AshartheDragonGod

Event Framework Diggy Event.

Apr 19th, 2019
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  1. Attendees: Yin and Helos
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  3. Danger: Chance of Injury, three downs/fails equals a temp. Nine downs/fails a perm.
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  5. Synopsis: Yin and Helos have stumbled upon an ancient cave which had been used as a temple by a cult of kitsunes from the early days of Agartha's exploration. As they entire the cave-temple they'll immediately be exposed to a series of runes in a great entry-way. The ruins will depict some of the temples history and explain the time-period this temple comes from. There will be a large door in the center of the ruin that can't be opened.
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  7. Notably odd for the kid will be the massive brazier in the center of the room which appears to be lit still with fresh oil inside it. Casting the room in a great light. The runes will give hints that the only way to move forward has something to do with the brazier. At this point they'll need to figure out through context clues that the brazier has to be put out for the door to open. The religions is anti-illuminated themed. Sort of like satanism to Christianity.
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  9. After the door has been opened they'll find themselves in a sort of foyer. Each will roll a d20 with a DC of 13, assuming they have a light source to see if not it's a DC 17, should they succeed they'll notice that the floor is booby-trapped! The floor is hollow and will collapse if they go to far, giving them the option of making a DC 10 check of navigating along the edges of the hallway to get past. If they don't know about the floor they'll have to make a DC 16 check to jump away or catch a grip and stop from falling. If they fail and land in the pit they'll receive a down/fail. They'll then have to climb out of the pit with a DC 10 check, each fail will be another down/fail.
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  11. After getting through the initial foyer they'll find themselves in a hallway. Once again a DC 13 check bust me made to notice the pressure plates. If they fail they'll have to make a DC 15 check to avoid the arrows that begins shooting out as they run through the hallway.
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  13. Eventually they'll find a central worshiping room, it'd be filled with braziers that where lit with shadow-flames. Runes and mosiacs detailing the history of the cult could be found all over the room. At it's center, however, upon a pedestal would be a beautiful decorated mask. For the room itself there is notable no one present. However, as they'd approach the mask it will become enchanted, a shadowy form forming form the mask.
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  15. Cue boss fight.
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  17. After the boss fight the temple will begin to collapse and they will have to sprint back through the entrance. While doing this they have to make DC 13 checks in each room to navigate it safely. Once they've escaped they'll have a secondary encounter with the feral remnants of the cults descendants. They'll be hostile and aggressive, attempting to retrieve the mask from the trespassers. There will be a brief skirmish with the first handful of warriors DC 14 check. Before the numbers will force the explorers to run.
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  19. Rewards: Cursed Mask (Dev Item) Idol (Dev Item.)
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