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Varying

The very BEGINNING of event plans for Fru's

Jun 8th, 2016
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  1. Bandit Event
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  4. Children are set to raid a camp that had once been fortified in the center of the Sarab; home taken up with the stinnox, and so- they’ve been cleared out (for the most part) There are some caged; beasts primarily of the scorpion family can be seen as potential threats to the group of children. Led by Ring-Leaders, or ‘Lion’ tamers of a sort initially while first sneaking about, and hoping to discover any loot left over at the ravaging war that had been carried out between Kudana, and Dravus/ Nostvale, and NA as a whole.
  5. Rolls initially made for covert entry. With a need for a three or higher for all in party to advance with no issue of having alerting any lurking guards in the area. Upon success- they swoop in, dealing blows that might other incapacitate, end the lives of, or really- just sneak by the bandits if they’re seeking no blood shed. This leads them into the outer-inner workings of caverns; two paths lie ahead.
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  7. Path A: Treasure room that holds nothing of value at first glance- artsy stuff, tapestries, fancy swords that are encrusted in jewels, ec (typical things bandits running an extortion/robbery business might possess to display) There is however- one incredibly ugly, and insulting painting of a bald, and overweight man- depicting them as a King, and he posses on a throne made of stinnox remains/carapaces!
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  9. It’s not tasteful in the slightest, and it pretty much magnifies itself in this room of ‘beauties’ as being a horror not meant for mortal eyes. There’s a chance to be given here: They can leave, taking their fill of what they can (rnd for a set amount of crowns falling within the 1-100 range, tops out at 2mil icly in terms of worth) Or, they can interact with the painting; a switch is present at it’s bottom, and if they choose to continue, and discover it- a secret room is revealed. Opening a path way to THREE ‘treasures’ tucked away. Placed upon a podium, these treasures are pressure sensitive, and nothing short of extraordinary means will net one- traps being sprung immediately afterwards, and prompting a dice roll where a four or above marks ‘perfect’ success, whereas a three gains them a temp vit nerf of -5 for the event, but gains the roller the item displayed there, whichever it is that they choose.
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  11. Specifically- the deserts are the sights of battle of the two Kaor Lords, and there might even have been some flesh remaining from either of them; poisonous, and not meant to be consumed, obviously – there may have deposited amounts of it in shipments for those ‘pets’ housed, and so they’re left in a frenzy!
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  13. What might have been considered a weakened bandit camp enforcement is indeed that, but there are doped up Stinnox; Poisonous, of a Queenly/Kingly, or general variety all flocking around as well deeper into the pits after the maddening effects reach levels too high to contain. Forces are split; bandits versus beasts, versus children.
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  15. There are group mobs to express the two opposing factions. A mini boss from either group are to be present in separate areas- both are optional, and only one, or not even that might be there to face them depending on their choices.
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  17. Maddened Stinnonx infused with the corrupted blood of the Dreaded Serpent Dravus: A Stinnox King poisoned with the remains of Dravus. It doesn’t express any magical ability, just some bolstered strength, powerful poisons that seem to now be able to fill the air, and spread into the nervous systems of both child, and bandit alike (poison tree, melee, access to wind buffs, and hurricane spell)
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  19. Stinnox Tamer/Vanguard Bandit Captain: A powerful MAGI- wielding a crackling flame whip that was used to subjugate the denizens of the cave long before they had set up camp in it. Probably has some horrible cockney accent, and cracks semi-inappropiate jokes. (Standard Fire tree, Earth, melee)
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  21. Each boss has it’s own separate reward while also guarding some small placeholder ring reward/slightly better amulet (probably amulet with a plus one vit if not already on there, or a plus two cap- not sure.)
  22. The items from the Bosses: Whip mentioned Prior, a runic imbued, and CURSED item that burns away the lifeforce of the user in exchange for elemental empowerment (-Vit, Mcap, potentially set to have some fire pow for it? Or maybe slightly better than normal md/mel reward scheme to accommodate) Constant use of it will have it leave burn marks upon it’s wielder; charring flesh over the course, and even in the end- leading to limitations.
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  24. Stinnox Tail Spear: It’s exterior is a host of small spikes that prick into the holder; venoms seep in, and instead of damaging- they empower. Corrupting the stream of a Magi’s mana, and providing them with some natural affinity for the art of poison as well again- crippling them in some way (-Vit solely I think, -agi due to ic lengths of spear. +Crit/Mel other wise! Poison projectile gem?)
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