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RECLAMATION STAKE EVENT OUTLINE

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Nov 12th, 2019
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  1. Reclamation Stakes Event
  2. Four iron stakes with compass symbols wrought towards the top are delivered to Kriszta Kagura, who will present them to Pak Choi along with Sitar's warnings. The stakes, when thrust into the ground, will begin harvesting Maki from both Dragon Island and the surrounding archipelago, purifying the earth and greatly hastening its recovery and the development of farmland and resources within. However, for this process to be completed, it will inevitably come to pass that hell beasts, ghouls, and even the island's old Elemental gaurdians will arise, guided by the disturbance, and attempt to disrupt the purification.
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  4. The locations for each one to be placed are below, as well as some ideas for the fight dynamics. In general, however, this will work as waves of AIs and ECs, the balancing of which I'm less than confident directing. PCs will be tasked with keeping the stake out of enemy hands, first by surviving a wave of ordinary AI, and then by defeating a beefed up Corrupted Elemental EC representing a cardinal element, along with their companion AI. My idea for this is to have each defender present add 3 AI to the count spawned against them, along with 1 companion for the boss.
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  6. A limited time period to heal between fights will be provided, but otherwise, Battle Royale rules apply and should be enforced for the first phase. The Stake will be treated as a win condition for the EC, and thus allowed two waves of fighters as its "battle" and "save." Generally, aim to engage the most amount of defenders while still providing a challenge with prospect for failure.
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  8. WATER: (471, 181, 8) Coastal natural growth surrounded by small islands and water. Fishman-passive aliens with slow speed and artillery skills would work well, forcing people to use their Water Walk and similar spells/abilities tactically and avoid getting grimed under the sea. As the Water Elemental arrives, describe the tide rising (perhaps add more water to the area to show this as it happens) and twisting whirlpools spinning together like ribbons to weave its form.
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  10. FIRE: (283, 156, 9) Underground lava floe near the volcano. Enclosed space, danger of falling into the molten rock, and a few tight gaps make spreading the fight out difficult. Collateral damage should be maximized, forcing people to make use of the pillars and graves for cover. As the FIre Elemental arrives, describe the level of lava in the area rising and bubbling (perhaps even add more lava to the area to show this as it happens) as it emerges from below.
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  12. WIND: (114, 44, 8) Weird runic inscriptions. Not sure these ever had a purpose, but theyre cool enough for me to steal. Location by the coast makes it a possibility for water grime, and the walls above can lead to some situations where enemies can be corralled in for maximum AOE. Lots of different terrain here. As the Storm Elemental arrives, describe a thunderstorm rolling in from the southern coast, depositing it in a strike of concentrated lightning before the runes.
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  14. EARTH: (108, 301, 8) Unassuming open field, but the cliffs on every side lead into a lot of interesting pits and valleys. The placement of this crescent wall is good for fortifying. As the Earth Elemental arrives, describe it breaking free from the earth, perhaps from a fissure it opens with its giant hands, or literally busting out of one of the cliff-faces.
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  16. ECs should be heavily enabled Giant Monsters or Aliens with the corresponding elemental infusion and even mastered style. Use of elemental defenses and offenses that smartly complement the opponents should be rewarded, but not provide them with a free victory. Companions as previously discussed, Second Wind / NPC buffs, limited verbs, and other bonuses should be given at admin discretion. On each elemental, consider placing an enchanted item relevant to the element (infused armor, weapons, staves, etc; maybe scrolls for the Alien elemental queue skills???) as a reward for those who bring them down, but encourage that these be spread among the defenders, not concentrated on one. Abyss flag is maybe not necessary; these are foremost elementals that are enraged by the Maki in the ground and the state of the land, not necessarily demonically possessed.
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  18. Once the elemental is defeated, it is freed from its rage, and should demonstrate its gratitude for the land's purification. That quadrant of the island can be either immediately given a mapping rework, or simply be announced as "in recovery" until it is time to do so, replacing the blackened land with grass, flowers and vegitation.
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