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CholericKat

Damnation/Salvation Event

Feb 27th, 2018
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  1. Come Sweet Child. Damnation or Salvation.
  2. Attendance List:
  3. -Mikaela Mikoto (AbstractTraitorSempai)
  4. -Raa’za Mikoto (Andrewdd)
  5. -Zain Azar (WaterHunter)
  6. -Leila Rainfold (CuttleBunz)
  7. -Misu Mikoto (OOC Key Unavail.)
  8.  
  9. Link to Event/Synopsis:
  10. http://eterniaroleplay.prophpbb.com/topic17286.html
  11. Character name/BYOND key: AbstractTraitorSempai
  12. Extra attendees: Family member's and friend's and any in cinderfall. Anyone who knows of mika's plight may attend. If they can reasonably find out about this event Ic.
  13. Objective: To discover who she truly is. To find out whether she is worthless. Whether depravity can be banished from her body and her mind. To fight the fear's she feels and to be brave. To be someone that she can be proud of. To tame her instinctd and prvent her from harming anyone else she cares about from loosing herself.
  14. Event synopsis: Throughout Mikaela's life. She has had difficulty's. With her own bravery. With cowardice. With fear. With loosing herself to her own emotions and instincts. To depravity.
  15. For when Salem ookerius shoved that black magic into her. It implanted a corruption into her being that she can't shake. That comes back time after time after she thinks its truly gone after she can't sense the depravity in her body
  16. What do you do when the voice you've fought agasint comes back. And it is so strong feeling that it feels like it tear's into your very soul. When it throws your evry doubt at you. Encourages you to harm and hurt other's. To take advantage of people. That their worthless. That they should just give in and that this is their fate.
  17. Mikaela. Dosen't give in. She goes off. Quietly confiding with the group of her peer's sending letter's to her family and friend's. She can't do this alone. She dosen't know where she's going beyond where the voice in her head yell's to dragon's peak.
  18. To a dark place. Where upon entering she will either fall to ferality and to the depravity long festering in her mind and body reaching to taint her soul or banish it and gain control of her life.
  19. This little Awoo won't be the same.
  20. Tone: Somber and very serious. Sinful. Dark theme's defintely probably a little messed up. Mika's darkest fear's and insecuritys. Where the true and most dangerous foes will be the one tugging at your mind's luring you to lose yourself utterly to depravity and sin.
  21. Specific requests: I would defintely like The voice in mika's head to sound like a corrupted and highly depraved salem. I'd prefer ek as event master. By the end of it I want to feel that this was a big deal for Mika and want her to be a changed person for better or worse. Not nesscarilly high chance of death or any chance of death. An event more focused on fighting one's own fears,Corruption insecurity and depravity and sin.
  22. If their are reward's that'd be cool too! :3 like unique items or a spell or something.
  23.  
  24. EA Plans:
  25. -Group of five wonder to a cavern deep in Bygone Grove (Zain, Leila, Mika, Raa’za, and Misu or any who are present in attendance)
  26.  
  27. A depraved cave is approached after Asami has informed Mika once before of this very cave that may contain neat artifacts worth getting their hands on, or, at the very least, helping her sister to find who she truly is.
  28.  
  29. The group will begin with a simple narrate: a description of the cavern’s entrance aligned with few runes that glow in crimson color. They will have free will to enter the mouth and into the cave mysteriously lit up by torches lined on the walls. An ‘R’ sits carved in the top of the cave.
  30. An ‘earthquake’ will rumble the surrounding areas of the cave and outside - nothing deadly - as will a wave of depraved energy blast towards the front of the entrance to indicate to the group of the troubles that lurk within (the boss will emerge and await their arrival)
  31.  
  32. As the group heads way through the cave, they’ll fall on a divide where the party can decide which way they’d like to go. Route one, or route two. Route one has three crimson runes along the top much like the entrance runes and is lit with torches. The second will have a bright yellow set of two runes, but the way through is NOT lit up.
  33. ~Should the group choose Route 1 - Another earthquake like rumble will become much more violent than the first before it settles.
  34. ~Should the group choose Route 2 - Torches will light the way, dimming those from Route one as they step foot through cavern.
  35. ~Should the group split up and step through BOTH routes, each set of runes will turn blue and the fire from the torches will turn dark, dimming the light in both caves evenly. All runes throughout each cave will be lit blue until they come together again.
  36. -Depending on the routes taken depends on the magics of the final boss. Two ways can happen. A holy, cleansing boss going through with the route that spells “RUNES” or an evil boss going through the route that spells “RUNIC”
  37.  
  38. ROUTES LISTED BELOW:
  39. Route 1 - Marked with an R
  40. ~Entering - Three crimson runes, like the ones outside, will mark this cave. An earthquake stronger than before will rumble throughout this extension. Depraved winds blast again much more depraved than before. Post RPs walking through cave. Further in the will come across another set of 3 caves. (See Route 3, Route 4, and Route 5)
  41. Route 2 - Marked with a U
  42. ~Entering - Two bright yellow runes mark this cave. Torches will light the way, dimming the torches in Route 1. The depraved feeling in the cave lightens and a cool breeze sweeps through the cave. Post RPs entering and soon the group will come upon another set up routes to take. (See Route 6, and Route 7)
  43. Route 3 - Marked with a X (Because that marks the spot, right?)
  44. ~Entering - A single blue run marks this cave. No torches light this cave. It sits in silence and leads to a dead end ultimately. The cave is slanted like a hill.
  45. ~Trap - Inside of the cave sits a single step trap. Whoever the leader happens to be can roll to avoid it (1-2 activate). If activated, tainted water will blast the one who stepped on it from above, dazing them (-10 vit nerf temp) and the cave will begin to fill with water until they leave.
  46. ~Reward - Trap or not, a chest with coin sits at the end unlocked, waiting to be looted. (250,000 x # of people in event to distribute evenly). If the trap is activated, someone can feel free to continue but receive a nerf (-10 vit temp) and they can go for the loot.
  47. ~Leaving - Upon leaving if the trap was activated, the water will pause with filling the cave, but stepping in again will activate it continuing. If the cave is cleared, the lit rune will fade and fall off. This water rune can be collected. The group will have to decide on a different location to go now.
  48. Route 4 - Marked with an ‘N’
  49. ~Entering - Four green runes mark this cave. Whispers can be heard coming from the cave. A mini boss can be encountered in this cave that the group can fight or speak with for easy access onward.
  50. ~Fighting - A map can be obtained for another event, but no information on the correct route will be given, leaving the group to figure out the next way for themselves. (-10 vit perm nerf for those who go down)
  51. ~Talking - The boss will give them a riddle for the next level (Pronounced as one letter, And written with three, Two letters there are, And two only in me. I'm double, I'm single, I'm black, blue, and gray, I'm read from both ends, And the same either way. What am I? Answer: An Eye). The group is warned not to touch the thin, cracked wall since they traveled this way
  52. ~Throughout - A thin, cracked wall with two yellow runes above it can be found in the cave. Breaking the wall will cause another, more violent earthquake and close off the remains of the cave forward, forcing them to back step into Route 2 and ultimately take Route 7. If left alone, they go onward to come to another two directions (See Route 8, Route 9)
  53. Route 5 - Marked with an ‘Y’
  54. ~Entering - No runes mark this cave. Torches light the way brightly to reveal a narrow stairwell that spirals down to a large underground area. The entire room is lit with torches and a dark being of Shadowflame arts stands amidst the room.
  55. ~Being - Runes mark along the skin visibly of this mysterious being who gives off a heavily depraved feeling, thickening the air. He will question who comes to seek damnation of salvation and what the group seeks to find there.
  56. --Fighting: 2 rounds total. One of the stronger bosses. First round loss results in -15 vit nerfs perm. Runes glow brighten for Round 2 (buff) and any downs recieve -15 vit nerf and a runic sin mark (/random 1-7 (reference: http://img11.deviantart.net/2ff1/i/2015/137/c/a/my_7_sins_symbols_by_larsjack-d3h1iuk.jpg for fluff with a total of 30 vit nerf)) This will not make the individual depraved, but cause them to show signs of whatever the sin mark they roll is.
  57. ~Rewards - Information about runes. Those who didn’t down in the last round can roll for loot. Highest number picks, etc.
  58. ~Death - Whoever defeats the Runic Master can kill him, but minutes after his death, the torches will dim and the cavern below will begin to come to ruins, leaving the group to push onward (Route 6) or fall back through Route 5 and pick a new route.
  59. Route 6 - Marked with an N
  60. ~Entering - Two Yellow Runes mark this cave. Off to the side of the cave will be a stairwell that the group can take, leading to the underground room where a mini boss will be. (Reference Route 5 boss information since it’s the same one). They can choose to take this route or skip it, if so, refer to Route 5 info.
  61. ~Forward - There is a thin, cracked wall wall here that can be broken, causing the left side of the cave before them to cave in, leaving them to go towards the right (Route 8, and Route 9)
  62. Route 7 - Marked with an R
  63. ~Entering - Three crimson runes mark this cave. Two traps line the cave. The first one being a cieling trap that unleashed a pile of old, dusty clown dolls on top of the group. If one was to be picked up, it would squirt water. The group can move forward! A second trap that’s activated would ignite the caves on fire if they don’t get out in time. The earthquake from before will become much stronger, caving in the left area of Route 9 and the caverns within Route 7, closing it off.
  64. Route 8 - Marked with an I
  65. ~Entering - This cave is marked with six purple glowing runes. This cave will lead on to the final boss where two posts can go on to lead the group there. The depraved feeling lightens up, rendering for a more neutral/holy EC to come into play with wind/fire magic. EC can be spared or fought.
  66. Route 9 - Marked with an E
  67. ~Entering - A single blue rune marks this cave. It leads to the final boss, who will be a shadowflame/Earth/Umbertarn EC. The depravity will thicken. Fight breaks out.
  68. FINAL BOSS
  69. Depending on the routes taken, the EC will either be Holy Tempest/Holy Fire or Shadowflame/ Earth /Umbertarn. Damnation or Salvation will again be mentioned to the group. This will be a double combat battle between the group and the powerful EC (Dark EC fights)
  70. ~Anyone who falls in round 2 will suffer a permanent vit nerf -10. If the event is beaten, items can be looted.
  71.  
  72. ~The items bind themselves to the wearer, connecting to their mana circuits. If another equips them, they shatter and break; they can be repaired via a ritual that sacrifices a unique to restore the magic. Alternatively, the 'mending' could be posted as an application (to upgrade the item for example).
  73. Hero’s (Darkened) Staff (+23 Force +10 Crit -6 Willpower -7 Agi)
  74. Hero’s (Darkened) Gloves (+6 Mel -2 Agi)
  75. Hero’s (Darkened) Amulet (+10 Willpower +8Agi)
  76. Notes on Runes and Smithing with them
  77. (((ROLLS DETERMINE WHO PICKS FIRST))
  78. ~Good EC - Can choose to pass down its items and retire away from the world should the group decide to spar the character.
  79.  
  80. ~After the EC is destroyed and kill, the caverns will begin to rumble and cave in while a secret exit begins to break apart, showing light for the group to get away.
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