Ludikun

timeless trials event plan

Oct 16th, 2021 (edited)
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  1. Event Name: Timeless Trials
  2. Character: Tessa cos Gardios
  3. Extra Attendees: At least 3, max of 6
  4. Risk: Low CoD
  5. Tone: Trials, Spiritual, Indiana Jones type of temple
  6. Rewards: Three dev mats to upgrade one of each of the Timeless Trinity weapons.
  7. Event Thread: https://chronicles-of-esshar.com/forum/showthread.php?tid=9171
  8.  
  9. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  10.  
  11. REWARDS:
  12. Life of Mouldas [SHIELD]
  13. "The golds of this pendant glimmer with a resounding presence. Wrapping in the radiance of golden chains is a small circular emblem made of an unidentifiable white metal. Upon it, it depicts the visage of a man clutching a star. On the opposite side, the name single name <i>Mouldas</i> is embedded in beauteous cursive. The remainder of the artifact seems unimposing.
  14.  
  15. And yet, at a second glance does its true colors shine. Each moment that a single gaze does not grace the pendant, the depiction of the star-holding man changes. The scene varies, yet plenty of them depict him in the midst of leading crusades, defending the needy, and essentially being a complete paragon of the people. As if a life's story is imbued into the small window that was this pendant.
  16.  
  17. Those that can even sense the spirits of the dully departed can find an odd aura emanating from the piece. As if his very soul lives on to relay the tale and learnings of his life to those that wish to walk the same path as him."
  18.  
  19. Rosary of the Sacred Heart [SHIELD]
  20. "With each bead lies a tenant to live for. For each prayer must one see out the end of those that disturb peace.
  21.  
  22. Eighteen beads line upon this rosary, each one representing a different star of the constellation of Leonaus. By the main focus of the beads lies a singular emblem depicting that of The Faith's from the 1700s. Often worn by crusaders of the Faith, priming one's presence in the battlefield with the needed celestial force to swat down the entities of the unnatural.
  23.  
  24. Through this, one can work wonders against the forces of darkness. Helpful in the hands of those capable of purging corruption from where it blooms. As if the item itself wishes to see out the end of those that should not walk Eternia."
  25.  
  26. Meteoric Sapling [SHIELD]
  27. "At first glance, the stone seems unimposing to many, yet its dirty-white coloration and odd patterns upon its surface makes it easy to tell this is nothing noted as ordinary. It glimmers with a cosmic presence, not because of the fact that this had been a small chunk of a larger meteorite, but because of what was within it.
  28.  
  29. Dug betwixt the loamy surface of a hand-sized chunk of space stone lies a golden sproutling that juts from one of the stone's cracks. Its stem was fragile, whilst its leaves soft. Grown within the vacuum of space, the sprout seems to thrive on its own, merely surviving out of the essence drawn from being so close to stars. Mayhaps such is why it bears its golden radiance of a coloration.
  30.  
  31. Studies upon the organism shows that it was more 'star' than 'plant'."
  32.  
  33. Star-Sodden Chalice [SHIELD]
  34. "A golden chalice that seems to bear a similar color to the cosmic bodies the majority of Celestialism revere.
  35.  
  36. Upon its form bears the embossed figures of constellations, stars, and planets in a harmonic depiction. When in use these figments glow a radiance that is akin to starlight, glimmering with a warmth capable of soothing even the most trouble of minds.
  37.  
  38. Used to bless waters in-order to create a blessing liquid in rituals. The water made with this cup seems to grow ethereal in nature, whilst expunging an alien scent. Those that are graced by the liquids feel a sense of lightness, as if their forms grow stronger and empowered; as if the stars themselves guided their actions.
  39.  
  40. OOC: This is a one-time use item. The chalice can impart a Blessing buff to the target whilst the debuff goes to the chalice user. Ahelp when used!"
  41.  
  42. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  43.  
  44. The Hub =-=-=-=-=-=-=-=-=
  45. The group arrives upon the outskirts of a lone cathedral perched before a remote hillside. Mosaics litter the sides of the building, depicting various angels and saints of the Faith, drawn upon visages and acts that correlate to Valor, Force, and Wisdom. The church doors seem derelict and broken down, yet when attempted to be opened, a shimmering glow seems to keep it locked tight.
  46.  
  47. Easily, the group can gain entry by flashing either Holy, Cosmic, or do anything that is remotely related to the Faith and the door will welcome the group (maybe rp a distant hymn of angels singing as they enter for cooleness?). Flashing occult or anything vile/corrupt/evil at it will surge a dangerous pulse as the cathedral's 'defense' mechanism kicks in. Everyone /roll and those that rolls a 2 or 1 will get a -1 to their next combat injury roll.
  48.  
  49. Once in, they will be given sights upon broken down pews, marble pillars that are cracked and ruined, yet the altar is pristine and almost untouched. Yet if one or more move closer, an invisible three-layer forcefield seems to keep anything and everything out. No amount of magic or force can penetrate the forcefield, yet a relic within is clearly in view.
  50.  
  51. Meanwhile, three different doors to the side lead further into other rooms. A mosaic above each door is present to represent which trinity represents what room. Valor depicts an angel rallying in the defense of a beggar, Force depicts an angel clashing swords with a demon, while Wisdom shows an angel wielding a tome in the midst of a sermon.
  52.  
  53. The group can enter whatever room they wish in any order. But the event calls that all three rooms are explored.
  54.  
  55.  
  56. Act Valor =-=-=-=-=-=
  57. Entry into this room is odd. Darkness seems to envelop the group's immediate surroundings, almost making it hard to see up ahead. Any created light, magical or not, is almost snuffed immediately. Even turning around seems to seem topsy-turvy, with the path back being almost different/gone. Suddenly, in moments, all participants find themselves feeling something powerful bind and wrap around them; all except for the one who holds the Valor Trinity weapon.
  58.  
  59. Only in moments will the darkness retreat, finally revealing the room and state they were in. Everyone else, except the Valor holder, is caught in a noose that was wrapped around their necks with an ethereal set of rope. The bodies are tied as if they were held up in a group execution (ala witch trials style). Around them are angels of judgement, all seeking to find 'The One Who Sins' amidst the group.
  60.  
  61. Before the Valor wielder is a tome. A feather drifts before them as ink enough for one name allows them to write 'The One Who Sins' as the statues had now imparted the job of enacting justice on them. Those in nooses cannot escape by any means necessary, and those that hardball try too hard to escape can take a Temp injury.
  62.  
  63. The solution here is for the Valor user to write down their own name on the book. In theory, those in nooses had not sinned, and the only sin here would be to prosecute someone who were innocent. However, if they write another person's name, injury the person who was prosecuted along with the Valor wielder.
  64.  
  65. TEMP: Falsely Prosecuted
  66. DURATION: 4 days
  67. DESC: An ethereal noose follows you like a ghost. Breathing is a struggle as your neck is perpetually in pure pained discomfort. You had been persecuted for a sin you did not commit; and in this must you live with the fact that those around you believe you have done wrong. And in each waking realization would the invisible noose around your neck tighten. Though time heals all wounds and forgets many memories, this one may haunt you for a while.
  68.  
  69. TEMP: Valorless Guilt
  70. DURATION: 4 days
  71. DESC: You have... chosen poorly. To prosecute someone who had done nothing wrong, to have imposed law unto one who had sought to follow it. This, this is blind Valor. The greed for success and the wish to enact one's actions regardless of its outcomes.<br><br>Like a ghost, it haunts you. You have to live with this fact, along with the fact of hurting one who is near and dear to you. An emotional baggage to carry until the memory becomes numb in your head.
  72.  
  73. If they chose incorrectly, have the statues lecture them about how valor is not just blindly defending those against evil, but defending oneself from the inner demons that could cloud their judgement. Regardless of the outcome, reward the group with the LIFE OF MOULDAS.
  74.  
  75.  
  76. Act Force =-=-=-=-=-=
  77. In the room for Force, they are greeted by a singular statue of a heroic looking man made of marble. They seem to be in the midst of plunging a sword against a nethradin as their form grows in the pinnacle of evil-slaying. By the bottom reads a plaque:
  78.  
  79. "Only the most stalwart may carry on this legacy,
  80. To seek the end of those that dare defy nature,
  81. Claim thy trinket and see how one fares,
  82. Fares against one who had slain demons and devils."
  83.  
  84. Only then will the narrate reveal that a rosary seems to be wrapped around the statue's left arm. The group can easily take it a get the ROSARY OF THE SACRED HEART. However, this triggers the statue to animate and test the taker of the item in their capability to be a force of defense. If the group opted to destroy the statue or damage it, good on them and play the EC a bit safer.
  85.  
  86. The Arm of the Stars: Armed, Cosmic, Earth, Bone (for Ivory Rupture)
  87. Mechanics: Focus heavily on the person who currently was holding the rosary item.
  88.  
  89. Upon its defeat, it is not fully destroyed, but instead it returns to its place and kneels before the group in respect.
  90.  
  91.  
  92. Act Wisdom =-=-=-=-=-=
  93. Within this room, various holy looking statues and items seems to line majority of the room. The room is dusty and seem to be almost basement-like in appearance. Plenty of defensive sigils and abjuration stuff is scattered around the walls. The most eye-catching of them all however is a statue covered in a tarp.
  94.  
  95. Essentially, this room is 'contraband' room. Here, forgeries and false praising of the Church is held, They had been confiscated for falsely revering the stars or even worse, being items used to fool the holy into defecting from their faith, usually by accident.
  96.  
  97. When the tarp is pulled, a beauteous statue depicting a trio of angels are seen. Each one looks to be wielding a small bowl. All the while held tightly in one of the angel's hands is the METEORIC SAPLING, as a plaque is left in the bottom:
  98.  
  99. "To the revering of angels does one provide,
  100. To give praise would one give thyself fully,
  101. To be blessed should one firstly bless others."
  102.  
  103. This statue is one made by an ill intent statue-maker. If inspected closely or if investigated, the angels on the statue depicts none from the holy teachings of the church (that and the defensive sigils should have been enough of a tip as is).
  104.  
  105. The group can offer whatever they believe is worth offering (the statues down want 'material' items like money, food, alch ingredients, etc.). One can offer memories, a promise, their blood, anything that has remotely ic worth. If they offer it, keep it in-mind.
  106.  
  107. Once offered an item (of it the group says screw it and just tries to take the item from the statue) its true nature is revealed. From here, those that offered something can get a -5 perm that has the flavor of what they offered (if they offered a memory the memory is gone or something cool like that). By then, the 'angels' attack,
  108.  
  109. False Angels: Cosmic, Energy, Occult
  110.  
  111.  
  112. The Altar =-=-=-=-=-=
  113. Once each room is completed, the forecefield is fully removed, giving the group access to the altar. It remains intact and is likely the most beautiful altar the group had seen. Yet before they can fully investigate, a flash of light burns before them.
  114.  
  115. Here, an angelic avatar (not an angel) drifts into view (maybe bible accurate angel looking EC?). It stands before the group, and here it poses as the final trial. A combination of Valor, Force, and Wisdom to truly witness the capabilities the stars expect of humans and mortals.
  116.  
  117. Angelic Avatar: Cosmic, Holy, Light
  118. Mechanics: Have three different invisible shield-slot items in inventory. Find the three Trinity wielder's primary magic used and set an item to Ele Def +999. During the rounds, switch between the items (have the stance activation text reflect this) as the group essentially has to fight around its temporary immunities to certain magical trees.
  119.  
  120. Upon its defeat, it drops the STAR-SODDEN CHALICE from the altar, it leaves words of wisdom and disappears. From here, wind down and end the event.
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