Post by Samson on Oct 9, 2024 16:41:07 GMT -5
[attr="class","dungentext"]
A long mansion rests on the outskirts of the town of silva, Historians of the magic knights can recount the various parties and balls that has taken place within it's halls but each and every one resulted in some fatality within it's halls. It has been monitored and maintained sealed and patrolled to ensure none are to fall victim to it's faint calls and movements seemingly lights and life forming in the various rooms. However upon the even of the Spirit festival, this dungeon opens its doors and seeks new flesh and challengers to seek the truths and secrets within.
WORD COUNT FOR ROOM: 1000
FLOOR DESCRIPTION:
In a grand, enchanted hall bathed in the soft glow of floating lanterns, an otherworldly masquerade is underway. The ballroom is a marvel of shimmering magic, with walls of crystal and floors that ripple like liquid starlight. Mystical creatures in elaborate costumes and fantastical masks dance gracefully, their movements enhanced by ethereal spells. Yet, despite the magical splendor, an air of unease hovers over the gathering.
Two figures walking hand to hand will be awaiting the group within this room both dressed as if ready to enjoy the masquerade along with the other figures about the room. One a woman in a black ballgown and a white and black mask on her face, the other a male in a matching tuxedo. Upon speaking the caretakers will give them the rules of this grand ball along with the silent rule of: Within the 5th chime, the group must be within the next room or will be escorted out by force. Within this room the group will see many doorways along the walls under the balconies, those with at least 60 Sensory will be able to figure out that there That many of the said 'doors' are not doors at all but just walls masked to be doors,. Those with at least Ki tier 3 will be able to vaguely sense of no movement behind those doors. Only one door will be sensed with confirmed movement and sense of presence, finding that door will be what is needed to move on
Room Rules:
Falling for a fake room will result in Junior damage to not only the one who had failed to use their senses but to the party that allowed them to act out as wisps from that darkness will attack the party for one round then fade back into the various "doors"
WORD COUNT FOR ROOM: 2000
FLOOR DESCRIPTION:
the Blue Room of the grand, otherworldly castle is an ethereal domain of mesmerizing mystery. Its walls are a deep, twilight blue interwoven with shimmering silver threads, reflecting the luminescent orbs that float like will-o'-the-wisps from the enchanted sapphire dome above. The moonlit marble floor ripples with a flowing, pale blue pattern, while rich, velvety azure drapes cascade from high arched windows, stirring as if by an unseen breeze. Ethereal crystal furniture and delicate, whispering tapestries add to the room's spectral allure. A grand mirror framed in intricate silver pulses with a soft, rhythmic glow, reflecting glimpses of other realms, while mystical candles with azure flames flicker, casting shifting shadows that enhance the room's enchanting, melancholic beauty. on the opposite end is a purple doorway.
FLOOR BESTIARY[break]
Upon entering the room the 1st chime will ring as the door will disappear behind closed curtains. The room will light up showing party gooers in different groups talking and chatting among themselves, do not disturbed the calm and quiet of this room. Roll a 1d10 for every player with the color blue on. If any lands even, the mobs within the group will notice and attack. If odd, your safe, get out of the room before the 5th chime.
FLOOR DESCRIPTION:
A room of dark, enchanting allure. The chamber is bathed in rich shades of violet that shift and shimmer under the soft, flickering light of chandeliers adorned with amethyst crystals. The walls are draped in luxurious purple velvet, embroidered with intricate, gold-threaded patterns that catch the eye and add a touch of mystery. Glistening, violet-hued glass panels filter the light, casting an enchanting glow that dances across the polished marble floor, creating patterns of shadow and light. Lavish, ornate furniture in deep purples and gold is arranged in inviting clusters, while the air is filled with the faint, heady fragrance of exotic spices and blooming flowers. An elegant, purple-draped stage sits at one end of the room, awaiting performers or revelers to take center stage, all beneath a ceiling adorned with crystal chandeliers that sparkle like stars, setting a scene of magical elegance and sumptuous intrigue.
FLOOR BESTIARY[break]
Once all players have entered the room and the first chime is sounded, curtains of purple cloth will once against hide the door. Within this room the guests are quiet while childern are running among them enjoying the festivities. Last player to enter must roll a 1d3. If they roll a 1, the room will become pitch black only for puddles of purple shimmer to move among the floor as giggles will arise, a 1d4 is to be rolled each round after, Odds, you interrupted the children's games of hide and seek and will suffer with combat. if Even, you will be able to pass through. If a 2 is rolled the group will take 1/2 junior damage while inside the room. If a 3 is rolled a Junior durability debuff befalls the group.
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
The Green Chamber is a room of lush, eerie enchantment, where walls draped in opulent green velvet are adorned with shifting, golden leaf patterns. Enchanted lanterns cast a soft, emerald glow, creating deep, dancing shadows that play across the verdant decor. The floor is covered in a thick, moss-like carpet interspersed with bioluminescent fungi and creeping vines, while emerald-hued, gold-accented furniture invites intimate gatherings. An ancient, rune-inscribed clock with a shimmering green face ticks ominously at one end of the room, its sound echoing through the dense, mossy air filled with the scent of nightshade.
FLOOR BESTIARY[break]
Upon entering the room, the team will find several groups of figures moving and enjoying while others sit next to statues praying to whatever being they believed in. The one who is wearing green or the first to enter the room must roll a 1d3. If a 1 is Rolled the enemy will notice the group and the unbalanced within them, focusing to finish them. If a 2, All without a nature element will take a constant 1/2 junior damage while within this room. if 3, The group will feel blessed and receive a +2 Speed buff for the rest of the dungeon.
FLOOR DESCRIPTION:
Upon entering from the last room the group will find themselves within a golden oasis of wonders. Dancers standing and sitting by the waters sides, servants moving around holding trays of food and drinks for the party goers and themselves. The light is warm and the party as lively as the flame dancers that spun and twirl in their beautiful outfits and movements.
FLOOR BESTIARY[break]
Upon entering the room the party seems to become louder and louder the longer the group is within the room. Those who are wearing red, orange, or yellow will not notice the difference in the noise as their enemies will step forth. Those affected by this noise will take a -2 to their sensory and a Junior debuff to their speed for the duration of this room.
WORD COUNT FOR ROOM: 2000
FLOOR DESCRIPTION:
Upon entering the room the group with find a long labyrinth of pillars. Unnatural sun light flows into the various sky lights within the rows and rows of pillars. hanging and potted plants are around the bases of each pillar. a gentle breeze flows through the room as the sounds of birds and serein plant and animal life.
After successfully getting to the white room, 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 90 sensory or tier 2 Ki would be able to navigate the mist without complication. Those who don't have the required sensory, Ki ,a wind-based element, or wearing white will be forced to face their deepest hopes and desires, always tempting them to remain within the room with them forever in whatever landscape is in view. until they exit the room.
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
Upon entering from the last room one will find themselves in a vine covered sunroom with carpets in hues of purple. pillows were resting on the ground as there were party goers sitting around relaxing, enjoying the refreshments the air is hot and humid and wine fills the air.
FLOOR BESTIARY[break]
Upon entering this room two masked servants will greet the group, each with a tray of refreshments. Whether the refreshments are refused or not the servants will depart where the enemy will come out to ensure they don't get to the next room. If any of the group takes the refreshments they must roll a 1d3. Roll a 1 and you will receive a 1/2 junior damage. Roll a 2 +3 to speed Roll a 3 -5 to power for the duration of the dungeon.
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
Describe here please. Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.
FLOOR BESTIARY[break]
Upon succesful entry to the room, a lone figure will be standing infront of the grand father clock, the Mask of the red death themselves was but a female with a scythe, she will turn to the group with a sorrowful expresssion before a wicked smile covers her face with one sentence escaping her lips "Did you love my engagement party?!"She asked. Reguardless of the answer the figures of her blissful embodiment and wandering embodiment will form before she would clapp happily before stating " lets not let this day die, stay with us in this bliss forever!" of which she and the embodiments will start the attack phase.
[attr="class","dungentitle"]erupit memorias
RANK: Intermediate LOCATION:Town of Silva MIN-MAX PLAYER GROUP: 2 - 4 OTHER REQS:
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A long mansion rests on the outskirts of the town of silva, Historians of the magic knights can recount the various parties and balls that has taken place within it's halls but each and every one resulted in some fatality within it's halls. It has been monitored and maintained sealed and patrolled to ensure none are to fall victim to it's faint calls and movements seemingly lights and life forming in the various rooms. However upon the even of the Spirit festival, this dungeon opens its doors and seeks new flesh and challengers to seek the truths and secrets within.
[attr="class","dungenfloor"]Room #1 : Learning
WORD COUNT FOR ROOM: 1000
FLOOR DESCRIPTION:
In a grand, enchanted hall bathed in the soft glow of floating lanterns, an otherworldly masquerade is underway. The ballroom is a marvel of shimmering magic, with walls of crystal and floors that ripple like liquid starlight. Mystical creatures in elaborate costumes and fantastical masks dance gracefully, their movements enhanced by ethereal spells. Yet, despite the magical splendor, an air of unease hovers over the gathering.
[attr="class","dungenroom"]Room requirements
[attr="class","dungenencounters"]ENCOUNTERS: | N/A |
Two figures walking hand to hand will be awaiting the group within this room both dressed as if ready to enjoy the masquerade along with the other figures about the room. One a woman in a black ballgown and a white and black mask on her face, the other a male in a matching tuxedo. Upon speaking the caretakers will give them the rules of this grand ball along with the silent rule of: Within the 5th chime, the group must be within the next room or will be escorted out by force. Within this room the group will see many doorways along the walls under the balconies, those with at least 60 Sensory will be able to figure out that there That many of the said 'doors' are not doors at all but just walls masked to be doors,. Those with at least Ki tier 3 will be able to vaguely sense of no movement behind those doors. Only one door will be sensed with confirmed movement and sense of presence, finding that door will be what is needed to move on
Room Rules:
Falling for a fake room will result in Junior damage to not only the one who had failed to use their senses but to the party that allowed them to act out as wisps from that darkness will attack the party for one round then fade back into the various "doors"
[attr="class","dungenfloor"]Room #2: Birth
WORD COUNT FOR ROOM: 2000
FLOOR DESCRIPTION:
the Blue Room of the grand, otherworldly castle is an ethereal domain of mesmerizing mystery. Its walls are a deep, twilight blue interwoven with shimmering silver threads, reflecting the luminescent orbs that float like will-o'-the-wisps from the enchanted sapphire dome above. The moonlit marble floor ripples with a flowing, pale blue pattern, while rich, velvety azure drapes cascade from high arched windows, stirring as if by an unseen breeze. Ethereal crystal furniture and delicate, whispering tapestries add to the room's spectral allure. A grand mirror framed in intricate silver pulses with a soft, rhythmic glow, reflecting glimpses of other realms, while mystical candles with azure flames flicker, casting shifting shadows that enhance the room's enchanting, melancholic beauty. on the opposite end is a purple doorway.
FLOOR BESTIARY[break]
- The azure Phantom[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
30 30 0 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5, 8" ft [attr="class","statstitle"]WEIGHT120 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior The Azure Phantom: The Azure Phantom floats through the hall in an extravagant medieval robe of rich, twilight blue, embellished with twinkling silver stars and moonlit patterns that seem to dance across the fabric. The robe billows gracefully, as if woven from the very essence of a midnight sky. Its mask is an enchanting piece of medieval artistry, a delicate work of iridescent blue and silver filigree, shaped like a whimsical moonbeam. The mask’s eye holes glow with a soft, magical blue light, casting a serene yet mysterious aura. The Phantom’s every movement is accompanied by a gentle, sparkling mist that drifts in its wake, creating a dreamlike trail of shimmering stardust. It glides effortlessly, its presence imbued with a sense of otherworldly charm and gentle mystery. Has water magic with attack creation and restraining specializations. - The Cerulean Jester[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
30 0 30 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT6 ft [attr="class","statstitle"]WEIGHT165lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate The Cerulean Jester prances about in a delightfully eccentric medieval outfit, a patchwork of cobalt blue and silver fabrics adorned with whimsical, oversized ruffs and playful, jingly bells. Its mask is a fanciful creation of blue leather, shaped into a mischievous, exaggerated grin with oversized, twinkling eyes. The mask’s features are playfully ornate, with delicate silver embellishments that sparkle like fairy dust. The Jester’s staff is crowned with a whimsical, swirling blue crystal that changes color and emits a soft, magical glow. He uses wind magic with sensory and attack creation - The Sable Enchantress[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
25 25 25 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT5 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate The Sable Enchantress wears a fantastical medieval gown of velvety blue, adorned with silver embroidery that forms intricate, swirling patterns resembling enchanted frost. The gown flows like liquid moonlight, its hem trailing behind in a gentle, swirling mist. Her mask, a delicate piece of medieval lacework, is a whimsical creation of midnight blue and shimmering silver, designed to look like frost patterns kissed by the morning sun. The mask’s eye openings reveal her captivating, twinkling blue eyes, which seem to sparkle with mischievous magic. As she moves, a gentle, azure mist swirls around her, carrying a sweet, enchanting fragrance. She uses mist magic with sensory and restraining.
[attr="class","dungenroom"]Room: Birth
[attr="class","dungenencounters"]ENCOUNTERS: | 1 Azura Phantom per Player 2 Cerelan Jesters Per player 1 sable enchantress |
[attr="class","dungenfloor"]Room 2: Youth
WORD COUNT PER ROOM: 2,000FLOOR DESCRIPTION:
A room of dark, enchanting allure. The chamber is bathed in rich shades of violet that shift and shimmer under the soft, flickering light of chandeliers adorned with amethyst crystals. The walls are draped in luxurious purple velvet, embroidered with intricate, gold-threaded patterns that catch the eye and add a touch of mystery. Glistening, violet-hued glass panels filter the light, casting an enchanting glow that dances across the polished marble floor, creating patterns of shadow and light. Lavish, ornate furniture in deep purples and gold is arranged in inviting clusters, while the air is filled with the faint, heady fragrance of exotic spices and blooming flowers. An elegant, purple-draped stage sits at one end of the room, awaiting performers or revelers to take center stage, all beneath a ceiling adorned with crystal chandeliers that sparkle like stars, setting a scene of magical elegance and sumptuous intrigue.
FLOOR BESTIARY[break]
- Glimmerfae[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
30 30 30 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT2 ft [attr="class","statstitle"]WEIGHT3 lbs [attr="class","statstitle"]DAMAGE OUTPUTjunior Tiny, ethereal beings with translucent wings that sparkle like amethyst dust. They flit about the room, their delicate laughter like chimes, casting a gentle, shifting light that dances across the purple drapes. They might be tiny but with their pure aura magic and knowledge of sensory and attack creation these creatures can and will play the cruelest of tricks. - Whisperlings[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
40 0 35 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT1 ft [attr="class","statstitle"]WEIGHT3 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate Small, mischievous creatures resembling animated shadows or wisps of smoke, with eyes that gleam like tiny stars. They drift through the room, weaving between the guests' feet, occasionally snatching at fringes of costumes or gently tugging on masks. They like playing within their shadow magic and uses sensory and attack creation to play their pranks - Frostsprites[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
40 40 30 [attr="class","statstitle"]SPEED145 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT1 ft [attr="class","statstitle"]WEIGHT3 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior Little, frosty figures with a playful demeanor, dressed in shimmering, frosted garments that blend with the purple hues of the room. They leave trails of icy sparkles wherever they go, creating delicate patterns on the floor and furniture. They use their sensory and restraining magic to catch their prey within their ice magic
[attr="class","dungenroom"]Room :youth
[attr="class","dungenencounters"]ENCOUNTERS: | 2x Glimmerfae, 1 Whisperlings, 1 Frostsprites |
[attr="class","dungenfloor"]Room 3: Adolences
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
The Green Chamber is a room of lush, eerie enchantment, where walls draped in opulent green velvet are adorned with shifting, golden leaf patterns. Enchanted lanterns cast a soft, emerald glow, creating deep, dancing shadows that play across the verdant decor. The floor is covered in a thick, moss-like carpet interspersed with bioluminescent fungi and creeping vines, while emerald-hued, gold-accented furniture invites intimate gatherings. An ancient, rune-inscribed clock with a shimmering green face ticks ominously at one end of the room, its sound echoing through the dense, mossy air filled with the scent of nightshade.
FLOOR BESTIARY[break]
- Emerald Enchantress:[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
50 0 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,2 ft [attr="class","statstitle"]WEIGHT105 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate A beautiful noble woman of enchanting wonder standing at 5,2 with emerald flowing hair and a golden mask, green and white was her dress with accents of gold. Once known to using her Gemstone magic to creating the greatest of shows with her Attack creations and illusions to wow those who gazed her way. - Moss-Covered Mystic:[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
40 60 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,1 ft [attr="class","statstitle"]WEIGHT115 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior A once wonderous being that was in nearly all sense of the word one with nature. they stand at 5,1" emerald green hair flowing under a white veil like hood as a white mask with horns upon the hood. a white and green dress flows around her with accesent of nature with leaves and vines. Plants are the ones who call for her as she answers with Defense creation and hex and curse to those who harm the natural balance.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 1 Emerald Enchantress 3 Moss Covered Mystics Per player |
Upon entering the room, the team will find several groups of figures moving and enjoying while others sit next to statues praying to whatever being they believed in. The one who is wearing green or the first to enter the room must roll a 1d3. If a 1 is Rolled the enemy will notice the group and the unbalanced within them, focusing to finish them. If a 2, All without a nature element will take a constant 1/2 junior damage while within this room. if 3, The group will feel blessed and receive a +2 Speed buff for the rest of the dungeon.
[attr="class","dungenfloor"]Room: Adulthood
WORD COUNT FOR ROOM: 2,000FLOOR DESCRIPTION:
Upon entering from the last room the group will find themselves within a golden oasis of wonders. Dancers standing and sitting by the waters sides, servants moving around holding trays of food and drinks for the party goers and themselves. The light is warm and the party as lively as the flame dancers that spun and twirl in their beautiful outfits and movements.
FLOOR BESTIARY[break]
- Flame Talker[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
70 0 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5,0 ft [attr="class","statstitle"]WEIGHT105 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate A Once flame dancer of a far away land. stands at 5 ft with tattered flowing rags that could have once been a dress. coal like ash was the shape upon their body with streaks of embers crave into their skin with their glowing orange eyes. Flame was once their friend is and is the weapon they weild to those who interfer with their performance weilding their attack creation to show just how displease they were. - Golden maiden[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
70 0 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,3 ft [attr="class","statstitle"]WEIGHT102 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate A majestic noble woman with a fascination to playing with snakes. her outfit as gold as the room and her snakes as real as she was poor. Flames were her favorite thing to watch and snakes were her favorite illusions to make with a bite of attack creation within him - Ivory Jester[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
70 0 50 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHJunior [attr="class","statstitle"]HEIGHT4,8 ft [attr="class","statstitle"]WEIGHT120 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate Every party needs a jester. the ivory jester is just that. a once well know jester, a master of his craft. wearing his favorite gold and white outfit with accents of black. shadows was his friend making creations of all sorts to wow his audience and to attack with when one didn't expect within the illusions of his whimsical play
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 2 Ivory jesters 1 Golden maiden 2 Flame talkers |
Upon entering the room the party seems to become louder and louder the longer the group is within the room. Those who are wearing red, orange, or yellow will not notice the difference in the noise as their enemies will step forth. Those affected by this noise will take a -2 to their sensory and a Junior debuff to their speed for the duration of this room.
[attr="class","dungenfloor"]Room: Old Age
WORD COUNT FOR ROOM: 2000
FLOOR DESCRIPTION:
Upon entering the room the group with find a long labyrinth of pillars. Unnatural sun light flows into the various sky lights within the rows and rows of pillars. hanging and potted plants are around the bases of each pillar. a gentle breeze flows through the room as the sounds of birds and serein plant and animal life.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | N/A |
After successfully getting to the white room, 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 90 sensory or tier 2 Ki would be able to navigate the mist without complication. Those who don't have the required sensory, Ki ,a wind-based element, or wearing white will be forced to face their deepest hopes and desires, always tempting them to remain within the room with them forever in whatever landscape is in view. until they exit the room.
[attr="class","dungenfloor"]Room: Impending Death
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
Upon entering from the last room one will find themselves in a vine covered sunroom with carpets in hues of purple. pillows were resting on the ground as there were party goers sitting around relaxing, enjoying the refreshments the air is hot and humid and wine fills the air.
FLOOR BESTIARY[break]
- Flame of desire[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
60 60 60 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,5ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate Once a beautiful red dressed maiden, one who all eyes and activities seemed to stop for upon her presence. Weaving her tales and magic she enchanted almost anyone and everyone she wanted within the masked ball on a whim. Pure aura is the magic within her grasp with her attack creations and restraining.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 3x flame of desires |
Upon entering this room two masked servants will greet the group, each with a tray of refreshments. Whether the refreshments are refused or not the servants will depart where the enemy will come out to ensure they don't get to the next room. If any of the group takes the refreshments they must roll a 1d3. Roll a 1 and you will receive a 1/2 junior damage. Roll a 2 +3 to speed Roll a 3 -5 to power for the duration of the dungeon.
[attr="class","dungenfloor"]Room: Death
WORD COUNT PER ROOM: 2000
FLOOR DESCRIPTION:
Describe here please. Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries, but also the leap into electronic typesetting, remaining essentially unchanged. It was popularised in the 1960s with the release of Letraset sheets containing Lorem Ipsum passages, and more recently with desktop publishing software like Aldus PageMaker including versions of Lorem Ipsum.
FLOOR BESTIARY[break]
- Wandering embodiement[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
0 70 50 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,5 ft [attr="class","statstitle"]WEIGHT50 lbs [attr="class","statstitle"]DAMAGE OUTPUTIntermediate A enitity that embodies the various souls of the unwilling men and women of this masauqrade that sided to rebel against the wishes of the party and the destiny that was to become of the once wonderous night, now just a shadow of a being, glistening like the vary stars in the sky. Its form is the same of its magic, shadows it is said to weild defensive and sensory magics for the one who made it remember this night. - Blissful[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
50 50 50 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHIntermediate [attr="class","statstitle"]HEIGHT5,4 ft [attr="class","statstitle"]WEIGHT105 lbs [attr="class","statstitle"]DAMAGE OUTPUTJunior A embodiement of a beautiful being trapped in the bliss of the never ending masrquade. A being of a beautiful woman in a purple flowing ball gown glistening with star like glimmers as if the hopes and wonders of those who lost their lives within the masarquade. Its use of shadows is acknowledged with sensory and hex and curse in hopes to drown all within the masqurade. - The Mask of the red masquerade[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
80 70 80 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5,1 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A once beauty that stopped all in her path in awe. Historians states it is said that the masaqurade truly ended when her waltz into the blacken room, when the final chime rang true. Death followed in within her gaze. Rumor had it she was the very mistress this ball was held for, rumor has it she was to be announced over the lord's own wife to be his new love. Such tales never came to be true as legend says to this day one can still hear the tapping of her heels, the soft giggles through the rooms, the chime of the clock and the swift cut of the scythe claiming all who attended the masqurade. dark is her magic, she is known to using her shadows like strings and scyth creations with her attack creation along with her illusions to tell her story to get her enemy to side with her and accept their place within this once wonderous day
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | The Mask of the red masquerade 2x wandering embodiment 2x blissful embodiment |
Upon succesful entry to the room, a lone figure will be standing infront of the grand father clock, the Mask of the red death themselves was but a female with a scythe, she will turn to the group with a sorrowful expresssion before a wicked smile covers her face with one sentence escaping her lips "Did you love my engagement party?!"She asked. Reguardless of the answer the figures of her blissful embodiment and wandering embodiment will form before she would clapp happily before stating " lets not let this day die, stay with us in this bliss forever!" of which she and the embodiments will start the attack phase.
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