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KaneRage

A Burning Vision- Ume Ixis Kimyona Event Plan

Apr 28th, 2019
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  1. Event Source: http://spires.pixel-realms.net/forums/showthread.php?tid=6056
  2. Attendees: Ume Ixis Kimyona (210 RPL) Solo
  3.  
  4. Background:
  5. Ume has had terrible visions of his village being dosed in Occultic flames. The people being enslaved and tortured by countless Kaors any resistance is outright suppressed with the utmost brutality. With Contact of his parents being lost over time, Nasu feels these dreams must be apart of whatever strange power he is suddenly awakening and through these feelings, he travels back to his homeland in search of some meaning behind it. Almost as if something is calling him beyond just his nighmares. What he finds might possibly shock him to his core if he is faint of heart.
  6.  
  7. Synopsis:
  8. Player arrives on the coast of the island south of Gehennan region of Agartha.
  9. Visual Setting: Farming Fields seem to be untended overgrown, Fishing boats are broken and scattered along the coast side. The sensation of tainted corruption lingers in the area but not much more than anywhere in Agartha but there is an uneasiness to the quite island Something feels off.
  10.  
  11. Phase 1:
  12.  
  13. 2 Paths:
  14. Path 1: To the left is more beach that can be explored to move further along the coast and thus the player continues along the coastline path. This path is the shortest way towards the village there does seem to be clues that can be gathered before going to the heart of the problem (hidden information to help later in the story) As the player travels farther there seems to be a shack in the distance that looked to still have candlelight burning visibly through the window. Upon entering the shack the player is greeted with emptiness but an uneasy feeling that continues to grow the candle is suddenly blown out and the player is shrouded by unnatural darkness all around the player that cannot be penetrated by light. Deeper inside the cabin a voice can be heard a faint whisper as something ominous approaches.
  15.  
  16. *Player can attempt to create a light source by using magic or relighting the candle but if that is done they lose the element of surprise against the Demon, and they are detected immediately starting hostile mode.*
  17.  
  18. A demon carrying a little girl in its claws in the backroom of the cabin shes unconscious and the demon seems to be fully prepared to devour her whole. Had the Player not chosen this path the girl would have been horribly gored with no one to save her. With the cover of darkness * the player can attempt to save the girl from the clutches of the demon if successful the player is able to interact with the girl and find out information about the Town further in.
  19.  
  20. <if the player is detected they must roll to save the girl from harm. Dice 3 or higher. If the player failed girl is unable to disclose information about the hidden passage and her wounds must be treated instead.>
  21. EC: Feral Demon
  22. -If player is detected becomes slightly stronger
  23. -Not very powerful
  24. - Cannot summon minions
  25. - Mostly uses Fire and Occult magic
  26. - reveals their master told it to attack the villagers and that the player has a similar scent their master used to have.
  27. Reward upon defeat. Interaction with NPC Traumatized Girl upon failure of defeat NPC dies.
  28.  
  29. NPC Traumatized Girl.
  30. -Is able to communicate somewhat clearly despite being afraid.
  31. -If conditions are met can show the player a secret path to avoid the majority of the demon horde that has taken control of the Village
  32. -Shares a small amount of information on the final EC as well as gives insight into what's going on.
  33.  
  34. Path 2: The forest of the island leads directly to the village it's thick and densely populated with wild animals although it's a longer path to take it's a surefire way to get to the village and see what is going on. There are multiple points of ambush and unless the Player is able to perceive his surroundings as his adequately.
  35. (Done in the form of a roll
  36. 1-2: Player will encounter dangerous enemy
  37. EC: General Kaor
  38. -Moderately powerful slightly below characters stats
  39. -Mourngale demon one of the top tiers of the Enemy forces.
  40. -Able to summon smaller demons to assist him in battle.
  41. -Upon Defeat, the Kaor gives a hint on who the final boss is.
  42.  
  43. 3-4: Player will encounter a horde of Soldier class demons.
  44. -Mob battle spawn a few waves of minor class demons or fill-ins
  45. - Upon defeat reveals that some of the soldiers were modified humans with demon organs. (Aka Accursed.)
  46.  
  47. 5-6: Encounters a fleeing villager who explains the horrid vile experimentation and Demonic control of the village. They don't recognize who the Player is but they realize he is strong and plead for him to aid them.
  48. - Small reward for rolling a 5 or a 6
  49. 500 coins from the villagers to pay the player to save their village.
  50. ( if the offering is refused the player receives instead a blessing of good fortune. Granting a +1 to their next roll. *Can be reserved for other rolls or injury rolls*)
  51.  
  52. Phase 2:
  53. After deciding which path they took the player will either arrive in different areas.
  54. Hidden Passage: Southeast of the village the Farmland territory isn't as thick with enemy scouts getting closer to the village will be simple if they are careful not to be detected.
  55. (Dice roll for detection Anything higher than a 1 is a pass)
  56. >If failed
  57. Player gets temp debuff of vitality.
  58. Injury: Poisonous Ampherous
  59. A poisonous plant that infects unsuspecting travelers it is known to have highly potent alchemical value but also has been found in the use of many highly addictive narcotics. The raw plant material is known to cause hallucinations and a multitude of health complications down the line.
  60.  
  61. Coastline path: Although it took a while to arrive the Player can clearly view the village from the west there seems to be a moderate amount of guards but they are not of any worry some threat. But it will be difficult to get passed them without resistance the coastline leaves the player exposed and unable to hide behind anything
  62. ( Dice Roll for detection: Anything 4 or higher is a pass)
  63. > if the failed encounter with
  64. EC: Wave Riding Demon
  65. -Moderate strength Kaor
  66. -Able to control the waves of the island and create tsunami's
  67. -Able to summon and fight alongside guards that are posted there.
  68. -When defeated the other demons in the area are alerted of the player's presence.
  69.  
  70.  
  71. Forrest Path: The road less traveled although it probably was difficult to get through the forest gives ample cover compared to the Coastline, and the player would arrive at the north side of the village. The number of guards is few compared to other areas seeing as the forces stationed in the forest were a big enough deterrent to anyone who'd approach that way.
  72. (Dice roll for detection: Anything 2 or higher is a pass)
  73. > If failed
  74. EC: Scout Demon
  75. -A demon that uses crystal magic
  76. -Very weak
  77. - Because the forest gives such great cover no other demons are altered to the player's presence.
  78.  
  79. Phase 3:
  80. After breaching to the center of the village and compiling all the information that was possible to be explored the Player must face their greatest foe yet. Their very own father is the cause of this horrid experimentation on the villagers. They have assimilated with a Kaor and have somehow to become a prototype Accursed. A mutated and grotesque creature that has dominated the other Demons and lead them to take the village for themselves.
  81.  
  82. Player decides their approach towards the Boss and decides whether or not they want to fight to kill or attempt to converse with their father in an attempt to bring back his humanity.
  83.  
  84. >After players choice if Humanity roll option is chosen player does Random number 1-100 if 70 or higher Player is able to fight boss at half strength if player is able to incorporate information they've learned along the way to appeal to the Boss' Humanity the roll is successful if landed 30 or higher.(since their father is resisting demonic control.)
  85. >If Humanity roll fails immediate combat and full strength.
  86.  
  87. EC: Burning Hatred Accursed
  88. BackGround info: Boss Hates the Village for Sacrificing their wife to the Demons so they wouldn't attack. The Boss went insane and began channeling the forces of darkness allowing himself to become corrupted by Chaos and eventually began to experimenting with rituals to make himself Accursed.
  89. -Boss Level (Even with the Player if not slightly stronger)
  90. -Shadowflame, Gravity, Dark Guardian,
  91. -Has the potential to be cleansed of his demonic affliction but will not survive the process if Humanity Roll has failed.
  92.  
  93. Reward:
  94. Dev item: Heart Fire:
  95. An amulet that holds no power or enchantments yet it's warm to the touch. and glows an ethereal blue. A relic that has been said to be passed down to the leaders of a certain village it is known to hold significant meaning to those of that region. With a strong will, one can explore the meaning behind its enchanting glow it most certainly will lead to great fortune.
  96.  
  97. A base copper necklace with no significant stats. Item can be used for Dev.
  98.  
  99. Risk Level: Low CoI scale
  100. If downed by an ECs more than 3 times Temp Injury -5
  101. If downed by ECs more than 4 or 5 times: High Temp -10 vit
  102. If downed by ECs more than 5 times: Perm -20 vit
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