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Cardinal

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Posts posted by Cardinal


  1. Floor 9
    «The Gatekeeper of Fire»
    Recommended Level: 50
    Repeatable for Cerberus Etching | Party Limit: 4
    The Guardian of Fire Quest Credit Goes to: @Mari
    The Gatekeeper of Fire Quest Credit Goes to: @Gladiator

    Rewards:

    • 7,500 Col
    • 4 SP
    • Cerberus Etching (Unique Material) - Effect: Removes one enhancement on a weapon and replaces it with "Burn". (This effect cannot override its maximum cap. Consumed on use.)

    Requirements:

    • At least one [1] Pages (21 or more posts)
    • Defeat 3 «Infernal Hell Hounds».
    • Defeat «Cerberus, Inferno's Rage».

    Summary:

    Over time, as respawning bosses have been defeated... many have been reborn. First the Wasp Queen, then Avalache, then the Sand Shark. And now, many Information Brokers have been alerting players of the Cerberus' rebirth on the ninth floor in its original location, however the Cerberus has been said to be extremely aggressive. The rewards are reported to be unknown, however it is agreed upon that the rewards like the other rebirthed bosses should be pretty sweet. Will you accept the fight against the Cerberus one more time?

    Outline:

    Volcano's Effect: Each rotation, due to the extreme heat players will suffer 30 unmitigatable damage. This effect can be ignored if the player has the skill "Survival" active.

    wallpaper-166659.jpg

    «Infernal Hell Hounds»
    Statistics:

    HP: 350 | DMG: 125 | Flame Aura: 45 MIT/25 Thorns | ACC: 2 | EVA: 2 

    Abilities:
    << Burning Bite >> : On successful attacks, the player is inflicted with "Burn" at Tier 3 maximum cap. [36 Unmitigatable Damage for 2 turns.]
    << Infernal Soul >> : On a critical attacks, this monster gains additional damage. [9 = 25 | 10 = 50]

    c1qnrej2tp501.jpg

    «Cerberus, Inferno's Rage»
    Statistics:
    Heads 1-3:
     HP: 500 | DMG: 175 | Flame Aura: 75 MIT/30 Thorns | ACC: 3 | EVA: 2

    Abilities:
    << Bringing Hell >> : "Cerberus, Inferno's Rage" gains 1 attack for each head alive.
    << One at a Time >> : Players can only target one Head at a time before hitting another. AoE's do not work on this boss.
    << Burning Bite >> : On successful attacks, the player is inflicted with "Burn" dealing 36 unmitigatable damage for 2 turns.
    << Infernal Punishment >> : On a critical attacks, this boss gains additional damage and will phase through 50% of the target's mitigation on all attacks this turn. [9 = 25 | 10 = 75]
    << Bloodless >> : This boss is immune to all status effects.


  2. Floor 22
    «Shocking Stallion»
    Recommended Level: 50
    Non-Repeatable  | Party Limit: 2
    Credit Goes to: @Hikoru

    Rewards:

    • 6,000 Col
    • SP
    • Bialas Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Shocking Taneuma. When used, it gives +1 Taunt buff for a thread. When touched, it can give off the smell of the forests surrounding the area. The sweet smell of fresh sap coming from maple trees is strong and gives a fragrant aroma. The sound of a nearby lake can be heard, a fish can also be heard jumping to the surface and landing back down into the water with a small splash every few moments, and the distant sounds of birds can be heard as well. It can also be taken to group gathering to give an atmosphere.

    Requirements:

    • Must have defeated the previous 5 bosses and received their Statues
    • Must travel to the lake (3+ Posts)
    • Defeat «Taneuma»

    Summary:

    Deep within the woods of the 22nd Floor, a stallion, a horse made of pure thunder and lightning has been spotted galloping and completely destroying trees, leaving a devastating trail of ash and destruction in its wake. The creature keeps destroying crops and trails, making it hard to eat and traverse between towns without the fear of being attacked. Players have been asked to defeat the creature to make it safe for other players and NPC's, and see that the creature wouldn't be anywhere near water

    Outline:

    Image result for Lightning horse fantasy

    [Note: «Taneuma» receives his own separate roll from the player]
    «Taneuma»
    Statistics:
    HP: 1,500
    DMG: 275
    MIT: 75
    ACC: 2
    EVA: 2

    Abilities:

    Grounded: Stuns and Paralysis cannot effect «Taneuma»

    Lightning Strike: When a player rolls a natural attack roll of 9-10, «Taneuma» will send out an electric shock, causing paralysis to the player

    Conductive: If «Taneuma» rolls a natural attack roll of 9-10 and rolls a 6+ on the CD, «Taneuma» will knock the player with the highest hate into water, then cause a shock to go throughout the water, dealing 300 Unmitigatable damage.


  3. Floor 20
    «Pouncing Puma»
    Recommended Level: 45
    Non-Repeatable  | Party Limit: 2
    Credit Goes to: @Hikoru

    Rewards:

    • 5,500 Col
    • SP
    • Mothra Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Stealthy Suterusu. When used, it gives +1 Energy recovery for a thread. When touched, it can give off the smell of the old and abandoned ruins found throughout the floor. The sweet plants that grow within the overgrown areas combine to make a pure, sweet scent that can almost be seen as romantic.  A slow, steady rhythm can be heard, echoing over mountains from hidden tribes. Can also be taken to group gathering to give an atmosphere.

    Requirements:

    • Must explore a abandoned temple (3+ Posts)
    • Defeat «Suterusu»

    Summary:

    Rumours of some sort of leopard are floating around, saying that the creature is hiding within a large, abandoned temple on the twentieth floor. Players have been tasked with going to find it's location, go through the temple, and defeat the stealthy puma. PLayers are warned that the creature seemingly appears and disappears from the shadows, and is sure to be a menacing foe.

    Outline:

    Image result for Puma fantasy

    [Note: «Suterusu» receives his own separate roll from the player]


    «Suterusu»

    Statistics:
    HP: 1,000
    DMG: 250
    MIT: 25
    ACC: 1
    EVA: 3

    Abilities:

    Stealth: Every three rounds, «Suterusu» will enter stealth. An LD rating is not needed to be rolled for this, and it has a base stealth of 18. If the player is unable to find «Suterusu», «Suterusu» will leap from stealth and attack, gaining a +50 damage for the attack. Also, if a 9-10 is rolled, it gains a Partial Phase, ignoring 25% of Mitigation. This will happen every 4 turns.

    Cunning Dodge: On a player's natural attack roll of 9, it is not guaranteed as a hit, and is still affected by Evasion and Accuracy.

    Unsteady Ground: This fight takes place in a rocky terrain with many broken stones and statues scattered, giving a -1 Accuracy to every player due to the area where they are fighting.


  4. Floor 19
    «The Colossal Shadow»
    Recommended Level: 45
    Non-Repeatable | Party Limit: 2
    Credit Goes to: @Hikoru

    Rewards:

    • 5,000 Col
    • SP
    • Tanos Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Colossal Titan. When used, it gives +15 Mitigation for a thread. When touched, it can give off the smell of the 19th floor's plains, the vastness that comes with them and the smell of winds carried miles from all around, and from the nearby mountains. The low winds come and go throughout a person's ears can be heard, but not felt. It can also be taken to group gathering to give an atmosphere.

    Requirements:

    • At least 1 page of RP content (20+ Posts).
    • Must find «Colossus» with an LD of 15+.
    • Must climb to weak points to attack (2 posts each).
    • Must defeat «Colossus».

    Summary:

    Rumor has it that another giant beast-like Tanos has come alive on the 19th floor. He his twice the size of the floor boss, and is wandering the floor quietly towards each settlement, looking for someone to challenge him. Players have to find him wandering the plains, as although he is easy to find, the land is vast and treacherous, and the landscape seems to go for miles. Once he's found, you have to climb his body to the weak points on his hands and head to defeat the vast creature. Once defeated, he turns into a large pile of stone, forming a mountain of rock, as the sound of something large being shattered can be heard from a distance. 

    Outline:

    shadow_of_the_colossus_by_zudartslee-d8z

    [Note: «Colossus» receives his own separate roll from the player]
    « Colossus »
    Statistics:
    HP: 1,000
    DMG: N/A
    MIT: 50
    ACC: 0
    EVA: -2


    Abilities:

    Weak Points: Weak points can be found on both hands, chest, and head. These can only be attacked up to three times before the weak point is gone, and you have to move onto the next one. If you miss attacking it, it will not count as using one of the three chances.
    [Note: To climb to a weak point, you must spend 2 Posts climbing to it, and this goes for every weak point]

    Oblivious: Since the boss is so large and you have to hold on and climb, players have no way to get space to «Charge» for extra damage, nor can they try to Stealth or Track the creature, as it does not care.

    Shake: Every three posts after the boss is found, «Colossus» will "shake" trying to get the player off of its body. Players have to grip onto the creature, rolling an LD to see how strong their grip is on the creature. The next post, «Colossus» will roll his own LD. If his LD is greater than the player, the player is thrown off, dealing 250 Unmitigatable damage to the player, and they have to restart their climb to the next Weak Point.
    [Note: LD items can come into effect when rolling, but no skills or mods that give an LD bonus can help]


  5. Floor 16
    «Fighting Fish»
    Recommended Level: 35
    Non-Repeatable  | Party Limit: 2
    Credit Goes to: @Hikoru

    Rewards:

    • 3,000 Col
    • SP
    • Mōretsuna Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Mighty Mōretsuna. When used, it gives +50 base health for one thread. When touched, it can give off the smell of the ocean from the beaches surrounding the islands. The sound of waves crashing along the shore and the scent of the sea air carried from far off lands, and the warm feeling of the sun against a person's skin. Can also be taken to group gathering to give an atmosphere.

    Requirements:

    • Must fish up «Mōretsuna» (Roll a CD of 9+; players with the Fishing Skill gain a +2 Bonus).
    • Defeat «Mōretsuna».

    Summary:

    There are rumors of a giant fish off the coast of one of the islands. The players have been tasked to go to the area, fish for the giant creature, and defeat it. Players have been warned that the creature doesn't go without a fight, and will try to bring the creature down into the depths of the sea to drown. They have been warned and cautioned to keep steady and keep their feet firmly on the ground they stand on.

    Outline:

    9j9dBuS.jpg

    [Note: «Mōretsuna» receives his own separate roll from the player]

    «Mōretsuna»

    Statistics:
    HP: 500
    DMG: 100
    MIT: 25
    ACC: 2
    EVA: 1

    Abilities:

    Drown: On a CD of 10+, «Mōretsuna» will drag down the player instead of attack, unless they roll a 10+ on the LD their turn. If the player fails, they will be brought into the water, where they will take 50 unmitigatable damage every turn until they return to the dock or boat, which takes a turn to do.

    Splash: On an attack roll of a natural 9-10, along with their basic attack, «Mōretsuna» will splash water onto the player, bringing them to their knees and paralyzing them their next turn.

    Struggle: On an attack roll of natural 1, the creature will flail and hit each player for 50 unmitigable damage, but also deal 50 unmitigatable damage to himself.


  6. Floor 10
    «Leeching Nightmare»
    Recommended Level: 25
    Non-Repeatable  | Party Limit: 2
    Credit Goes to: @Hikoru

    Rewards:

    • 2,500 Col
    • SP
    • Yamata no Orochi Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated «The Leech Lich». When used, it gives +1 LD for a thread. When touched, it can give off the smell of the musty, re-used air, the heaviness of the floor's feeling of being trapped with no escape. It also gives off the feeling of dread, being watched from every angle, and unseen creatures waiting in the shadows. It can also be taken to group gatherings to give an atmosphere.

    Requirements:

    • At least 1 page of RP content (20+ Posts).
    • Must travel to the Stygian River (3 Posts).
    • Must Defeat 4 «Stygian Warriors».
    • Must Defeat «The Leech Lich».

    Summary:

    Out of the Stygian River, there are many creatures that come back reincarnated, a bit decayed but still easily fightable. However, there have been rumors going around that there is a new creature, eating the souls of other creatures that come across, and it grows stronger with each passing moment. Players need to travel to the Stygian River and defeat the creature before it becomes too powerful, even for the players themselves.

    Outline:

    Image result for Cave-dwelling creature fantasy

    [Note: «The Leech Lich» receives his own separate roll from the player]


    «The Leech Lich»
    Statistics:
    HP: 250
    DMG: 50
    MIT: 25
    ACC: 2
    EVA: 0

    «Stygian Warriors»:
    Statistics
    HP: 100
    DMG: 25
    MIT: 5
    ACC: 1
    EVA: 0

    Abilities:

    Leech: Four «Stygian Warriors» spawn with the boss when the River is found. «The Leech Lich» will consume up to two creatures per turn and will do so whenever it can. If it consumes the a creature, he restores +100 Health and gains +5 Mitigation, +50 Base Health, and +10 Damage. If it lands a hit on the player, «The Leech Lich» will heal a third of however much damage it dealt to the player. Every other turn  two more «Stygian Warriors» will spawn, but there will always be a maximum of four «Stygian Warriors» at any given time.

    Protected: «The Leech Lich» cannot be attacked until the other creatures are defeated or devoured by «The Leech Lich». After the original 4 die, «The Leech Lich» is no longer protected.

    Undead: Fallen damage has no effect on «The Leech Lich», but Holy damage deals +25 Damage when the enchantment procs.


  7. Floor 8
    «Ferocious Foe»
    Recommended Level: 25
    Non-Repeatable  | Party Limit: 2
    Credit Goes to: @Hikoru

    Rewards:

    • 2,000 Col.
    • SP.
    • Kumatetsu Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Ferocious Kumatetsu. If used within a thread, it gives +1 Base Damage for a thread. When touched, it can give off the smell of the deep forest, the moss-covered logs and the smell of the morning rain. The distant sound of the three rivers can be heard, giving a soothing and seemingly peaceful area where one can rest. It can also be taken to group gathering to give an atmosphere.

    Requirements:

    • Find «Kumatetsu» with an LD roll of 15+.
    • Defeat «Kumatetsu».

    Summary:

    Deep within the woods of Floor 8 lies a large creature in the form of a bear, who has secluded himself while he trains train and becomes stronger. Lately, the bear has become angered, attacking traveling players on roads and killing NPC's livestock. It is up to players to find the beast's den deep in the woods and defeat the large foe. While it seems easy, the bear is smart enough to stand on hind legs and fight like a man would, but unable to speak any words or communicate.

    Outline:

    Image result for Giant bear man fantasy

    [Note: «Kumatetsu» receives his own separate roll from the player]

    Statistics:
    HP: 300
    DMG: 75
    MIT: 50
    ACC: 1
    EVA: 2

    Abilities:

    Dodge and Parry: On a player's natural attack roll of 10, the attack will miss «Kumatetsu». Instead «Kumatetsu» will gain a +2 Accuracy and +15 Damage for his next attack.

    Beast Form: When «Kumatetsu» is reduced to 150 (or lower) health, he will transform and turn into a bulked-up creature, increasing his damage to 100, but losing his Accuracy and half of his mitigation

    Ferocious Roar: When «Kumatetsu» rolls a CD of 10+, he lets out a mighty roar instead of his attack, paralyzing the party.


  8. Statue Rules and Usage:

    • The Statues' stat effects cannot be used until a player has PERSONALLY gathered all 6 trophies. You cannot gather three and another player get three and put them together.
    • Statues are non-tradeable, they are stuck to your own player.
    • You can only have one statue effect activated at a time in a thread (I.E. You can't have +1 Damage and +50 Overhealth, you can only have one or the other in a thread).
    • Statues cosmetic effects can be used anywhere, but only one can be used in a certain area at a time

  9. <<Floor 25>>

    Floor 25 is one of the most dangerous floor to be seen, the floor itself is one gigantic Labyrinth that goes out farther than what the eye can see. However the walls look old, a lot of them are cracked and appear to be made out of solid stone. NPC's in the Main Settlement of the floor warns players and hands pieces of chalk to players before heading out as it is said to get extremely lost in the labyrinths of the floor, and they had out chalk to give players so they have something to mark where they had gone and know how to get back to the main settlement. The lines players make through the chalk can only be seen by the user and players that are in the users party.

    NPC Inhabitants of this floor are mainly miners and blacksmiths, usually shown by the styles of their clothes. Miners are usually in protective clothes covered in a black soot, while blacksmiths are in hard-working clothes with heavy leather gloves and aprons to protect them from the heat of their hearths. Other people that live there wear common garbs, as this is no floor made for royals. Most women and children wear basic green clothing, while other people with jobs wear others to signify who they are. They are all friendly and helpful to those who dare venture out into the Labyrinth.

     Unique Floor Rules:

    Spoiler

    1.  Players cannot purchase housing on this floor.
    2.  All threads (except for Boss Raids) must begin at the "Settlement of the Iron Fist"
    3.  Threads cannot end in "The Endless Maze"
    4.  Players may receive Chalk from the old man to mark the maze walls with it to be able to make it back to the Main Settlement or a "Heart of the Elder Dragons" location without needing to roll. If the player doesn't take the chalk, they risk the chance of being lost. Needing to roll LD 17+ to make it back to the main settlement. Chalk marks a player makes disappears after a thread.
    5.  Players cannot Run Away from monsters.
    6. The sky will always be full of clouds, rendering the area always dark. (Rain or Snow will never occur. This is RP Flavor only, no debuffs are caused by this.)
    7. In the <<Endless Maze>>, players must every post roll CD, if the roll die is 1-3 a player level minimum monster will come around a maze corner and engage the player(s).

    Main Settlement:

    <<Settlement of the Iron Fist>>

    3QyyKRU.png

    Settlement of the Iron Fist is in the center of the floor and is one huge mountain civilization, and is run mostly by miners and blacksmiths. There are no other forms of civilization on this floor as the Labyrinths are build over any land that could possibly be used. And its said the only reason that there's civilization in this floor is because of the giant mountain in the center. The towns people are very bitter and straight to the point, they are very rude towards others and honestly really worry about themselves. However none of them dare step outside from the Main Settlement and into the giant Labyrinth.

    In the center of the Main Settlement a statue of a strong Minotaur can be found, however not many of the NPC's really know its purpose is as all the Monsters that roam the Labyrinth are Minotaur's and even Orc's so having a statue in the center of the floor seemed rather odd. However older NPC's say that the Minotaur statue is a entity named "Orgoth" and they had said that the entire Main Settlement of this floor was carved and crafted by him. However, mysteriously after he had successfully crafted a settlement, he had disappeared without a trace.

    Common Mobs 

    Spoiler

    Minotaurs
    - Giants
    - Dragons
    - Skeletons
    - Zombies
    - Giant Scorpions
    - Giant Tarantulas
    - Giant Cobras
    - Insane NPC's [They are NPC's that got lost in the maze and ended insane and murderous.]

    Unique Locations

    « The Endless Maze »

    The rest of the main settlement, is one giant maze that stretches far than the eye can see and appears that there is no end to the maze itself. Not many actually know what is out there... if there actually is anything out there to begin with. Many parts of the Labyrinth are found to be layered with a heavy fog, making it hard to see anything that could be lurking within them. The Maze itself seems to shift every few minutes, always changing and never the same, making it hard for players to remember any certain ways the Labyrinth may be. Even though the Labyrinth constantly changes, many Minotaurs, Giants, and Dragons scout the maze and defend their territory. Before heading out into the "Endless Maze" a old man will hand the player some chalk so that way they can easily navigate back to the main settlement with no problems, but warns the player that they could potentially get lost out there if they don't purchase it. When out in "The Endless Maze" players must every post roll CD, if the roll die is 1-3 a player level minimum monster will come around a maze corner and engage the player(s).

    « Hearts of the Elder Dragons »

    Heart of Rhaegal, Zylara, Ghidorah, Icefyre, Tabaluga, Enywas, Draigoch, Dagahra, Smaug

    To find one of the "Hearts of the Elder Dragons" the player must roll LD 17+ to find one. (They may choose which pond they find.) There are 9 lakes total scattered throughout the maze. These area is a safe haven from the mobs that scout the maze outside, plants and even grass will grow in this area and in the pond in the center can even be fished to find fish or... chests that somehow end up there. Most of these places are good for rest stops for players who have been trekking in the maze and need time to recuperate their health and their energy levels to continue forward towards their adventure ahead of them. [Note, Players may only fish in ONE lake per thread]

    • While traversing these nine lakes it is possible to spot a Prodigious Chest. These chests cannot be found anywhere else and are far more grand and decorated than other chests. When looting these chests you add X*Floor Col to your reward, 10 tier 3 materials, and increase the quality of all gear you find by one (cannot exceed perfect quality). [Chests can only be found by Fishing]

    Finding the Labyrinth: Finding the Labyrinth on Floor 25 requires a scouting party to reach a total of 150 LD in a scouting thread"


  10. Floor 24
    <<Incognito Analysis>>
    Recommended Level: 30 | Non-Repeatable
    Restrictions | Party Limit: 1
    Credit goes to @Hikoru

     

     Rewards:

    • If Successful
      1 SP
      3,000 Col
    • If Failed
      SP
      5,000 Col
      Chieftain Dies

    Requirements:

    • At least 1 page (20 posts)
    • Either Succeed or Fail in gathering enough Information to bring to the Chief

    Summary:

    After the Chief found out about Uso-Tsuki's betrayal, he attempted to have him arrested, but he ran and was able to escape the guards. Now knowing that he was a wanted man, Uso-Tsuki decided that he would kill the Chief and take his throne by any means possible. But, he knows of a person who is taking his knowledge to the Chief, and he is extra wary of those around him and his settings. It'll be much more difficult to gather information, but the Chief is relying on you for his life, and it's up to you to keep him safe.

     Outline:

    There are Two Ways to gather information:

    Using Stealth

    You must make 3 Successful Stealth checks against Uso-Tsuki. Uso-Tsuki has a +5 to Searching Checks, now aware that someone is looking for him. [Note: The Passive Stealth for monsters is 9, so the total would be a 14 on the initial stealth check] If you fail a total of 3 Times, Uso-Tsuki discovers you and runs off, and you fail your mission. However, if you Succeed in a total of 3 Times, you gather enough information to know what his route is to kill the Chief.

    Using Disguise

    Using the Ability that you gained from the Gemini, you are able to disguise yourself as one of the guardsmen of Uso-Tsuki, Hogo-sha. You have to knock out Hogo-sha and steal his armor. If you are successful, you put on the armor and use your ability to trick Uso-Tsuki into thinking you are them, and they tell you their new route that he will be using to take out the Chief. [Note, you can only choose this route if you have acquired the <<Disguise>> Skill instead of <<Concentration>>]

    [Note: Hogo-sha receives his own separate roll from the player]

    <<Hogo-sha>> is a respawning field boss with the following statistics:

    HP: 1,000
    DMG: 100
    MIT: 50
    ACC: 3
    EVA: 1

    Abilities:

    Expecting Eye: Hogo-sha is expecting someone to attack him, as word of Tāgetto being mugged had rumored through the guardsmen. He is immune to Sneak attack, and he will parry the first attack you do.

    Parry: On a roll of CD 9+, Hogo-Sha will block your attack, blocking 50% of the damage and dealing half of your damage back instead of his normal damage, along with getting to attack you


  11. Floor 24
    <<Incognito Assassination>>
    Recommended Level: 40 | Non-Repeatable
    Restrictions | Party Limit: 1
    Credit goes to @Hikoru

     

     Rewards:

    • If Successful
      5 SP
      7,500 Col
      An Option of Armor or Weapon (Found in Outline)
    • If Failed
      You Die (If you don't run away)

    Requirements:

    • At least 1 page (20 posts)
    • Either Succeed or Fail in Killing Uso-Tsuki

    Summary:

    You've gathered enough information to know the new route that Uso-Tsuki is taking to kill the chief, and it's up to you to stop him. Find a way to take him out before he makes it to the chieftain. Uso-Tsuki has hired two of his strongest guards to help protect them, so you will need to take them out before you can take out Uso-Tsuki.

    Outline:

    Guard's Stats: 

    Spoiler

    You fight the guards simutaneously, but Uso-Tsuki will run away while your fighting them, giving you time to rest inbetween fights.

    [Note: Difendā receives his own separate roll from the player]

    <<Difendā>> is a respawning field boss with the following statistics.

    HP: 1,100
    DMG: 25
    MIT: 75
    ACC: 2
    EVA: -1

    Abilities:

    Defender: Difendā does what his name implies. He will defend Uso-Tsuki from any oncoming attacks. If you try to attack Uso-Tsuki, Difendā will take the damage instead

    Wild Charge: Every 3 Rounds (Starting with his first turn),  Difendā will wildly charge the attacking the player, losing his accuracy, but gaining 25 damage and stunning the opponent.

    [Note: Purotekutā receives his own separate roll from the player]

    <<Purotekutā>> is a respawning field boss with the following statistics.

    HP: 1,000
    DMG: 75
    MIT: 25
    ACC: 1
    EVA: 2

    Abilities:

    Eagle-Eye: Purotekutā is fully expecting an attack from an enemy of some sorts. This negates all auto-attack bonuses and Purotekutā will parry the first attack by the player onto any opponent, blocking the damage and dealing 25% of your attack back at you

    Well-Trained: Every 5 Rounds (Starting on his first turn), Purotekutā will go into the way of the oncoming attack, blocking all of the damage and dealing half of it back to the player

    Uso-Tsuki's Stats:

    Spoiler

    [Note: Uso-Tsuki receives his own separate roll from the player]

    <<Uso-Tsuki>> is a respawning field boss with the following statistics.

    HP: 1,200
    DMG: 100
    MIT:  25
    ACC: 2
    EVA: 2

    Abilities:

    Master's-Eye: Uso-Tsuki knows that you are coming, and is already prepared. Uso-Tsuki negates accuracy and auto-hit bonuses.

    Warrior-Trained: On his first roll, if Uso-Tsuki gets a natural 1 on their attack roll, they make a second attack [with 0 ACC].

    Ultimate Warrior: Every 5 Rounds (Starting on his second turn) Uso-Tsuki will gain a charge against you, getting +25 Damage on a successful hit against you that turn

    When Uso-Tsuki is defeated, roll a pure Loot Die roll. The roll will determine the drop given by Uso-Tsuki

    1-18:

    Spoiler

    <<Cloak of The Warrior>>: (T2 Light Armor) A Blood-stained Cloak that was owned by the late Uso-Tsuki (+2 Mitigation, +1 Recovery)

    19-20:

    Spoiler

    <<Cutlass of The Warrior>>: (T2 OHCS) A Blood-stained Sword that was owned by the late Uso-Tsuki (+1 Absolute Accuracy, +2 Accuracy)

     

     

  12. Floor 13
    <<Cleansing the Corruption>>
    Credit goes to @Morgenstern
    Recommended Level:  35+
    Repeatable | 4 players max

     

    Rewards:

    • SP -First time Only-
    • 8,000 col each -2000 Col for repeats-
    • Rune of Cain - A smooth stone rune inscribed with the Mark of Cain. Must be T2+ to use. 
      • Deals 50 Thorns DMG to anything that deals a critical hit against the user. Lasts for one thread. Ignores passive abilities that would otherwise negate this effect.
    • Last Hit Reward from Boss. May obtain drops multiple times from each boss. 
    • 3,000 Extra Col + extra possible rewards if Long Route is Taken

    Requirements:

    • Must Roleplay speaking a receiving the request from Miraak the Priest. 
    • Must Roleplay and fight through the desolate wastelands of F13. 
      • Fight 4 Loot Minimum "Diseased Ones" per player
    • Roleplay entering Demon's End.
    • Complete either option Route. Short or Long Route
    • Roll the dice to find which Boss to fight (Unaffected by LD bonuses)
      • LD:1-5 - Famine
      • LD:6-10 - War
      • LD:11-15 - Death
      • LD:16-20 - Pestilence
    • Defeat Boss and Roleplay the ending.
    • Don't Let Miraak's HP reach 1 or Quest is failed. 

    Summary:

    Image result for Last of us world

    After the Fallen Event, Miraak is found outside the inaccessible chapel if this specific quest is taken. After being confronted, he explains to the players, "I require your assistance. Some time ago when I was under Artamiel's influence, I placed a powerful seal of corruption in what once was the largest city of this world. I understand now that it must be destroyed if we plan to put an end to the Corruption of this world. It seems that the Angel's power didn't lift it and we require to remove it directly" Once the player accepts, another Health Bar will appear under the party leader's with the username Miraak. He will give the player time to prepare before setting out into the desolate floor. 

    After the players and Miraak make their way through the wasteland and arrive at Demon's End he will explain to them that they have two options. They could either charge straight ahead to the problem at hand, or make their way around, searching for anything not destroyed by the corruption. 

    Once the players reach the center of town, they will find their way to the largest building in the city. He will lead them to a side entrance where he will use his magic to temporarily lift the rubble blocking the door. Once inside, players will find themselves in a very large open room where everything has been thrashed. A malevolent aura rests within the room, even though none of the diseased are inside. Miraak, who is shaking, tells you to stay put as he moves to the center of the room. He kneels to the floor to examine a large red glowing seal that covers the center of the floor, a circle with a 10 meter diameter. As soon as he goes to use an incantation to remove it, it explodes, throwing Miraak back to your side. While Miraak appears okay, a shadowy figure now stands in the center of the room. Miraak will gasp as he says the name of the being, sounding frightened. 

    Ending: 
    After the boss has been defeated, instead of shattering, it will crumble to dust and float away in the air, any remaining Diseased will flee. Miraak will take one last look at the seal before turning to the players. "I am afraid there is nothing to be done. I set this powerful seal, but it has been festering here ever since, growing in strength. While I believe it is at its limit and will progress no further, there is nothing we can do with it. It would be best to leave and never return. While we may have defeated it, it will simply return. Famine, War, Death, and Pestilence will always remain. I am afraid to say there is nothing we can do, it would be best to return. Come, place your hand upon me and I will return us to Angel's Point" Miraak will wait until each player places a hand on him, and once done so shall teleport all of them to Angel's Point. 

    Failed Ending
    As Miraak's HP would normally fall to zero, a white light flashes and it remains with a sliver of health. He looks to the players that fight with him, worry in his eyes. He looks to them and says, "Sorry, but we must retreat." He raises his staff and slams it into the ground, each of the players being engulfed in a blue light. When the light fades, they are in front of the chapel in angel's point. "I am afraid each of us were unprepared. Now that we know what we are up against, we should take time and prepare for another excursion some other time" With that, Miraak would turn and leave, entering the inaccessible chapel. 

    Routes:
    After reaching Demon's End, a player may decide from one of two routes. Short, and Long Route. 

    Short

    Spoiler

    The players decide to keep the short but quick route and Miraak will nod. "It is best to not waste, but make haste" You will take the road straight ahead. Going on this route, there will be less Diseased encounter, but less rewards. 

    -Going on this route, players must fight 4x Diseased Ones with Loot Minimum or Max Floor stats (Whichever is lower). X = the number of players.

    Long Route

    Spoiler

    Deciding on the Longer way around Miraak will nod. "I too am curious about what remains after the corruption. Little is known of the diseased ones, so I wonder if they left much" Taking the longer route, players must fight more diseased ones, but receive more col and the potential for better items... at a certain risk. 

    Before anything else players must fight 8x Diseased Ones with Loot Minimum or Max Floor stats (Whichever is lower). X = the number of players.

    Party Leader may make a roll,depending on the CD they might find additional Col or Unique Item. 

    CD:1 ~ Incarnation of Greed is Found and must be destroyed to proceed. 
    CD:2-10 ~ Nothing
    CD:11-12, BD:1-9 ~ Additional 5,000 Col
    CD:11-12, BD:10 ~ x1 T2 Weapon of Choice - Corrupted Justice - 2 DMG, 1 Fallen

     

    Incarnation of Greed
    image.jpeg
    As it appears before the player, Miraak will look at it and gasp. "Careful! This being is very powerful and is known as the Incarnation of Greed. Unless you believe yourself strong enough, it would be best to avoid this fight and retreat now!" If the player insists on staying a grumbling voice would be heard. "You are here for the rewards, are you not? They are much more significant than the worth of your own lives" 
    Receives its own Roll
    HP: 2000
    DMG: 300
    MIT: 50
    ACC: 3
    Incarnation of Greed(Passive) - Heals itself for 50 HP if it lands a successful hit. Passively restores HP equal to all players added up Battle healing. 
    Spite of Greed - On a BD:9-10, it sends a blast of pure energy, hitting the player for full damage, ignoring Mitigation. 
    Sin's Destruction - On a CD:11-12, Incarnation of Greed will send a blast wave to hit all players. Deals 50*Hate Unmitigatable DMG. Takes priority over Spite of Greed. 

    Last Hit Reward

    LD:1-21, 10,000 Col
    LD:22+ - Greed's Spite - T2 Weapon of Choice - Phase, ACC, ACC (Can Only be obtained once per player)

    <<Miraak>>

    Image result for priest fate stay night

    A support to the players within the quest aiding them. His purpose is to help cleanse the corruption of the world to atone for the Sins he had previously made. He is found to be wielding a staff with a golden cross at the top of it. He is kind and patient, but quite cocky when it comes to a normal battle. 

    Dialogue

    • If a player mentions the Fallen Event or attacking players, he will bow his head and apologize. Afterwards, he will say he has learned an grown from those past mistakes. 
    • If a player mentions doing the quest previously with him on repeat runs, he will have no memory of doing so and frown at the player. 
      • For RP purposes, Miraak will have no reaction to anything given to him in terms of information about the quest. 
    • If a player were to attack him, he would say that he forgives them and teleport out. He can dodge any attack at him by a player. 

    Stats
    800 HP
    50 MIT
    2 EVA

    Actions
    CD:1-3, Heals the player (Or himself) with the lowest HP% for 200 HP
    CD:4-6, Heals all players in party, including himself for 100 HP.
    CD:7-9, Increases all players in party's DMG by 2 for 2 Turns. 
    CD:10-11, Removes all status effects from players in the party and himself. 
    CD:12, Uses Lord's Light - An AOE attack that hits all enemies with a wave of light, dealing 300 unmitigatable DMG. 

    Passive Abilities
    Lord's Protection - HP can not drop below 1 ~ Will Teleport out and quest will fail if this happens. 
    Holy Breath - On a BD:9-10, whatever action used, it doubles its effect. CD:1-3 will heal player for 400 HP instead of 200. Etc, etc. 
    Silent Night - If all players in party are in stealth, Miraak will shroud himself in magic, making him unable to be seen until a player comes out of hiding.  
     

     



    Boss Fights
     

     

     

    <<Famine>>

    Related image
    One of the Four Horsemen of Apocalypse. It is the living incarnation of starvation and scarcity. Its only purpose is to spread famine and starve out humanity. Its very aura seems to drain players of all additional help. It fights players with a spear as dark as night. 
    Receives its own Roll
    HP: 1500
    MIT:50
    DMG:200 
    ACC:2
    EVA:2
    Famine (Passive) - Buffs are made Ineffective for this battle, this includes Sharpness and Barrier but doesn't include buffs granted by Miraak. Debuffs still work.
    Corruption (Passive) Will always deal at least 100 DMG after MIT
    Devil's Pierce: On a MD:9-10, deals double damage. 
    Hell Blast: On a CD:10-12, Blasts a black wave of energy, hitting all players in the room. Deals 300 DMG to all players and Miraak. 2 Turn Cooldown. 

    Last Hit Reward:
    Song of Famine - T2 Debuff Song. Decreases a single targets ACC and EVA by 2 for Four turns. 

     


     

    <<War>>
    Image result for war the demonic paradise
    One of the Four Horsemen of Apocalypse. It is the living carnation of war and bloodshed. Its only purpose is to spread its violence on humanity. Its violent tendencies sometimes allow it to make multiple actions. It fights players with a Two-Handed sword as cold as night.
    Receives its own Roll
    HP: 2000
    MIT: 75
    DMG:300
    ACC:3
    EVA:1
    War (Passive) -  On a CD:10-12, Receives another Attack. Can only activate once per turn. This CD is determined on his first attack's roll. 
    Corruption (Passive) - Will always deal at least 100 DMG after MIT. 
    Cleave(Passive) - Hits main target for normal damage and every other player and Miraak for half of that damage. Attacks not against main target don't receive additional ACC. Each part of Cleave uses the same MD determined from main attack.
    Devils Smite - Will deal an extra 100 DMG on MD:9-10. 

    Last Hit Reward: 
    T2 Crystal - Bloodcrystal of War: +4 DMG, -20* Player's Tier Mitigation

     


     

    <<Death>>
    Related image
    One of the Four Horsemen of Apocalypse. It is the living carnation of Death. Its only purpose is wipe out humanity as it is own. Its very presence prevents the creation of life and healing. It fights players with a scythe as eerie as a crow.

    Receives its own Roll
    HP:1500
    DMG: 175 Unmitigatable DMG
    MIT: 25
    ACC:3
    EVA:2
    Death (Passive) - After hitting an opponent, the opponents current HP becomes its Temporary Max HP until the battle is over. 
    Battle Killing (Passive) - Players don't receive Battle Healing and take half of their Battle healing as DMG every turn. Emergency Recovery is ineffective.
    Devil's Sweep - Attacks with an AOE on a MD:9-10. Does not have to roll again for attacking other party members or Miraak. 

    Last Hit Reward:
    Death's Song ~ T2 Debuff Song - Target is unable to heal for the next two turns. Includes, Battle Healing. Can be removed by Purify. Doesn't affect Floor/Event Bosses. 

     


     

    <<Pestilence>>
    Related image
    One of the Four Horsemen of Apocalypse. It is the living carnation of plague. Its only purpose is to spread disease and the corruption. It constantly lands status effects to all. It fights players with diseased arrows that it repeatedly uses to sprout arrows into its opponents chest. 

    Receives its own Roll
    HP: 1,750
    MIT: 50
    DMG: 200
    ACC:3
    EVA:1
    Pestilence (Passive) - On any landed hit, add a Blight effect dealing 24 DMG for the next three turns. These effects don't refresh but stack up to 3 effects in total. After reaching 3, it will refresh the oldest effect.
    Corruption (Passive) - Will always deal at least 50 DMG after mitigation
    Cleave (Passive) - Hits main target for normal damage and every other player and Miraak for half of that damage. Attacks not against main target don't receive additional ACC. Each part of Cleave uses the same MD determined from main attack.
    Call of Corruption On CD:11-12, Will summon forth 2 Diseased Ones with the same stats as previously. Will attack afterward using the same roll.
    Disease: On MD:9-10, Deal 100 Extra DMG, and apply two Blight effects instead of one. 

    Last Hit Reward:

    Essence of Corruption - Adds a Blight effect to a weapon for one thread. (36 DMG for 2 turn on a BD:9-10)


  13. Any Floor
    <<Training your Friend>>
    Recommended Level: Any
    Repeatable, must have a familiar to attempt | Solo or in a party of two

    Rewards:

    • Familiar mastery skill (may only have one unlocked at a time. Only unlocks first level of the mastery skill.)
    • 1 SP (First completion only)

    Requirements:

    • Role-play training your familiar in its task (relate it to the familiar mastery you plan to take)
    • At least one page (20 posts) of RP

    Summary:

    You have a new friend! Now to train it to help you out.

    Outline:

    Once every 5 posts, attempt to train your familiar (CD 7+). After three successful attempts, you have successfully trained your familiar.


  14. Any Floor
    <<Feeding your Enemy>>
    Recommended Level: Any
    Repeatable if you no longer have a familiar | Party Limit: 2

    Rewards:

    • A familiar of your choice (within guidelines)
    • 1 Skill Point (first completion only)

    Requirements:

    • RP meeting the gypsy and obtaining the food from her
    • Obtain a familiar
    • At least 1 page (20 posts)

    Summary:

    An old gypsy NPC approaches you, telling tales of how she tamed monsters. Giving you some food, she tells you how to tame your own familiar.

    Outline:

    Once every 15 posts, the party leader may roll to search for a familiar. On a roll of 15+ LD (normal LD enhancements apply), you successfully find a potential familiar.

    Once a potential familiar is found, that party leader has 4 attempts to tame it. Taming is a post action that is successful on a CD roll of 9+. If the party leader fails all 4 attempts, the potential familiar becomes untamable and a new one may be searched for in 15 posts. 

    If the roll to tame is met, you have successfully attained a familiar. Return the <<Familiar Food>> to the Gypsy NPC to complete the quest. Only one familiar may be found per thread.


  15. Floor 24
    <<Incognito Antics>>
    Recommended Level: 25
    Non-Repeatable | Party Limit: 1
    Credit Goes to @Hikoru

    Rewards:

    • If Successful
      1 SP
      2,000 Col
    • If Failed
      SP
      3,000 Col

    [Note: There is a second Quest related to this one. The continuation will give more SP than the Failed route]

    Requirements:

    • At least 1 page (20 posts)
    • Either Succeed or Fail in gathering enough Information to bring to the Chief

    Summary:

    The Chief has a feeling that one of his officials, Uso-Tsuki, is planning on betraying him somehow. He has only heard about rumors, but he wants to figure it out for sure. He has entrusted you to take a look into the situation, and has promised a decent sum of money if you are able to do it.

    Outline:

    There are Two Ways to gather information:

    Using Stealth

    You must make 3 Successful Stealth checks against Uso-Tsuki. Uso-Tsuki has a +3 to Searching Checks. If you fail a total of 3 Times, Uso-Tsuki discovers you and runs off, and you fail your mission. However, if you Succeed in a total of 3 Times, you gather enough information to take to the chief that he is planning on betraying him.

    Using Disguise

    Using the Ability that you gained from the Gemini, you are able to disguise yourself as the close friend of Uso-Tsuki, Tāgetto. You have to knock out Tāgetto and steal his armor. If you are successful, you put on the armor and use your ability to trick Uso-Tsuki into thinking you are them, and they tell you their plan to overthrow the Chief. [Note, you can only choose this route if you have acquired the <<Disguise>> Skill instead of <<Concentration>>]

    [Note: Tāgetto receives his own separate roll from the player]

    <<Tāgetto>> is a respawning field boss with the following statistics.

    HP: 400
    DMG: 75
    MIT: 25
    ACC: 2
    EVA: 0

    Abilities:

    Keen Eye: Tāgetto is wary of those around him. Surprise Attack has no effect on him

    Parry: On a roll of CD 10+, Tāgetto will block your attack, reversing your attack on you and dealing half of your damage back instead of his normal damage, along with getting to attack you


  16. Floor 24
    <<Raging Rhino>>
    Recommended Level: 40
    Repeatable | Party Limit: 4
    Credit Goes to @Hikoru and @Neopolitan

    Rewards:

    • 5,000 Col
    • SP
    • Rhino's Horn [Consumable]: (Applied to a Weapon. When attacking, on the First Crit, the attack ignores 40% Mitigation of the target it's attacking. If it is an AoE it only applies to the first target hit, not all 4. If this item is stacked with a Phase Weapon, the 40% Phase ONLY affects Block instead of overall Mitigation.) [This Item drops Once Per thread]

    Requirements:

    • Defeat Piasuhōn
    • At least 1 page (20 posts)

    Summary:

    On Floor 24, respect is earned through Combat in the Collesium. People gather from all around to see people compete and fight against creatures big and small. Here, the people like bloodshed and the violence and gore that the collesium brings with it. The Chief of the people here wants to see if you can truly hold your own against one of the scariest creatures they have, Piasuhōn. Piasuhōn, or Piercing Horn, is one of the mightiest, and craziest, beasts they have available in the Collesium. If you win, you earn fame and glory amongst the people and a large sum of money. But if you lose, The beast will devour you whole, and the people will forget your name as if it was nothing but a spec of dust under their boot. The choice is yours to make.

    Outline:

    Image result for War Rhino fantasy

     

    [Note:  receives his own separate roll from the player]

    <<Piasuhōn>> is a respawning field boss with the following statistics.

    HP: 1,100
    DMG: 300
    MIT: 50
    ACC: 2
    EVA: 2

    Abilities:

    Piercing Horn: When Piasuhōn crits, Piasuhōn's attack goes through armor easily, dealing 50% Phase, including block.

    Trained Eye: Piasuhōn is able to land critical hits more easily. His Crit scale is 8-10 instead of 9-10

    Pure Rage: When Piasuhōn's health reached 550, he is overcome by a fit of rage, aiming to kill. He gains +100 Damage to his base attack but loses 1 Accuracy in his blind rage


  17. 1000?cb=20141115195154

    Floor 24: 

    Floor 24 is made up entirely of water, with the only way of transportation between each of the floating islands are small, narrow bridges. Most of the Islands have man-made and created with the intent of farming and agriculture, while others have been made for fighting and training it's guards. Many of the Islands are held up by small but strong pinpoint bars that sink deep into the water. The water itself is seemingly depthless, never seeming to end in the depths of it, and countless with and monsters beneath the surface that could appear at any moment. The bridges are made up of steel and wood, small bits of wear and tear on the wood can be seen, but are kept strong enough for players to walk on safely without any worries of it breaking beneath them

    The Main Settlement of the 24th floor is Paraneze, a completely man-made island made much larger than any of the other islands. On the top of the island, there are many small buildings, withered down by the sea-salt in the air around them, but still gleaming a brilliant white against the sandy shores. All of the buildings have a red roof, making it easy to see them and to know where the main settlement is located compared to the rest of the floor. In the center of the town is a giant Colosseum that takes up a large portion of the island. It is usually used for the warriors of the floor to train and fight in combat against many creatures that can be caught throughout the floor.

    The inhabitants of the 24th floor are very noble people, who work hard to provide for their families and fight for fun on days where the leader of their people opens up the Colosseum for them to use and fight in. They usually all stand at about six feet tall, then woman possibly a little shorter than that, and they are all well-built warriors and farmers. The ruler of this land is an old and wise man who helped to build the first island, and he helps to rule the people with a kind heart, but with an iron fist. The monsters of this floor range from large sea creatures to creatures that can fly. The biggest of these being a Griffon, a very rare sight to see but still alive. The more common creatures are Flying Fish, Sea Serpents, and Large Crabs that coat the beaches

    Seasons: Summer 
    Temperature: 23-33°C
    Weather: Usually Sunny or Partly Cloudy

    <<The Colosseum>>

    A very large structure found in the center of Paraneze, The Colosseum is a place built for any sort of combat the people wish to fight with. The structure is a Glistening white, with a red roof such as the rest of the buildings in Paraneze. It's withered down, and the steps have started to crack due to the many steps that have been taken on it, but the building still stands as a monument to those who worked to survive in this oceanic floor. It's kept clean and pristine, a group of people dedicated to keeping the Colosseum a place of high standard.

    <<Raitoburū Bay>>

    A beach off the main town of Paraneze, this is usually a hot spot for parties and dates for people of all ages. The calming waves lap over the soft sand found here, cascaded from the waves overlapping the shore for a long time. The name of the beach translates to "Light Blue Bay," Which it's named after the light blue waters found here that are famously refreshing for the people of this floor. There are a few beach blankets and umbrellas set up around the bay for people to use as they wish to sunbathe and relax.

    Finding the Labyrinth:
    Finding the Labyrinth on Floor 24 requires a scouting party to reach a total of 100 LD in a scouting thread"

     


  18. Floor 23
    <<Escaping the Underdark>>
    This quest is Part 2 of <<Breaking the Chains>>
    Recommended Level:  35+
    Non-Repeatable | 4 players max
    Can only take this quest if Fonsa was alive at the end of <<Search and Rescue>>

    Rewards:

    • 2 SP
    • 8,000 col each
    • March of the Rebellion - Debuff Song. 
      • Hypnosis: When played, reduces a single enemy’s Accuracy by 2 Effect lasts for one battle.

    Requirements:

    • Must role play receiving the message from Tythen and speaking with the couple at their house. 
    • After choosing a plan, must role play the trip to the Vale of Ruin
    • Fight the required number of enemies per plan.

    Summary:

    A few days after returning Fonsa safely to her husband, Tyhten, in the Underdark, you receive a message from the Dark Elf couple to come and meet them immediately in their home. Upon arriving, he tells you that he was wrong to not believe Fonsa about the state of the surface and the outcome of the war. They also express that they believe there is something else at work here, and they no longer wish to be a part of it. They speak word of a rumored city known as the Vale of Ruin that lies far out of the Dark Elves' hold, where they would be safe and welcomed. 

    The dark elf couple tell you that they have come up with two plans to get them out of the Underdark and to the Vale of Ruin. The first plan is the use a covered wagon and horses, leaving through the main road out of the city, and traveling upon the Surface - A faster route, but would catch more attention. The second plan, is to move through the tunnels of the Underdark to a secret exit that lets them out just out of the Dark Elves' hold - Would draw less attention, but would take more time. 

     

    Outline:

    Traveling on the Surface 

    Spoiler

     

    The horses and wagons held at the stables on the other end of town are not used very often, though they are rented out to players who truly want to traverse the Surface. Tythen and Fonsa pay for the horses, and fill the wagon with their belongings - hiding among their possessions as well. The guards at the front gate will check the wagon, but not thorough enough to find the two stowaways. They will ask where you are traveling to, however. 

    Upon exiting the Underdark, the trip will take about a day. Traveling by horseback, however, will easily draw the attention of beasts roaming the fields, as well as the Dark Elf hunters sent after you once word got out of the couple's plans to escape.

    Before reaching the Vale of Ruin, you must fight 3 Monsters per player, and 4 Dark Elf Hunters

    Traveling through the Underdark

    Spoiler

     

    ::Traveling through the Underdark means players receive a -1 to all BD rolls (Unless Night Vision is active)::

    The tunnels that stem out from the main settlement are narrow and uneven, so traversing this path would mean making the trip on foot. 
    The deeper you move into the tunnels, the darker it becomes, making it quite difficult to continue forward. Fonsa and Tythen, however, are able to lead the way with their Night Vision. 

    The trip through the tunnels would take about a day and a half, with the group needing to set up camp at some point before finishing the journey.  This path, however, draws much less attention. The trip, however, is still treacherous, as dangers lurk within the darkness of the caverns, and the Dark Elf Hunters who learned of the couple's escape would not be far behind.

    Before reaching the Vale of Ruin, you must fight 2 monsters per player, and 2 Dark Elf Hunters

    <<Monsters>>

    Players get a choice of what monsters they fight on the Surface/Underdark, as long as they follow these stats:

    HP: 250
    DMG: 80
    MIT: 15

    <<Dark Elf Hunters>>

    Image result for dark elf man

     

    HP: 575
    DMG: 150
    MIT: 30
    EVA: 1
    ACC: 2

    <<Blow Dart>> On a BD of 9-10, The Dark Elf Hunter throws a dart at the player with the most hate, dealing 175 DMG and Paralyzing them.

     


  19. Related image

    <<Search and Rescue>>
    This quest is Part 1 of <<Breaking the Chains>>

    Floor 23

    Recommended Level: 30
    Non-Repeatable | Party Limit: 4

    Credit: @Jomei

     

    Rewards:

    If Fonsa Dies

    2 SP
    750 col per player
    Quest Line is locked, participating players cannot continue to Second part

    If Fonsa is brought back alive

    1 SP
    600 col per player
    Participating players may continue to << Escaping the Underdark>>

    Requirements:

    • At least 1 page of RP content (20+ Posts)

    • Must role play taking the quest from Tythen  in the Underdark.

    • Players must roll the LD to find Fonsa, and pair with the CD to find the result (See table below)

    • If the roll requires it, players must fight off 2 Beastmen x players in party before being able to return to the Underdark.

    • If Fonsa is killed/has died, bring back her wedding ring as proof that she is no longer alive.
       

    Summary:Image result for dark elf

    The majority of the Dark Elves in Kalanaes could care less about your visit to the town, many of them flashing you dirty looks and scowles, simply hoping that would will not talk to them. One man, however shines you a different look, one of desperation and sorrow. Unlike the others who pass by without a word, he directly approaches you and asks for your help. He claims that his wife had gone off to war against the Forest Elves on the surface, and her failure to return only hinted that she would no longer be living. The man clings on to a small string of hope, however, and asks if you could travel to the surface and search through the Queen’s Tower  to find out if she still lives, or if she perished during the fighting.

     

    Note: Tythen, nor any of the other Dark Elves, do not know of the destruction of the Queen’s Fortress and the land around it on the floor above. They speak as though the Tower still stands tall, and that the land is not scorched from battle. Upon returning, none will believe you if you tell them of the damage done.

     

    Outline:

    • After taking the quest from Tythen, you must travel to the surface to look for his wife, Fonsa, in the wreckage of the Queen’s Tower.
    • Players must take four (4)  posts combined exploring the wreckage, before they could start rolling to find Fonsa.
    • Players take turns rolling the LD, and will find Fonsa on a natural roll of 13+
    • Depending on the  Natural CD paired with the LD that finds her, the quest will produce different outcomes:

    CD Roll

    Result

    CD 1

    Fonsa is found dead, defend yourself from Crazed Beastmen.

    CD 2-3

    Fonsa is found dead, no Crazed Beastmen to be seen. For now.

    CD 4-7

    Fonsa is found barely alive, fight off Crazed Beastmen and keep Fonsa alive. (3 Hits)

    CD 8-11

    Fonsa is found alive, fight off Crazed Beastmen and keep Fonsa alive. (4 Hits)

    CD 12

    Fonsa is found barely alive, no Crazed Beastmen to be fought.

     

    <<Fonsa>> (Ally)

    Related image

     

     

    EVA: 1

    Fonsa’s armor and weapon are damaged beyond use, making her unable to fight or defend herself aside from trying to dodge the Beastmen’s attacks. (Does not require a roll)

    Note: Fonsa can only take so many hits depending on the CD roll. On a roll of 4-7, Fonsa can only be hit 3 times before dying. On an 8-11, she can take 4 hits.

     

     

     

     

     

     

     

    <<Crazed Beastman>>

    Image result for beastmen

    HP: 300

    DMG:85

    MIT: 20


    <<Bloodthirst>> The Crazed Beastmen are returning to finish what they started. Fonsa will always have 1 Hate automatically generated for each Beastman.

    <<Crazed Swing>> On a MD roll of 9-10 the Crazed Beastman will swing wildly, hitting every party member, including Fonsa. (players take numerical damage, Fonsa takes 1 hit) This attacks Deal 100 damage to players.


  20. Floor 23
    <<Ugzeke The Mighty>>
    Recommended Level: 35
    Repeatable  | Party Limit: 4
    Credit Goes to: @Hikoru

    Rewards:

    • 2.500 Col
    • SP
    • Troll's Blood: A unique consumable that, when applied to a weapon, adds +2 DMG for the thread

    Requirements:

    • Defeat Ugzeke
    • At least 1 page (20 posts)
    • Players receive -1 to all BD rolls due to lack of light in the Underdark (Unless Night Vision is activated or a Glow Stone is used)

    Summary:

    A powerful enemy lurks in the shadows of the Underdark, causing the ever so stoic dark elves to shiver at the thought of it. Its groans could be heard echoing through the caverns surrounding the town, each step causing the ground to rumble the closer it gets. Despite the dark elves not trusting humans such as yourselves, they beckon you to go and find the beast and rid it before it finds a way into their town. At least, if you fail, they won't have to see you around anymore.

    Outline:

    Image result for Troll fantasy club

    [Note: Ugzeke receives his own separate roll from the player]

    <<Ugzeke>> is a respawning field boss with the following statistics.

    HP: 1,500
    DMG: 200
    MIT: 35
    ACC: 2
    EVA: 0

    Abilities:

    Ugzeke Smash!: On a CD roll of 10+, Ugzeke uses his large wooden club and smashes it on top of the player with the most hate, dealing 175 Damage and Stunning the player.

    Ugzeke Mad!: When Ugzeke loses half of his health, his body overheats, his skin taking on more of a red color. His damage raises to 250, but loses 2 Accuracy

    Ugzeke Confused?: If Ugzeke rolls a CD of 3 or below, he has no action, despite his roll as he has difficulty seeing his enemies, and thinks that they are just stone


  21. <<Floor 23>>

    The wars between the Dark Elves and the Forest Elves raged on for centuries with no clear winner in sight. Many lives were lost on each side, yet both factions continued to fight for control of the Kriit Woodland. Once the Forest Elves had gained a foothold of the forests, they did not stop to wipe out the Dark Elves from the surface and force them back into the Underdark where their Drow ancestors once lived.  Queen Lun’Rael, the watchful ruler of the Dark Elves, who watched over the wars from her high tower, felt that the fighting had gone on long enough. With a sacrificial act, Lun’Rael used a dark magic passed down by generations in her family, wiping the entire battlefield of life, including her own.
     

    The remaining Dark Elves who fled to the Underdark were unaware of their Queen’s sacrifice she had made for her people, and it would remain as such. The Council of The Queen, who had sought to overthrow her for years, took over rule of the Dark Elves behind the guise of a still living Queen Lun’Rael. The group spread lies of the dangers of the Surface World, and banned their people from returning to the surface, and return to living as the Drow once had.
     

    Information on the war’s true conclusion is kept locked down, not known by anyone besides The Council.
    For role play purposes, if a player tries to tell the Dark Elves of the Underdark about what the Surface looks like, they will not believe you

     

    18fa5b9030f38da04008201a67723465-d5wdmnw.jpg

    « The Underdark » 

    A network of cavernous ruins is the place that many of the Dark Elves call home. The Underdark spans nearly the entire length of the Floor, without a hint of sunlight able to penetrate the tall cave ceilings. The ruins themselves appear foreign--faded scripture and other relics left behind by another ancient race are scattered throughout what is now the Dark Elves' domain. The Elf NPCs are distrustful and wary of unfamiliar faces. Those not of pure Dark Elven blood are outsiders, and are treated as such by most.

    Seasons: None

    Temperature:  Varies Between 5°C and 20°C (41°F and 68°C)

    Weather: Damp

    Players receive a -1 to all BD rolls while in the Underdark due to lack of light. (Unless <<Night Vision>> is active)


    armored_castle_ruin_by_m_wojtala-d62i769.jpg

    « The Surface »:

    Above the Underdark lies a vast land consisting mainly of forests and ruins that show the scars of war and whatever terrifying power that ended it. The first area that players will find themselves in upon leaving the Dark Elf city is the remains of the Queen’s Tower and fortress. Not much remains of the stone structure, aside from what is left of the Queen’s Tower, the same goes for Kriit Woodland. Most of the trees and other plant life had been wiped out.  Traveling about an hour’s journey in either direction from the entrance to the Underdark will show that life still does exist on the floor, with vast forests and mountain ranges. 

    Seasons: Spring, Autumn

    Temperature:  Varies Between 12°C and 26°C (54°C and 79°C)

    Weather: Typically sunny or partly cloudy, occasional rain. Low wind. Low humidity

    Players receive a -1 to all LD rolls while on the Surface due to the barrenness of the land.

     

    Main Settlement:

    « Kalanaes »

    The capital city of the Dark Elves that resides within the Underdark where players first spawn. Simple buildings composed of clay, stone, and even tents make up homes and merchant stalls. Massive pillars runs through the open areas, with dim lamp-like devices providing just enough light for the denizens that are accustomed to such dark environments. The Dark Elves who live in Kalanaes show you no kindness, and are very distrusting of those that are not of Dark Elf descent.
     

    Points of Interest:

    «Kriit Wasteland»:

    What was once filled with rich soul and flora is now nothing but a ravaged wasteland. Was of the main source of conflict between the Dark Elves and the Forest Elves of the East. In the center is the Queen’s Fortress and tower, which is left in shambles, though the opening towards the Underdark still remains. For miles from this epicenter, is dead forest, wiped out by what almost seems like a powerful fire, or some other dark power.
     

    « Ydalin Forest »

    A massive, sprawling forest nearly untouched by unnatural forces. The land once was abundant with Forest Elves, but they seem to have abandoned what little they held of the forest when the wars for Kriit Woodland had begun. Plants and wildlife are abundant throughout the forest, making it an ideal hunting ground for the few Forest Elves who still live in the area, occupying tents and other nomadic shelter.
     

    « Elven Glade »

    In the midst of Ydalin Forest lies a sacred place where nature thrives. Tall trees surround the glade while warm sunlight pierces through their branches. The area functions as a safe zone for players. Legends say that couples who travel to the glade at just the right time may receive a blessing from Mother Nature herself.
     

    « The Vale of Ruin »

    You may hear the name of this area muttered under the breaths of elves in the Underdark. On the Surface, far past what remains of Kirrit Woodland and outside of the Dark Elve’s hold lies a tiny run-down city fashioned out of the remains of what might have been a bustling town many centuries ago. Those who are forced to live harsh lives are the ones who have been exiled or otherwise shunned from the Underdark. Elves with 'impure' blood are the most prominent, but the town is open to welcome any kind of outcast, from humans to beastmen.
     

    NPCs: Dark Elves | Half-Elves | Humans | Beastmen

    Unique Monsters: Crazed Beastmen,  Forest Elf Hunters, Dark Elf Extremists

     

    Quests:
    <<Search and Rescue>>
    <<Escaping the Underdark>>
    <<Uzegke the Mighty>>


  22. Floor 1
    <<Earning a Living: Merchant>>
    Recommended Level: Any | Party Limit: 4
    Repeatable Only to Change Professions

    Billy (Master Merchant NPC)
    "Hey you wanna learn how to cheat the sy- I mean make good sales? Follow me." You almost don't notice him, the child that is standing in front of you. He is around the age of 12 or 13, but almost seems more mature for his age than other young kids that you have met. He beckons you forward, and considering it's a kid, nothing really seems that suspicious about him. He enters a small room next to a bigger inn, looks very small to be a shop, but a shop still exists some how. He has you follow him into the back, where he has items littered all around, the combined stats on all of them are astronomical. "If you really want to learn how to be a Merchant, you have to be crafty and smart for this. You best know what you are doing. I'll show you how to identify an it- No! I'm all out." The kid pouts for a bit, then stops and turns to you."Go get me some more, around 3, so I can show you how to do this." The kid pouts again and crosses his arms.

    Rewards:

    • 1 Additional SP (First Completion Only)
    • <<Merchant>> Profession
    • Successfully Identified Item (Choose 1 from the three that are identified)
    • Standard <<Merchant>> Shop (Able to have a Merchant thread in the Merchants & Shops section)
    • (1,000) Col

    Objectives:

    • Gather (3) items and bring them to Billy's Shop.
      • Go into the wild and find 3 Unidentified items. Use a combination of LD/CD on three separate rolls to determine what you find:
        • Loot Dice (1-10) = Uncommon Item
        • Loot Dice (11-17) = Rare Item
        • Loot Dice (18-20) = Perfect Item
           
        • Crafting Dice (1-3) = Weapon
        • Crafting Dice (4-6) = Armor
        • Crafting Dice (7-9) = Shield
        • Crafting Dice (10-12) = Consumable
    • Craft an item in Billy's Shop.
      • Make a standard Loot Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Loot Die Chart for a Rank 1 Merchant
        • Weapons
          • [1-2] = Taunt
          • [3-6] = Accuracy
          • [7-10] = Paralyze
          • [11-14] = Bleed
          • [15-20] = Damage
        • Heavy Armor
          • [1-4] = Regen
          • [5-8] = Heavy Momentum
          • [9-13] = Thorns
          • [14-20] = Mitigation
        • Light Armor
          • [1-3] = Regen
          • [4-6] = Recovery
          • [7-10] = Light Momentum
          • [11-15] = Evasion
          • [16-20] = Mitigation
        • Shields
          • [1-2] = Recovery
          • [3-5] = Taunt
          • [6-8] = Regen
          • [9-11] = Paralyze
          • [12-15] = Thorns
          • [16-20] = Mitigation
        • Consumables
          • [1-3] Vitality
          • [4-6] Protein
          • [7-9] HP Recovery
          • [10-12] Mitigation
          • [13-15] Damage
          • [16-18] Over-health (Crystal)
          • [19-20] Mass HP Recovery (Crystal)
      • Submit the successfully identified item for Evaluation.
      • NOTE: You keep the item you identify as a reward for completing the quest.

    Requirements:

    • At least one [1] Page (20 or more posts)
    • Players must RP searching for items and identifying their items.
    • If a party of players undertakes this quest together (as in, each player wishes to become a merchant), each must succeed on their own objectives (e.g. each must find and identify 3 items).
    • Accompanying players who are not undertaking the quest do not have to gather their own items and are ineligible for quest rewards.

  23. Floor 17
    <<Challenge Of Olympus: Merchant>>
    Recommended Level: Any | Party Limit: 1 (Solo Only)
    Must be Rank 2+ Merchant | Non-Repeatable

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    Rewards:

    • 1 Additional SP
    • (+1) CD Tool, Hermes' Scale

    Objectives:

    • Roleplay The Challenge:
      • Meet with the satyr on Floor 17.
      • Meet with Hermes outside of Mt. Olympia and accept his challenge.
      • Describe the details of the challenge, face-off with Hermes and roleplay out how you best the Emissary of the Gods.

    Summary:
    Disclaimer:  The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described.

    Merchants who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Hermes himself would like to challenge you to a Battle of Crafts.

    Players must RP meeting with Hermes, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to merchants. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. 

    Requirements:

    • At least one [1] Page (20 or more posts)
    • All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.

  24. Floor 22
    <<What We Fight For>>

    Related image
    Recommended Level: Any
    Non-Repeatable unless taken as a secondary party member. Secondary party members to not receive quest rewards
     Party Limit: 2
    Credit: @Hestia

    Rewards:

    •  A framed picture containing the player(s) most missed memory from the real world.

    Requirements:

    • At least 1 page of RP content (20+ Posts)
    • Must roll LD: 17+ to find the memory Chamber

    Summary:

    Within the Forest of Memories, there have been hazy anomalies all throughout the forest that provide a feeling of familiarity. If the player would travel deeper into the forest, they will discover a set of stairs that lead down into the ground. The stairs eventually level out into a simple stone chamber, the doors creaking as they close behind them. The walls of the chamber soon reveal to be lined with reflective mirrors that show the player what they miss most from the real world. If the person has a strong connection with this desire, a scene pertaining to that memory will show itself upon the mirror they look into. After that the player will then receive a picture of the thing they miss most about the real world.


  25. Floor 22
    << The King of Lakes >>
    Recommended Level: 35
    Repeatable for "Filet of King" Only | Party Limit: 4
    Credit: @Jomei

    sword_art_online13-04.jpg

    Rewards:

    • SP
    • Filet of King: T3 Perfect Meal
      Over Health Adds +135 HP to your maximum health points for a single thread.

    Requirements:

    • At least 1 page of RP content (20+ Posts)
    • Must role play hunting down the "Red Salamander" and bringing it back to Lake of Reflections
    • Must fish up and defeat the "King of Lakes" 
    • Players with the Fishing skill will receive +3 LD when fishing up the King of Lakes.

    Summary:

    Upon a small, wooden dock stretching from the shore along the Lake of Reflections, a middle-aged man sits with a line cast out into the lake, trying to fish up his dinner. He tells you that most of the fish he brings home are large, but he had heard stories of an even bigger fish that lurks around the bottom of the lake, one that could be called monstrosity. However, where fishing up this beast is rare in itself, it will only be attracted to a certain type of bait found along the base of a nearby mountain. The fisherman tells you that if you can find the "Red Salamander" and bring it back to use as bait, that anything the King of Lakes drops is yours to keep. 

    Outline:

    • From receiving the quest from the fisherman at the Lake of Reflections, the player(s) must write three posts (combined) of travel to the base of the mountain.
    • The player(s) then take turns rolling the LD as a post action to find the Red Salamander (LD 13+). Players with the Tracking mod active may use a post action to automatically pass this roll.
    • Once the Red Salamander is discovered, it will try to run from you. Use a post action to roll a CD (6+) to capture it alive before it gets away. The Red Salamander escapes after 5 failed attempts to capture it, and players must go back to searching.
    • Travel back to the Lake of Reflections with the Red Salamander, and take turns rolling the LD (15+) to fish up the King of Lakes. This does not count as a post action (the player who fishes up the King of Lakes may then initiate combat by attacking in the same post).

    sword-art-online-ep-13-5.jpg?w=1000&h=

    << The King of Lakes  >>
    Statistics:
    HP: 1200
    DMG: 125
    MIT: 20
    Abilities:
    <<Body Slam>> On an MD of 9, the boss will jump high into the air and crash down in the center of the players, sending out a shock-wave dealing 120 AoE damage. 

    <<Dive>> On an MD of 10, the King of Lakes will take the player with the highest hate in its teeth and drag it back into the lake. The player will take 150 unmitigatable damage and need to swim back to the shore, missing their next attack.

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