class","dungenfloor"]FLOOR #2
NUMBER OF ROOMS: 2
WORD COUNT PER ROOM: 1500
FLOOR DESCRIPTION:
Once you have saved as many of the civilians as you could, left them all for dead and/or have taken out the man-beasts, you begin making your way over to the light in the distance cast by a campfire along the dry shore. The closer you get to it however, the more the strange feeling from before starts impacting you, as well as that of the civilians. Then, in a moment's notice, you find yourself standing in the middle of a massive open expanse of sand. Littered with the skeletal remains of a great deal of animals that seemingly all died here in some kind of drought, even the wind feels dry and hot. And while the sands seem barren, there is more to it than meets the eye.
FLOOR BESTIARY[break]
- DUNE-SEA SCARAB[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
25 25 25 [attr="class","statstitle"]SPEED8 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT2,90 ft [attr="class","statstitle"]WEIGHT176 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior These large and carnivorous beetles live beneath the hot sands of the arid desert known as the dune-sea to some. Dormant until they sense movement up above, they burst through the sands in an attempt at killing their prey and stripping every last shred of flesh off of their bones before going dormant once again. Being slightly larger than the average dog, their speed and squad tactics make fighting these creatures relatively difficult. At the end of the day, they adhere to the will of the hive matron. - DUNE-SEA HIVE MATRON[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
190 30 130 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT9,85 ft [attr="class","statstitle"]WEIGHT883 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate This massive bug is the last remaining specimen of an invasive species of insects that can control other insects using pheromones. Introducing itself as the queen to a species of locals to the dune-sea, the scarabs, they bring her food and serve her every whim. Once she feels her hive is being threatened, she will burst through the sands and spit corrosive acid while controlling his loyal subjects to attack those she deems a threat.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | Dune-Sea Scarabs (3x per player) |
Transported out of the marshes and into this arid wasteland littered with dead animals, all of the bones picked clean, you realize that you need to get the civilians you rescued out of this place as soon as possible. Not knowing how long you might be down here and starving would be a terrible way for your story to end, you take a good look around. Those with at least 10 Sensory or Ki tier 1 will be able to tell where exactly the scarabs are by watching movements in the sand, allowing them to avoid a fight in this particular area. Should the group end up fighting or not, by moving through this area, they get one step closer to the source of all the bones in the area.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | Dune-Sea Scarab (3x per player) | Dune-Sea Hive Matron |
While you might have managed to move your way around some of the scarabs, the Hive Matron is not so easily deceived. Bursting through the sands with a following of scarabs, she will fling corrosive acid from her maw as a means of taking down any survivors including yourself. With her large and long claws, she can inflict painful wounds and reach quite some distance away from her while scarabs will attempt to gnaw away at your flesh. Eradicate the hive matron and any remaining scarabs and get the hell out of that desert before you add to the bone piles.
[attr="class","dungenfloor"]FLOOR #3
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
After being forcefully jumped from one place to the next, surviving a swamp encounter with a bunch of man beasts, braving the arid sands of the corpse desert and the oversized bugs dwelling beneath the bones of the dead, the third jump puts you inside of a building. And not just any building, but some sort of tavern where a bunch of the other missing civilians have popped into. Clearly being the lucky ones as they hadn't landed in a marshland to be chased by creatures that sought to eat them, or a desert where creatures sought to eat them, you also spot a bunch of strange appearances, but decide to make the best of it for the time being.
FLOOR BESTIARY[break]
- ROWDY PATRON[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
25 25 25 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT5,95 ft [attr="class","statstitle"]WEIGHT184 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior These drunk and rowdy patrons come in all shapes and sizes, ranging from human beings to man-beasts, villtsung, horrors from another galaxy, you name it. But for all of their differences, they have one thing in common. They are very, very drunk. As such, all it takes is the right bit of motivation to cause an uproar and give birth to a good old fashioned tavern brawl. Armored with chairs, pitchers, barstools and bottles, they aren't exactly out to murder you, they're just very, very drunk. - SHGLA'YOS N'LYETH[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
25 0 40 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,53 ft [attr="class","statstitle"]WEIGHT147 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate Simply called "That guy with the squid face" is one of the primary patrons that comes to luck's end to drink. Where he, or she, as no one can really tell, comes from remains a mistery. One thing that is known about it is that it does not enjoy being disturbed, which is why it tends to sit and drink alone. Possessing a certain level of mind controlling abilities, affecting the feeble minds of drunks is very much within its range of capabilities, and will result to doing just that if it comes down to a fight. Shgla'yos can use attack creation magic, as well as illusion magic by utilizing miasma as a foundation, capable of using the latter to control rowdy patrons in the area. - SVEINBJORN GAEIRMUNDSSON[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
40 0 30 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT6,14 ft [attr="class","statstitle"]WEIGHT196 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate A long time ago, Sveinbjorn was just a regular Villtsung, and had a raiding party at his disposal. Fighting, raiding and pillaging for the good of his people, the group eventually made their way to an island where they revered a bear god. Considering it all to be a hoax, he and his men murderer the majority of these people and took the rest as slaves, which was when a massive bear attacked them out of nowhere. Killing every last member of the raiding party, Sveinbjorn managed to bury his axe in his skull before the bear could kill him, thus killing it instead. Since then, his body has been cursed with bear features, also making him that much more prone to violence. These days, he spends most of his time drinking in the tavern. Sveinbjorn is prone to fight of rage, caused when he takes damage. Should he receive a hit, his physical damage will increase by an intermediate amount.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | Rowdy Patron (3x per player) |
Dropped in the middle of a large tavern, you are greeted by the cheers of various drinking patrons, among which several of the people that had gone missing. Looking around, you notice a large sign above the bar that says "Luck's End: Where the Ale is free, but the bugs might eat ye". Clearly being some kind of outlandish bar where the booze is in fact for free as no one is seen paying, some corners of the room are becoming a bit rowdy. Taking note of some of the man-beasts from the swamp drinking ale with humans, they get violent over losing, and draw their weapons. Take them out, but don't kill them or destroy the furniture.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | Rowdy Patron (2x per player) | Shgla'yos N'lyeth |
After the Bar Brawl, it seems that the vibe has spread across the room, as a man with a squid face stands up, complaining how you and your nitwits have caused him to spill his drink all over his fine silk attire. Claiming that this will not stand, he raises his hands as a strange blue miasma rises from his body, causing the surrounding patrons to fly into a frenzy and start attacking you. With them clearly not being in control over their own actions, and the squid man being rather intoxicated and pissed off, you need to take them all out without killing them.
[attr="class","dungenroom"]Room #3
[attr="class","dungenencounters"]ENCOUNTERS: | Rowdy Patrons (3x per player) | Sveinbjorn Gaeirmundsson |
No sooner than after the man with the squid face is stopped and the people under his sway went down, a man who appears part human and part bear rises from his seat and jumps on top of the table before releasing a deep, drawn out howl and yelling the words "Tavern Brawl!". Kicking all of the remaining patrons into overdrive, some of them, including the bear man come straight for you, attacking you and the civilians of Clover. Hitting them with mugs, chairs or simply picking them up and tossing them across tables and stools, you will need to knock every last one of them down to put an end to this whole damned thing. Should you manage to defeat the bear man and the drunk patrons, an old woman will step forth from behind the bar, claiming this has gone on long enough, and that the bar will be closed for today. Waving her hands around, when people would blink their eyes, they would find themselves laying in the grasslands north of Hage along with all of the civilians, with the cabin in the woods being gone.
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Those who complete this dungeon gain the NA 'Quantum Leap'