Post by Samson on Oct 9, 2024 16:47:01 GMT -5
[attr="class","dungentext"]
Perched upon a desolate, windswept hill, the castle looms like a spectral relic with its towering spires and pristine white walls, marred by creeping ivy and shadows cast by foreboding clouds. Its red roofs, like smoldering embers, are draped with tattered autumn leaves that collect in unsettling piles around a deep, murky moat reflecting a mournful stillness. The rickety stone bridge leading to a rusted, iron gate stands ajar, as if inviting the unwary into its somber embrace. Autumn leaves swirl around the castle in a melancholic dance, stirred by a restless wind that whispers through barren trees, casting fleeting shadows that make the castle seem to breathe and shift. Gargoyle statues cling to the parapets with eyes that seem to follow every movement, while the grand halls inside are draped in heavy, dark velvet curtains that absorb the light. Flickering torches cast trembling shadows on the walls, and the air is thick with the scent of decay and a faint, long-forgotten perfume. As dusk falls and moonlight bathes the castle in a ghostly glow, its beauty and dread become hauntingly intertwined, embodying the somber elegance of a world where grandeur and ruin coexist in a chilling, unending dance.
WORD COUNT: 1500
FLOOR DESCRIPTION:
The ballroom, once a marvel of shimmering magic, now lies in ruins, with walls of cracked, darkened crystal and floors that churn with a thick, viscous sludge resembling rotting starlight. Twisted creatures in tattered, grotesque costumes and deformed masks stagger and writhe through a frenzied, discordant dance, their movements marred by corrupt, agonizing enchantments. The air is thick with a foul, oppressive mist that clings to the skin, and every corner is suffused with an overwhelming sense of dread and decay.
A single figure stands in the middle of the room with its back to the group humming a light tone. Upon getting a greeting the figure will speak without turning around. A long black veil covers the woman with a tattered ballgown. a black and white beautiful mask covers the upper half of her face. She speaks the rules of the once beautiful masaqurade and of its grandure as a clock chimes once only for her to turn towards the group as a twisted smile forms on her face along with a sickening giggle and a single phrase " Tik tok, Tik tok." Within her hands is a skull holding a mask as she will crush it before the room will become dark before lighting back up, only to reveal her to be gone.
Within this room the group will see many doorways along the walls under the balconies, those with at least 120 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 2 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
Failure to fall for the fake rooms will result in junior damage for not only the one who fail for the false doors but the entire group
WORD COUNT: 3000
FLOOR DESCRIPTION:
the Blue Room of the grand, otherworldly castle is a realm of eerie, unsettling beauty. Its walls are an oppressive, midnight blue smeared with jagged, silver veins that pulse like dark veins against a cursed sky. The ceiling, a warped dome of cursed sapphire, flickers with dying, flickering orbs that cast erratic, sickly glows, distorting the room’s surface. The floor, a fractured expanse of pallid marble, shivers with each step, as if trying to escape its own reflection. Heavy, tattered blue drapes hang from high, decaying windows, swaying with a malevolent breeze. Hauntingly twisted crystal furniture and tattered, whispering tapestries enhance the room’s grotesque allure. A cracked, silver-framed mirror hangs ominously, its surface swirling with glimpses of nightmarish realms beyond, while cursed candles with sickly blue flames spew shadows that writhe and twist, adding to the room’s disturbing, otherworldly dread as at the opposite end of the room is a door of purple glow and sounds of a delighted party. Groups of Party goers are giggling manacle evil giggles and men like goers roaring in laughter, all watching the group enter as from within the groups some figures move, waiting to greet those who enter the room.
Rules of the room:
FLOOR BESTIARY[break]
Upon entering the room the Clock will chime causing the doorway to vanish as the room springs to life of groups of party goers talking and chatting with each other, though as you walk through this room, the goers will talk and chat but the words seem to be taunts at the party and their attire, as if to get them to break the rules. First to enter the room must roll a 1d4. Even the group will receive a Junior Speed Debuff, Odd, The group will receive a Sensory blindness through the room. Those wearing blue will not be affected by either of the debuffs.
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
Upon entering the room, the clock will chime causing the entrance to fade. A ballroom where opulence meets ethereal enchantment, with walls and ceilings adorned in an intricate mosaic of pastel gemstones. Soft lavender, serene blue, gentle pink, and blush rose gold interlace to create a delicate tapestry. The gemstones catch the light in a mesmerizing dance, casting a kaleidoscope of muted colors that shimmer and shift as the light moves through them. This gentle illumination filters through the room, casting an ambient glow that feels both magical and slightly eerie.
As you step further into the ballroom, the cool, serene air enhances the dreamlike quality of the space. The shifting patterns of light and shadow create a fantastical atmosphere, as if the walls themselves are alive with a whispering light. The subtle, ghostly movements in the light give the impression of a slow, graceful waltz, inviting the players to lose themselves in the tranquil yet slightly surreal beauty of its gaze. Almost as if to hide the monsters within
the room itself was covered in layer upon layer of will suffer 1/2 junior damage every round they are in the room until they can escape.
FLOOR BESTIARY[break]
Upon entering the room the 1st chime will sound, the entry way will become covered in crystal. Those who are not wearing pink, purple or gold as a main color will suffer Junior damage per round while inside the room from the miasma covered air. You must defeat your enemies and escape before the final chime rings.
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
A large room of green will seem to flow into existence as the party enters this room. A grand pool stretches down the length of the room as a pathway rises from the depths of the water. Platforms of the various groups of party goers will rise as well as within the depths of the water shadows move, whether those were creatures, souls or plants was anyone's guess.
FLOOR BESTIARY[break]
Upon entering the green room the door to the purple will disappear. The room itself will be covered in the feel of the liquid luminating the walls from the pool. All who is wearing green is safe from the shadows that peer up from the water. All others are to roll a 1d3. Those who roll one will find sea weed strike up from the water restraining their movements taking up to intermediate damage to break from their hold. Those who roll two will be intermediate damage from the foilage and trash tossed at them. Those who roll a 3 will get an intermediate strength debuff for the entirety of the room. Regardless of the number chosen, monster will form from the platforms of the partiers.
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
upon entering from the green room the group will be met with a beautiful room filled with hues of red, orange, and golds, befitting of adults and their want of wealth and grandure. the party goers within the masquerade all hold their standings and groups seemingly unaware of the fire hazard of the walls all covered in sheer fabrics next to stands of light candles. Tables of food and wine stand between the various candle stands, what could possibly become of this room of grandure with all these candles and drunk guests, surely nothing.
FLOOR BESTIARY[break]
upon entering this room there will be a loud crack as a blaze will set the stage as the room will extend as the group continues into it as more and more of the inferno will continue to engulf the room. Those wearing red, orange, or yellow will be unaffected by the smoke filling the room, all others will take a 1/2 junior damage each round till they escape.
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
A room of once great beautiful and relaxation for the ones who once seeked rest from the masaqurade whether it is to rest, take off their masks, redo their makeup and hair or prepare for the continued dances and night life. Now it was just a mess of memories and storage of those who passed. A large grey room with a giant tree within one wall. the ground is a polish grey marble floor.
FLOOR BESTIARY[break]
Upon reaching this room, the group will be seemingly in the empty space, that is until the roll is made. Every player must roll a 1d6 dice. The majority of the rolls of either even or odds will decide the monster they must face. If evens are rolled Fool's Respite forms, If odd Fool's Remembrance will form. All in the room that is not wearing white will receive a intermediate Power debuff for the duration of the room.
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
upon entering the room it looked like a beautiful violet lit ball room with a grand massive portrait of the lord and his wife that once owned the masquerade. A grand staircase sat on one side of the room as the floor holds a checkered pattern. As the group continues it will being to weave and crumble down around the group as the painting will bleed to represent a new black room where the chime of a grand father clock could be heard ever so clearly.
[break]
After successfully getting to the violet 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 120 sensory or tier 3 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 Violet will be forced to face their worst fears until they exit the room.
WORD COUNT FOR ROOM: 4000
FLOOR DESCRIPTION:
Upon successfully managing to make it through the violet room to the last room. The group will find a pitch black room with Blood red glass windows allowing moon light to glisten a eerie red sight leading up to the only thing within the room A giant grand father clock
FLOOR BESTIARY[break]
Chiming only once as all together there will be cries of screams behind the group before all falls silent expect for the ticking of the clock. The shadows within the room will block out the moonlight as two eyes form from infront of the grandfather clock before a slightly seen movement can be found of a figure forming being the very boss that has silenced all within this twisted nightmare it allows out a sickling giggle that turned to a maddening laugh holding up a scythe. Defeat the boss and escape before time is up. Failing to end it before the chimes end will result in a fail
[newclass=.dungentext]width:500px;padding:30px;text-align:justify;border:solid 5px #141414;background-color:#121212[/newclass][attr="class","dungentitle"]erupit memorias
RANK: Senior LOCATION: Royal Captial MIN-MAX PLAYER GROUP: 2 - 4 OTHER REQS:
|
Perched upon a desolate, windswept hill, the castle looms like a spectral relic with its towering spires and pristine white walls, marred by creeping ivy and shadows cast by foreboding clouds. Its red roofs, like smoldering embers, are draped with tattered autumn leaves that collect in unsettling piles around a deep, murky moat reflecting a mournful stillness. The rickety stone bridge leading to a rusted, iron gate stands ajar, as if inviting the unwary into its somber embrace. Autumn leaves swirl around the castle in a melancholic dance, stirred by a restless wind that whispers through barren trees, casting fleeting shadows that make the castle seem to breathe and shift. Gargoyle statues cling to the parapets with eyes that seem to follow every movement, while the grand halls inside are draped in heavy, dark velvet curtains that absorb the light. Flickering torches cast trembling shadows on the walls, and the air is thick with the scent of decay and a faint, long-forgotten perfume. As dusk falls and moonlight bathes the castle in a ghostly glow, its beauty and dread become hauntingly intertwined, embodying the somber elegance of a world where grandeur and ruin coexist in a chilling, unending dance.
[attr="class","dungenfloor"]Room #1 : Learning
WORD COUNT: 1500
FLOOR DESCRIPTION:
The ballroom, once a marvel of shimmering magic, now lies in ruins, with walls of cracked, darkened crystal and floors that churn with a thick, viscous sludge resembling rotting starlight. Twisted creatures in tattered, grotesque costumes and deformed masks stagger and writhe through a frenzied, discordant dance, their movements marred by corrupt, agonizing enchantments. The air is thick with a foul, oppressive mist that clings to the skin, and every corner is suffused with an overwhelming sense of dread and decay.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | n/a |
A single figure stands in the middle of the room with its back to the group humming a light tone. Upon getting a greeting the figure will speak without turning around. A long black veil covers the woman with a tattered ballgown. a black and white beautiful mask covers the upper half of her face. She speaks the rules of the once beautiful masaqurade and of its grandure as a clock chimes once only for her to turn towards the group as a twisted smile forms on her face along with a sickening giggle and a single phrase " Tik tok, Tik tok." Within her hands is a skull holding a mask as she will crush it before the room will become dark before lighting back up, only to reveal her to be gone.
Within this room the group will see many doorways along the walls under the balconies, those with at least 120 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 2 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
Failure to fall for the fake rooms will result in junior damage for not only the one who fail for the false doors but the entire group
[attr="class","dungenfloor"]Room # 2: Blue
WORD COUNT: 3000
FLOOR DESCRIPTION:
the Blue Room of the grand, otherworldly castle is a realm of eerie, unsettling beauty. Its walls are an oppressive, midnight blue smeared with jagged, silver veins that pulse like dark veins against a cursed sky. The ceiling, a warped dome of cursed sapphire, flickers with dying, flickering orbs that cast erratic, sickly glows, distorting the room’s surface. The floor, a fractured expanse of pallid marble, shivers with each step, as if trying to escape its own reflection. Heavy, tattered blue drapes hang from high, decaying windows, swaying with a malevolent breeze. Hauntingly twisted crystal furniture and tattered, whispering tapestries enhance the room’s grotesque allure. A cracked, silver-framed mirror hangs ominously, its surface swirling with glimpses of nightmarish realms beyond, while cursed candles with sickly blue flames spew shadows that writhe and twist, adding to the room’s disturbing, otherworldly dread as at the opposite end of the room is a door of purple glow and sounds of a delighted party. Groups of Party goers are giggling manacle evil giggles and men like goers roaring in laughter, all watching the group enter as from within the groups some figures move, waiting to greet those who enter the room.
Rules of the room:
- You have 7 rounds to defeat your enemy before the room grows dark
- You can not harm any of the non attack entities in this room
- Take out your attacker as quick as you can without disrupting the party.
- Those wearing blue will be ignored by the Mobs.
FLOOR BESTIARY[break]
- azure phantom[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 110 100 [attr="class","statstitle"]SPEED18 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT6,1 ft [attr="class","statstitle"]WEIGHT185 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior The Azure phantom appears as a male figure that is 6,1" wearing a tattoered suit of blue with gold accdents. its ice blue hair is short and slicked back. A Gold bird like mask adorns his ash toned head. His entry into the Room tends to cause a envelopement of ice using his Restraining magic and His Attack Creation - Jester[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 30 110 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5,9 ft [attr="class","statstitle"]WEIGHT150 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior The Jester’s attire is a horrifying version of a typical Jester, a patchwork of torn, rotting fabrics in shades of blue and silver. The costume has cracked, tarnished bells that jingle with Every move. Its face, a warp white color to its skin with a Twisted blue grin painted on its face deep eye sockets that burn with a blue flame. The Jester wields a staff topped with a fractured, pulsating blue crystal that radiates a nauseating, pulsating light. Its movements are twitchy and as errie as the sinster laugh that comes from the jester. It uses fire magic with attack and sensory - Sable Enchantress[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
100 110 120 [attr="class","statstitle"]SPEED10 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,2 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior The Sable Enchantress is a Soft figure of a woman with flowing moonwhite hair with a white dress with accents of pice blue and gold, Her attaire is that of a exotic dancer from what some could consider diamond. Each movement, each breath leaves an air of chill with icy present that matches her Ice magic. She weaves her Defensive spells with her healing for her allies, making them harder to kill.
[attr="class","dungenroom"]Room 1:
[attr="class","dungenencounters"]ENCOUNTERS: | 2x Azura Phantoms per player, 2x Jester per player, 2 Sable Enchantress |
Upon entering the room the Clock will chime causing the doorway to vanish as the room springs to life of groups of party goers talking and chatting with each other, though as you walk through this room, the goers will talk and chat but the words seem to be taunts at the party and their attire, as if to get them to break the rules. First to enter the room must roll a 1d4. Even the group will receive a Junior Speed Debuff, Odd, The group will receive a Sensory blindness through the room. Those wearing blue will not be affected by either of the debuffs.
[attr="class","dungenfloor"]Room: purple
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
Upon entering the room, the clock will chime causing the entrance to fade. A ballroom where opulence meets ethereal enchantment, with walls and ceilings adorned in an intricate mosaic of pastel gemstones. Soft lavender, serene blue, gentle pink, and blush rose gold interlace to create a delicate tapestry. The gemstones catch the light in a mesmerizing dance, casting a kaleidoscope of muted colors that shimmer and shift as the light moves through them. This gentle illumination filters through the room, casting an ambient glow that feels both magical and slightly eerie.
As you step further into the ballroom, the cool, serene air enhances the dreamlike quality of the space. The shifting patterns of light and shadow create a fantastical atmosphere, as if the walls themselves are alive with a whispering light. The subtle, ghostly movements in the light give the impression of a slow, graceful waltz, inviting the players to lose themselves in the tranquil yet slightly surreal beauty of its gaze. Almost as if to hide the monsters within
the room itself was covered in layer upon layer of will suffer 1/2 junior damage every round they are in the room until they can escape.
FLOOR BESTIARY[break]
- Gem dancer[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 120 90 [attr="class","statstitle"]SPEED20m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,3 ft [attr="class","statstitle"]WEIGHT110 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A female coated in gemstone , catching the light of the world outside the chambers. wearing a exotic dancer outfit adorn with layers upon layers of feather like crystals of light colors, She uses her gemstone magic to craft weapons with her attack magic along with shields to protect herself and allies with her defense magic - Ghosty caller[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
90 90 140 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,5 ft [attr="class","statstitle"]WEIGHT15 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior Shadow like creatures of those who did not survive the grandure of the masqurade. Forms fading in and out within the shadows of the shifting lights, their wails and whispers weave spells of sensory and restraining magic within their control of the shadows, yearning for their next victims, - Dire Shadow wolves.[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
150 60 60 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT4,5 ft [attr="class","statstitle"]WEIGHT150 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior Grand Wolves of the master of the masqrade, now just shadowy beasts of shadows. They are just that great dire wolves breed to kill and still to this day roams the crystal chambers for their victims using attack creations and their shadows to take down their prey and continue the work their master gave them
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 4 gem dancers, 5 dire wolves per player, 1 ghostly caller |
Upon entering the room the 1st chime will sound, the entry way will become covered in crystal. Those who are not wearing pink, purple or gold as a main color will suffer Junior damage per round while inside the room from the miasma covered air. You must defeat your enemies and escape before the final chime rings.
[attr="class","dungenfloor"]Room: Green
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
A large room of green will seem to flow into existence as the party enters this room. A grand pool stretches down the length of the room as a pathway rises from the depths of the water. Platforms of the various groups of party goers will rise as well as within the depths of the water shadows move, whether those were creatures, souls or plants was anyone's guess.
FLOOR BESTIARY[break]
- Drowned Sprite[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
100 140 140 [attr="class","statstitle"]SPEED15 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT4,8 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A Soul of a once beautiful dancer that has once graced this masqurade now just a drown version of herself with wings that have a feel of fins. With her elegant moves, water flows and moves at her command as she will use attack creation and illusions within her sensory to continue her show. - River maiden[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
140 140 100 [attr="class","statstitle"]SPEED18 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5,0 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior
A shell of a once beautiful woman within the twisted masqurade. The water and foilage of the ages has claimed her body as foilage mixed throughout her dress and appeareance making her a maiden of the foul room. A desceaded skull of a moose adornades her once covered face as with her presence comes the use of her plant magic with attack creation, restraint and hex and curse, wanting others to suffer as she has - Clockworker[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
140 140 100 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT6,1 ft [attr="class","statstitle"]WEIGHT150 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A once proud inventor that decided to take up a chance within the masqurade, his figure twisted and changed with the metals of the watery depths claiming him into the mana of the dungeon, now he stands eager to show the invention of revival within the dungeon, seeking to ensure others follow the same path as he. He uses precious metal magic with golem creation and restraining.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 4X Clock workers per player 3x Riven maidens 2x Drowned sprites per player |
Upon entering the green room the door to the purple will disappear. The room itself will be covered in the feel of the liquid luminating the walls from the pool. All who is wearing green is safe from the shadows that peer up from the water. All others are to roll a 1d3. Those who roll one will find sea weed strike up from the water restraining their movements taking up to intermediate damage to break from their hold. Those who roll two will be intermediate damage from the foilage and trash tossed at them. Those who roll a 3 will get an intermediate strength debuff for the entirety of the room. Regardless of the number chosen, monster will form from the platforms of the partiers.
[attr="class","dungenfloor"]Room: orange
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
upon entering from the green room the group will be met with a beautiful room filled with hues of red, orange, and golds, befitting of adults and their want of wealth and grandure. the party goers within the masquerade all hold their standings and groups seemingly unaware of the fire hazard of the walls all covered in sheer fabrics next to stands of light candles. Tables of food and wine stand between the various candle stands, what could possibly become of this room of grandure with all these candles and drunk guests, surely nothing.
FLOOR BESTIARY[break]
- Flamining jester[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
120 90 100 [attr="class","statstitle"]SPEED18 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,1 ft [attr="class","statstitle"]WEIGHT100 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A once beautiful maiden in a red ballgown, diamond patterns of black and white circle around her dress in rows with a circle of checked diamond. all with gold accents on top of her head is a twin tailed jester hat. Much like the other creatures of this dungeon, she has she has white face paint and move effortlessly as fire is her magic and with attack creation and golem creation, she makes the most festive affairs even better with her acts. - Flame Butler[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
130 90 100 [attr="class","statstitle"]SPEED18 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT6,0 ft [attr="class","statstitle"]WEIGHT150 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior The Flame butler stands at 6,0" ft He was once a servant that was set to tend to all the guests that had gather in the orange room to every single desire they had. unfortunately a fire claimed his and their lives. Within the flames he continues to serve and tend to all guests within the room, ensuring their meet a blissful end within the flames just as he tended to do within the life he once lived. Attack creation and hex and curse are what he knows and use to ensure all is meet and greeted within the flames of the room. - Enlightened flame wielder[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
130 120 50 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5,5 ft [attr="class","statstitle"]WEIGHT130 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A being made of the longing and desires of the nobility within this room at the time of their greatest moments. It remembers all the feelings, the laughter, the deeper desires, it is a black dressed figure with golden orange armor like form along it along with a orange chain mail like headdress. It seeks only to fulfill all the desires of those around it. fire is her magic and attack creation and defense creation is hers as she uses.
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | ## Monsters |
upon entering this room there will be a loud crack as a blaze will set the stage as the room will extend as the group continues into it as more and more of the inferno will continue to engulf the room. Those wearing red, orange, or yellow will be unaffected by the smoke filling the room, all others will take a 1/2 junior damage each round till they escape.
[attr="class","dungenfloor"]Room: white
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
A room of once great beautiful and relaxation for the ones who once seeked rest from the masaqurade whether it is to rest, take off their masks, redo their makeup and hair or prepare for the continued dances and night life. Now it was just a mess of memories and storage of those who passed. A large grey room with a giant tree within one wall. the ground is a polish grey marble floor.
FLOOR BESTIARY[break]
- Fools respite[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
140 100 120 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHsenior [attr="class","statstitle"]HEIGHT5,7 ft [attr="class","statstitle"]WEIGHT150 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A Entity of all the souls that seek a rest, It stands at 5,7" A intricate white robe adorns its body from neck to toe wearing white gloves and a cloak with hood hiding its true apppearance. It has been said to use bone magic with attack creation of the weapons it can make and hex and curse to its prey, wanting to sink them into the dungeon as well. - Fool's Rememberence[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
160 120 80 [attr="class","statstitle"]SPEED20 m/s [attr="class","statstitle"]HEALTHSenior [attr="class","statstitle"]HEIGHT5,1 ft [attr="class","statstitle"]WEIGHT110 lbs [attr="class","statstitle"]DAMAGE OUTPUTSenior A entity that is the embodiment of all the servants and memories of the masqurade ball. Its ambiance, the fears and secrets from within resides within this creature. It stands at 5,1 ft and looks much like a porcilian doll with its massive curly hair, its snow white face skin and close eyes. it wears a golthic lolita maid style dress with a long skirt. strings hold up its joints and seem to move from the black and white dead tree top. It is known for its use of wind and the use of defense creation and Sensory to bend and change the world of its opponents to continue serving them to a peaceful rest
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | 4x monster per player depending on the roll |
Upon reaching this room, the group will be seemingly in the empty space, that is until the roll is made. Every player must roll a 1d6 dice. The majority of the rolls of either even or odds will decide the monster they must face. If evens are rolled Fool's Respite forms, If odd Fool's Remembrance will form. All in the room that is not wearing white will receive a intermediate Power debuff for the duration of the room.
[attr="class","dungenfloor"]Room: violet
WORD COUNT FOR ROOM: 3000
FLOOR DESCRIPTION:
upon entering the room it looked like a beautiful violet lit ball room with a grand massive portrait of the lord and his wife that once owned the masquerade. A grand staircase sat on one side of the room as the floor holds a checkered pattern. As the group continues it will being to weave and crumble down around the group as the painting will bleed to represent a new black room where the chime of a grand father clock could be heard ever so clearly.
[break]
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | n/a |
After successfully getting to the violet 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 120 sensory or tier 3 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 Violet will be forced to face their worst fears until they exit the room.
[attr="class","dungenfloor"]Room: Black
WORD COUNT FOR ROOM: 4000
FLOOR DESCRIPTION:
Upon successfully managing to make it through the violet room to the last room. The group will find a pitch black room with Blood red glass windows allowing moon light to glisten a eerie red sight leading up to the only thing within the room A giant grand father clock
FLOOR BESTIARY[break]
- the Red Masque of Twilight[attr="class","statstitle"]POW[attr="class","statstitle"]DUR[attr="class","statstitle"]SEN
150 120 120 [attr="class","statstitle"]SPEED30 m/s [attr="class","statstitle"]HEALTHGrand [attr="class","statstitle"]HEIGHT5,2ft [attr="class","statstitle"]WEIGHT105 lbs [attr="class","statstitle"]DAMAGE OUTPUTGrand the Red Masque of Twilight. Clad in a resplendent black robe that seems to shift and flow with its own rhythm, the figure wears a mask forged from darkened dragon scales and adorned with glistening shards of cursed gemstones. The mask’s eyes glow with a malevolent, haunting light, and its elaborate design hints at both ancient sorcery and forgotten as time. The red mask uses void and pure aura, It uses Attack creation, golem creation, restraining, and hex and curse
[attr="class","dungenroom"]Room #1
[attr="class","dungenencounters"]ENCOUNTERS: | the Red Masque of Twilight |
Chiming only once as all together there will be cries of screams behind the group before all falls silent expect for the ticking of the clock. The shadows within the room will block out the moonlight as two eyes form from infront of the grandfather clock before a slightly seen movement can be found of a figure forming being the very boss that has silenced all within this twisted nightmare it allows out a sickling giggle that turned to a maddening laugh holding up a scythe. Defeat the boss and escape before time is up. Failing to end it before the chimes end will result in a fail
[newclass=.dungentext b]color:#B53636;text-shadow:1px 1px 1px #141414;[/newclass]
[newclass=.dungenfloor]font-size:18px;color:#B53636;font-family:raleway;padding:10px;border-bottom:5px double #B53636;letter-spacing:2px;text-transform:uppercase;[/newclass]
[newclass=.dungenroom]font-size:14px;color:#B53636;font-family:raleway;padding:10px;border-bottom:2px double #B53636;;letter-spacing:2px;text-transform:uppercase;text-align:right[/newclass]
[newclass=.dungenencounters]color:#B53636;font-family:raleway;padding:3px;border-bottom:2px double #B53636;letter-spacing:2px;text-transform:uppercase;float:left;[/newclass]
[newclass=.dungentitle]font-size:24px;color:#B53636;font-family:montserrat;padding:10px;border-bottom:2px solid #B53636;text-transform:uppercase;line-height:20px;letter-spacing:2px;text-align:center[/NEWCLASS]
[newclass=.statstitle]background-color:#B53636;font-family:raleway;padding:5px;color:#ffffff;text-transform:uppercase;letter-spacing:1px;text-align:center[/newclass]