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NerdyBoy1104

Sanctuary

Dec 22nd, 2016
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  1. The party arrives at a hatch hidden within sanctuary. It is enclosed with heavy runework and seeps exorcism. They'll need to crack the lock carefully in order to sneak inside.
  2.  
  3. Now, if they set the alarm off the place goes into high alert, if they don't then they get the chance to sneak through (Occultists will need to roll to avoid detection periodically.
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  5. The first thing they'll come to is an energy barrier being projected by a small device in the centre. An impenetrable shield of pure energy magic. (It's up to the party as to how they get through it, the device can be grabbed and used as a personal shield)
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  7. If the alarm was set off, the shield will still be up but there will be a haywire golem trapped within, the longer they take, the higher chance of the golem breaking the device. Once released, they will have to fight the golem.
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  9. The corridor will split off into varying rooms, there are four of them and the party can only enter two. Each will have a puzzle/fight depending on the alarm setting. (One of the rooms will contain the alarm itself)
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  11. Vampire Lab:
  12. Inside will be a mess, most of the runes are wiped out and even the lighting has been smashed up, barely flickering on an off. In the centre of the room there is a large orichalcum laced pod. A thin red energy shield will cover the front, obscuring everything within, masking any and all mana.
  13.  
  14. The barrier can be de-activated to reveal a trapped Vampire who will then attack the party.
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  16. In the room there will be an equally protected safe which contains all the files on vampirism, in order to get the files, the barrier has to be de-activated.
  17.  
  18. Magitech Lab:
  19. A faint hum reverberates around the room, scattered metallic husks line the tables and even the walls and floor, discarded machinery. If the alarm is raised, Many of the devices will activate and attempt to attack the party (a roll and then summoned mobs). If the alarm is off, the party can wander the room, any depraved or occultic individuals will be targeted by the devices and will be forced to roll (same as with the alarm raised)
  20.  
  21. If the alarm is off; the de-activated Golem can be found (and retrieved)
  22.  
  23. If the alarm is on; an amalgamation of prosthetics will attack them, sort of like a robot but with, say, five arms and six legs.
  24.  
  25. Discarded examples of prosthetics/enhancements can be gathered. (Enhancements give a stat trade when used)
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  27.  
  28. Alarm Room/Runic lab:
  29. Traps everywhere. There is no fight in this room but there will be a large amount of traps that need to be carefully disassembled. If not, they will sap mana/disrupt the spirit/temporarily(or even permanently) deny access to a particular school of magic etc
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  31. In here they can disable the security system (de-activating the alarms and traps in all future rooms). There's be a tome in the middle of a runic circle, a trap, yes, but it would contain a vast amount of Runic Knowledge
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  33.  
  34. Proto-Acrux Lab:
  35. The room will be empty besides a large device in the centre of the room. It will be dead usually, but upon a magi's touch (or proximity if they're weenies) it will activate and will pull everyone's spirits out of their bodies and into a limbo state.
  36.  
  37. Here they'll be forced to fight the spirit/souls of the long dead Opacare soldiers. Waves of mobs plus a big EC at the end.
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  39. Once defeated, the spirits can be "used" to open a rift back to their own bodies. However, if done incorrectly... there is a chance that people can swap their bodies. (Appearance/age only, still keep stats/skills)
  40.  
  41. The machine can be grabbed
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  43. ----------------------
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  45. Once two of the rooms have been explored another alarm will set off (regardless of if they went to the runic lab). From the ceiling an amorphous blob will descend before floating in the middle of the room. It will look around, and, while it does so, the party will be able to see, in the centre of the creature, the Kokbael gem.
  46.  
  47. They'll fight the creature for it, etc. The gem itself will be encased in layers upon layers of enchanted crystal and cannot be held by anyone depraved or occultic. If they try to hold it, it will begin to burn their hand until melting it off completely.
  48.  
  49. A few minutes after the EC is defeated, the whole area will begin to shake in a violent boom, the final failsafe of Sanctuary's depths. The place will begin to cave in forcefully and will sap at the mana of everyone there (allowing occultic people to grab the Kokbael gem safely for a short while)
  50.  
  51. Party will be forced to escape or die.
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