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Varying

Jack's Event spread out

Jul 17th, 2016
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  1. Huntsmen Manor Event:
  2. The Huntsmen Event is set to start at the southernmost portion of the Marshlands – Arigolz leading them through a thicket of Yokai, beasts, and Bandits; arriving there in the begotten lands now over run by elemental skurns, crellus, and small variants of yokai along the way.
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  4. There’s nothing but a small chance encounter here should they take to it – watching bandits smuggle the remains of crellus away; no loot drops, just a chance to net some extra rp if they choose to, or sneak by.
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  6. Regardless of decision, they should be set back onto the main path – heading through to the Manor on the opposite end; trials along the way consisting of poisoned-mad beasts attempting to apprehend them, slave traders trying to claim them as well, and a few rampaging elemental skurns that are upset due to ‘imbalances’ present in the forest.
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  8. One larger mob fight that nets a reward in the form of a Key – a skull end there; ruby gems embedded in it’s sockets. This necessary to get into the manor, a guaranteed loot item. The down side: There’s a bird (owl, don’t ask) that’s hovering about through out all of these encounters- it takes the key! Regardless of any loot rolls to claim it, in the end- it goes to the owl, and a moment of fleeing/ pursuing is set up.
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  10. This leads them to the Manor front, this is how they find it in truth. The Owl descends, a brief battle with it at the bridge leading over – upon defeating the owl relinquishes it’s hold on the key dying- left behind is the first actual mechanical loot item; a ring – slightly strong wind 3 ring (17 wind pow 15 wind def, and 10 crit)
  11. After wards, continuing onwards, the group finds the Manor. Abandoned, overgrown with moss, and vines; the entrance is barricaded by thick roots that are enshrouded by thorns. Any signs of inspection show these are not natural – a magi at work here; a troupe of nature magi, of the occult variety existing inside. A small collective of them that pose a threat, the leader being the biggest one within range while the rest can be represented by two summoner mobs that are modified to fit rpls fighting.
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  13. From here, the EC boss takes the reigns; an accomplished Nature Magi’s whose body consist of plant growths, and mutations- akin to a malpercian – his arm covered by roses, and he at this point mad due to the flora’s effects, and the roots having reached his brain- limiting cognitive functions, and rationale.
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  15. Upon Victory, they are reworded with a biogenesis staff sporting a gem from the poison skill tree/nature (aiming for a venom shot on to it if anything, or maybe a poison dash? ) All fights, and rolls are collectively considered CoD or there exists chance for limb nerfs. For each ‘poor’ roll- there is a counter added onto the char. Should they roll badly consecutively, and then in the final encounter fail to meet a standard of 4, or better in the case of this last down- death is the only option available.
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  17. Victory resulting in ic control of this place as Headquarters with the intent in mind to use for plot development, and a constant stream of events to be discussed/determined at later dates for all members, and PCs to potentially attend.
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