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- Event Name: Running with the Wind
- Character: Kentas
- Extra Attendees: 6 at most
- Risk: CoD
- Tone: Hectic, Stormy, Dangerous, maybe some dragons or something, idk
- Rewards: Lightning dev mat for a sword
- Event Thread: https://chronicles-of-esshar.com/forum/showthread.php?tid=9206
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- REWARDS (adjusting the multiple dev items to the number of participants):
- Prototype Lightning Rod [MAIN REQUESTED ITEM FOR EVENT]
- A metal rod made from copper and steel that had come from a bigger machine. By the tip of its form, an odd purple crystal lingers dormant and faded; as if it once was a brilliant gem left powerless. Its sleek and slender form makes it look almost unimposing, yet in the hands of one who knows of its worth, it is an item that many should be cautious of.
- When electricity is channeled around this, the crystal on its tip almost seems to surge to life. Electricity is immediately siphoned when brought too close to the lightning rod, empowering the crystal; functioning much like how one would assume a lightning rod would.
- It would seem that this rod once was connected to a bigger machine that could have easily funneled the collected energy into something usable. But in this state, the harvested electricity simply exits through the other end and is wasted. Perhaps with some fixing, this can be changed.
- [DEV ITEM]
- [RUNNING WITH THE WIND]
- Lyndwyrm Scales x2
- Gleaming with an initially mundane shine, one might initially see these as mere oversized fish scales at first glance. However, a closer look unveils its true nature hidden underneath its muted green coloration. The make of the scales are almost mythril-like in composition, gleaming a light and airy weight to its figure yet hard and stalwart in durability.
- Many deem this material a rarity as it is often mistaken for dragon scales. Harvested from a lyndwyrm, these scales are softer than its draconic cousins, yet makes up for it in its magical potency. The merest exposure to winds can almost bring forth a tripled presence of a heavy gust of icy air to bounce off of the scales, as if it were capable of multiplying its winded presence just by touch alone.
- [DEV ITEM]
- [RUNNING WITH THE WIND]
- Thunder Manifestation's Plume x2
- The verdant blues and the faint purples this feather sports is similar to that of a notable bird wyvern native to a remote peak of the Tarians. Its duology of colors intermingle to unveil an electrifying presence as it seems to fizzle and shine when a surge of lightning is unearthed from its visage.
- This feather bears the weight of a million storm clouds within the Essharan skies. From each strand upon its form, electricity pitters and jolts. Despite its decorative features, this thing is a sought after material for those that often channel manifestations of lightning itself.
- [DEV ITEM]
- [RUNNING WITH THE WIND]
- OPTIONAL REWARDS:
- King Tusks (Can be bought for 10,000c)
- An aged ivory tusk taken from the mountainous King Boar native to the Tarian peaks. Its chiseled visage paired with the worn cracks before its form makes it clear that such a thing has been a witness to a plethora of bludgeoning fights, struggles, and bouts.
- As hard as nyeshk, this thing sports both durability and lightness. It does not hold much water as a magical focus, yet its hardened form that grows the size of a human arm makes it an ideal base for a weapon to be made.
- [DEV ITEM]
- [RUNNING WITH THE WIND]
- Arcanium x1 (Requires doing an optional fight)
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- Act 1: Preparations
- Up within the Tarians, a small village near the outskirts of Theria closely reveres a lightning wyvern within the mountaintops. It exudes an essence of lightning as many of its locals seems to closely worship this thing. It is in this village that the group will be given a chance to get a lay of the land before they begin their ascent.
- The group will be given three things of interest to look around in: an odd traveling merchant, a group of disgruntled villagers, and a few returning adventurers.
- ODD MERCHANT
- An odd merchant with a huge bag beckons for all that pass. They are a traveling merchant and bears an array of items for sale; some useful to the group, others more lavish and pricy.
- SHOP (Yes, it's overpriced for a reason):
- 5000c - Lightning Attunement
- 1000c - Potion of Flight
- 1000c - Lax Essence
- 10000c - King Tusks (Dev Item)
- NOTE: If anyone attempts to pickpocket the merchant/steal from the merchant, they willingly give the items/money before disappearing. Such would reveal that the items provided were decoys made of copper, imparting a dupe. Furthermore, those that steal/mug will be required to /roll. Anyone who rolls a 1 will be dealt a temp injury.
- TEMP: Gilded Fingers
- DURATION: 1 day
- DESC: "Itchy fingers are often either rewarding or detrimental to the one who feels the sensation. In the case here, the case seems to be latter.<br><br>A sweeping sense of odd magic overcomes you like a curse. Your fingers dangerously itch. They blister and bruise, even when you hold yourself back from scratching at it (but let's be honest, you can't help yourself). Something has cursed you an uncomfortable fate, though it may be temporary, it is unbearably irritating."
- DISGRUNTLED VILLAGERS
- A group is villagers are in the midst of speaking rumors among themselves. Here the players are able to learn about these key pieces of information:
- - The Wyvern the village reveres is named Lynfigul. It is a bird wyvern that leaves streaks of lightning that perpetually keeps a swirling storm of lightning around this remote part of the Tarians.
- - The village's recent sacrifice has been unsuccessful in appeasing the wyverns. Some villagers feel its the fault of those odd foreigners.
- - They are wary at any arrivals.
- RETURNING ADVENTURERS
- A bunch of adventurers had just returned from a job to mine up in the mountains. They have ample and integral information the group can learn, but getting them is not easy. They are opportunists, and will likely only provide information when bribed, intimidated, or beaten. However, if the group is able to somehow persuade them, they know the following:
- - An odd group of men setting up odd metal rods with crystals around the area.
- - They were friendly to the adventurers, but they warned them not to stay in the area for too long.
- - They overheard them talking about the bird wyvern.
- The group can choose to attack these adventurers if they wish. If the group successfully attacks them, the village makes no effort to stop any of them, as long as none of the villagers are hurt. Defeating these adventurers will drop ONE ARCANIUM.
- Adventurers: Various builds, but if I can find at least one other person we give the event goers a taste of their own medicine and have a Wellspring Nature EC.
- When the group is done investigating around the village, they are allowed to begin climbing up the mountain. Before heading up, the villager elder will pull them aside, requesting that they find a way to appease their patron wyvern while they are up there.
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- Act 2: Lightning Trials
- In the group's ascent, the lightning storm grows bigger and bigger. The trees around their surroundings become more sparse as singed and charred trees begin to crop up more and more. From here, a group up ahead will begin to clamor for help.
- A small camp is being charged and attacked by a smaller lyndwyrm. It is maddened and unhappy with the tampering to the far too curious human camp as it lets lose a dangerous gale force. The group will be caught in the chaos as the creature misinterprets them as more intruders in its master's domain.
- ICE WYRM: Ice, Wind, Tempest
- Upon its defeat, depending on if the group chooses to kill it or simply maim it will depend on how things turn out. But regardless, it will drop two pieces of LYNDWYRM SCALES upon its defeat, regardless of if its killed or not.
- The group is left and allowed to reflect on all this, allowing them to potentially look around the camp and ask questions from the remaining survivors. Most of the materials are destroyed, yet those that look will likely see one more living person, partially breathing and is on their last breath.
- The group will not be told this, but they have three questions to ask this person before they eventually succumb to their injuries. Healing them can work, allowing the group to ask one more question (but they will always be destined to die). They will be candid and openly tell the group of their purposes here.
- The storm had been group excessively and these people have begun to provide technology to the village below. They had suggested to the villagers to use a new lightning rods they had developed to harvest the electricity their patron exudes, yet they were ran out for such a suggestion.
- After all this, the group moves on forward.
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- Act 3: Stormchasers
- Up ahead, the group will be given an endurance check. The storm and winds grow stronger and they are left to battle the elements. Some can try to make the trek easier, or some can just simply endure. Have the group /roll (give +1 to those that try to mitigate the blizzard). Those that roll lower than or equal to 2 will be provided a -1 on their next injury roll.
- Only after all this would the group eventually reach the summit. Here, the last few remnants of the research team is found charred and dead. By the center of the summit, the lightning rod machine sits, fluctuating. It has caused the storm around the mountain to coalesce to this specific location and, with that, the lightning wyvern as well.
- It will attack the group, believing them to be more machine operators. The creature attacks, and will continuously attack. It will keep doing 1 round fights until either the machine is turned off/destroyed or everyone is dead.
- If one wishes to tamper/begin destroying the machine, they will have to sit out a round and try to work on the machine (+1s and -1s depending on what they do to it, PS: any lightning attacks empower it and automatically fails, since its a lightning rod). They must roll a 4 or higher to succeed. The group must get three successes (or five if three becomes too easy) to stop the machine.
- Lynfigul, Thunder Manifestation: Ice, Lightning, Wind, Tempest
- The group cannot exactly 'kill' this thing. Each win against it is them merely beating it back enough to survive. Yet upon the machine's destruction, the storm stops coalescing, freeing the bird wyvern and the storm from this area. It is thankful and departs, leaving behind two pieces of THUNDER MANIFESTATION'S PLUME. Furthermore, the broken down machine will also drop PROTOTYPE LIGHTNING ROD.
- After which, the event will end.
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