Advertisement
Varying

Moon's Event

Jul 19th, 2016
104
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.89 KB | None | 0 0
  1. Lunar Search:
  2.  
  3. Deep into the Bygone; the site of Saekanis worshippers, and believers is found- rediscovered. Where Veren Nix had once delved into. Here lies pilfered remains, and ruinous decay; the air is filled with the stench of rotting flesh, and there are evident signs of mutilation, and animosity beyond anything wholefully ‘correct’.
  4.  
  5. It isn’t long until the woodlands branch off- into a section of partially underground caverns; limbs hanging, and blood adorning the walls. There’s mumurs, and chantings that can be heard – the eerie howl of wolves, and the constant blood-curdling snarl of a creature still unknown to the group.
  6.  
  7. The first encounter: A trap – pressure plate sensitivity; rolling below a 4 will net them with a mass of arrows flying from the four major directions at the group. They are informed via narrate, and given chance to act, or take the hit – another roll proceeding for damage, with a 1-2 being a nerf in the form of a limb (eye, hand, foot), or some perm nerf (liver, lung, ear, etc) being removed. 3-4, temporary nerf for the remainder unless downed and rolled bad again in the future- thus becomes permanent, 5-6; arrows miraculously miss, and no harm is done, or knicks and scratches.
  8.  
  9. After this close encounter with death unsuspectingly, the group is faced with a decision:
  10.  
  11. Three paths infront of them. There are figure heads to highlight each – the First, the one at the far left has the head of a deceased Kaor hanging from it. Barbed, and it’s face cut up, down here there is a feeling of depravity, and heat that exudes; leading into a room that’s very literally- a pool of magma- the caverns apparently housing portions of volcanic activity.
  12.  
  13. A place of worship where there is a very particular group that deal in ritualistic removals of hearts, and preparation for ingestion. The main figure at it’s center; there’s a pre-battle roll to determine who is allowed to fight A cod instance where they all attempt to make their way across loose platforms resting on lava, floating about; rolls of 1-2 are death, 3-4 limb nerfs 5-6. . . totally fine!
  14.  
  15. Three round Battle with one of the main figure head ECs that have taken up a home here; a crazed magma mage/hybrid build that has taken to Saekanis worship, and displays extreme signs of fixation cardiac functions, and obsessions with the heart, and blood.
  16. (Roll at the end of every round- final rolls count, the other two will add onto the punishment/reward dealt them.)
  17. Loot possible from him: BOOTS; cursed artifact that at the cost of a 15agi/crit boost, the user pays a price in blood, there being pronged points within that drain from vitality -8 vit in order to power them. If used, they are not to be taken off – the user experiencing fits of hysteria, and nightmares while they sleep pertaining to visions of the Dread wolf, and his many foul practices. (Pandemonium User- limb nerfs/mutilations guaranteed if downed – raises stakes of any fight with them to a 5, or higher needed to avoid!!!!)
  18.  
  19. The Second Path: The head of a Sirenian, hanging from atop the entrance, there’s an air of discharge static welling up, the same sense of foreboding depravity. Finding themselves going further inside, this is a room covered by ice; stalactites adorning the ceiling walls- COD instance incoming. All must roll here as they cross, two separate rolls triggered by the boss EC; the ground is slippery, so there’s a roll for balance issues- to play into the next. (5-6 being the optimal, granting any who received a +2 just for this next roll follow up on whatever they roll 4 grants a plus one, 3 neutral 1-2 minus -1 on their roll next round.) The boss causes spikes to drop, aiming to impale them upon the pieces of ice. This the practice in this place as bodies litter the walls, and various spots in the room as decorations upon ice tips.
  20.  
  21. 5-6 means safe! 3-4 another nerf- agi/mcap if vit has been nerfed too far below already 1-2 is death.
  22.  
  23. The boss battle proceeds then, fighting against a icemagi/hybrid 3 round standard- rolls at the end of each round they stack towards reward/punishment.
  24.  
  25. PotentialLoot, Calamity: a set of gloves that that increase wind, and water pow respectively at the cost of nerves being slowly corroded. The gloves binding to the user; a toll of mana is paid for their usage- minus 30 mcap to be utilized, and there being a constant chill to icly plague the user of these
  26.  
  27. Third room, human head that’s not really recognizable at all. Half of the face is eaten, an eye ball hanging from tattered remains.
  28.  
  29. This room has an ominous gale that ejects from it- depravity as well – upon entering. . . No CoD starter roll, no need for a roll before the fight initiates; this is a fight against a legitimate pandemonium user, and not just someone crazed. They’re wild, and savage – a starting pursue against all present, for any who fail- they can not participate in the first round battle.
  30.  
  31. An ookami saekanis worshipper – prone to fits of cannibalism, and insanity. For all those who fight him in round one, should they go down- there are now the rolls to determine; all attempts barred, but noted if any roll within range of a three or below for this first round. From this point onward, 5-6 is safe, 3-4 is injury of a light/temp fashion unless otherwise having rolled bad, and 1-2 is heavy injury, or death.
  32. Potential Loot: An amulet: linked to Saekanis, this artifact bears the marking of the Dread wolf- red glinty eyes stare at the potential wielder. If worn, they run the risk of an insanity roll – 5-6 is fine, 3-4 they hear the whispers of Saekanis, and run the risk of being goaded into worship 1-2, they have dreams accompanying them; slowly wittling away at the psyche and there’s a very real urge to indulge in the flesh of others, and a savagery present in and out of battle.
  33.  
  34. Stats: +5 vit -10 will +20crit + 10 mel
  35.  
  36. All paths… Intersect, the potential to battle ATLEAST two of these bosses exist, before coming into the treasury room to face off against the Leader of this sect. Should they venture right from the magma path- they head directly into the Sirenian’s lair after circling around. Left from the center leads to magma, and right to wind. Straight from either magma, or wind leads them in a complete circle, and back to the center three paths where they then make a choice along another path.
  37.  
  38.  
  39. Final Boss: Prophet Jones(Name WIP): Pandemonium user found in a deep ritual. Cultists crowded around him, and a sacrifice going on – this fight being a three phase one. With the first being a three rounder, rolls no longer stacking, but the last round drops for this one able to result in a temp nerf going into the next phase – Two powerful mobs that come to the rescue of Prophet Jones in the face of victory, allowing him time to recover, and fight in the final phase as a stronger, and more crazed version of himself after cannibalizing nearby worshippers, and falling into a frenzied state
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement