pregomal

Event Plan: Knowledge is Power

Mar 13th, 2018
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  1. Attendees: 4 characters around 120 RPL
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  3. Fluff:
  4. Atla's search for knowledge led him to discover the existence of a library deep within the jungle, used by the ancient Agarthan demons. Even if the Agarthan empire has long fallen, the library is still guarded to this day to keep outsiders from accessing the knowledge contained within the ancient books.
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  6. Synopsis:
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  8. They venture deep into the swamp, eventually finding a cave that's rumored to lead into ancient crumbled ruins of the Agarthan Demon Empire. Arrival RPs, etc. No risks for now.
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  10. While they traverse deeper within the ruins, some remnants of the Demons are still seen roaming around. Should they do anything menacing, a Dangerous fight would ensue against a minor Demon.
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  12. Continuing, the adventurer group would find lights within one of the buildings among the ruins. Even on that dark place that is the underground settlement, a building made of white stone and filled with blue lights that's almost intact is bound to be the most promising spot in there.
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  14. Inside, a trail of blue lights would guide them towards the inner sanctum's entrance, underground. It'd eventually guide them towards a locked door on a room with several energetic torches. An enigma would be presented to them: "Those who are blessed will survive the transfer to the inner sanctum. Those who are not, shall perish on their journey. Let the flames decide who may and who may not". Should they try to search the room, they could find a journal detailing the "transference ritual", which would involve using one of the magical torches as to burn themselves. An Energy Magi (Atla) could easily survive it by controlling the energy, and cause the other ones to survive it as well. Should the Energy Magi of the group try, he would have to roll a dice, the result being 1-3 a temp wound would be inflicted, and 4-6 no wounds would be inflicted.
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  16. Inside it, they'd find that the door led to a strong, blue portal, which would lead them to the spirit realm, where the inner sanctum resided. In it, no books would be found, but a creature bearing the knowledge itself, a humanoid Demon. The Knowledge Bearer, which is how he calls himself, would offer them a challenge -- Should they manage to beat him in combat, he would let them part with one scroll containing a considerable portion of his knowledge on a topic of their choosing: Energy Magic, the Spirit Realm, or ancient magic rituals. Then, they would be able to part peacefully from the temple, if they avoided the traps rigged by the opening of the inner sanctum's door.
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  18. If they failed to defeat him, though, he would still let them part with a much smaller fraction of his knowledge, leaving most of the discovery to themselves. The traps on the way out would be much more dangerous, lowering all their rolls by 1. (If something required 1 for a perm, it would now require 1-2, etc.)
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  20. On their way out, it would be revealed that the closing of the door brought attention from all the demons around. They had to leave the place quickly, or else, they would be overwhelmed with demon forces. Since this is not a CoD event, the demons would never arrive in massive force, but one more restrained fight could be in order should they take excessively long.
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  22. On the inner sanctum's entrance, the whole building was crumbling. They would make a die roll, which would result in up to two of them being stuck under rocks should they roll 1. Else, they'd be able to dodge all the falling rocks and walk their way out. Being stuck under a rock means a temp instantly, but it could be turned into a perm should they want to sever a leg or so.
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  24. On the outer room of the building, now on practically cave-surface level, they would find the room also crumbling upon itself, energy magic holding it steadfast. It'd be revealed that the only reason to which that structure held up was because of the portal, which now was imploding right under the structure. The energy linings which guided them would vanish, and the building's floor was ridden with exploding energy coming from down below.
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  26. Should they leave it entirely with no harm, the cave's entrance would be overtaken with rubble, stopping them from coming in it again.
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  28. Rewards:
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  30. Scrolls, detailing the Spirit Realm and Arcane Magic's direct relation to it, or Energy Magic and its relation to the Arcane.
  31. Any extra knowledge the Knowledge Demon can part with.
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