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- Event Name: Duran Artifacts
- Character: Aelrin ven Astor
- Extra Attendees: 3 others
- Risk: CoD
- Tone: Mysterious, Thrilling, Arcane
- Rewards: A Duran Relic
- Event Thread: https://chronicles-of-esshar.com/forum/showthread.php?tid=7906
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- REWARDS:
- Heart of Clarity [PENDANT] (MAIN REQUESTED ITEM FOR EVENT)
- Passed down from recent generations of the Duran family, a pendant of such stature oft exposed the most grievous of intentions and thwarted such miles before it has met its mark.
- It shines with a regal glimmer, practically glowing from the absorption of light that surrounds it. The craftmanship gleams an old-fashioned touch, yet keeps the intricacies and ornateness of generations prior; a clear sign of its aged existence. As such, contrary to its beauty, the chips of time are prevalent to the few perceptive enough to appraise.
- With chains cured upon a moonlit deposit of arcanium, the mirror that hangs as the primary foci of the accessory reflects the integral reflections of its surroundings with a revealing light. Illusions are cast astray as misguidance is snapped off from the sinister roots it grows from. A beacon of minded purity that, despite the dormancy of its current state and the waning enchantment that it bears, still flaunts a heroic power.
- After all, if one were to face a witch, they will need a guarded mind.
- +3 pow, +3 vit, +5 ether def
- [UNIQUE]
- [DURAN RELIC]
- Feather of a Garuda
- Being a breed of avians growing up to an enormous size, the plume it bears follows suit. Its size alone is as big as an adult human's arm. The gray-ish brown coloration of this feather bears a desaturated exposure to the elements.
- Many covet such an item for its rarity. Blacksmiths often deem the piece as an amazing piece to channel the winds to the favor of its wielder. Lightfootedness and agility becomes second nature to those that make use of a Garuda's feather, deeming it a coveted piece to those that hopes to attain such capabilities.
- [DEV ITEM]
- [DURAN ARTIFACTS]
- Exiled Prudence
- What was once something that seemed to be part of a greater weapon, now lies in shambles of its former self. A gnarled scythe stood snapped and dormant. The woods of its shaft ebony and cryptic, whilst the rusted blade upon its head dustily glimmers with an odd baleful aura.
- Though in its state, the few who can appraise such an ambiance will likely detect something sealed away; likely for a reason. A heavy strand of dark embellishments exude from the very soul of the weapon. An item best kept buried away.
- [DEV ITEM]
- [DURAN ARTIFACTS]
- Dormant Embers
- Corked and bottled within a sacred urn, it is said that an ever burning flame lies within this piece. A relic of the Church, many claim that a devout follower has willed their burning spirit into existence, entombing it within.
- Peering into the urn reveals the brilliance of golden flames within. The warmth grows tenfold, yet its inviting sensation deviates from the norm of fire. It was as if the flame within holds a protective aura rather than a destructive one.
- Despite the flames, no soot nor ashes line the urn's inner chambers. Moreover, no item at all lies within. All that it truly holds is the concordant flames.
- [DEV ITEM]
- [DURAN ARTIFACTS]
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Part 1: Guardian
- After a bit of opening RP, the group will be halted by one of the many guardians of the vault. Here the guardian will essentially 'test' the group on their capabilities on even wielding a Duran relic.
- Vault Guardian: Light, Metal, Lightning
- Upon its defeat, it will yield and allow passage for the group to continue.
- =-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Part 2: Trickery
- The group will enter a room bearing a pedestal. Here, the group will suddenly be engulfed in a sudden flurry. All the participants (save for Aelrin) will find themselves bearing nooses around their necks held by statues. Aelrin will be put up on the pedestal where he will be provided a book. The book will bear this text:
- "One of you was chosen - the others remain untouched.
- One of you is tainted - the other ones are pure.
- One of you will doom their comrades - the others are loyal.
- One of you speaks what is expected of him - the others retain power over their words.
- To find the guilty one is the executioner's obligation."
- The executioner will then be given the choice of who to 'hang'. The solution of this is for the executioner to hang themselves which will then lead them to an injury (Medium Temp). However, if someone else is hung, they will receive an unhealable injury (Medium Temp).
- Refusal to hang (after multiple nudges that someone is required to be hung), everyone but the executioner will be injured (Medium Temp).
- =-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Part 3: Defiance
- After all this way, the final confrontation with the final blockade upon the main vault entrance will begin. The gimmick of this fight is that the EC will simply sit in the center of the RPB. The trick for the group is knowing when to attack it safely.
- Upon its first defeat, the door shifts and a second fight occurs. This one will be a normal EC fight where the EC moves around the RPB.
- After such, part of the vault will open, revealing the final items for the group to pick up on.
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