Ludikun

out of ones depths event plan

Feb 21st, 2021 (edited)
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  1. Event Name: Out of Ones Depth
  2. Character: Adrian
  3. Attendee(s): 2-3 others
  4. Tone: Mysterious, Dark, Magical
  5. Risks: High CoI, Low CoD
  6. Specific Requests: A corrupted water lodestone
  7. Event Thread: https://chronicles-of-esshar.com/forum/showthread.php?tid=5982
  8.  
  9. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  10.  
  11. Rewards:
  12. Aquatic Idol (Main Requested Item for the Event)
  13. An ornate idol that seems to bear an odd countenance of a squid. Despite its handcrafted appearance, it is actually a modified piece of an elemental lodestone attuned to the ripping tides of the waves. Despite its overpowering control over the sodden seas, there is an odd air of malice that seems to signify some semblance of sentience. It emits odd distant whispers, somewhat summoning the attention of those listening to look farther into the deepness of the sea; calling.
  14.  
  15. Elementally Magnetic Geode
  16. An odd geode that takes a multicolored hue. It shimmers when put under light, providing insight on its possible uses. Not only is its magnetic properties highly conductive of metal, yet it seems to hold a similar affinity to the elements as well. The absorption of fire, water, wind, and earth can easily be done by this item, making it quite notable in many uses.
  17.  
  18. Pirate's Pocketwatch
  19. An old forgotten pocket watch. Oddly enough, the time seems to perpetually stuck at 11:06. Channeling any form of time manipulation on the watch would show its impeccable capability as a focus. It glimmers and sends timely visions to the channeler. Projections of a brutal pirate war is shown, providing them insight on the time which this pocketwatch was actively used at.
  20.  
  21. Fang of the Sea King
  22. An icy fang that came from a dangerous shark in the far western deep of Esshar. Holding it alone makes it seem tooth-like, yet a closer inspection makes it clear that this fang is made from an incredibly stiff and unmelting piece of ice.
  23.  
  24. Optional Rewards:
  25. Nyeshk x3
  26. Rainbow Fish x3
  27. King Crab x3
  28. Water Attunement Potion
  29.  
  30. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  31.  
  32. Act 1: The Sail =-=-=-=-=-=-=-=-=-=-=-=-=
  33. The group rides upon a boat and sets sail far west of Achyon. Taking IC weeks just to arrive, they would soon anchor their approach nearby an odd faulting ripple by the distance. A looming whirlpool has been spotted, and it was said that this was the source of odd oceanic activity.
  34.  
  35. The captain docks, informing the group that this was as far as the ship could go without being pulled into the whirlpool. The captain would be quick to inform the group that this was said to be the resting place of a renowned pirate ship, the Seafarer's Maiden.
  36.  
  37. From here, the group is allowed to decide on what to do. They will be informed that perhaps what they are looking for is far deep within the depths of the whirlpool and will be offered Siren's Stride potions (potions that allows them to move and breathe underwater unimpeded). Do mention that there is a timer on the potion, but the captain is unsure how long it is.
  38.  
  39. The group may jump into the whirlpool itself. Everyone will be asked to /roll and the group needs to achieve a collective score of 16 (20 if there are 4 participants). If they do not make the cut, one of them will be provided a 1 day injury (to be decided by the group).
  40.  
  41. TEMP: Swirlied
  42. DURATION: Short
  43. DESC: "A current from a raging whirlpool has pulled and whisked you off in a giant swirly. A terrible fate to befall you.<br>You are dazed and dizzy; your throat burns as water has unwantedly infiltrated your esophagus. You'll likely be coughing in a dizzy state for a couple of days because of this."
  44.  
  45. Eventually, the group descends and begins to drift below the surface.
  46.  
  47. As the group sifts downward, have everyone do another /roll. The highest roller/s will perceive a shadow off in the murky depths. This is foreshadowing for a coming fight, but nothing will disturb them as they begin to see the distant seafloor.
  48.  
  49. Act 2: The Dive =-=-=-=-=-=-=-=-=-=-=-=-=
  50. Once the group reaches far enough underwater, they will reach the sandy floor of the ocean. A few couple of feet away, the looming shape of a shipwreck immediately draws the group's attention. From here, a clear disturbance in the water would gleam out, making it clear that something is affecting the flow of liquid.
  51.  
  52. Drifting over, the group would soon come upon the shipwreck itself. They can freely enter it and find a notable number of rooms to explore. Though three areas stand out: The Deck, the Captain's Quarters, and the Hull.
  53.  
  54. THE DECK
  55. Looking over the idle barrels around, anyone searching this area must /roll.
  56.  
  57. 1: Nothing
  58. 2: Nothing
  59. 3: Nyeshk x3
  60. 4: Rainbow Fish x3
  61. 5: King Crab x3
  62. 6: Water Attunement Potion
  63.  
  64. The people who search the deck will also get a chance to notice a shadow swimming around them, but nothing will happen.
  65.  
  66. CAPTAIN'S QUARTERS
  67. Looking around this smaller chambers reveals a notable hoard. The room is filled to the brim with gold. This on its own is merely an illusion, made to draw unwanted infiltrators in set by the late captain. Along with the gold, the captain's table will be present with a faded letter and an odd pocketwatch, the PIRATE'S POCKETWATCH.
  68.  
  69. If someone reads the letter, they need to roll a collective score of 6 or higher to understand the meaning of it.
  70.  
  71. "Captain,
  72.  
  73. Kestral was caught picking from our hoard. We saw him maddeningly wheezing and trying to pickpocket James, the same curse you told us about. We need to set him to Hull cleaning duty."
  74.  
  75. Interacting with the gold pile at all requires the interactor to /roll.
  76.  
  77. 1-2: 4 day temp (unhealable)
  78. 3-4: 1 day temp (unhealable)
  79. 5-6: Nothing
  80.  
  81. NAME: Curse of Greed
  82. DESC: "A splitting headache has suddenly overcome your senses. You feel like your brain is slowly degrading and melting right before your head. If anything, it feels like you are on the verge of dying.<br>Yet a whisper within your head seems to entice respite, under one condition: you must obtain coin. It matters not how, but the craving to gain coin is nigh needed to momentarily rid yourself of this splitting headache. Though it seems like it was bound to reoccur for a while..."
  83.  
  84. THE HULL
  85. Ducking in the lower part of the ship, it would grow problematic that one of the main doors seems somewhat wedged and stuck by something. If the group attempts to break through and open the door, they would come to find that a pocket of water has pooled up and held the door closed. The moment it were to be opened, it immediately sucks anyone within the vicinity.
  86.  
  87. Those pulled in would immediately be dumped into the lower deck.
  88.  
  89. Once here, the group would be pit in an odd climax of witnessing an odd scene. Here, the water around the this area swirls with an odd current, throwing the group around as an odd stone figure head stands defiantly and stares upon the group. It is made of solid gold and seems to swirl with an uncanny might.
  90.  
  91. Idol of Aquatic Greed: Earth, Water, Wellspring
  92.  
  93. Upon the defeat of the idol, it breaks and drops AQUATIC IDOL and ELEMENTALLY MAGNETIC GEODE.
  94.  
  95. Yet as the group completes this chamber, whether they looked over the other parts of the ship or not, the potion begins to wane. They need to resurface immediately. However, if the group decides to look over the rest of the ship, they must /roll each area they search to try to hold their breath. Any roll below 4 is a counter tick on the person; if they collect 3 of these they immediately get a perm.
  96.  
  97. 1 failed /roll to hold breath
  98. TEMP: Hypoxia
  99. DURATION: 4 days
  100. DESC: Perhaps it wasn't the best idea to stay underwater for too long without air. You keep your lips pressed and nose puckered at the cost of holding in your breath for a little too long. Your lungs give and a rolling involuntary cough for air perpetuates frequently. You may need to take a long breather after pressing your body under that pressure.
  101.  
  102. 2 failed /roll to hold breath
  103. TEMP: Hypoxia
  104. DURATION: 12 days
  105. DESC: Perhaps it wasn't the best idea to stay underwater for too long without air. You keep your lips pressed and nose puckered at the cost of holding in your breath for a little too long. Your lungs give and a rolling involuntary cough for air perpetuates frequently. You may need to take a long breather after pressing your body under that pressure.
  106.  
  107. 3 failed /roll to hold breath
  108. PERM: Curse of Hypoxia
  109. DESC: Perhaps it wasn't the best idea to stay underwater for too long without air. You keep your lips pressed and nose puckered at the cost of holding in your breath for a little too long. Your lungs give and a rolling involuntary cough for air perpetuates frequently.
  110.  
  111. Act 3: Climbing the Surface =-=-=-=-=-=-=
  112. As the group ascends, up back to the surface, one last threat finally rears its head at them. The shifting shadow around the group reveals itself as a deadly shark creature that charges at the group. It is dangerous and the group is cut for air.
  113.  
  114. They need to dispose of it and get it out of their way fast if they want to keep themselves from drowning.
  115.  
  116. Fanged Sea King: Water, Time, Ice, Cinderflare
  117.  
  118. The fight will be oocly timed and be a one rounder. The group has 3 minutes to defeat the shark. Each minute they pass is one fail (take the chart above as the basis for injury).
  119.  
  120. Once they defeat it, it drops FANG OF THE SEA KING. After which, the group resurfaces and the event ends.
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