Post by Valo Stark✾ on Nov 21, 2023 21:50:21 GMT -5
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The power that made this dungeon involved a vast amount of raw wild magic that had been trapped under ground until one noble disturbed it while trying to have a new estate built. The family and its servants were dragged down a few hundred years ago, the entrance only popping up fairly recently. There were no survivors of the family, their only connection to the world being what their contributions to the country that had been accomplished in the old past. The 'building' is a massive white oak tree with out stretched branches, a pair of shoes popping up to hang on a branch every time someone enters and doesn't return. What color the leaves are and if there are acorns changes depending on the season. It is thought that each new pair of shoes hung is someone lost to the world. The tree looks like a white oak and stands at 20 meters high. A circle of mushrooms is around the trees trunk at the bottom on the roots, requiring one to pass through the circle to enter. There are ground keepers that go through a training process to make sure they wont be lured in by the dungeon before they can officially start their job. They keep the grounds kept and make requests to magic knights every time it looks like the magic needs to be trimmed down to keep more disasters from happening. They also keep people out who don't meet the requirements of entering, but every so often someone sneaks in and gains their own pair of shoes on one of the branches.
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 3,000
FLOOR DESCRIPTION:
The doorway to the entrance has a fanciful silver frame as well as a door attached. The door in question has a fanciful silver design near the frame, but the remainder of it is glass. On the outside of the doorframe is a number of flowers, leaves, and tiny white oak branches weaving themselves to the other plants. the door reflects a foggy forest standing tall, though small signs point towards this being imagery of an ancient forest that passed on long ago, leaving all the plants and trees standing and lifeless. For those who lack the knowledge of plantlife, it merely looks like a welcoming foggy cold forest, perhaps during autumn or early spring before all the leaves return to the trees. One has to pass the ring of mushrooms in order to enter the doorway. The sound of soft and enchanting singing accompanied by flute and harp music comes from inside, a sound that is too good to lead towards anything remotely kind. the only way to leave the dungeon after you walk past the ring of mushrooms and inside the door is by completing the dungeon. If the door is approached before the rest of the rest of the group enters, it will feel like air pushing them back in. If everyone is already inside than the door will vanish all together.
FLOOR BESTIARY[break]
The air in the air smells like the scent one might expect in a forest after a fresh rain. The pine, mushroom, grass, and other plants smell lively and inviting, unless someone realizes the smell is coming from the fog that's coating everything one might expect a thick fog to coat. Anyone who goes through who doesn't have any plant or miasma magic will suffer 1/2 junior damage every round they are in the room until they can escape. The soil in the area looks dark, but it feels soft and crumbly to step on. It's as if none of the plants have any strength in their roots to hold the soil down. The sky looks a bright and pale color, like its a foggy and cloudy early morning outside. The small plants look colorful and lively, but break easily when touched. The pine trees everywhere don't break when touched, but lack any and all leaves. The black eyed children wont immediately attack the group, but they will attack before the exit can be found.
With enough travel the group will exit the forest and enter a hilly area that rises above the miasma of the previous area. The air in this area smells fresh and lively- like oak trees, mushrooms, herbs, soil, moss, and fresh water. The air is a bit misty with morning dew, but no fog nor mist. The sky is in the early morning stage of day, a little cloudy but fine otherwise. While most of the area is forested, the going forward enough will lead the group to a pond area with a group of tallamaia. The pond is surrounded by mossy boulders that lay in the ground, which the women were sitting on. Looking like they had been planning to undress to bathe, they will be understandably not listening to anything spoken. There is no way to talk out of the fight. The exit to the next area is just past the pond.
The next area is a massive hill that has been dug out, filled with empty bed lined up similar to what one might find in a hospital. There even seems to be a number of basins for cleaning, a number of books on herbs and treatment, and old tools for crafting medicine. Every bed, sheet, basin, cutting tool, book page, and cloth is crafted using a different spider silk. A place of healing crafted with care, though the tired floor seems to have been ripped open by fungis. It seems unable to grow on the silk, instead getting in by breaking the floor, or infecting bodies. While most of the spiders that lived there look to be dead, some of the bodies still move. The one controlling them seem to be a faerie who will try to avoid getting attacked as much as they can. Even if they are killed first, the infected spiders will continue to follow her last commands. This fae seems to enjoy watching things or people sufffer and will sit on one of the spider corpses if they think they can rest. Behind a half destroyed medicine cabinet is a door frame coated in withered looking oak roots.
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 3,000
FLOOR DESCRIPTION:
A way down the dungeon has shown itself after much travel through the dungeon, like an infected wound about to receive treatment. The doorway in is coated in withered oak tree root. Rather than a conventional staircase down, it seemed to be a not so steep cliff covered in tree roots that stick out, tree roots that make the flooring, and fungis that seemed to spay upon the wood in a fan like shape. At the bottom there are a number of mummified remains as well as skeletal remains of both monsters and humans. Past these unfriendly visions of death is a doorway made of shimmering pyrite and encrusted with opal that's cut like glass and shimmers quite nicely. Do you dare to continue?
FLOOR BESTIARY[break]
The room seems to be a mix of a giant staircase downward and a hall, having multiple breaks between stems before the bottom. The staircase is made of pyrite. There are pieces that look shimmering and good, but others that look bloated and pale green, like its falling apart to a fungal infection. There are a few stair rails made of opal that at least look stable to hold onto. The walls are covered with bio-luminescent fungi of various colors. At the end of the staircase lays a door with the label, 'Cerulean Coyotes Headquarters' written over the doors in ancient Clovian. The doors look to be made of white oak and heavily damaged, but still work fine enough to go in and out.
The next room looks to have an old wooden desk with silver inlaid in a very old style. Everything in the damaged and older room looks to be before a hundred years ago, the language on any documents not in a form of decay reflecting. It's not something the average person could read at all, let alone at the end point of a dungeon around monsters. Even if one could read any of the papers, it only said who had visited in the past week, what missions were active at the time, who had accepted them, and who had returned from their last mission. It would probably be better to get more information from other rooms, but the rust, mold, and warped oak wood on the doors to other sections of the building inaccessible. The reception room was at least well sized, the flooring being comprised of marble flooring that had cracked a fair bit, making space for more plant life and fungi to grow in and warp the surroundings. The floor is in a curved state, but seems quite safe and solid to move on. The wallpaper was mostly stripped by the warping and change in the white oak wood, but tiny bits of faded blue colored the walls in patches. This location smells like old decay and like fresh plant life. It was almost like a tree was trying to consume the location but couldn't quite succeed. At the right side of the room seems to be a number of very outdated couches that were somehow still standing, and a table with a book that seemed to have a growth of wood coming out of it. There are wooden dolls scattered about. The left side of the room looks empty, leading to a number of sealed off doors, save for one that was torn off its hinges at some point.
A dusty old room with a number of desks. The windows seem to be blocked out by tree wood covered in fungi. Each desk seems to have a small mana powered lantern on it, but very little light is coming through them. This makes the it harder to see in the room, unless someone refuels a lamp. The one that refuels the lamp, if this is done will have their control lowered by 10 points while in the room. If nobody does it, than everyones sensory will be lowered by 10 points while in the room. Their stats will return to normal after leaving the room. The desks all seem to have paperwork on it relating to events deep far into the kingdoms past, written like it was current events happening at that moment, in ancient clovian text. There are quills on the desks, but the ink bottles seem to be dried or empty. There are marks around the desk, as if the wood bent around a person that was once there at some point, but there are no bodies in those spots. The hallway continues down, walking there out of the room will lead one into the next area.
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 4,000
FLOOR DESCRIPTION:
It seems through all the chaos, one might be able to find an area with some semblance of reason. No fae have been kind so far, as one might expect in a dungeon. The staircase up has a small room full of small foods and drinks that smell delicious. Tiny meats, cupcakes, tiny cakes, and other finger foods paired with tea, cream, and alcohol. There are a number of fanciful looking three tier serving tray stands on the tables, holding a number of the treats on them. There are even bowls with fruit salads and vegetable salads, as well as roasted vegetables. Seats with plush cushions on them near the tables invites one to sit, take a break and snack or drink on something. If someone eats or drinks from there, their speed will lower by 5 for the entire third floor. The staircase up looks to be made of white oak wood with a light wood finish with intricate silver decorations on the rail. The walls look fresh and nice and smell like it was freshly cut and placed white oak wood. What troubles will the group find at the final floor?
FLOOR BESTIARY[break]
The first room on the second floor of what was once a magic knight base for the cerulean coyotes many generations ago. The room looks to be made of a lively looking white oak wood that had been painted white on the walls at some point. The windows are sealed shut by rotted white oak wood blocking all vision outside. A large space in the room being treated with a thickly padded floor. This allows for exorcise, sparring, warm ups, and other things even while base foot without getting injured easily. At the opposite side of the entrance is a number of weapons, while on the entrances side is a path that leads towards the door to the next room. There are well lit lights on the walls, but it is unknown where the magic to fuel it may be coming from. The room smells a bit earthy and musty, but fine otherwise. The rose wraiths will be talking furiously in the room among each other in a rage, perhaps ready to fight each other. That anger has a new target with your group there.
The next room seems to be a small library, all text in ancient clovian, or other languages equally as old or older. The walls seem to be in good shape, though for some reason some of the boards look to have a few tiny branches trying to sprout from them. The shelves seem to be fine, being made of a dark lacquered pine wood. While the books are in a delicate shape, they are in fine shape. Most of the books are in the shelves, but some are on the floor, or on the tables in the room. The tables and chairs look to be infected with a fungus around the leg area, but has not spread further yet. The dryads will be standing in the walkway area that one would need to use in order to get to the next room. The monsters wont appear to move or act alive until party members approach one of them. At that point they will all wake up and attack.
This room looks less like one, and more like a number of rooms that were heavily damaged. A number of pieces of furniture seemed to be damaged, as well as doors broken and walls torn into. It was a wonder the area of the building was still standing, but a number of the walls still had their load baring parts in tact and there were some walls that were fully intact. The rooms were made of white oak wood. One of the rooms looked to be a medical room, where there were a number of old supplies, bandages, and notes in ancient clovian text about trying to cure a lord of a forest of a terrible fungi infection in order to avoid disaster. In that back medical area there is a large metal cage that looks to be broken, weakened by a fungal infection. Sitting on the broken pieces of cage seems to be what remains of the waldschrat. Even in such a decayed state, it was still a lord in its own respect. The room next to the medical room had been a sauna, which was in tact enough to have made everything in the room moist and warm. This had caused many parts of the room to get fungis growing on it.
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[attr="class","dungentitle"]The Unseelie Keep
RANK: Grand LOCATION: Town of Silva MIN-MAX PLAYER GROUP: 2-3 OTHER REQS:
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The power that made this dungeon involved a vast amount of raw wild magic that had been trapped under ground until one noble disturbed it while trying to have a new estate built. The family and its servants were dragged down a few hundred years ago, the entrance only popping up fairly recently. There were no survivors of the family, their only connection to the world being what their contributions to the country that had been accomplished in the old past. The 'building' is a massive white oak tree with out stretched branches, a pair of shoes popping up to hang on a branch every time someone enters and doesn't return. What color the leaves are and if there are acorns changes depending on the season. It is thought that each new pair of shoes hung is someone lost to the world. The tree looks like a white oak and stands at 20 meters high. A circle of mushrooms is around the trees trunk at the bottom on the roots, requiring one to pass through the circle to enter. There are ground keepers that go through a training process to make sure they wont be lured in by the dungeon before they can officially start their job. They keep the grounds kept and make requests to magic knights every time it looks like the magic needs to be trimmed down to keep more disasters from happening. They also keep people out who don't meet the requirements of entering, but every so often someone sneaks in and gains their own pair of shoes on one of the branches.
[attr="class","dungenfloor"]FLOOR #1
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 3,000
FLOOR DESCRIPTION:
The doorway to the entrance has a fanciful silver frame as well as a door attached. The door in question has a fanciful silver design near the frame, but the remainder of it is glass. On the outside of the doorframe is a number of flowers, leaves, and tiny white oak branches weaving themselves to the other plants. the door reflects a foggy forest standing tall, though small signs point towards this being imagery of an ancient forest that passed on long ago, leaving all the plants and trees standing and lifeless. For those who lack the knowledge of plantlife, it merely looks like a welcoming foggy cold forest, perhaps during autumn or early spring before all the leaves return to the trees. One has to pass the ring of mushrooms in order to enter the doorway. The sound of soft and enchanting singing accompanied by flute and harp music comes from inside, a sound that is too good to lead towards anything remotely kind. the only way to leave the dungeon after you walk past the ring of mushrooms and inside the door is by completing the dungeon. If the door is approached before the rest of the rest of the group enters, it will feel like air pushing them back in. If everyone is already inside than the door will vanish all together.
FLOOR BESTIARY[break]
- Black Eyed Child[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 120 120 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT4'11 ft [attr="class","statstitle"]WEIGHT80 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior There is a myth that if you see someone at night with black eyes, that it is a spirit of the dead, that opening the door for it can lead to your death. If it looks like someone you know, its supposed to mean that person was already dead. While these fae like beings aren't exactly killing that myth to a T, they aren't exactly friendly either. These are non gendered creatures, humanoid, bright lime green curly hair, thin body, pale skin, and pitch black eyes. The black eyed children wear normal commoner childrens clothing. Their elements are shadow and plant, specializing in sensory(tracking), physical reinforcement, and attack creation. They sing in an unknown language and giggle. Dead plant seeds are left in their place after they die. - Tallemaja[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
110 150 130 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT6'4 ft [attr="class","statstitle"]WEIGHT130 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Tellamaia are female huldras. These trolls in question look like pale skinned women. Some have long straight orange hair and a fox tail, while others have a long cow tail and straight blond hair. both have their entire back look and feel like the hollowed out section of a tree, bark surrounding the hollow in their backs. The trolls wear basic clothing, but have a slightly plump shape that slightly resembles the hourglass figure. Trolls are known to be monsters with enough intelligence to speak, but all these ones seem to want to do is kill the intruders. They use wood and sap magic, their specializations being defense creation, and physical reinforcement. - Infected Spider[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 140 160 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT4 ft [attr="class","statstitle"]WEIGHT180 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand The spider is longer than it is taller, such as most spiders are At one point the spiders there had five eyes, but such things are obscured now. There is a powder of fungi covering most of the body, the split rump area having a few mushrooms sprouting out. The tiny bits of the body not infected have a dark coloration with pale glowing markings on them. The fungis on it is white and brown, but it does not glow in any way. Their magic is plant and light, specializing in healing, tracking, and attack creation. Rare medicinal plants that are perfectly intact and in good condition will appear after the spider is defeated, as if the creature tried to protect it. Having it wont affect stats in any way. - Fungi Faerie[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
150 150 120 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT3 ft [attr="class","statstitle"]WEIGHT40 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior This looks like a short humanoid with pale green skin, tan nails, as well as spores around its hands and feet. It looks rather non gendered and happy, especially when it watches someone suffer in some way. They have dragonfly shaped wings and pure white eyes. They have a mushroom cap shaped hat and a fluffy short dress, but no shoes. Their magic is wind and plant, using hex and curse, attack creation, and restraining. The nature it dies near will darken and wither.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 3x black eyed children per player |
The air in the air smells like the scent one might expect in a forest after a fresh rain. The pine, mushroom, grass, and other plants smell lively and inviting, unless someone realizes the smell is coming from the fog that's coating everything one might expect a thick fog to coat. Anyone who goes through who doesn't have any plant or miasma magic will suffer 1/2 junior damage every round they are in the room until they can escape. The soil in the area looks dark, but it feels soft and crumbly to step on. It's as if none of the plants have any strength in their roots to hold the soil down. The sky looks a bright and pale color, like its a foggy and cloudy early morning outside. The small plants look colorful and lively, but break easily when touched. The pine trees everywhere don't break when touched, but lack any and all leaves. The black eyed children wont immediately attack the group, but they will attack before the exit can be found.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | 4x Tallemaja per player |
With enough travel the group will exit the forest and enter a hilly area that rises above the miasma of the previous area. The air in this area smells fresh and lively- like oak trees, mushrooms, herbs, soil, moss, and fresh water. The air is a bit misty with morning dew, but no fog nor mist. The sky is in the early morning stage of day, a little cloudy but fine otherwise. While most of the area is forested, the going forward enough will lead the group to a pond area with a group of tallamaia. The pond is surrounded by mossy boulders that lay in the ground, which the women were sitting on. Looking like they had been planning to undress to bathe, they will be understandably not listening to anything spoken. There is no way to talk out of the fight. The exit to the next area is just past the pond.
[attr="class","dungenroom"]Room #3
[attr="class","dungenencounters"]ENCOUNTERS: | 3x infected spiders per player, 1x fungi faerie |
The next area is a massive hill that has been dug out, filled with empty bed lined up similar to what one might find in a hospital. There even seems to be a number of basins for cleaning, a number of books on herbs and treatment, and old tools for crafting medicine. Every bed, sheet, basin, cutting tool, book page, and cloth is crafted using a different spider silk. A place of healing crafted with care, though the tired floor seems to have been ripped open by fungis. It seems unable to grow on the silk, instead getting in by breaking the floor, or infecting bodies. While most of the spiders that lived there look to be dead, some of the bodies still move. The one controlling them seem to be a faerie who will try to avoid getting attacked as much as they can. Even if they are killed first, the infected spiders will continue to follow her last commands. This fae seems to enjoy watching things or people sufffer and will sit on one of the spider corpses if they think they can rest. Behind a half destroyed medicine cabinet is a door frame coated in withered looking oak roots.
[attr="class","dungenfloor"]FLOOR #2
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 3,000
FLOOR DESCRIPTION:
A way down the dungeon has shown itself after much travel through the dungeon, like an infected wound about to receive treatment. The doorway in is coated in withered oak tree root. Rather than a conventional staircase down, it seemed to be a not so steep cliff covered in tree roots that stick out, tree roots that make the flooring, and fungis that seemed to spay upon the wood in a fan like shape. At the bottom there are a number of mummified remains as well as skeletal remains of both monsters and humans. Past these unfriendly visions of death is a doorway made of shimmering pyrite and encrusted with opal that's cut like glass and shimmers quite nicely. Do you dare to continue?
FLOOR BESTIARY[break]
- Dullahan[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
140 140 100 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT6'11 ft [attr="class","statstitle"]WEIGHT240 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand In life these men and women likely had quite strong bodies with how they were dressed as magic knights from a long forgotten time and stood so tall. Their Squad insignia is not currently a squad that doesn't exist, the 'Cerulean Coyotes'. Each mantel is long and with a hood, the head missing from the body. Surrounding the necks is a large amount of mushrooms. If there is any other part of their body covered in fungi it would be hard to tell, as the remainder of their skin is coated in clothing. Their original magics may be gone, with bits of moss on their old clothing, but these mindless monsters can use shadow and wood, their specializations being attack creation and physical reinforcement. After being beaten the monster will stop moving, but that's it. - Wooden Doll[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 120 120 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5'6 ft [attr="class","statstitle"]WEIGHT180 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A skeleton who has been warped by the white oak wood, extending or shrinking them from their original sizes and filling any cracks or holes. All the monsters of this type have very damaged skeletons. The wood holds everything together nicely, the monster moving quite easily. There are some fan shaped mushrooms dotted across the wood. Their elements are wood and plant, specializing in restraining, hex and curse, and defense creation. - Trapped Wisp[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 100 150 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHArchmage [attr="class","statstitle"]HEIGHT5'10 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior They look like burned out bodies held together by moss. A light seems to pour out from every hole in their body.The non gendered creature grasps a lamp of glass and silver in one hand, a ball of light shaped like a butterfly trying to escape. The monster can be destroyed, but the lamp will remain and cannot be removed from the room. Each lamp has a unique looking butterfly of light inside of it and seems to have its own voice. The voice pleading for help and release counters the silent actions of the body that attacks mercilessly. This monster has cosmic magic, specializing in sensory, hex and curse, supplementary construct, and attack creation.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | x3 Dullhan per player |
The room seems to be a mix of a giant staircase downward and a hall, having multiple breaks between stems before the bottom. The staircase is made of pyrite. There are pieces that look shimmering and good, but others that look bloated and pale green, like its falling apart to a fungal infection. There are a few stair rails made of opal that at least look stable to hold onto. The walls are covered with bio-luminescent fungi of various colors. At the end of the staircase lays a door with the label, 'Cerulean Coyotes Headquarters' written over the doors in ancient Clovian. The doors look to be made of white oak and heavily damaged, but still work fine enough to go in and out.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | 3x wooden dolls per player |
The next room looks to have an old wooden desk with silver inlaid in a very old style. Everything in the damaged and older room looks to be before a hundred years ago, the language on any documents not in a form of decay reflecting. It's not something the average person could read at all, let alone at the end point of a dungeon around monsters. Even if one could read any of the papers, it only said who had visited in the past week, what missions were active at the time, who had accepted them, and who had returned from their last mission. It would probably be better to get more information from other rooms, but the rust, mold, and warped oak wood on the doors to other sections of the building inaccessible. The reception room was at least well sized, the flooring being comprised of marble flooring that had cracked a fair bit, making space for more plant life and fungi to grow in and warp the surroundings. The floor is in a curved state, but seems quite safe and solid to move on. The wallpaper was mostly stripped by the warping and change in the white oak wood, but tiny bits of faded blue colored the walls in patches. This location smells like old decay and like fresh plant life. It was almost like a tree was trying to consume the location but couldn't quite succeed. At the right side of the room seems to be a number of very outdated couches that were somehow still standing, and a table with a book that seemed to have a growth of wood coming out of it. There are wooden dolls scattered about. The left side of the room looks empty, leading to a number of sealed off doors, save for one that was torn off its hinges at some point.
[attr="class","dungenroom"]Room #3
[attr="class","dungenencounters"]ENCOUNTERS: | 4x Trapped Wisp per player |
A dusty old room with a number of desks. The windows seem to be blocked out by tree wood covered in fungi. Each desk seems to have a small mana powered lantern on it, but very little light is coming through them. This makes the it harder to see in the room, unless someone refuels a lamp. The one that refuels the lamp, if this is done will have their control lowered by 10 points while in the room. If nobody does it, than everyones sensory will be lowered by 10 points while in the room. Their stats will return to normal after leaving the room. The desks all seem to have paperwork on it relating to events deep far into the kingdoms past, written like it was current events happening at that moment, in ancient clovian text. There are quills on the desks, but the ink bottles seem to be dried or empty. There are marks around the desk, as if the wood bent around a person that was once there at some point, but there are no bodies in those spots. The hallway continues down, walking there out of the room will lead one into the next area.
[attr="class","dungenfloor"]FLOOR #3
NUMBER OF ROOMS: 3
WORD COUNT PER ROOM: 4,000
FLOOR DESCRIPTION:
It seems through all the chaos, one might be able to find an area with some semblance of reason. No fae have been kind so far, as one might expect in a dungeon. The staircase up has a small room full of small foods and drinks that smell delicious. Tiny meats, cupcakes, tiny cakes, and other finger foods paired with tea, cream, and alcohol. There are a number of fanciful looking three tier serving tray stands on the tables, holding a number of the treats on them. There are even bowls with fruit salads and vegetable salads, as well as roasted vegetables. Seats with plush cushions on them near the tables invites one to sit, take a break and snack or drink on something. If someone eats or drinks from there, their speed will lower by 5 for the entire third floor. The staircase up looks to be made of white oak wood with a light wood finish with intricate silver decorations on the rail. The walls look fresh and nice and smell like it was freshly cut and placed white oak wood. What troubles will the group find at the final floor?
FLOOR BESTIARY[break]
- Rose Wraith[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
160 100 100 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT6'11 ft [attr="class","statstitle"]WEIGHT170 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior These bodies have the same uniform the dullahans did, but bodies seem a bit thinner. They seem to be angry about an event, but all talking seems to be of past memories, rather than current events. It is similar to past memories that remained even after the individual faded from the core. All speech is in ancient clovian, something most would struggle just to read. This makes understanding any of the talking impossible off hand. It might as well be a language from another world. Whatever they are saying has a lot of anger behind the words. Emotions and a few shreds of memories without context seems to be all the monster has left. Their hair is a deep blood red, their clothes and body looking to be in tatters. There seems to be thorns along the arm that gets smaller near the wrists before stopping at the wrists. The nails are long, deep green, and sharp. Each one holds a small glittering knife with a glittering green blade. The handle looks to have a blood red rose design before the blade to keep ones hands from slipping too far down. After the rose design is a deep green for the remainder of the blades handle. Besides each wraith having two blades, they can also use wind and plant elements. They specialize in attack creation, physical reinforcement, and hex and curse. - Dryad[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
140 140 110 [attr="class","statstitle"]SPEED8 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT6'6 ft [attr="class","statstitle"]WEIGHT180 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand A nature spirit whom lives in an oak tree, as is in the translation of the name dryad. These ones look like women with plant like hair that has withered a coloration of different browns. Their skin looks a dark with pale green specks of mold speckling much of the skin, akin to an infected and sickly tree. Their body looks well curved, but with cracks here and there look to be filled with a bubbly shaped amber colored fungus that drips an amber liquid. Instead of eyes in their sockets, one would just see the amber colored oak bracket fungus in the locations where eyes should be. Their elements are sap and plant, magic specializations being sensory, restraining, and attack creation. - Moosleute[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
140 160 120 [attr="class","statstitle"]SPEED5 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT4'10 ft [attr="class","statstitle"]WEIGHT130 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand Known as the moss-folk, or wild wild folk. Both the men and women have pale grey skin with thick and brown moss covered curly hair covering all the body, save for the hands, feet, neck, and face. The males have beards and mustaches, the females do not. These fae may be the size of children, but are adults with secondary sex characteristics. Their eyes look pure white, save for the slight greyish cloudy glazed look it has. A white puffy looking mold seems to dot over their hair and skin. They can use wood and plant magic, specializing in physical reinforcement, healing, and attack creation. - Waldschrat[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
200 150 150 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHArchmage x2 [attr="class","statstitle"]HEIGHT7 ft [attr="class","statstitle"]WEIGHT220 lbs [attr="class","statstitle"]DAMAGE OUTPUTArchmage Its body looks to be made of half rotted wood covered in moss and half dead vine plants. Their face resembles a human skull, though some of that is coated in plant life in the shape of a thick beard and mustache. Its eyes look dark, but it can still see quite fine. This forest spirit looks to have been corrupted and killed, yet it still moves. Though not the force that started everything, it was certainly a king even in death. It holds itself with a firm and confident way, though it is unknown if it can think. There are bits of fungi on its skull, that's it. It has a short hooded mantel made of withered tree leaves with pine cone and acorns. They have wold tree magic and miasma, specializing in restraining, hex and curse, and attack creation. Though people can defeat it, it eventually comes back long after that happens.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 3x Rose Wraith player |
The first room on the second floor of what was once a magic knight base for the cerulean coyotes many generations ago. The room looks to be made of a lively looking white oak wood that had been painted white on the walls at some point. The windows are sealed shut by rotted white oak wood blocking all vision outside. A large space in the room being treated with a thickly padded floor. This allows for exorcise, sparring, warm ups, and other things even while base foot without getting injured easily. At the opposite side of the entrance is a number of weapons, while on the entrances side is a path that leads towards the door to the next room. There are well lit lights on the walls, but it is unknown where the magic to fuel it may be coming from. The room smells a bit earthy and musty, but fine otherwise. The rose wraiths will be talking furiously in the room among each other in a rage, perhaps ready to fight each other. That anger has a new target with your group there.
[attr="class","dungenroom"]Room #2
[attr="class","dungenencounters"]ENCOUNTERS: | 4x Dryads per player |
The next room seems to be a small library, all text in ancient clovian, or other languages equally as old or older. The walls seem to be in good shape, though for some reason some of the boards look to have a few tiny branches trying to sprout from them. The shelves seem to be fine, being made of a dark lacquered pine wood. While the books are in a delicate shape, they are in fine shape. Most of the books are in the shelves, but some are on the floor, or on the tables in the room. The tables and chairs look to be infected with a fungus around the leg area, but has not spread further yet. The dryads will be standing in the walkway area that one would need to use in order to get to the next room. The monsters wont appear to move or act alive until party members approach one of them. At that point they will all wake up and attack.
[attr="class","dungenroom"]Room #3
[attr="class","dungenencounters"]ENCOUNTERS: | 3x Moosleute per player, 1x Waldschrat |
This room looks less like one, and more like a number of rooms that were heavily damaged. A number of pieces of furniture seemed to be damaged, as well as doors broken and walls torn into. It was a wonder the area of the building was still standing, but a number of the walls still had their load baring parts in tact and there were some walls that were fully intact. The rooms were made of white oak wood. One of the rooms looked to be a medical room, where there were a number of old supplies, bandages, and notes in ancient clovian text about trying to cure a lord of a forest of a terrible fungi infection in order to avoid disaster. In that back medical area there is a large metal cage that looks to be broken, weakened by a fungal infection. Sitting on the broken pieces of cage seems to be what remains of the waldschrat. Even in such a decayed state, it was still a lord in its own respect. The room next to the medical room had been a sauna, which was in tact enough to have made everything in the room moist and warm. This had caused many parts of the room to get fungis growing on it.
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