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KaneRage

Monster Monastery -Victor-Event Plan

May 3rd, 2019
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  1. Event Request: http://spires.pixel-realms.net/forums/showthread.php?tid=6154
  2. Attendees: Victor, 174( Leader)/Acheron Argiano 163/ Waydelle: 164
  3.  
  4. Synopsis: Victor has traveled outside of Agartha in his pursuit to uncover tomes of hidden knowledge and restore them to their former glory. Leading a band of trusted allies into a now abandoned Monastery his main goal is to purge the impure spirits that linger within and to collect any literature that could be gained restored from here.
  5.  
  6. Event Plan:
  7. Phase one:
  8. As the group of PCs arrived they are greeted by silence. Shadows can be seen moving in and around the Monastery despite the sunlight is out. Its a tell that whatever evil lingers in there it is quite powerful. As they approach the Monastery and enter the first room that has many windows and sunlight streaming down they notice a stone slab it seems to have written in ancient words most of which are easily translatable to a well-studied runescribe
  9.  
  10. >If there's a Runescribe in the party they can roll a dice to determine how much information they receive from the slab.
  11. 1-2: they are unable to read the full text but many of the symbols appear familiar.
  12.  
  13. 3-4: They are able to read a few words mostly translating to this.
  14. " Those who trespass this domain of the dead are soon to join them. Do not break the seal this evil must not be permitted to pass."
  15.  
  16. 5-6: Full transcription of the slab including the quote above.
  17. "The DreadEater must not be released and cannot be killed by mortal hands. Turn away now you are not capable of this feat. Avoid the shadows, Protect yourself in the light."
  18.  
  19. >if no rune scribe on the team then they are unable to get the messages. if anyone interacts with the slab physically in any way they can roll for a perception to see if there are any traps that can be triggered.
  20.  
  21. 1-2: Trap activated! As they attempt to search for a trap whoever rolls this low will receive a -5 vit for the remainder of the event
  22. Temp Injury: Rain of Poisonous Vipers
  23. Desc: A poisonous viper has bitten you! Although being magi your body is quite resistant to poison you feel no debilitating effects beyond being a little exhausted and sluggish in battle. (This will heal by the end of the event)
  24.  
  25. 3-4: Clinkcha! Psssst... A few select runes on the slab ignite with mana and gas starts to fill the room with a sweet smell. Attracting a horde of deadly Bee demons!
  26. EC: 2 star Bee Demons A bunch of buzzing bees to attack the group who ever rolls this must 1v1 the Bee demon which will be fairly week compared to PCs
  27. Magic: Nature, Cosmic, Yokai guards
  28.  
  29. 5-6: No trap is triggered but the group somehow opened the door into the Monastery and are able to get deeper into the place.
  30.  
  31. Phase 2:
  32. As they enter the second room they'd notice a bit of contraption set up in the area. Many mirrors can be arranged in an array of different although they were quite dusty and would require some sort of solution to pass onto the next phase. In the center of the room, a beam of light is filtered through the ceiling and on the opposite end of the room is another large door that holds a mirror in the center of it and 3 other mirrors surrounding it.
  33.  
  34. PCs have to arrange the mirrors so they line up to the door. Although they must inspect all the mirrors in the room carefully beforehand and its explained in the Narration that there are 2 Green Lens, 2 Blue Lens, 1 Red Lens, and 1 White Lens.
  35.  
  36. There is a depiction mosaic on the walls that show trial goers using the light of the sun to complete the same ritual in order to pass on to the next stage of their enlightenment tour. Although there is true power to be gained from using the sun to purge corruption.
  37.  
  38. To pass through to the other side of this door it seems as if the corruption that wrapped itself alongside the door had to be purged by the light of the sun filtered through these lenses.
  39. The Left side of the door requires Purple light to shine through it to unlock the first lock, The second lock Requires Yellow Light and the third requires white light. (Basically color pairing.)
  40. Answers:
  41. [Blue + Red = Purple
  42. [Green+ Red= Yellow
  43. [white light must be channeled with holy/ comic power to channel sunlight into the object]
  44.  
  45. >If all PCs have this magic and are able to do so EC gets a Minor nerf applied
  46.  
  47. As the puzzle is solved the corruption that has attached itself to that chamber begins to manifest into a Wraith that is able to summon forth other spirits to attack the party of PCs
  48.  
  49. EC: Mirror Wraith- A wraith from the mirror door its body is made of a formation of crystalline mirrors that reflect light into its body and expels into a darker more destructive attack
  50. Magic: Crystal/Cosmic/Dark
  51. HMagic: Starlight overdrive.
  52. After the wraith is defeated the corruption of the second room is dispelled and they are free to collect any artifacts from the area.
  53. [Fluff books that can be studied ICly.]
  54.  
  55. As the wraith is defeated the party has the option to purify them to cleanse their soul and allow it to move on back into the spirit realm.
  56. > [Random 1-100]
  57. >If 70 or more they can all participate in the cleansing ritual
  58. >if Pass they gain spirit's protection on their next roll for injuries they get a +1 to whatever they roll.
  59. If they pass the spirit moves on to the other side if they all fail the wraith escapes and will return later in the event.
  60. After the wraith was dealt with the PCs can move on to the next room! Rumbling can be heard and whatever lied ahead wasn't going to be an easy one. Corrupted magic filtered through the halls powerful darkness exploded towards them a clear sign of them being targeted by the animosity of someone who was angered by their presence.
  61.  
  62. Phase 3
  63. As they walk through Corridor they can feel the eyes of the menacing occultist eyeing them as they walked through watching their every movement and as they drew closer into the main chamber where they set their eyes upon the creature itself The source of the growing malignancy in the area.
  64.  
  65. A nethradin who controlled a great deal of influence it had immense power yet somehow it was sealed within this monastery unable to leave the domain. The nethradin welcomes them quite excited to have new prey who was able to defeat its Wraiths and Demons. Yet it still grew bored of their capabilities. Even if they had made it here would they be a challenge for the great Dread eater? Sending forth insect larvae it had been experimenting with the larvae grew to massive size exploding before becoming a gigantic moth Demonoid. the corruption it was able to gather was immense and even the group felt some draining of their lifeforce as they got near it.
  66.  
  67. EC: Mothrannog - A gigantic moth Demonoid created from the Netrhadin Dread Eater. It is said to be a cause of superior occultism and biomancy but its quite clear that this creature is the side effect of unnatural tampering of life energy.
  68. Magic: Nature, Poison, Darkness,
  69. HMagic: Springs Bloom
  70.  
  71. After the moth is defeated the DreadEater has at the very least decided the party is capable enough to do battle with him. Seeing as they were strong enough to break the seals that trapped him within here there was only one thing left to do. Kill them all and take their mana so it can break the other seals residing in Monastery so it can have its freedom.
  72. *> If the wraith was uncleansed it returns as DG to the nethradin.
  73. EC: Talakalmos DreadEater of Swine.
  74. Magic: Water/Umbretarn/Darkness/Cosmic/Blood
  75. HMagic: DarkGuardian*/ Insectomancy/Execution beam
  76.  
  77. If the Nethradin is slain successfully the battle concludes the corruption that held a powerful shadow over the monastery is broken and for once the feeling of oppressive magic is released and the nethradin being trapped in all the demons that were under its thrall scattered and the insectoid creatures it created lossed its lifeforce and died.
  78.  
  79. 3 relics of the Monastery were passed down to the champions after they have cleansed the corruption within their place of worship.
  80.  
  81. Fragmented Spirit glass
  82. [Dev item]
  83. Desc: An item that seems to vibrate with the same energy as the spirit world. Some say if you look into the glass you can see spirits moving about as well as things that are not visible to the untrained magi's eye. Although it takes a considerable amount of mana to take effect only magi who have mastered control of their own mana flow can use it effectively.
  84.  
  85. Illuminatus Orb.
  86. [Dev item]
  87. Desc: An orb that glows with lifestream energy it is said that the fairy queen her self blessed the mortals with a portion of her power. The orb is tiny the size of a marble but glows the same rainbow colorations of a fairy igniting their powers. A power deeply rooted in Order Magic sleeps inside.
  88.  
  89. Galion's Star
  90. [Dev Item]
  91. Desc: The essence of a Cosmic Magi who had once bonded with the very sun itself. It gives off a radiant glow that shines in even the darkest of places. It is said to be the last fragment of the weapon used in combat by Galion the Radiant Sun Spear of the Krausite Order.
  92.  
  93. Extra item:
  94. Gained by battling the Final boss EC again and the Book he stole from the Krausite order [low COD] but players are able to choose if they want to or not and are able to have a test round just to be sure.
  95.  
  96. The tome of the Galiant Star
  97. [Unique]
  98. Mytrhil staff stats + 2 cosmic power. +2 cosmic def/ or ether
  99.  
  100.  
  101. [CoI Mid-High] [ CoD low]
  102. Each Knockout during combat equals +1 roll for injuries unless given the option to heal an injury from yourself or others. If they get knocked out twice in the Deathmatch they will be killed unless someone saves them or they have spiritual protection. < A fact that is hidden from them>
  103. Dice rolls are as follows
  104. 1: Perm Injury -15 vit
  105. 2: Perm Injury -10 vit
  106. 3: Temp Injury -20 vit
  107. 4: Temp Injury -10 vit
  108. 5: No Injury
  109. 6: No Injury and you can heal 1 injury from yourself or another.
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