Jump to content

Cardinal

Officials
  • Content Count

    96
  • Joined

  • Last visited

Posts posted by Cardinal

  1. 217.jpg

    Character Specialization Skills
    This event will lapse on 11:59pm November 17, 2025 PST

    Each of the skills below are expensive but stacking final upgrades to your character. The approach for this was to allow a more beneficial expenditure of SP on your character in a way that defines them and reduces the current 'hybrid' meta that is standard given that people simply run out of things to buy. Hopefully these will help allieviate that problem, but we need players help to balance them out. All participants during the event period will be allowed to select ALL SKILLS on their character whenever they begin a topic with the [PT] tag. This extends to the standard skills list as well, to get players to help us test with their entire SP total. However, some players don't have a lot of SP to start with and we know this. We encourage players to attempt to play with their own SP limits, but every now and again it might be fun to play with a possibly higher total if you're a lower level. Each thread you start you can choose one of the two options:

    • Have 185 SP total and no selected skills (essentially a full refund for that thread only), in which you define all the skills you intend to play with on your first post
    • Have your own SP total and no selected skills (essentially a full refund for that thread only), in which you define all the skills you intend to play with on your first post

    Without further ado, the specialization skill set is outlined below. Feel free to take any combination and any amount of any you choose, but remember to adhere to your SP limit and have fun!

    Character Specialization Skills:

    Spoiler

    ► Biting
    Cost: 20 SP
    Passive
    Effect: Player gains +2 Base Damage 

    ► Resolute
    Cost: 10 SP
    Passive
    Effect: Player gains +3*Tier Mitigation

    ► Reflective
    Cost: 10 SP
    Passive
    Effect: Enemies take +7*Tier Thorns Damage on successful non-critical attacks made against you.

    ► Keen Sight
    Cost: 5 SP
    Passive
    Effect: +2 LD to Searching, Gathering, Detection, and Loot Checks

    ► Discerning
    Cost: 10 SP
    Passive
    Effect: +1 CD to Crafting, Gathering, and Loot Checks

    ► Inspiring
    Cost: 20 SP
    Passive
    Effect: Party members recover an additional +2 EN per turn, excluding yourself.

    ► Shadow-Walking
    Cost: 5 SP
    Passive
    Effect: +2 to Stealth Checks

    ► Focused
    Cost: 20 SP
    Passive
    Effect: Increase Activation Range for all Disable effects by 1 (Paralyze becomes 8-10)

    ► Letting
    Cost: 20 SP
    Passive
    Effect: Increase Activation Range for all DoT effects by 1 (I.E.  Bleed 2 becomes 7-10)

    ► Volatile Potency
    Cost: 20 SP
    Passive
    Effect: Reduce DoT Ailment (Bleed, Blight, etc.) Activation Range by 1 (Bleed 2 becomes 9-10), Increase DoT ailment Enhancement potency by 1 (A weapon with Bleed 1 becomes Bleed 2)

    ► Destructive
    Cost: 30 SP
    Passive
    Effect: Increase the Activation Range for Fallen/Holy Enhancements by 1 (Holy would activate on a 8-10, Fallen on a 6-9.)

    ► Haste
    Requires Rank 5 <<Leadership>>
    Cost: 10 SP
    Action: Post Action
    Conditional: Only once per combat
    Energy Cost: 75 EN
    Effect: All members of your party may attack twice on their given turn after <<Haste>> is cast (Excluding you), but only once per instance cast which fades for each player at the end of each players turn. After the user activates Haste, they cannot recover any energy for the next three turns as they are inflicted with <<Exhaustion>>.

    ►Tricks of the Trade
    Requires at least 1 instance of  [Focused]
    Cost: 10  SP
    Action: Post Action
    Energy Cost: 20 EN
    Cooldown: 5 Turns
    Effect: For the next two turns, any Disable Enhancements (Paralyze, Freeze, etc.) on a Player’s weapon activate on successful hit (not requiring the BD activation threshold to be met). Additionally, for this skill’s duration, Players’ attacks bypass Immunity for determining activation for these effects. All Sword Arts cost 2x their stated Energy for the duration of this skill.

    Special Consideration for those who choose Volatile Potency:
    DoTs can and have exceeded 2 slots in the current system, but this is not easily achieved by players given how it is done. If Volatile Potency is taken when you have a DoT 2 weapon (aka Bleed 2) please refer to the standard table to determine how your DoT will function:
    1 Slot: 1 x Damage, 9-10 Activation Range
    2 Slots: 1 x Damage, 8-10 Activation Range
    3 Slots (Volatile Potency 1 or a Consumable from Champions Hall): 2 x Damage, 9-10 Activation Range
    4 Slots (Volatile Potency 2 or Volatile Potency 1 & a consumable from Champions Hall): 2 x Damage, 8-10 Activation Range (Much like some field bosses/raid bosses use)
    5 Slots (Volatile Potency 3 or Volatile Potency 2 & a consumable from Champions Hall): 3 x Damage, 9-10 Activation Range

    This continues endlessly. A good example is Bleed 4 [12*Tier*2 = 96 damage per turn for 2 turns] that activates on an 8-10 normally. Then you include the 2 instances of Volatile potency's range reduction and now it can only activate on a 10 ([8+2=10] to 10) so be careful on your selections.

    Rewards:
    During the course of the event period you can include PT in any thread you start to incorporate these as part of the thread. Upon thread closure, all participants will earn +1 Mon in addition to standard rewards.

  2. FA1GIF.gif

    The rumors that a scout had made it to the labyrinth on Floor 29 spread like wildfire, and all of Aincrad’s player base waited with baited breath for any news of its completion. To most it was just another day at the office, but for those who had their heels dug in on the untamed Floor 29, things would be anything but normal. Even more so considering it was filled with eldritch abominations.

    The swordsmen and women that were fighting on the frontlines quickly would become overwhelmed as waves of these blighted and grotesque mobs charged with a renewed vigor. They seem to be under the command of new humanoid figures of living glass that seem fixated on a very unique target, Teleport Gates.

    As it stands, Aincrad has fallen into some sort of apocalyptic event, possibly triggered by the labyrinth search. Across the entirety of the floating castle, players of all walks of life find their vision immediately interrupted by a new quest panel titled simply <<Fatal Error>>-

    SUMMARY
    The labyrinth search has concluded, but the guardian is nowhere to be found. More concerning - all that the scout found inside the boss room was a broken stone and a dead dragon. The door to the 30th Floor remains locked.

    Upon making this discovery, a new quest appeared in every Players’ log. Titled simply “Fatal Error”, it explained that the Sword of Kings had been removed from its rightful place. Until it was returned, the path forward would remain blocked, and the corruption would continue to spread. No other information was provided.

    Unsurprisingly, the new quest prompted a flood of Players to Floor 29. These individuals were quickly swarmed by the floor’s monstrous mobs, but also a strange new creature that spawned in with the quest’s appearance. Labeled as “Spectral Knights”, these long, willowy beings were unlike anything seen before in Aincrad - and they began appearing on all twenty-nine floors. Exceptionally aggressive in nature, they seemed drawn to the teleport gates, and other spaces where Players gathered in groups. After the first was killed, someone noticed an addition to the Fatal Error quest objectives - “1/5 Spectral Knights Slain" and "0/10 Support Actions Made".

    With more questions than answers, Players of all levels and walks of life must face new mobs, bad storms, and an uncertain future. What happened to the labyrinth guardian? Where is the sword? And perhaps most unsettling - if the dragon was meant to be the floor boss, what got to it first?

    OBJECTIVES
    0/5 - Spectral Knights Slain

    • This is the combat option. There is a risk of death.
    • One party of up to six Players may fight each Knight.
    • Only one Spectral Knight can be spawned per thread. This can only take place on Floor 29, and may not be a part of a dungeon or quest.

    <<Spectral Knight>>

    HP: 3700/3700 | DMG: 300 | MIT:100 | ACC:5 | EVA:3 | FRB [40/2] | BLD [48/2] | BLGT [32/2] | BRN [56/2]

    Splinter | Whenever the Spectral Knight critically hits (BD 9-10), its attack instead only deals 50 mitigated damage and 60 unmitigated damage to the entire party as the weapon splinters into a sharpened spray. This attack applies all applicable DoT's to all targets when this occurs.
    Mist Body | Natural BD 9 attacks made against Spectral Knight will no longer automatically hit and will use accuracy & damage calculations as normal due to the Spectral Knight bending and twisting to allow dangerous attacks to pass harmlessly through. The hit is treated as a non-critical hit, and all enhancements that would activate on a natural BD 9 (bleed, holy, burn, freeze) will not trigger when this occurs.
    Attempted Rewrite | On a CD 10+, the Spectral Knight will find another NPC nearby and manufacture that NPC into a clone of itself with the same stat block including remaining hit points and any applied status effects.
    Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 4. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1, Tier 2, or Tier 3 will still have T1, T2, or T3 stats, respectively.

    0/10 - Support Actions Made

    • This is the non-combat option. There is not a risk of death.
    • Each participant in a party (up to four) can claim one support action per thread.
    • Threads can take place on any floor and must be a minimum of 20 posts.
    • Support actions include, but are not limited to: building/reinforcing barricades, helping injured Players, running crowd control, searching floors for the boss or Spectral Knights, asking NPCs and other Players for information.

    Strangely, the objectives portion of the quest description keeps glitching. The goal for "Spectral Knights Slain" flickers between 5 and 10, and the goal for "Support Actions Made" constantly shifts to 20, then back again.

    RULES

    1. The event will run until 11:59 PM EDT on June 30, 2025. Beyond that point, threads may be closed for standard rewards, but will not count toward the event objectives.
    2. To qualify, threads must be started AND submitted between now and the end of the event.
    3. Please post a link to your thread here once it has been closed. This will make applying it to the objective counter easier.
    4. All threads should have [EV] in the title, to mark them as event threads. As usual, these threads award 1 Mon to each participant in addition to standard thread rewards.
    5. All questions can be posted here, asked on Discord, or sent directly to Lessa's on-site DMs.

    An important message regarding the Floor 29 Raid: Due to the nature of the event, there will not be an in-game boss meeting. Please take care of all in-game preparation (field boss farming, skill resets, consumable purchasing) before the Act I timer runs out. All discussions pertaining to party makeup and strategy should take place over Discord. Once the timer runs out, Act II will include the raid fight and a companion event for non-Frontliners.

  3. Floor 29
    <<To Shine a Light>>
    Party Limit: 4 | 20+ Posts
    Non-Repeatable
    Point.jpg

    Rewards: 

    • 1,500 Experience Points each
    • 1,500 col each 
    • Any Gathered Lore

    Requirements:

    • Approach and enter the lighthouse.
    • Explore the tower and the adjacent living quarters.
    • Solve the puzzles to discover the four-digit code needed to open the lock.
    • Roleplay what is found on the other side.
    • Make the choice.

    Summary:
    Graycott Point clings to the rocks above The Black, its beam slicing through the storm clouds, the incessant rain, and the spray that climbs the stone tower. It makes no sound, except for the faintest whoosh of the mechanical lantern turning. The view from the lantern room reveals an endless dark sea, hiding monsters of all shapes and sizes. But what monsters can be found within the lighthouse itself?

    Quest Specific Notes: This quest will feature numerous puzzles that must be completed by the writer in order to proceed. This includes both number and word puzzles. To ensure that the quest is accessible to everyone (and not spoiled by the first to complete it), the answers to the puzzles will need to be inserted in a Google Form. What comes next will be described within this form once you've input the correct combination. While you'll need to respond in-character to what you find in Part III, please do not outright post the combination, or copy/paste any of the text from the Google Form. Instead, feel free to describe your characters exploring the lighthouse and working (either together or separately) on the puzzles. If you have any issues with the Google Form, please let a staff member know.

    Outline:

    PART I | THE LIGHTHOUSE

    Players who brave the relentless storm may stop to find shelter within Graycott Point. As they enter, a quest titled “To Shine a Light” will be offered to them. The only objective reads “find the lighthouse keeper.” 

    Graycott Point consists of a one-story stone building, and an enormous tower that rises from the side facing the sea. There are various rooms to explore, and though each appears abandoned, candles and fireplaces spring to life as Players enter. In the tower proper, a spiral staircase leads to the lantern room, and a locked hatch rests within the floor. A small combination lock consisting of four dials, each labeled 0-9, is inlaid beside it. Players must explore the rooms, describing their experiences, and finding the clues to open the hatch.

    PART II | THE HATCH

    Once Players are confident that they have located all four numbers, as well as deduced the correct order of said numbers, they must test their theory, and face whatever awaits them.

    PART III | THE CHOICE

    Important information regarding the fate of Floor 29 can be found here. Players must learn all they can before making the final choice offered to them. Doing so will satisfy the quest, but will likely leave the Players forever changed.

    Rooms:

    The Entrance Hall

    Spoiler

    Just inside the front door rests a wooden bench. Above it hangs a painting of a stormy sea, which is not all-together surprising. A lighthouse lurks in the far distance. Is this the artist's rendition of Graycott Point? It is signed with the initials MG. Beside the bench stands a coatrack, which holds a thick jacket and a warm wool hat. Whoever owns the items either neglected to grab them on their way out, or just never left.

    The Kitchen

    Spoiler

    The space is cozy, despite the storm raging outside. Herbs hang along the far wall, and dried goods are stacked neatly in the cupboard. Various cookbooks are scattered throughout, mostly featuring different types of desserts. A scrap of paper rests on the mantle above the now-roaring fire. Various ingredients are written in a rushed handwriting - eggs, milk, sugar. The start of a rough recipe? Or a hurried shopping list? Oddly, there are three additional words at the bottom, though they make no sense. The first is accompanied by, oddly enough, the drawing of a camel. There are more pots, pans, and utensils than one person could possibly need, suggesting the owner considers themselves something of a chef.

    SP.png

    The Bedroom

    Spoiler

    A neatly-made bed occupies the right side of the room, flanked by a heavy trunk. Anyone nosy enough to look inside will find an assortment of odds-and-ends: a stuffed rabbit, a dried rose, a child-like drawing of a ship at sea. At the bottom sits a book, titled Puzzled: 20 Unique Puzzle Types and How to Solve Them. One page is bent at the corner. The page is titled "Nonograms", and reads:

    "Use the numbers along the sides of the grid to determine how many black squares should be in the corresponding row or column. For example, a row with the numbers [8 2 1] will have a run of eight black boxes, then two black boxes, then a single one, with any number of white boxes preceding/between/succeeding them. Completing the puzzle will reveal an image."

    Above the bed hangs a ship's wheel, worn and beaten enough that it has likely seen action aboard a real vessel. The word "Providence", though faint, can still be made out etched along its outer edge. An enormous fish hangs on display over the room's singular window - a swordfish, perhaps. The nightstand holds only a battered paperback. "Love Among the Lichens by Scarlett Burbadge" is sprawled across the cover in green cursive, just above an image of a kilted man in an emerald green forest.

    On the opposite side of the room is a globe, though the landmasses are entirely foreign. Beside it, a desk stands empty, save for a lamp, a telescope, and a notebook. The first few pages have been torn out, and a pencil rests upon what's been left. An odd box, with a bunch of letters, and a nonsensical note in the margin. This missing lighthouse keeper doesn't make much sense, but at least he's tidy.

    SPWC.png

    The Study

    Spoiler

    A book-lover's dream, the study at Graycott Point boasts a collection spanning generations. Rows upon rows of encyclopedias, travel journals, and atlases fill the numerous shelves. Rows of unlabeled spines occupy one corner. Selecting one at random reveals a ledger of some sort. The handwriting is tiny and cramped, almost entirely illegible, though the numbers 1890 and 1937 can be made out. Are these dates? Costs? Is there any real way of knowing? A dozen more Scarlett Burbadge books are nestled below the ledgers, their covers depicting scantily clad men and women in an array of poses and settings. 

    A desk sits in the middle of the room, holding what appears to be a Julius Caesar biography. A section on his communication with his troops has been bookmarked. 

    “The Caesar cipher is a substitution cipher that moves each letter in a message by a predetermined number of places. For example, if the shift were three places, the letter "A" would be replaced by "D", "B" would be replaced by "E", so on and so forth. While Caesar often opted for three, the letters can be shifted by one, two, four, five, or more.”

    The number one is circled in red.

    Beside the biography sits what looks like a newspaper, though the ink is smudged by something. Tea? There is an overturned teacup nearby. A few of the letters on the newspaper's puzzle have been filled in, so perhaps someone began the puzzle, then stopped to mop up the spill, leaving their pencil behind.

    FP.PNG

    The Living Room

    Spoiler

    Shadows bob and weave in the Living Room as the fire blazes to life in the hearth. A stack of firewood waits nearby, but apparently, the fuel isn't necessary for the gathered Players. The overhead skylight is blurred by the pounding rain, and when lightning forks across the dark sky, the flash in the room is blinding. A comfortable couch and matching armchair are positioned atop a colorful rug. A grandfather clock is tucked in one corner, and though the pendulum swings steadily, the hands appear stuck at 7:35. Next to the clock, on a small table flanked by two chairs, is a chess board. The white King appears to be missing. Another fish is displayed on this wall, though it is red, and far smaller than its companion in the bedroom. A herring, perhaps? On the coffee table in the center of the room sits an ornate jewelry box. It is empty, but it plays the the first four notes of a familiar tune over and over, as if the musical mechanism is broken. Beside the box is a sketchbook, a single page marked with a chewed-up pencil. An odd grid is drawn there, along with a series of numbers.

    NNG.PNG

    The Lantern Room

    Spoiler

    Perhaps the most breathtaking part of the building, the lantern room offers views unlike anything seen before. The waves beat angrily against the rocks, sending froth climbing the lighthouse tower, and spray as high as the catwalk. The occasional cry of some distant creature can be heard between or above the thunder claps, and if you peer hard enough through the darkness, a hulking form can be seen among the swells. Dipping back inside the relative safety of the lantern room reveals mismatched tools, and a half-empty can of grease. Tiny shards of broken glass shimmer from the floor. An examination of the lantern, however, reveals no imperfections. Where has the glass come from?

    A glance upward shows words painted along the edge of the domed ceiling. The handwriting is similar to the notes found throughout the house.

    What can be found in the sea, but not ocean? What is the same in both music and motion?
    What is the end of the liar’s paradox? This knowledge will grant you the keys to my locks.

    Epilogue: 

    Spoiler

    You emerge into the same storm that you left behind only hours before. Yet you are not the same person. Your actions have changed you, and their consequences will follow you like the beasts in the shadows as you attempt to leave Graycott Point behind. Pray that you made the right choice.

     ♫ Spooky | Safe

  4. Any Floor
    <<The Yellow Sign>>
    Party Limit 4 | 20+ Posts
    Prerequisite: Must have completed <<Yzaslanik>>
    Repeatable

    image_f29_tys.png

    Rewards:

    • 5000 Experience Points
    • 5000 Col Each 
    • If the Pallid Mask is attacked:
      • Unlock Extra Skill: <<Orchestrion>>
        At the start of combat, roll CD once. Note that value down. After a number of rounds have passed corresponding with the CD value, ST-B is automatically unlocked.
    • If the Pallid Mask is not attacked:
      • Face of a Stranger | TIERLESS TRINKET | TAUNT, SNEAKY III (???)
        A featureless white mask that fits your face perfectly.

    Requirements:

    • Dream of the Kineallen Parish.
    • Travel to Carcosa over 2 posts across all party members.
    • Search for a way out of the dream on an LD15+.
    • Defeat the <<King in Yellow>>.
    • Perform a curtain call, and wake from the dream.

    Summary:

    It is in dreams that I wake from my slumber and step into the realm of the living. I take out a book that my friend has gifted to me before, when the sirens stirred and drank of the lake they were borne from. Before she blacked out, she said something about the world collapsing in on itself before the fourteenth fall of the apocalypse descends upon us. The book is yellow. The water by her night stand warns of our caution. But the ambience is merry, and the party seasoned. She garnishes the party with the call of the unknown. 

    In the corner, I kick the cup of liquid aside. We cry as we sing, waltzing along the line between reality and fragmentation. Outside, the sky sheds of velvet, in the way that trees with their boughs hold up their drinks, a celebration of their greatness. The lock on the book is golden. Beyond my emptiness, there is an inflection upon the great and terrible yawning of dawn. Where we stand, unshaking, the sidewalk giddied out of its mind, the reaper bursts aflame and all, at once, the city is finally, finally somber.

    The book remains untouched. She takes out a quill and inkwell. I open myself.

    Outline:

    PART      | CARCOSA

    The players will begin this quest in their dreams. If multiple players are undergoing this quest as a party, they will begin it independently from each other. 

    This dream places the player into the graveyard of Kineallen Parish. No matter where they look, upon the horizon, the gold city of Carcosa will be their destination. The players must take 2 posts to travel towards it as their dreamscape morphs and blends together with the memories of their past, distorted – if not of nightmares, then of an unreality nonsensical.

    PART      | CANOVACCIO

    Each dreaming player will start to meet up with each other in the city of Carcosa. How the city of Carcosa appears is up to the players’ interpretation; a shared perception or otherwise individual illusion. For player guidance, an official description is provided below:

    Carcosa is set to a backdrop of a misty, white sky, dotted with blackened stars. Its buildings take inspiration from Michiel Schrijver paintings; surrealist and brutalistic, with their facades devoid of detail, save gaps as windows. Each of these constructions are crafted out of smooth stone, solid as concrete, painted gold. 

    A lake exists somewhere in the city, its surface still, and underbelly dark, of blackened cracked marble accented with white streaks that swirl. Potted Tundra plants litter the city in no discernable pattern, and red tiles that lead players across the Carcosa labyrinth stand out from the stone pavement. At the heart of it all, the largest hall stands as one of the only few circular structures in the land: a theater that is forecasted to house the greatest show of all.

    As a party, the players must look for signs of a way out of their dreams with a modified LD15+. Each player may roll once per post. On failed checks, the next player will roll with an additional +2 LD, which stacks up to +14 LD. On a success, the <<King in Yellow>> will appear.

    The players must defeat the <<King in Yellow>> to progress.

    PART      | CODA

    When the <<King in Yellow>> is defeated, players will continue to remain in their dreams for one additional round, which occurs outside of combat. During this, the Pallid Mask will appear, sweeping away the remnants of battle left on stage. Players may choose to attack them as a post action to end the thread early. The quest completes as the players wake from their slumber.


    Enemies:

    image_f29_tys.kiy.png

    <<King in Yellow>>
    the auteur: ever-present, everlasting, ever-watching.
    with wings of red he fulfills the dream of blood.
    in yours, he fulfills your nightmares, too.

    HP: 895 * (Player Count) | DMG: 355 | MIT: 813 | ACC: 7 | EVA: 7

    DREAMSCAPE | Consumable items, besides Teleport Crystals, are not allowed during combat. Using a Teleport Crystals will wake the player up, failing their quest, but allowing them to retry again. Falling to 0 HP, however, will still result in character death. If the player has <<Survival>> equipped, its potency is increased to +50%.
    CENTER STAGE | The <<King in Yellow>> spawns with 3 <<Mnemotyi>>. The <<King in Yellow>> cannot be killed, only brought down to 1 HP, which ends combat. All of the <<King in Yellow>>’s attacks will be AoE, but will occur only every other round.
    CURTAIN CALL | If the <<King in Yellow>> is not brought down to 1 HP by his 10th turn, combat forcibly ends. The <<King in Yellow>> then deals his (Current HP - 1) to all Players as unmitigated damage. The quest completes successfully if all players are alive upon [CURTAIN CALL]’s resolution.

     

    image_f29_tys.mne.png

    <<Mnemotyi>>
    a simulacrum crafted out of glass: a memory, of joy, despair, or both.
    malleable and disrigid, a formless figment of the imagination, puppeted by the one, the only–

    HP: 250 * (Player Count) | THORNS: 80 | MIT: 50 | EVA: 3

    THREE ACT STRUCTURE | Mnemotyi cannot be looted. All other abilities of the Mnemotyi are disabled. Upon each Mnemotyi’s death, they apply [DEATH OF THE AUTHOR] to the <<King in Yellow>>. [DEATH OF THE AUTHOR] will remove 221 MIT, 2 ACC, 2 EVA from its victim. The party may also choose one of the Mnemotyi’s abilities that the <<King in Yellow>> will gain, bringing it into play. Once an ability has been added to the <<King in Yellow>>, it cannot be chosen again. 

    THE AUDIENCE | Every round, the players' party gains a stack of [ANTICIPATION]. Each stack of [ANTICIPATION] grants +100 Overhealth, +2 DMG, +2 EN Regeneration, +10 Battle Healing, +1 ACC per player, up to a maximum of 5 stacks.
    THE RUN CREW | On posts at the start and end of a thread page (eg. Posts number #20, #21, #40), the attacking player character gains +200 unmitigatable Final Damage to their strike.
    THE ORCHESTRATION | When this ability activates, make a separate roll. Note the CD value rolled. Track the number of turns that pass from the ability’s activation, including the <<King in Yellow>>’s. After a number of turns have passed dictated by the rolled CD value, the turn owner may gain one of the following buffs to apply for that turn itself:

    • ST-B is automatically unlocked for the turn owner, or
    • +5 ACC to the turn owner, or
    • +300 MIT to the turn owner, or
    • +30% HP Recovery to the turn owner, or
    • +50 EN to the turn owner.

    If the <<King in Yellow>> benefits from [THE ORCHESTRATION], he attacks immediately. Damage on his attack on that turn is unmitigatable. He also restores health equal to 10% of the damage dealt. He returns to attacking every other round starting from his next turn.


    Epilogue:

    Spoiler

    The players wake up from their nightmare. Those who feel that something is off may find a white mask upon their face, evaporating into pixels a moment after its removal.

     

  5. Floor 29
    <<Yzaslanik>>
    Party Limit: 4 | 20+ Posts
    Repeatable

    image_f29_yzaslanik.png

    Rewards:

    • 1500 Experience Points
    • 1500 Col Each 
    • Unlocks <<The Yellow Sign>> Quest

    Requirements:

    • Obtain a set of [Graveyard Cleaning Supplies].
    • Explore the cemetery.
    • Defeat the Pallid Mask.

    Summary:

    Occasionally, a harsh storm blows through the Kineallen Parish, leaving the grounds to degenerate from dust and debris. When this happens, a peculiar outlier before the cemetery happens to be a set of gravestone cleaning supplies, manifested when it was once not there. Somehow, the winds seem to cease once it rests in one’s inventory. Perhaps there is more to the graveyard than first meets the eye.

    Outline:

    PART I | THE FLOCK

    Players must gather at the edge of the Kineallen Parish. There, the storm that occurs will make it impossible to move forward. Players must roleplay the retrieval of the gravestone cleaning supplies nearby, which will cause the storm to weaken, but not subside. This will allow them to explore the cemetery grounds.

    The derelict graveyard, while not tended to as far as players are aware, have remained its disposition, with some exceptions from the wear of weathering harsh conditions. However, the newfound pages amongst the site are an oddity, even for days calmer than this one.

    Upon inspection, the ink on these pages have been smudged by a wetness; these words have been pitifully lost to time.

    Players will need to investigate and explore the cemetery. While doing so, players will roll for modified LD. Each roll will result in its player taking an unmitigated 100 DMG environmental damage, regardless of the result. If players do not have <<Survival>> equipped, out-of-combat healing is nullified during this section of the quest.

    When the collective LD has met a threshold of 30, players may proceed to the next step.

    PART II | CULL OF THE LAMB

    Most of the steles in the yard are found crumbling, and the ones still intact are mostly devoid of names. A few larger markers may have its script illegible or vandalized. Finally, the players will come across one still in pristine condition, with its dirt recently unearthed. Its inscription is dedicated to the players.

    From the ground where its coffin would lie rises an ominous figure: The Pallid Mask. Here, as the Parish’s groundskeeper, he is ready to return your souls to the grave.

    Players will have to defeat the Pallid Mask. 


    ENEMIES:

    image_f29_yzaslanik.enemy.png

    <<Pallid Mask>>
    Wields a scythe shaped from bone, sharp enough to catch a glint under the moonlight.
    The mask? It does not have one.

    HP: 1500/1500 | DMG: 150 | MIT: 150 | EVA: 2 | LIGHT MOMENTUM: 1 | HEAVY MOMENTUM: 50

    LONG LIVE | All sources of healing done by Players are increased by 25%.
    NO EYES | The Pallid Mask performs critical hits on an MD7+.
    BIORESONANCE | If the Pallid Mask lands a successful attack, allies of the target will receive half of the Final damage as unmitigated damage.
    TEARS UNSHED | Players are to tally the amount of health restored by allies from any source during the fight. When the Pallid Mask dies, this value is dealt to all Players as mitigated damage. Health restored past a Player’s Max HP should not be tallied.


    Epilogue:

    Spoiler

    In its final moments, it rears up its weapon, past the point of its health bar draining, and executes a final cleave. Precision is its key – while the bluster around the players begin to die down, so too do the pages, now bright yellow, circle around the graveyard and settle in an elaborate design. The Pallid Mask is nowhere to be seen… and yet, in its absence, the hue of gold burns bright, searing, in the night.

     

  6. Floor 29
    <<Nascondino>>
    Party Limit: 4 | 20+ Posts
    Repeatable

    image_f29_nascondino.png

    Quest Rewards:

    • 1500 Experience Points
    • 1937 Col Each

    Requirements:

    • Search for the source of the noise.
    • Interact with the Astragalus Anathema.
    • Attempt to provide aid to the Astragalus Anathema.
    • Optional: Defeat the Astragalus Anathema.

    Summary:

    A brief amble down the streets of Miremore, and all one would hear is a choir, of distant howls from the unrelenting coastal wind, of the soft creaks from the trees, boughs bending from the bluster. The houses here lay dormant, their interiors scattered, devoid of all but the shadow of life. Occasionally, the slams and jostling of doors punctuate the background humdrum, shocking the unaware player, but there is nothing — no one — to write home about.

    On this particular stroll through the city, however, there is but one difference to the norm. A distant muffled cry — part sobbing, part groaning — arises above all other sounds. If there truly is life to be found on the floor, then perhaps it is here and now that players shall find it.

    Outline:

    PART I | HIDE

    Players will need to roll an LD8+ to locate the source of the noise. The crier's origin is upon a high tower of one of the abandoned homes.

    Up the stairwell, each wooden step is coated with a dried vivid blue stain.
    The tower's hold seems to be an attic. Hiding between crates, an individual almost humanoid can be found, their back against the stockpile. One of their limbs seems to be broken, bloodied azure. Instead of a face, however, there seems to be a blooming flower instead.

    At the player's first interaction with the Astragalus Anathema, this individual will start to bolt for an escape instead. They will attempt to dart past the players down into the home below.

    PART II | SEEK

    While the Astragalus Anathema is running away, it will roll for LD with a +5 modifier. Players will need to roll a modified LD that meets or beats the Astragalus Anathema's score to catch them. Each player will have three chances each. Doing so will afford them a chance to attempt to talk to or heal the individual.

    If all attempts to catch the Astragalus Anathema fail, players will need to locate them within the household; this will take three posts as a party.

    Succeeding in catching or discovering the Astragalus Anathema will allow players to attempt to attack them, or use a healing skill or item on them.

    PART III | IT

    In most cases, the Astragalus Anathema will go into a frenzy. With an ear-piercing shrill, they tear at their broken limb, leaving it flailing on the ground behind them as they lunge towards the players. Players must now fend themselves from the Astragalus Anathema.

    If, however, players were to use an "Elven Armor Salve", the Astragalus Anathema will become docile instead. Players may skip the confrontation with the Astragalus Anathema; the quest is considered complete.


    NPCs:

    image_f29_nascondino.npc.png

    <<Astragalus Anathema>>
    Petals wilting, you find them broken, bloodied and bruised.
    Perhaps, if they had a mouth to speak, they would be saying, “Help me”.


    Enemies:

    image_f29_nascondino.npc.png

    <<Astragalus Anathema>>
    Petals wilting, they find you broken, bloodied and bruised.
    Perhaps, if you had a mouth to speak, you would be saying…

    HP: 1500/1500 | DMG: 300 | ACC: 2 | EVA: 3

    BLEEDING HEART | Astragalus Anathema is bleeding out over time. At the start of their turn, they receive 75 DMG.
    RING AROUND A ROSIE | Each player in combat rolls an extra die. This die will also be used for [READY OR NOT]. On a LD6+, if the player does not have the [BLOOM INTO YOU] condition, their HP will match Astragalus Anathema’s current HP. When activated in tandem with [READY OR NOT], [RING AROUND A ROSIE] is to be resolved last. 
    READY OR NOT | Each participant in combat rolls an extra die. This die will also be used for [RING AROUND A ROSIE] if applicable. On a CD4+, this ability will activate, alternating its effects for players who have the [BLOOM INTO YOU] condition or otherwise. If the player does not have the [BLOOM INTO YOU] condition, they will obtain it, swapping their current ACC & EVA with Astragalus Anathema. If the player has the [BLOOM INTO YOU] condition, they will lose it, swapping their current ACC & EVA with Astragalus Anathema. If this ability activates on Astragalus Anathema’s roll, the ability’s effect is applied against the player with the highest hate. The [BLOOM INTO YOU] condition will last until it is removed or Astragalus Anathema is defeated. When activated in tandem with [RING AROUND A ROSIE], [READY OR NOT] is to be resolved first.


    Epilogue:

    IF THE ASTRAGALUS ANATHEMA WAS SLAIN IN COMBAT

    Spoiler

    Unlike most enemies that shatter into fractals, the Astragalus Anathema instead dissolves at the player's feet, form unstable. They melt into a mix of blue and white liquid, disappearing underneath the house's floorboards, pooling at the front house of the home they were found in. The last noises they made were ones steeped in pity, regret, and forgiveness. For what, however, no one may ever know.

    IF THE “ELVEN ARMOR SALVE” WAS USED

    Spoiler

    Unlike most enemies that shatter into fractals, the Astragalus Anathema instead dissolves at the player's feet, form barely stable. They crumble progressively, slow yet twisted — their petals curl over their florets as their body gives way, and for a moment, there is a human face in the abomination. Their eye, hued opal, blinks once before closing in sorrow, never having a chance to open again. 

    What is left of the Astragalus Anathema melts into a mix of blue and white liquid, disappearing underneath the house's floorboards, pooling at the front house of the home they were found in. The last noises they made were ones steeped in pity, regret, and forgiveness. For what, however, no one may ever know.

     

  7. Floor 29
    << On The House>>
    Party Limit: 4 | 20+ Posts
    Repeatable

    AD_4nXe84rJ1DLunTsyG5QhaiXmokzs3FEg1zoqV

    Quest Rewa̴̧̡̛̫͇͉͍̗̠͙̙̔͆̾̽̇̕͠r̵̨̢̡̞̝͈̳̱̖̥͊̏̐̀̊̀̕̕͜͝d̶̥̱̪̺̱͆́̏̓͗̓̄̄͗̏̕s̴̰̤͉̮͔̹̑̊͌͂͠:

     

    • 0̷̤̑͊0̵̺̱̠̖͈̻͕̫̻̓0̶͚̜̍̒̒̂̌̈́̾̊̋͗̾̊̈͜͝͝0̷̧̛͖͉͍͓͈̙̱͈̖̻̮̩̀̈̀̅̽̄̇̽̽̽̀͌͠0̷̧̥͎͙͈̟̹̲̹͈̟̩̭͋͋̆̽́̊̕͠0̶̢̹̝̺̞͎̦̤̪̏͊̔̈́́̌͑̊̂̈́͋͌̚̕͝ͅ  Col
    • 0̷̤̑͊0̵̺̱̠̖͈̻͕̫̻̓0̶͚̜̍̒̒̂̌̈́̾̊̋͗̾̊̈͜͝͝0̷̧̛͖͉͍͓͈̙̱͈̖̻̮̩̀̈̀̅̽̄̇̽̽̽̀͌͠0̷̧̥͎͙͈̟̹̲̹͈̟̩̭͋͋̆̽́̊̕͠0̶̢̹̝̺̞͎̦̤̪̏͊̔̈́́̌͑̊̂̈́͋͌̚̕͝ͅ. EXP
    • Unlocks the <<Lightweight>> status.
      • Players with the <<Lightweight>> status active will feel the effects of drinking alcohol. Please use responsibly.

     

    R̴͚̜̬̙̬̣̦͑̈́̍͗̌̋͒̐͝͝e̶̢̛̺̱̖͈̜̟̗͎͖̯͋͐͊͆̃́̾̃͜q̵̡̢͇̭̣͇͉̰̗̰͇̩̋͘ͅͅuirements:

    • Travel to H.P's Tavern in Ilridge.
    • Find the receipt of purchase and accept the quest prompt.
    • Travel to the Southern docks and wait for the ship.
    • Explore ship and unload the crates and barrels of alcohol.
    • Travel back to H.P's and deliver payload to the basement.
    • Have a drink, on̵̳̈́͌͋ ̷̡̢̫͑͆̅t̶̝̦̋̔ͅh̷̹̓̃ę̶̖͋̆͛͝ ̶̨̔͑̔h̵̘̄o̵͕̎̀̈͌͜ú̴̳̫͉̚͜ş̸̲̗͕̓̾ȩ̷͔͋

    Sum̵̘͂m̴̟͓͎͉͂͝à̸̲̳͒͑ry:

    H.P's is one of the only taverns in Ilridge. You feel a draw towards the establishment, as if numerous, smiling faces recommended it to you. But you have not crossed paths with a single soul on this floor, other than the fellow player who seems just as curious as you do. Broken tables and overturned stools make it a bit difficult to find anywhere to sit, though you will not be placing your order with the bartender anytime soon. 

    Behind the bar is just as empty as the rest of Ilridge, save for numerous bottles covered in dust and grime that line the shelves. A single lantern remains illuminated on the countertop, with a mysterious document resting underneath it. Strangely, the note is not as aged or dilapidated as the rest of the interior, almost as if it was just written within the past couple of weeks. “Shipping Manifest” it reads, with multiple lines of orders underneath it. 

    As you eye over the various wines, ales, and spirits being shipped, you are met with a prompt to accept the quest. Looks like you’ll be the one accepting the delivery on (Bar name’s) behalf. 

    O̷̻̯͌̊͑̓utlin̶̯̽̓e̴͍̋̓

    Using a horseless wagon found outside the bar, travel to docks, retrieve the cargo, and return. A simple fetch quest made interesting by the chaotic energy of this floor. At each milestone, you will need to roll an LD (Natural Results) to determine a random encounter. No encounters should provide any actual threat to the players, unless they wish to do so themselves.

    Please make sure to read over all of the plot points and encounters below.

    Waiting at the Docks - Only the party leader rolls this LD.

    1-5

    You swear you see something monstrous out in the ocean. But as you avert your eyes for just a moment, the image is gone. Replaced by the slowly growing image of a sailing ship.

    6-10

    You see the ship far away, on the horizon. You blink and suddenly the ship is right upon you, and much bigger than you were expecting.

    11-15

    As the ship approaches, it is struck by a bolt of lightning. The first deck of the ship and its masts are ravaged, but the lower decks - and the cargo - seem intact. 

    16-20

    The brigantine does not dock, and instead tears through the dock, before beaching itself.

     

    Once the Ship Arrives

    Spoiler

    As you step onto the vessel, or what’s left of it, you see that most of the cargo is still intact. Various barrels and crates stacked atop each other below the main deck. However, that is all that seems to remain. A single lantern flickers dimly above a circular table, the contents of spilled tankards dripping onto the floor, while bread and cheese infested with mold sit idly on plates. From what you can tell, no life remains on this vessel - aside from your own.

     

    Unloading the Cargo - Each player rolls an LD. Encounters can be handled individually, or as a group. But one result will be assigned per player.

    1-4

    You find one person on the ship, if you can call them that. An undead, fish-person with eerily long arms. They clutch a broom in their hands and they slowly sweep the deck, specifically behind you (the roller) as you explore the ship.

    5-8

    You see a small creature about the size of a rat, but some otherworldly monstrosity you could never even imagine. It shrieks and runs away into the shadows. 

    9-12

    You find a barrel of wine that is leaking profusely. Its flow seems never ending. It tastes a bit flat. 

    13-16

    You hear a voice that only you can hear. It speaks in tongues but you understand. Terrible things whispered into your ear, Once you depart from the vessel, the voice is no longer with you.

    17-20

    You find a sack of Col. If you decide to pick up the bag, the coins become spiders. They vanish as you come to your senses. The bag you are holding has no spiders, no gold.

     

    Once the Cargo is Retrieved

    Spoiler

    No trace of the ship remains after you step from its deck. A slow cloud of fog drifts off to sea, regardless of the direction of the storming winds. With the wagon in tow, you slowly make your way back the path you came to H.P's.

     

    Travel BackEach player rolls an LD. Encounters can be handled individually, or as a group. But one result will be assigned per player.

    1-4

    You pass a scarecrow that moves every time you take your eyes off of it. It disappears as you enter the bar.

    5-8

    The storm becomes severe and downs a tree in the road before you.

    9-12

    You, and only you, see yourself walking in front of you. They mimic your every move, before violently turning their neck to look you in the eyes. The moment you lock eyes, they are gone.

    13-16

    Only you hear a murder of crows cawing your name over and over from the trees above. You swear one calls you by your real world name. But there are no crows. Or anything, as far as you can see.

    17-20

    One of the wheels pops off the wagon. As you rush to fix it, you hear the sound of something giggling and scampering towards you. You never see what it is as you get back on the road.

     

    Unloading the Cargo

    Spoiler

    Finally arrived back at H.P'syou open an angled cellar door on the outside of the building. It’s dark, but a single light hanging from the ceiling flickers, illuminating the basement just enough. Down the stone stairs, you place the barrels and crates with no particular guide on where to set them down. Despite, once all of the containers have been placed, you will receive a prompt to return to the bar for your reward. 

     

    A Drink on The House

    Spoiler

    No bartender to pour the drinks, but a glass sits on the counter in front of you as you return upstairs. Another prompt appears, [Have a drink, it's on the house] Each player will roll a CD to determine the random drink that was chosen for them. The player will feel the effects of the alcohol. If they choose to drink at least one drink, they will be granted the <<Lightweight>> status effect. They will continue to feel the effects of alcohol the more they consume.

     

    1

    Mead

    7

    Spiced Rum

    2

    Grog

    8

    Champagne

    3

    Warm Sake

    9

    Dry, Red Wine

    4

    Peach Cider

    10

    Whiskey

    5

    Cold Beer

    11

    Cinnamon Vodka

    6

    Plum Wine

    12

    Fruity Cocktail


     


    E͙ͧp̠͓̩̫̊ͨͯ̄͒́͒i̸̷͎͈̺͍͚̖̟͓̯̖͒ͧ̽̆͊͗̃̓͆̕̚_̧̰̘͋̃ͬl͓ơ̝̩̟͖̓̑̀͗ͅg̵̴̡̛͓̹͕͇̳̫̲̳̃ͭ͛͑̀̈̋̉͐̈́ͤ̉̆̀̚̚͜͟͜͢͢͜͡u̡̦͍̟͈̜̩͕̼̮̙̖̍͌̒͛͐̓ͮͨ̍͂̏̂̂͌ͥ̃̃̈̈́͠ę̩̱̟͉͙̤͔̥ͪ̎͋̀:̨̐ͧ̉

     

    Spoiler

    Placing the last of your drink on the counter it had mysteriously appeared upon, you are met with a familiar prompt.

    [̸̧̡͎̗̦̺̲̦̼̯͇̪̣̗̋̔͋̓̍̂͛̃͘̕Ĥ̵̛̳͍̣͍́̇͂͗͛̐͛̏̆͋͝ave a drink, it's on the house].

    The glass fills once more before your very eyes. If one should partake once more, the message would repeat.

    [̸̧̡͎̗̦̺̲̦̼̯͇̪̣̗̋̔͋̓̍̂͛̃͘̕Ĥ̵̛̳͍̣͍́̇͂͗͛̐͛̏̆͋͝ave a d̸̹͚̦̟͈̱̼̞̤̝̺̲̿̍r̶̰̱͕̬̼͔͔͈̆̾́̈̑̏͛̔̄͘͠i̷̫̝͓̦̒͒͂̽͗̈́̆̓̾̀̋̚ṇ̸̡̛͚͉̼͉̮̹͋̃͌ͅnk, it's on thh̵͉̲̠̪̪͚̱̞̫̜̞͙͙͆̒̂͌̃̈́͘͝ě̸̢̧̛͙̝͎͕̯̮̈́̾̉̽́̂ ̵̧̢͇̠̭͎̲͚̝̽̀͑̈́͊͝͠ͅh̷͔̻́̿̓͂͑̈́̈̌̐use].

    An endless cycle.
    A quest that could not be completed.

     

     

    Note: Players are technically blocked from completing the quest due to the glitches this floor experiences. The <<Lightweight>> condition that was applied for your celebratory drink seems to follow you outside of the bar... and even onto other floors. If players wish to remove the <<Lightweight>> condition, they may do so by ‘Forfeiting the Quest’ in a post. Players will need to repeat the quest to obtain the status once more.

  8. <<Floor 29>>
    F29 (1).png

    Perhaps a welcoming and beautiful land in times long gone, floor twenty nine now suffers beneath the wrath of incessant storms. The large island sits surrounded by oceanic waters that wear away at its edges, and the rain pours, unrelenting, as if to wipe away any and all trace of the once vibrant population. Cities of varying size dot the lands, connected by roadways that have not seen crossing traffic in times immeasurable. Although evidence of life remains in the buildings that still stand, no signs of the previous residents can be found. Instead, there is only an eerie heaviness to the air, as if something watches from the shadows. There are no NPCs whatsoever, nor do there appear to be any wildlife, in the traditional sense. Where one might expect to see rats scurrying through alleyways, or deer loping through meadows, there are only abominations straight from a science-fiction film. Some merely shamble aimlessly, apparently oblivious to the Players that explore the lands. Others, however, take great pleasure in hunting the unsuspecting tourists. Then, of course, there are god-like behemoths who emerge from oceans' black waters, who cannot be bothered by such puny, pathetic humans. Perhaps the most important and alarming fact for Players - there are no safe zones on the twenty ninth floor.

    Main Settlement:

    <<Ilridge>>

    Illridge.jpg

    Before the floor's sudden decent into darkness, Ilridge was the largest city. People traveled from miles away to trade, work, and meet up for a drink in the famed tavern, H.P.'s. The streets bustled, the shops did a lively business, and the people thrived in this place of peace and prosperity. The city is hardly recognizable now. Curtains billow through open windows, like fingers grasping blindly at Players passing through the empty streets. Lanterns continue to hold a faint glow, though their owners have since vanished, and the light offers little in the way of comfort. The wind whips through the narrow alleyways, sending wooden signs swinging wildly. It is accompanied by heavy rain, and the occasional clap of thunder or fork of lightning. The chilling whisper of disembodied voices seems to lurk just below the surface, though it is difficult to tell if they are real, or just a biproduct of the ghostly atmosphere. While there is no sign of any life within the buildings, or the pathways that stretch between them, there is an almost eerie sensation of being watched - as if there are eyes within the homes themselves, staring down upon those who dare to pass over paths once well-traveled. 

    Sub-Settlements:

    « Miremore »

    Spoiler

    Miremore.jpg

    Once a bustling fishing city, Miremore now offers nothing but unease and the stench of rotting fish. The empty streets are filled with the drum of rain, the crack of thunder, creaks from abandoned buildings, the lapping of water against dock, and the unsettling groan of forgotten ships pulling against their mooring.

    Other Locations

    « Kineallen Parish »

    Spoiler

    Parish.png

    The bell's toll echoes from the belfry of the lone church at the top of the hill. Its graveyard, tightly embraced by the low hanging fog, has become home to its new denizens. What was once a shining beacon of faith and redemption now radiates an air of judgement and damnation. Some say you can still hear the faintest of chants echoing in the now vacant and dilapidated church, though the chants are not of holy origin.

    « Graycott Point »

    Spoiler

    Point.jpg

    A beacon to the ships that once sailed The Black, now the lighthouse reveals only empty sprays and swells. Still, it stands like a silent, stalwart soldier over the natural chaos and anger of the dark waters below. As the light at its peak continues to shine brightly, every so often, the shadow of what may once have been the keeper can be seen in the windows - gone from sight once one truly attempts to focus.

    « Donoghue's »

    Spoiler

    Inn.jpg

    A popular stop to those passing onto the northern lands, Donoghue's Inn & Tavern once served any who walked through its doors. Like many other locations of note, Donoghue's now stands as a reminder to the civilization that once was - little more than softly lit buildings that stand alongside streets that haven’t been used in times unnumbered. Unlike other areas that radiate an eerie silence, Donoghue's seems to ring with the continuous sounds of something still living - the soft shifting of doors in frames, the rattling of glass and cutlery, and even the faint whispers of conversations from years before.

    « The Black »

    Spoiler

    Black.jpg

    An endless expanse of dark and stormy sea. It serves as the main border of the floor, only ending at the edges of the floating castle, though one cannot see such an end. It gets its name from the churning waters devoid of color and littered with the remains of old sailing ships. Many horrors live within The Black, though most assume them to be hallucinations. The dark delusions consist of figures drifting over the surface, occasional tentacles raising to pull another victim to its depths, and other various nasty oceanic life sure to trigger even the smallest form of thalassophobia.

    Transportation

    Traversal between locations is done solely by foot. The only exception is the occasional, barely sea worthy single mast sailing ship found along the shores for traversing The Black.

    Common Mobs of Floor 29

    Spoiler
    • Deep Ones: Half fish half frog like creatures that commonly gather around the shores of The Black. Occasionally you can hear them chant in some unknown language to some unknown entity. They are outwardly hostile to any who would seek to disrupt their worship of their Dark Lord.
      • Variants: Scion, Bishop, Cultist
      • Location: Shores of The Black, Graycott Point
    • Shamblers: These twisted humanoid forms are enough to drive even the most sound minds to the point of insanity. Their head is insectoid in form and its four limbs twist in all directions as it shambles towards its prey, flickering in and out of existence. A frigid wind swirls around this mob, crawling under your clothes like an unwelcome winter breeze.
      • Location: Anywhere
    • Formless Spawn: By all technicalities, these are oozes, though they don’t move like it. These organic blobs of thick, inky black organic material change form rapidly, creating rope-like tentacles and creating mouths, legs, and other appendages seemingly without pattern. They move silently despite its seemingly chaotic movements, though most claim to hear the sound of a babbling brook or trembling pool of water.
      • Location: Anywhere
    • Mi-GoHideous crustaceans possessing multiple jointed limbs and two fanlike wings extend from their carapace. Their heads are brainy protrusions covered with tiny bristles that nauseatingly cycle through an array of clashing colors.
      • Variants: Scout, Warrior, Dimension Walker
      • Location: Anywhere
    • Moon-Beast: Unusual scents follow these gray toad-like beings. A cluster of pink, worm-like sensory tendrils writhe from their noses. As they move, they taste the air with a tiny eerie sucking sound leaving most simultaneously terrified and nauseous.
      • Variants: Priest, Vassal
      • Location: Kineallen Parish

    « Floor 29 Labyrinth »

    The labyrinth of the twenty ninth floor is at the center of a large landmass within The Black. Tendrils of corrupted energy cling to the tower’s exterior like creeping vines. Inside the dark forces that have been plaguing the floor are far more concentrated than the floor around it. The echoes of pained wails and damned souls permeate the walls, suggesting the source of the floor’s dark corruption lies within.

    A scouting party consisting of no more than four Players must roll a combined 300 LD. 
    Be advised, the process for locating the boss room has changed. Please refer to the updated guide. 

    Quests:

    <<On the House>>
    <<Nascondino>>
    <<Yzaslanik>>

    Labyrinth: Unknown.
    Boss: Unknown.

  9. Diwali 2024 has reached its conclusion. Thank you for participating!
    Please look to the following for your individual thread rewards. We hope you've enjoyed the festival!


    Thread Summary
    #please contact @NIGHT for discrepancies in rewards.

    notes: issuing guild tokens to firm anima, the tracker's alliance members.
     | tracker's alliance: +1 token to pollux, morningstar, wulfrin, scarlet firefly, asura, iruma, siren, bistro, kingsley, bee. +4 tokens further to bistro as treasurer.
     | firm anima: +1 token to freyd, foyle, rencesvals, jeeves, katoka. +3 tokens to simmone as treasurer.

      EXP Col Tier Post Count Diya Lighting Gyan Chauper Additional Rewards
    Total Word Count: 23,786 | Group Factor: x0.5
    3ulogy 548 (2378.6 * 0.5) * (2/5) * 1.15   1 6 1.15 Dragon's Jewel (1)
    For completing Of Celebrations Near and Far, all players will receive the following:

    3 mon


    Devaloka Fragment (1) | Consumable
    Allows its user to skip the searching portion of the <<Feeding your Enemy>> quest. If the player fails to tame the creature, they will have to find it again by the searching rules in the quest. Can also be used to change a familiar’s appearance to a form of itself based on illusory light. Single-use item.


    Swan Feather (3)
    Name Tag Consumable


    Lotus Stickers (3) | Single-use Consumable
    +3 LD to foraging or +2 CD to fishing per thread. Untradable.


    Amenity Unlock:
    Diwali Diya
    Upon thread closing, this player obtains an additional +3 * Loot Minimum Mob HP col for every 5 authored posts.
    Andromeda 476 (2378.6 * 0.5) * (1/5)   2 3   Dragon's Jewel (1)
    Arabelle 1,095 (2378.6 * 0.5) * (1/5) * 1.15   4 3 1.15 Laddu (5)
    Asura 0     1 2   Bloodcrystal of War (1)
    Bee 0     1 1   King’s Core (1)
    Chameleon 0     1 1   Laddu (5)
    Escudo de Protection 0     1 1    
    Iruma 0     1 2   Bloodcrystal of War (1)
    Katoka 0     6 1   Laddu (5)
    Kingsley 0     1 1   Gulab Jamun (1)
    Mishiro 1,513 (2378.6 * 0.5) * (2/5) * 1.06   3 7 1.06 Laddu (5)
    Morningstar 1,666 (2378.6 * 0.5) * (1/5) 250 7 3   Bloodcrystal of War (1)
    Pinball 2,205 (2378.6 * 0.5) * (1/5) * 1.03 321 9 3 1.03  
    Scarlet Firefly 238 (2378.6 * 0.5) * (1/5)   1 3   Laddu (5)
    Siren 0     1 1   Dragon's Jewel (1)
    Acanthus 32,495 (2378.6 * 0.5) * (4/5) * 1.15 4874 6 12 1.15 Death’s Song (1)
    In addition to above rewards:

    Festive Lassi (1) | Consumable
    +1 CD for one thread or a day's worth of crafts/appraisals.


    Experience Boon | Untradable. Applied upon thread closure.
     | Total items submittted: 5823
     | Total EXP gained: 23292xp
    Basuke 23,292     2 2   Gulab Jamun (1)
    Bistro 23,768 (2378.6 * 0.5) * (1/5)   2 3   Laddu (5)
    Demian 23,292     2 2   Laddu (5)
    Foyle 23,292     2 2   Padma (1)
    Freyd 39,631 (2378.6 * 0.5) * (3/5) * 1.15 5945 18 9 1.15 Laddu (5)
    Iris 23,292     1 2   Peacock Feather | Tier 1 Trinket | LD I
    Jeeves 23,768 (2378.6 * 0.5) * (1/5)   2 3   Blessing of Barkskin (1)
    Marquis 23,292     1 1    
    NIGHT 30,354 (2378.6 * 0.5) * (1/5) * 1.15 4553 15 5 1.15 Bloodcrystal of War (1)
    Pollux 23,768 (2378.6 * 0.5) * (2/5)   1 6   Laddu (5)
    Rencesvals 23,292     2 2   Blessing of Barkskin (1)
    Shikari 23,292     1 1    
    Wulfrin 24,482 (2378.6 * 0.5) * (1/5) 3672 5 4   Dragon's Jewel (1)
  10. Floor ??
    <<Ravana's Revenge>>
    Party Limit: 4 | 20+ Posts
    Repeatable for mon

    2024_diwali_eventquest_01.png
     

    Quest Rewards: 

    • 1,000 EXP each
    • 15,000 col each
    • 1 mon each
    • Per Player: Choice of Demonic Shard (1) or Gleaming Scale (1)

    Requirements:

    • Piece together a Veena.
    • Locate the Crimson Fairgrounds.
    • Defeat <<Demon King Ravana>>

    Summary:

    The evening culminated in a writhing flame of gold and red, dancing to a faint rhythm through the staging grounds. This zone had been carved out and forgotten, it seemed, for all other times of year; but in this moment, it was sacrosanct. Starlight dimmed overhead as the heat of lantern light swallowed the world, a tempestuous wind flirting with fire rather than dousing it. The faceless dancers twisted and entwined, but never seemed to look your way. Their minds were elsewhere, their attention already bought and paid for by another.

    One woman, however, though similarly faceless, holds out both hands, cupped. She expected something from someone, though she lacked the voice to say who. Though this fairground was intended to be for those who stood victorious, those who sought wisdom, and those who would finally be free, it shared another purpose.

    As you place the Veena in her waiting grasp, her fingers grasp at it with familiarity. The space where her eyes should have been ignited, deep, golden flame burning through the darkness. Etched there now were striking, even beautiful features that did not exist moments before.

    “My Lord hath been expecting thou,” the voice came, though it lacked for all inflection and in fact, sounded androgynous. “He hath waited far too long.”

    Outline: 

    To begin <<Ravana’s Reprise>> quest, players must assemble a Veena with the four different strings obtainable from the event quest <<Purusartha>>. This will take one player’s post action in the thread. This assembly may occur alongside the use of consumables. The strings will be consumed and removed from the player once this occurs.

    Next, players must locate the Crimson Fairgrounds, a secret location within Aincrad that exists in light of the Diwali celebrations, discoverable on any floor. The Crimson Fairgrounds will be found on an LD10+ with modifiers. Once the location has been found, the party may engage <<Demon King Ravana>> in combat.


    2024_diwali_eventquest_02.png

    <<Demon King Ravana>>
    An ancient evil now unfettered and unchained, yet merely a glimpse of its former glory. Cocky, stern and unstable, Demon King Ravana wields a demonic fire and multiple blades, carried by multiple disembodied arms that sprout from his back.

    HP: 1400/1400 | MIT: 75 | DMG: 150 | ACC: 2

    Abilities:

    OF MANY ARMS | On his turn, <<Demon King Ravana>> ignores hate values, and will attack all players in the party by rolling against them individually. 

    TENFOLD ROAR | On a CD9+, <<Demon King Ravana>> applies [TEMPERED] to all players in the party. [TEMPERED] is a debuff that lasts for 2 turns and applies the following: -1 EVA, -2 ACC.

    WARLORD | On a critical hit, <<Demon King Ravana>> applies both [BLEED: 24 DMG/2 turns] and [BURN: 28 DMG/2 turns] to his target. Ravana gains Phase on successful attacks against targets suffering from BLEED. Ravana also restores health equal to the amount of damage suffered by the party from BURN.

    LIGHT OVER DARKNESS | <<Demon King Ravana>> may only fall below 1 HP if it suffers from a source of burn damage (Burn, Flame Thorns, Flame Aura, Hellstorm, TECH-G).

    TIER LOCK | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

    Epilogue: 

    Spoiler

    Upon Ravana’s defeat, the shades that once manned the Crimson Fairgrounds seem to dissipate into the aether, alongside its ruler. What remains is the location itself, now unmanned and unguarded, but awake still with lights of lanterns and lamps. Though evil has been vanquished that day, a promise on the wind echoes of the king’s eventual return.

     

  11. Floor 27
    <<Purusartha>>
    Party Limit: 4 | 20+ Posts
    Repeatable

    image.png


    Quest Rewards: 

    • 500 EXP each
    • 2,000 col each
    • 1 mon each
    • Any collected Flower Petals
    • Each player obtains one of the following each for completing their journeys to the territories:
      • Dagan | String of Dharma
      • Srona | String of Kama
      • Braso | String of Moksha
      • Ordsea | String of Artha

    Requirements:

    • Roleplay obtaining the quest from a Diwali attendant in Ronbaru.
    • Complete the journey to one out of the four regions of Floor 27.

    Summary:

    Despite the festivities going on in Ronbaru, trade and travel between the settlements doesn’t slow. In fact, players alike are being roped into helping out the floor residents more than ever with the rise in its hustle and bustle. Those who are interested in participating will be invited to deliver packages while bouncing between the different cities, encouraged to attend their different local cultural celebrations.

    Outline: 

    Players will start their quest in Ronbaru, taking freight from a Diwali attendant to deliver to the different cities around the twenty-seventh. Players will need to visit at least one city and complete its roleplay requirements to complete the quest, however, they may choose to visit multiple cities in a thread. 

    Each city may only be visited once per thread. Cities may be attended to in any order. It will take the party two posts to reach a different city; this is not considered a post action. 

    Upon reaching a city, each player must then take a post action each to complete their journey. This represents either their submission of delivery items to a local, or partaking in the activities that occur within the region. This post action must be labeled clearly across all party members.

    Players may earn Flower Petals equal to the LD rolled when gathering or acquiring combat loot during this quest. This may occur on posts where Players are not using a post action to complete their journey to a city.

    VISITING VESH, DAGAN

    Dagan, to the North, handles most of the food production on the floor. Surrounded by fields despite its mountainous terrain, each wagon that passes out of Vesh would be decorated with flower garlands of various shades of yellow. 

    The people in this city celebrate Diwali humbly, reaching out to foreigners for help with the townsfolk’s most recent harvest, but also doubling this opportunity as an invitation to experience their way of life. Mountain springs, often reserved for locals to use as baths, are also open to the public on this occasion as part of a ritual to wash away one’s negative energies. Many families gather in the town square to relish in the newfound peace, making paper effigies to ward against omens, and exchanging gifts as a sign of good will.

    VISITING YVLON, SRONA

    Srona, in the East, is the crafting capital of the floor. Along the way to Yvlon, players will be able to spot a number of gatherers looking for raw materials in pursuit of new creations.

    Residents of Yvlon craft and furnish different altars by each of their workshops, not only to show off their prized tools, but also to provide material tribute to the gods and muses they seek blessings from. Different explorers and inventors gather at a makeshift bazaar at the heart of town, offering to each other their creations and sharing in the joys of their own discoveries. For a few, a trial of courage involves making the trip over to the Blooming Grove to leave food offerings to the Guardian that exists there.

    VISITING TARGOK, BRASO

    Braso, of the West, is home to the hardiest of individuals on the floor. In the cold, warriors can be seen either patrolling the wilderness, or challenging themselves to a test of fortitude, enduring the frost.

    Despite the winds, a bonfire has been lit in the center of Targok, where many residents can be seen partaking of a welcome feast. Some may take the opportunity of the gathered crowd to host small events; reciting poetry, holding soliloquies, or even engaging in philosophical debates. A common ritual for newly enlisted soldiers is to visit the Cave, and meditate upon how they may best combat their insecurities and fears.

    VISITING LICHTEN, ORDSEA

    Ordsea, down South, houses the brightest minds and wealthiest patrons across the floor. A fair number of wagons would be gathered by Lichten’s entrance, indicating the amount of foot traffic the city receives on a regular basis.

    Visit any establishment and it becomes obvious, between the food and drink, how merry its residents become during the celebrations. Lichten residents enjoy games of luck, chance and strategy, of dice and cards, believing in them to determine their future within the coming days. The spoiled and wealthy are quick to hire those who are willing to offer their skills to bring blessings into their home: craftsmen or those with deft hands to create rangolis upon their floors, or the hardworking to light their lamps and clean their rooms. On occasion, passersby would be invited to attend a calming ritual featuring a choir of bells, blending performance and prayer in a harmonious sanctuary.

    Epilogue: 

    Spoiler

    With their journeys complete, players traveling back to Ronbaru may note the sight of its everlasting golden glow against the sky’s dying light. While the festival continues underway, and there remains an understandable need to make the trip for yet another delivery in the future, the hero’s statue that becomes visible as they draw closer to home is their reminder of the celebrations owed to the present.

     

  12. Vanity Faire

    Spoiler

    # personnel of the vanity faire are available as flavor NPCs; feel free to interact with them how you like.


    Sarasvati’s Cosmetics2024_diwali_vanityfaire_01.png

    An artisan renowned for her henna tattoos and hand-crafted traditional clothing. She works from a large purple marquee, open for customers to browse art and clothing. The wait for henna services is long, so be sure to get in line quickly! Her voice is gentle and enamoring. "Hello. How might I be of service today?" She greets her customers. 

    Sarasvati's marquee can be found on the east side of Ronbaru. All items obtained from Sarasvati are purely for the sake of vanity.

    Colorful traditional wear line her displays. Sarees, kurtas, and a variety of gowns—all for sale during the celebrations. "Could I interest you in some henna? I think it would look lovely on you."


    Agni’s Kitchen

    A happ2024_diwali_vanityfaire_02.pngy-go-lucky fellow with impeccable taste and cooking mastery works away in his outdoor kitchen. His menu is vast, and largely traditional; chicken and lamb cooked in tandoor ovens, sweets on display for the holiday season, rice dishes topped with sauces and curries. "Welcome! Find an empty seat and I'll be with you in a moment!"

    Agni's stall can be found on the west side of Ronbaru. All items obtained from Agni are purely for the sake of vanity.

    "You look hungry! What can I get for you?" Agni will ask. He has a sharp memory and quick hands—you won't wait long for your food!


    Ashvini’s Stable2024_diwali_vanityfaire_03.png

    A timid, young girl runs a stable at the edge of town. She is polite and greets the customers that pass through; however, her voice is quiet, only above a whisper. "H-hello. Are you looking for a mount?"

    Ashvini's stable can be found on the south side of Ronbaru. All items obtained from Ashvini are purely for the sake of vanity.

    Ashvini is most comfortable around her animals. Ponies and mules fill the stable, decorated with garlands and painted with bright colors. "Please make sure to take good care of them." Feed for the animals has been prepared as well—a mix of hay, grass, and grains. "Take as much as you need!"

    ★ Event Activity: Diya Lighting

    Spoiler

    2024_diwali_activity_01.png

    Opposite the monument, an open area has now been claimed by a young lady in light robes. Surrounding her is a number of flame-lit lights, from diyas to candles to paper lanterns and more. On approach, she nods from her seated position on a cushion on the floor. “Hello,” she greets. “My name is Dayanita. I’m currently helping with the festivities, managing our lights. By having some prepared here, we can make sure they would be ready to be replaced elsewhere by swapping them out once they’ve been extinguished.”

    To a select few, Dayanita would rise from her seat. “Um, it’s about time for my coworker to come pick these up, but I suppose he’s likely to be busy. Would you mind carrying some of these to him? It would be of great help to me. I’d rather not leave my post...” Should the player accept, she would stand up and offer the lights, unlit, with two hands, before taking a deep bow. “My thanks!”


    Details:

    To aid with the festivities, players may help Dayanita carry lights over from her station to a <Lamplighter> NPC. This trip will take players around Ronbaru. Players will be invited by the NPC to set the lights they carry aflame at the end of their journey, before they are used for its replacements. 

    Players may carry up to five lights — each light has an inscription on it that acts as a prompt. These prompts give each player space to reflect upon their journey in Aincrad thus far — be it in a verbal or mental manner. Each prompt requires 100 words that do not contribute to the base requirement of 150 words per post. For each prompt answered, players will receive a stacking +3% XP boost come thread closing, up to a maximum of +15% XP.

    Prompt List:

    1. ‘To our parents who guide our journey, we grant of you this blessing.’
    2. ‘To our friends who walk alongside us, we grant of you this blessing.’
    3. ‘To our siblings who stand with us, we grant of you this blessing.’
    4. ‘To our partners who stay with us, we grant of you this blessing.’
    5. ‘To those who will come after us, we will owe to you this blessing.’

    Rules:

    • Each character participating in this activity must have two bookend posts: one to receive the lights, the other to set their light aflame and/or pass it onto the <Lamplighter>, once they’ve completed all prompts they wish to answer. These posts must be marked clearly to allow ease of review come thread closing.
    • Prompts may be answered across multiple posts. Players may fit all prompt responses into one post if they so choose, or space them out across posts. Note that these posts must fit in between bookend posts as dictated above.
    • Players are encouraged to interpret the prompts however they like.
    • Players do not need to answer all prompts when participating in this activity.

    ★ Event Activity: Pallankuli

    Spoiler

    2024_diwali_activity_03.pngOne of the stalls is devoid of a counter. Rather, the table for it has been pushed to the back, but a few smaller, ornate ones dedicated for its visitors to sit on the floor have been accommodated. A young boy with an unusual headband pipes up to passing players, with a yelp and a wave. “Are you interested in playing some Pallankuli? It’s a strategy game, originating from Dagan and Srona, but it’s great fun! And I have some trinkets for you to take home if you try!” 

    On approach, he gets excited. “Okay, great! So all you have to do is drop some crystals into each of these indents in the board…” The kid demonstrates his technique with speed and finesse, before allowing players to do the same. “Everyone gets to distribute these once a round. Make sure to take turns!”


    Details:

    This is a collaborative activity that requires the participation of multiple players in the event thread to complete. 

    Each player has three (3) chances to participate in each game of Pallankuli. Upon participation, Mon rewards will be distributed at the end of the thread to players who have participated. Each completed game of Pallankuli will award all participating players bonus Mon.

    Each game of Pallankuli will begin with the setup below:

    GAME #1

    555   555   [0]
    555   555   [0]

    Each number in the first and second row represents a kuli, or cup. This number represents the quantity of crystals in each kuli. Players participate by selecting a kuli, taking the number of crystals indicated upon it and distributing them, one at a time, to the kuli that precedes it, in a left-to-right manner. Note that this distribution swaps to the start of the other row on an overflow.

    Example
    Moving five (5) crystals from Row #1:

    GAME #1

    550   666   [1]
    655   555   [0]

    The kuli on the right of the setup, notated by a number in brackets, is referred to as the pasu, or counter. Crystals in the pasu are claimed by all players as part of their victory condition, and cannot be chosen to be distributed from. Once all crystals have been moved from all kulis to the pasus, the game is completed! Bonus Mon will be accumulated by all players who have participated in Pallankuli.

    Rules:

    • Each character is not allowed to participate more than three (3) times per game of Pallankuli. They may re-participate once a new game of Pallankuli has started.
    • Players may decide to use all participation attempts in a single post, or distribute them across multiple posts.
    • Players must indicate clearly that they are participating in a round of Pallankuli. This is not only to ensure cleanliness for Staff, but for other Players who are looking to participate as well.

    ★ Event Activity: Gyan Chauper

    Spoiler

    “Come 2024_diwali_activity_02.pngone, come all! Try and see what fate has in store for you in the game of wisdom this year!!”

    At a rather large booth towards the north of the plaza, a man in casual robes rallies nearby bystanders. There are numerous prizes on display at the back of the stall, lit well by paper lanterns and garnished with various flowers. 

    Upon approach, he greets all with open arms and a smile. “Welcome! I’m Jai. This is also known as Gyan Chauper, and is especially played by those in Braso and Ordsea to test their karma.” He chuckles to himself. “It’s a board game in good faith, for fun and banter, over trivial matters that brings the spirits of people together. Why not give it a go?”

    The man gestures to the various boards available at standing tables. “There’s a prize for everyone involved,” he says, with a grin. “So why not see how far you could get, yeah?”


    Details:

    Gyan Chauper is better known as the popular board game ‘Snakes and Ladders’. Feel free to narratively group up and play with other characters in the thread!

    Each player rolls 3 natural CDs, simulating different rounds of playing Gyan Chauper. The rolls are totaled then to see what prize the player obtains at the end of the game. 

    Depending on the roll received, players may be able to pick and choose from a reward pool as seen below.

    Rewards:

    CD POOL

    REWARDS

    [3-7]

    Peacock Feather | Tier 1 Trinket | LD I

    • Jai feels really bad for you! He hands you a symbol of good luck to vye fortune and protection from the gods of their culture.

    [8-15]

    Laddu (5) | Tierless Snack | PROSP III

    • Jai looks at you with a wry, yet genuine smile. He hands you some sweets, made from sugar, nuts and beans, hoping the deity of new beginnings and good luck smiles upon you in fate’s stead.

    [16-26]

    Shiva’s Blessings
    one of the following:

    • Death’s Song | Tier 2 Debuff Song | Applies a debuff effect to a target that prevents them from recovering their HP for the next two turns. Removable with Purify. Unable to affect Floor/Event Bosses.

    • Dragon’s Jewel | Tier 4 Unique Consumable | +5 DMG, but x2 duration on all negative non-disablement status effects. Lasts for one thread. Does not stack with crafted Damage-boosting consumables.

    • Bloodcrystal of War | Tier 2 Crystal | +4 DMG, -(20 * Player’s Tier) MIT. This item does not stack with other Protein consumables.

    OR

    Krishna’s Blessing
    one of the following:

    • King’s Core | Tier 4 Unique Consumable | +20% Overhealth, +80 MIT, -10 DMG. This item does not stack with other Overhealth consumables.

    • Blessing of Barkskin | Tier 1 Unique Consumable | +25 MIT. Stacks with other existing Mitigation effects. Has three (3) charges, and will be destroyed upon its last use. 

    [27-33]

    Ganesha’s Blessing
    one of the following:

    • Gulab Jamun (1) | Tier 1 Dessert | Upon consumption, automatically completes the quest of the thread the user is participating for that user only.

    • Kaju Katli (1) | Tier 1 Dessert | Applies a buff that allows its user to bypass the penalties of Trickster/Assassin. Lasts for one thread. Cannot be used in Raids.

    • Pasayam (2)  | Tier 1 Dessert | Applies a buff that prevents its user from succumbing to the effects of disables. Lasts for one thread. Cannot be used in Raids.

    OR

    Rama’s Blessing
    one of the following:

    • Sudarshana | Removes an existing enhancement on any piece of equipment and replaces it with [ABSOLUTE ACCURACY]. Compatible only with Demonic items. One-time use.

    • Padma | Raises the tier of an item by 1. This item must be submitted for evaluation upon its use.

    [34-36]

    Vishnu’s Blessing 

    • Cosmic Egg | +15 Mon

    OR

    Lakshmi’s Blessing

    • Golden Lotus | +5 Platinum

    Rules: 

    • One attempt per character.

    ★ Event Activity: Of Celebrations Near and Far

    Spoiler

    2024_diwali_activity_04.png

    To the keen explorer wandering about Ronbaru during the time of festivities, they would have spied a station set up near the entrance of its library. While there are many supply crates and packages stacked up around each other, most present are empty. A man of long purple hair seems to have taken the lead at a meeting, standing on a makeshift stage, arms folded, his audience of NPCs alike gathered.

    Upon players approaching, he seems to stop his briefing, raising a hand to give his companions pause. “Excuse me,” he calls to them directly, “Would you mind stepping over for a second?”

    As tall as he is, and taller now that he’s on an elevated platform, the man kneels for those who approach. “Hello. I’m Hiten, and I’m speaking on behalf of all my friends here who help run the festival. Would you mind helping us spread the word to those you know? We’re in need of some supplies to help keep this festival running as smoothly as possible for the other towns besides Ronbaru. We’re their main supplier, you see. But it’s best for us to keep things on the downlow as much as possible; we wouldn’t want to stress out the attendees here, you know?”

    Hiten pulls out a sheet of paper from his pocket and offers it to the player. “Those are the types of supplies we need. If you know of anyone who could contribute at all, tell them to come back here. Our men will be happy to receive the help.” His audience agrees with nods and supportive cheers. “I’d appreciate any help you could give us. Thank you.” Hiten grets the player farewell with a smile and a wave, before pulling himself back upright to continue their meeting.


    Details:

    For players who have a profession, they are invited to spend their daily crafting attempts and materials on a number of event items that can be reviewed from the list below. All crafted items follow normal crafting rules, and each successful craft will always yield 1 item. 

    Non-crafters may still participate by obtaining Flower Petals via the event quest, <<Purusantha>>. For every multiple of 50, contributing players will increase their earned reward. Additional rewards will be distributed to all players should a threshold of 1,000 total items submitted to the activity be met.

    To help support the festival, the organizers are looking for the following:

    PROFESSIONS ITEM NAME
    Blacksmith Ornamental Samai
    Tailor Jhalar
    Artisan Flower Garland
    Cook Mithai Platter
    Alchemist Rangoli
    Performer Aarti
    General Flower Petals

    To submit these items, crafters must fill out the following form and post it in the social thread:

    Item Name: 
    Profession: 
    Quantity: 
    Craft IDs: 
    Post Links: 

    Players who obtain Flower Petals will also want to turn in their items in the social thread using the following form:

    Item Name: Flower Petals
    Quantity: 
    Thread Link: 

    For crafters, please indicate a difference in crafting ID batches when submitting crafts from multiple days at a time. For players turning in Flower Petals, please ensure that all threads are evaluated before submitting your petals in the form. Please also include a total of the flower petals collected by each player in the Thread Summary. All players are encouraged to keep their forms tidy for ease of thread evaluations. For further questions, please feel free to seek answers from staff on Discord.

    Rewards:

    • Upon total completion, all players who were present at Diwali can obtain the following upon the event thread’s closure:

      • 3 mon
      • Devaloka Fragment (1) | Consumable | Allows its user to skip the searching portion of the <<Feeding your Enemy>> quest. If the player fails to tame the creature, they will have to find it again by the searching rules in the quest. Can also be used to change a familiar’s appearance to a form of itself based on illusory light. Single-use item.
      • Swan Feather (3) | Name Tag Consumable
      • Lotus Stickers (3) | Single-use Consumable | +3 LD to foraging or +2 CD to fishing per thread. Untradable.
      • Amenity Unlock: Diwali Diya | Upon thread closing, this player obtains an additional +3 * Loot Minimum Mob HP col for every 5 authored posts.
    • For players who have contributed, they will each receive the following, regardless of completion status:

      • Festive Lassi (1) | CD Consumable
      • Experience Boon | + 200 * (Total Submitted Items / 50) | Untradable. Applied upon thread closure.

    Rules:

    • Each person may only participate in this event portion with one player character per day. Players are allowed to swap characters between days.
    • Players must state that they are crafting event items in their crafting roll’s purpose.
    • Players will be required to use materials and send them to the Banker when crafting these event items.

    !!! Event Quest: <<Purusartha>>

    !!! Event Quest: <<Ravana's Revenge>>

     

  13. WARES

    Spoiler
    • Cluster of Stars | [3 Mon]
      Changes the type of an item as long as its enhancements are applicable to its new type.
       
    • Gungir's Shard | [10 Mon] | UNIQUE
      Caches and expends a craftable consumable. The item to be cached must be submitted to a player's evaluation thread. Once confirmed, players may use the item to provide a buff to their characters once per thread. Other players can be affected by this item’s effects (eg. feasts, mass healing crystals), but the item cannot be used in combat. This item is tradable until an item has been evaluated on it, and a character can never own more then 1 evaluated Gungir's Shard at a given time. This item can be reset by paying 100,000 col to have it reset which will allow a new item to be cached in it but it will remain character bound.
       
    • True Light Lantern | [10 Mon]
      When lit this simple brass lantern burns away shadows and deception, aiding in the connection of blows in the darkness. Negates the effects of low-light. Grants its user's party +1 ACC and +1 LD. A party may only benefit from one True-light Lantern at any given time.
       
    • Hammerspace Backpack | [10 Mon]
      Adds +1 to the player's Battle Ready Inventory. In addition to this effect, all Battle Ready Inventory slots extend their item capacity by 2. A player may only benefit from one Dimensional Backpack or Hammerspace Backpack at once, the latter taking precedence over the former.
       
    • Dimensional Pouch | [15 Mon]
      Adds +1 to the player's Battle Ready Inventory. A player may only benefit from one Dimensional Pouch at a time, but can be worn in addition to a Dimensional Backpack or Hammerspace Backpack.
       
    • Delta Rune | [20 Mon]
      Removes an existing enhancement on any piece of equipment and replaces it with [Cursed]. Compatible only with Demonic items. One-time use.
       
    • Bottled Vigor | [3 Mon]
      Gain +(200 * Tier) EXP. Untradable; applied upon purchase.
       
    • Celestial Favour | [5 Mon]
      Allows a re-identification attempt on a single enhancement slot from a single piece of gear at a Merchant using only their Unique Enhancement table. If an enhancement is rolled that matches a pre-existing enhancement on the equipment piece at capacity, the player is allowed an additional reroll attempt. (eg. If a player rolls [FALLEN/HOLY] on a perfect sword that has [FALLEN II/???], the player may choose either [HOLY] on their roll or opt for the reroll attempt.)
       
    • Candy Corn | [3 Mon]
      Increase the effectiveness of a single crafted potion consumed in a thread by +1 (Player’s Tier) slot. Cannot be applied to an enhancement that has already benefited from [Candy Corn].
       
    • Fragment of Meissa | [15 Mon]
      Removes an existing enhancement on any piece of equipment and replaces it with [HOLY]. Compatible only with Demonic items. One-time use.
       
    • Pocket of Dark Matter | [15 Mon]
      Removes an existing enhancement on any piece of equipment and replaces it with [FALLEN]. Compatible only with Demonic items. One-time use.

     

  14. <<Mon Exchange>>

    These specialized NPC merchants deal in Mon, allowing this special event currency to be exchanged for past event rewards at all times.

    Purchasing Guide

    • Players should post their shopping list and price breakdowns in this thread.
    • Once a post has been made, send the appropriate amount of Mon to the @Banker
    • All purchases are automatic. Players do not need to wait for an approval to receive the items purchased.
    • This exception is made for a Bottled Vigor purchase, with which needs to be delivered to the player from the Banker.
    • Items collected must include an ID by rolling for it when purchased 'Mon Exchange [DATE]' is the roll reason (I.E. Mon Exchange 9/10). All purchases are incremented using a letter. (I.E. Roll #123456 will yield a Gungir Shard with ID [123456a] and a Dimensional Backpack with ID [123456b]
    • For accidental purchases and refunds, please contact a member of staff through site messages or on Discord.
    • Please ensure that your receipts are kept tidy.
  15. 4372fcf77f222cdb80b58f1d6cc088d4.jpg

    <<Covam, Furnace of Stylahm>>
    Within the ash and brimstone, the fires of Mount Stylahm swell with the memories of old. An ancient and unbridled power waits for those foolish enough to stand upon its peak, ready to turn the volcano into its field of war.
    HP: 12000 + 3000 * Player Count past 4
    DMG: 350 + 25 * Player Count past 4
    MIT: 300 + 75 * Player Count past 4
    ACC: 3 + (½ the highest player evasion)

    Abilities:

    • Scorching Bite | Any successful attack from Covam benefits from partial phase (-25% mitigation).
    • Cauterize | Whenever a hostile target sustains burn damage from Covam, Covam heals for an equal amount of the damage dealt.
    • Boiling Blood | The Highest available hatred applied to Covam decays -1 every turn. In addition, whenever a player uses an item to recover any hitpoints, BRN 4 will be applied to the user of that item. If there is already a burn applied, the target instead will sustain the entire damage the burn would have done over its duration before it is refreshed.
    • Bloodless | Vampiric (VD & VO) Effects are half as effective.
    • Heat Wave | All attacks made against Covam deal 26 burn damage to the attacker, or double this amount the attacker does not have the <<Survival>> skill active. In addition, performing a successful critical strike will apply BRN 2 (56 over 2) to the attacker. If a burn effect is already present, it will instead deal all of that effects remaining damage before refreshing to this new value.
    • Explosive Ire | Whenever Covam is successfully hit by a critical hit, he will gain a stack of [Focus] up to the maximum of 3 stacks.
    • Cataclysm | Whenever Covam performs a successful critical hit, Covam will attack the entire party dealing 300 damage and applying BRN 4 (112 over 2). If Burn is already present on the target, this application will instead refresh the existing burn damage after dealing all of its remaining damage.
    • We Are Legion | Covam gains an additional attack during its post action for each stack of [We Are Legion]. Covam gains a stack each time it sustains 500 damage before its next turn as it sprouts another two heads. This can occur up to the maximum of 10 times, effectively giving Covam 10 attacks per turn.
    • Devil's Pinion | Cooldown: 3 | Every Three turns, an epitaph of Covam's power will appear. While present, Covam will no longer use its post actions and will instead charge the epitaph. In this state Covam cannot be targeted in any way including Howl. Players must destroy the epitaph before the start of his second turn after it is erected or the entire party will sustain 800 unmitigated burn damage that bypasses Fire Immunity as Covam floods the room with magma. To destroy the epitaph, a cumulative LD of 100 must be rolled by the party. Lockpicking, Dismantle, Scouting Familiar and LD modifiers from Food/Trinket/Totems apply.

    Alternative Mechanics:

    • Freeze | Will prevent Covam from healing from Burn Damage dealt until the end of its next turn instead of disabling Covam. In addition, Covam takes double damage FRZ damage from attacks made (I.E. 16 * Tier becomes 32 * Tier)
    • Delay | Removes a stack of focus gained from Explosive Ire
    • Stun/Paralyze | Disables the use of Heat Wave, until the start of Covam's next turn instead of removing its post action
    • Shatter | Will reduce Covam’s mitigation by 50 instead the standard 20
    • Fireproof | Prevents incoming Burn Damage or Burn applications excluding from Devil's Pinion
    • Purify | Cleanses all instances of Burn instead of a specific instance from the entire party
    • Bloodclot | As a post action, a player with this enhancement can choose to remove a stack of [We Are Legion] by closing the wound before another head sprouts.
    • Frostbite | Upon applying this effect, a single extra attack gained from [We are Legion] is ignored until the end of Covam’s next turn.
    • Frost Aura/Frost Thorns | Covam sustains double cold damage from these effects when activated
    • Rampart | If used while at the highest hatred, rampart will absorb all damage Cataclysm deals in its entirety, providing -90% final damage and drawing all the damage to the user. When this occurs, BRN cannot be applied to the user through Cataclysm.
    • Burn/Flame Thorns/Flame Aura/Immolation/Hellstorm | When applied, Covam will gain +25 Base Damage each instance as he burns hotter. This is done per source (Flame Aura is a separate source from Flame Thorns, which will trigger this effect twice if both are present). This bonus fades if any cold damage is dealt (Freeze, Frostbite, Frost Aura, Frost Thorns), but only if sustained after the triggering attack that causes his base damage to improve.

    Reward (ea.):

    1. 10000 EXP (First Completion)
    2. 10 x Demonic Shards
    3. 5 x Gleaming Scales
    4. 1 x Burning Determination
    5. 1 x Extinguished
       
  16. Guild Activity List

    For clarity, the current status of Guilds that have submitted an Activity evaluation will be listed here.

    Spoiler

     

    Guild Evaluation Windows Archive

    Every Evaluation Window, Staff will make a bookend post indicating the end of the current window and the start of a new one. These bookend posts will be archived here by year.

    Spoiler

    2024 | [01]

     

  17. CURRENCY EXCHANGE


    • Guild Token | [1,000,000col] [+1 Guild Token]
      A specialized token made to order for each Guild.

    WARES

    Spoiler

    Deliberate | [1 Token]
    Gain +1 to CD rolls for one thread, or for a day's allocation of crafting. Stacks with consumables and enhancements.

    Lucky[1 Token]
    Gain +1 to LD rolls for one thread, or for a day's allocation of crafting. Stacks with consumables and enhancements.

    Materialistic[1 Token]
    Gain +1 material for one thread when obtaining them from any source.

    Vigorous[1 Token]
    Gain +1 EN recovery during combat for one thread.

    Fortunate [1 Token]
    Gain +1 Prosperity for one thread. Stacks with other sources of Prosperity.

    Grindstone [1 Token]
    -3 Field Boss Post Count requirements; reduces this value to a minimum of 1 post. Stacks with Spyglass. Applicable for one Field Boss Spawn, after which the buff expires.

    Battle Plans [1 Token]
    Allows for two dungeons to be spawned/explored in that thread, regardless of Dungeon-searching cooldowns. Will also trigger an immediate Dungeon spawn without a map requirement using a player’s Post Action.

    Experience Boon | [1 Token]
    Gain +(200 * Tier) EXP. This effect applies immediately upon purchase and cannot be traded away.

     

  18. <<Guild Token Merchant>>

    These specialized NPC merchants deal in Guild Tokens. Players are allowed to purchase Guild Tokens from these merchants as well, however Guild Tokens cannot be exchanged in return for col.

    Purchasing Guide

    • Players should post their shopping list and price breakdowns in this thread.
    • Once a post has been made, send the appropriate col/Guild Token value to the @Banker.
    • All purchases are automatic. Players do not need to wait for an approval to receive the items purchased.
    • This exception is made for Guild Token and Experience Boon purchases, with which needs to be delivered to the player from the Banker.
    • For accidental purchases and refunds, please contact a member of staff through site messages or on Discord.
    • Please ensure that your receipts are kept tidy.
  19. <<Guild Evaluations>>

    All evaluation matters related to Guilds will be filed under this topic. Guild Leaders and Officials may submit evaluations for Guild Activity updates, Guild Territory expansions and Guild Quests here.

    Note the following regarding each Guild evaluation:

    • For Guild Activity and Rank maintenance, Guild officials should update their posts to match the current status of their Guild upon the Evaluation Window's closing, to ensure accuracy to its current status as much as possible.
    • For Guild Territory, there are separate forms for the initial Guild Territory application and future updates. Guild officials are advised to keep track of prior evaluation posts as they will be needed on future evaluation submissions.
      • For Guilds with pre-existing halls prior to the Guild Rework update, upon reaching Rank 1 and past the Guild Hall's construction, your guild may redeem a free credit of one (1) Guild Token to construct a building of your choice. Please state how this is redeemed with your Guild Territory's first application before the current evaluation window expires. Please also link the prior Guild Hall's evaluation post for reference. Note that your new Guild Territory need not match the details of the pre-existing Guild Hall evaluation submitted prior.
    • For Guild Quest submissions, please ensure that forms are kept in a spoiler tag for cleanliness.

    Guild Activity & Territory Templates

    Spoiler

    Guild Activity

    Guild Name: 
    Guild Rank: 
    Guild Member Count: 
    Guild Tokens Submitted: 
    Guild Activity Check Type: Maintenance | Upgrade
    Date of Report/Last Update: 

    Guild Territory, First Application

    Guild Name: 
    Guild Territory Name: 
    Guild Territory Floor: 
    Location: (Floor/Settlement)
    Description: (Optional)
    Buildings: 
    Total Guild Token Cost: 

    Guild Territory Expansions

    Guild Name: 
    Guild Territory Name: 
    Guild Territory Floor: 
    Additional Buildings: 
    Total Guild Token Cost: 
    Links to Prior Guild Territory Evaluations:

    Guild Quest Template

    Spoiler

    Guild Name:
    Guild Quest Rank: 1 | 3 | 5
    Guild Quest Creator: 

    Guild Quest Details:

    Title:
    Floor:
    Party Limit:
    Quest Rewards:

    • 2,500 EXP
    • 5,000 col
    • x3 Tokens to Guild Treasurer

    Requirements: [provide a list of steps that guild members must meet to complete the quest.]
    Summary: [a brief narrative-focused introduction to the quest.]
    Outline: [further elaboration of how the quest will work, including mechanics if there are any. a good rule of thumb is taking the steps illustrated under Requirements and fleshing details out further from there.]
    Additional Entities in the Quest: [if there are npcs, allies or enemies, here is where they will be defined.]
    Epilogue: [an outro to the quest. what happens when the player completes the quest?]

     


  20. CURRENCY EXCHANGE


    • Platinum | [1,000,000col] [+1 Platinum]
      An extremely rare form of currency, used for purchasing the rarest of items.
       
    • Liquidate | [1 Platinum] | [+950k Col]
      Sell your platinum back to the merchants.

    WARES

    Spoiler

    HEALTH CONSUMABLES


    • Bane Of Blood (2.6)[5 Platinum]
      +15 Battle Healing for the duration of one thread, stacks with other sources of Battle Healing/Regen
       
    • Big Bertha Braciole (2.6)[5 Platinum]
      +2 In Combat EN Recovery
       
    • Nature's Blessing (2.6) | [5 Platinum]
      This item has (3) charges. When used as a Free Action (Item), Nature's Blessing heals you for (15 x Player's True Tier) HP

    DAMAGE CONSUMABLES


    • Freylise Love Potion | [4 Platinum]
      +2 Base Damage if your spouse is present within the thread. Stacks with other standard damage consumables, but does not stack with Duality
       
    • Rhino's Horn (2.6) | | [5 Platinum]
      +40% PHASE on the first successful critical strike once per combat. Lasts a single thread. Stacks with existing PHASE effects present on weapon (+90%)
       
    • Adaptation Device | [10 Platinum]
      Changes your SHIFT (I.E. AOE to ST) for a single thread.

    DEFENSE CONSUMABLES


    • Bomb-in-a-Bottle[1 Platinum]
      As a post action deploy an area of smoke, this item allows you to retreat from combat without needing to make an escape attempt.
       
    • Darkness Salve (2.6)[5 Platinum]
      +20 Mitigation, -3 DMG. Lasts for one thread. Takes a post action to apply. Stacks with other mitigation consumable
       
    • Snowfrost (2.6)[5 Platinum]
      Halves incoming Burn Damage (Flame Thorns, Flame Aura, Burn, Hellstorm, Immolation Potion)
       
    • Terra Firma Scale (2.6)[5 Platinum]
      Applies MITIGATION I to one's armor for a single thread. This application exceeds equipment caps as a separate source, but two instances of the effect from this item will not apply.
       
    • Woodland Armor (2.6)[7 Platinum]
      This item has (3) charges. When consumed as a post action, Woodland Armor provides (15 x Player's Tier) Mitigation for a single thread. Stacks with other mitigation consumables

    STATUS EFFECT CONSUMABLES


    • Bottled Banshee Scream (2.6)[5 Platinum]
      Applies PARALYZE I to one's weapon for a single thread. This application exceeds equipment caps as a separate source, but two instances of the effect from a consumable will not apply.
       
    • Matriarch’s Holy Stinger (2.6)[5 Platinum]
      Applies BLEED I to one's weapon for a single thread. This application exceeds equipment caps as a separate source, but two instances of the effect from a consumable will not apply.
       
    • Lightning Rod[5 Platinum]
      Applies STATIC I to one's weapon for a single thread. This application exceeds equipment caps as a separate source, but two instances of the effect from a consumable will not apply.
       
    • Serpent's Tongue[5 Platinum]
      Applies TOXIC VENOM I to one's weapon for a single thread. This application exceeds standard consumable caps as a separate source, but two instances of the effect from a consumable will not apply.
       
    • Snake Venom (2.6)[5 Platinum]
      Applies ENVENOM (OFFENSIVE) I to one's weapon for a single thread. This application exceeds equipment caps as a separate source, but two instances of the effect from a consumable will not apply.
       
    • Amphibian War Rally (2.6)[6 Platinum]
      This item has (3) charges. When used as a Post Action, Apply Paralyze on up to 4 targets for 1 turn. Must Consume a Battle Ready Inventory Slot, and cannot be stacked in inventory.

    OUT OF COMBAT/GEAR ALTERING CONSUMABLES


    • Love's Respite (2.6)[5 Platinum]
      Reset your crafting attempts for the day. This item can be used in addition to standard crafting respites to gain additional crafting attempts.
       
    • Essence of Steel[7 Platinum]
      Improve an item by +1 tier. Item must be submitted for evaluation like a normal tier up ticket.
       
    • Mini Glort Toy[10 Platinum]
      +1 Crafting Attempt per Day

    OLD QUEST DROP GEAR


    • Cassin's Golden Ring (2.6) | [T1/Perfect/Trinket][1 Platinum]
      +1 Sneaky, +2 LD
       
    • Manticore Mask | [T1 or T2/Perfect/Heavy or Shield][2 Platinum]
      Flame Aura 1, Taunt 1, Mitigation 1
       
    • Nemean Fur (2.6) | [T2/Uncommon/Cloth, Light, Heavy Armor][2 Platinum]
      Bloodclot

    BANNERS


    • Banner of Superior Support (2.6)[5 Platinum]
      This item has (3) charges.  When used as a Post Action, Your party recovers +15% HP.  Must Consume a Battle Ready Inventory Slot, and cannot be stacked in inventory
       
    • Banner of Command (2.6)[5 Platinum]
      This item has (3) charges.  When used as a Post Action, +1 Accuracy to your party until the start of your next turn. Must Consume a Battle Ready Inventory Slot, and cannot be stacked in inventory.
       
    • Banner of Inspiration (2.6)[6 Platinum]
      This item has (3) charges. When used as a Post Action, +20 Max HP to your party until combat ends. Must Consume a Battle Ready Inventory Slot, and cannot be stacked in inventory. Stacks with other sources of Overhealth.
       
    • Banner of Leadership (2.6)[7 Platinum]
      This item has (3) charges.  When used as a Post Action, +(1*Tier) Base Damage to your party until the start of your next turn. Must Consume a Battle Ready Inventory Slot, and cannot be stacked in inventory.

     

  21. These specialized NPC merchants deal in the rarest of currency: Platinum. Players are allowed to purchase platinum from these merchants as well as convert existing platinum to back to col for a small surcharge. 

    Purchasing Guide

    • Players should post their shopping list and price breakdowns in this thread.
    • Once a post has been made, send the appropriate col/platinum value to the @Banker.
    • All purchases are automatic. Players do not need to wait for an approval to receive the items purchased.
    • This exception is made for platinum purchases, with which needs to be delivered to the player from the Banker.
    • For accidental purchases and refunds, please contact a member of staff through site messages or on Discord.
    • Please ensure that your receipts are kept tidy.

    Example Purchase

    Spoiler

    Buying the following items:

    • 5 Platinum = 5000000col
    • Darkness Salve (2.6) = 1 Platinum

    Total: 5000000col

     

  22. Floor 24
    <<Reclaim the Title>>
    Party Limit: 1 | 20+ Posts
    Repeatable if you do not hold the title

    fantasy-art-for-a-d-d-coliseum-themed-pr

    Quest Rewards:

    • 2000 col
    • Any Col obtained through pleasing the crowd
    • POTENTIAL REWARD | If <<Auron, Coliseum Champion>> is the current title holder and has used Stunning Strike at least once during the quest.
      • Unlock <<TECH-F>> collected sword art.

    Requirements:

    • Contest 3 Gladiators in 1 on 1 combat, proving your mettle
    • [Please the Crowd] earning 10 * Loot Minimum Mob HP by spending a post action (optional)
    • Spend a round to recover (optional)
    • Participate in a 4 v 1 title match with you and 3 <<Gladiator>> against the current 'Title Holder' (whoever bested you)
    • Win or Lose in the title match, The quest is completed

    Summary:

    The valiant cries of the arena on floor 24 can be heard for miles, the crowd’s screams cause the Coliseum to chirp with the sounds of horror, sadness, valor and pride. Many come to this place to seek a fortune, performing tests of skill and martial prowess for the masses. Combat here is for sport, not for death so there is no major danger.

    You are one such individual, either eager to prove yourself against your peers or earn some coin. Perhaps even to make a name for yourself and earn the coveted title of Coliseum Champion. Within the walls of the stockade, you wait filled with inspiration and a lick of fear as the sounds of war continue to beat just outside. Crashing metal, the chants of a mob just overhead cause the ceiling to boom with every decree and cheer.

    After not too long you will face off against three combatants here for similar reasons you are, with skills of their own. All for the hopes of facing off against the coliseums current title holder: Auron, a mysterious swordsman from somewhere beyond. This man is trained in all manner of swordplay, using no tricks and is a master of simplicity. Best him, and claim the title, or fail and at least earn a paycheck and some respect.

    Outline:

    Upon entering the arena, the player will be led into the stockade after registering for a few matches. Each successful match will move them up the bracket and move them closer to challenging the current champion. All combat within this quest is non-lethal, and all combatants within the arena can not be reduced below 1 HP. At any point before you reach the champion if you are reduced to 1 HP, you are removed from the arena and the quest is failed but can be reattempted until you succeed. Within the title fight, if you are reduced to 1 HP the quest is still completed as you’ve earned some clout but you will not claim the title.

    During any match, the player can choose to use a post action to [Please the Crowd] in some way such as Goading the other combatant, bowing to the stands, or doing a dance for the masses. This will award a lump sum of 10 * Your Loot Minimum Mob HP col each time it is performed but will allow your opponents to get attacks on you.

    Once the player has successfully bested 3 <<Gladiator>> they will move up the bracket and be allowed the ability to face off against whoever beat them before in a 4 vs. 1, where the 3 <<Gladiator>> you beat before will act as party members.

    Before this match occurs, you may take 1 post to fully recover your HP/EN as if you took 2-3 posts to regain these stats, during this period you will be free to change gear and prepare yourself for the coming fight.

    If Auron is the current 'Title Holder', if he uses Stunning Strike on you at least once you will learn his technique and once the quest is completed you will unlock this sword art.


    Enemies:

    AD_4nXeC3umib91j8ech82vrWXEAC61I6FK9TgQV

    <<Gladiator>>
    A contestant within the arena, filled and fueled by tenacity and the promise of riches for blood.

    HP: 1000/1000 | DMG: 140 | ACC: 1 | EVA: 1
    This monster uses its own BD roll when attacking.

    Abilities:

    • Achilles Heel | If stunned by Stunning Strike or TECH-F, the status never decreases in duration, instead removing the <<Gladiator>> from combat entirely

    Title Holder:

    Spoiler

    AD_4nXeyiBMkQq1f3gN0Sp0RPDJuzDlpTHG4l7G4

    <<Auron, Coliseum Champion>>
    The practiced champion with skills from a faraway land, matched with an unusable left arm and a sharp sense of humor.

    HP: 1500/1500 | DMG: 320 | MIT: 100 |  ACC: 3 | EVA: 2
    This monster uses its own BD roll when attacking.

    Abilities:

    • Goad | This ability can only trigger when facing a single target, on a CD: 1-2 Auron taunts the player with a gesture (takes a swig of his drink, waves his hand to beckon them toward him, etc.) instead of attacking.
    • Stunning Strike | When attacking, if <<Auron, Coliseum Champion>> rolls a CD: 7+ on his attack it becomes an AOE and applies [Stunned]
    • Crowd Favorite | This ability can only trigger when facing a single target, on a BD: 9+ <<Auron, Coliseum Champion>> gains the <<Crowd's Favor>> with a ‘flashy move’
    • Crowd’s Favor | +50 Damage, +1 Accuracy which fades after a successful attack is made.

    AD_4nXch_MHKO4ReiALOCFEOi5_M6NcM72OvgDFN

    <<Cloud, Coliseum Champion>>
    A strange and calm fighter who doesn’t speak much, wields a massive slab of steel that would challenge even the sturdiest of shields

    HP: 1000/1000 | DMG: 370 | MIT: 75 |  ACC: 2 | EVA: 3

    Abilities:

    • Fix His Hair | On a CD: 1-2 Cloud will get distracted by his bangs and take no action
    • Surge of Advent | When attacking, if <<Cloud, The Flare>> rolls a CD: 7+ on his attack it also applies T4 Static
    • Crowd Favorite | This ability can only trigger when facing a single target, on a BD: 9+ <<Cloud, Coliseum Champion>> gains the <<Crowd's Favor>> with a ‘flashy move’
    • Crowd’s Favor | +50 Damage, +1 Accuracy which fades after a successful attack is made.

    AD_4nXdoZwuMl4xNB62tiaXmDDaU8LxJqMRvhjtg

    <<Zack, Coliseum Champion>>
    A wise cracking but utterly crazy clown, is quick to either drop a joke or drop the hammer. Wielding an oddly familiar giant greatsword.

    HP: 1150/1150 | DMG: 310 | MIT: 150 |  ACC: 4 | EVA: 1

    Abilities:

    • Squat Routine | On a CD: 1-2 Zack will make some sort of joke and start doing squats in place
    • Featherfall | When attacking, if <<Zack, The Elite>> rolls a CD: 7+ on his attack he gains +40 damage on the attack as he jumps wildly upward and drops on his target.
    • Crowd Favorite | This ability can only trigger when facing a single target, on a BD: 9+ <<Zack, Coliseum Champion>> gains the <<Crowd's Favor>> with a ‘flashy move’
    • Crowd’s Favor | +50 Damage, +1 Accuracy which fades after a successful attack is made.

    AD_4nXdHwU27YbJi5fLHwRMzvxORPS-twpwDaxJm

    <<Leon, Coliseum Champion>>
    This boy is dismissive and seems entirely uninterested in anything, using a strange one handed straight sword. Voted most likely to say ‘Whatever’

    HP: 1150/1150 | DMG: 310 | MIT: 150 |  ACC: 4 | EVA: 1

    Abilities:

    • Aloof Distraction | On a CD: 1-2 <<Leon, Lion’s Roar>> loses interest and stares off into the distance, this will continue until he receives damage or [Please the Crowd] is used. Until this ability is removed, all of his post actions will be spent staring at some nearby object.
    • Featherfall | When attacking, if <<Leon, Lion’s Roar>> rolls a CD: 7+ on his attack he gains T4 Burn as he pulls some trigger on his weapon.
    • Crowd Favorite | This ability can only trigger when facing a single target, on a BD: 9+ <<Leon, Coliseum Champion>> gains the <<Crowd's Favor>> with a ‘flashy move’
    • Crowd’s Favor | +50 Damage, +1 Accuracy which fades after a successful attack is made.

    AD_4nXfaQzypTxNbjRWfsLRgw5k91oQ27mlZNbc2

    <<Yuffie, Coliseum Champion>>
    A chipper and excitable girl who hops around after every attack, doing cartwheels and handstands to avoid them. Wields a large throwing star that will return to her after it is thrown.

    HP: 900/900 | DMG: 370 | MIT: 95 |  ACC: 4 | EVA: 4

    Abilities:

    • LOOK MONEY | On a CD: 1-2 <<Yuffie, Coinpurse Cutter>> starts to collect col off the floor, when this occurs the player loses one use of [Please the Crowd]
    • Pilfer | When attacking, if <<Yuffie, Coinpurse Cutter>> rolls a CD: 7+ on her attack she reduces the targets EN by -10.
    • Crowd Favorite | This ability can only trigger when facing a single target, on a BD: 9+ <<Yuffie, Coliseum Champion>> gains the <<Crowd's Favor>> with a ‘flashy move’
    • Crowd’s Favor | +50 Damage, +1 Accuracy which fades after a successful attack is made.

    AD_4nXccUB2yvbOQHpvJAJ_QBHflVpQKHNaJ1lld

    <<Sephiroth, Coliseum Champion>>
    A callous and egotistical man hellbent on proving his superiority. Each attack is a maelstrom that can consume all in its path. Wields the Masamune, a massive katana with an extremely long reach. Should be two handed, yet he wields it in one.

    HP: 3000/3000 | DMG: 400 | MIT: 0 | ACC: 6 | EVA: 0

    Abilities:

    • Challenge | On a CD: 1, <<Sephiroth>> will offer you a snide remark or a veiled threat instead of attacking.
    • Overflowing Ego | Vengeful Riposte returns full damage instead of half.
    • Crowd Favorite | This ability can only trigger when facing a single target, on a BD: 9+ <<Sephiroth, Coliseum Champion>> gains the <<Crowd's Favor>> with a ‘flashy move’
    • Crowd’s Favor | +50 Damage, +1 Accuracy which fades after a successful attack is made.
    • Shadow Flare | On a BD: 9, <<Sephiroth>> will deal +200 damage on his attack as he leaves a black hole in his wake.
    • Heartless Angel | On a BD: 10, <<Sephiroth>> will begin to channel [Hearthless Angel] instead of attacking. If he is not disabled (Freeze, Stun, Paralyze) before his next turn, the player is immediately set to 1 HP

     

  23. Floor 24
    <<Defend the Title>>
    Party Limit: 1 | 20+ Posts
    Repeatable if you currently hold the title

    fantasy-art-for-a-d-d-coliseum-themed-pr

    Quest Rewards:

    • 2000 col
    • Any Col obtained through pleasing the crowd
    • POTENTIAL REWARD | If <<Auron, Former Champion>> is faced as a 'Repeat Combatant' and has used Stunning Strike at least once during the quest
      • Unlock <<TECH-F>> collected sword art.

    Requirements:

    • Contest 3 Gladiators in 1 on 1 combat, proving your mettle
    • [Please the Crowd] earning 10 * Loot Minimum Mob HP by spending a post action (optional)
    • Spend a round to recover (optional)
    • Participate in a 1 v 4 title match with you against any 1 'Repeat Combatant' of your choosing and 3 <<Gladiator>>
    • Win or Lose in the title match, The quest is completed

    Summary:

    The valiant cries of the arena on floor 24 can be heard for miles, the crowd’s screams cause the Coliseum to chirp with the sounds of horror, sadness, valor and pride. Many come to this place to seek a fortune, performing tests of skill and martial prowess for the masses. Combat here is for sport, not for death so there is no major danger.

    You are one such individual, either eager to prove yourself against your peers or earn some coin. Perhaps even to make a name for yourself and earn the coveted title of Coliseum Champion. Within the walls of the stockade, you wait filled with inspiration and a lick of fear as the sounds of war continue to beat just outside. Crashing metal, the chants of a mob just overhead cause the ceiling to boom with every decree and cheer.

    After not too long you will face off against three combatants here for similar reasons you are, with skills of their own. All for the hopes of facing off against the coliseums current title holder: Auron, a mysterious swordsman from somewhere beyond. This man is trained in all manner of swordplay, using no tricks and is a master of simplicity. Best him, and claim the title, or fail and at least earn a paycheck and some respect.

    Outline:

    Upon entering the arena, the player will be led into the stockade after registering for a few matches. Each successful match will move them up the bracket and move them closer to challenging the current champion. All combat within this quest is non-lethal, and all combatants within the arena can not be reduced below 1 HP. At any point before you reach the champion if you are reduced to 1 HP, you are removed from the arena and the quest is completed but can be reattempted until you succeed. Within the title fight, if you are reduced to 1 HP the quest is still completed as you’ve earned some clout but your title is forfeit.

    During any match, the player can choose to use a post action to [Please the Crowd] in some way such as Goading the other combatant, bowing to the stands, or doing a dance for the masses. This will award a lump sum of 10 * Your Loot Minimum Mob HP col each time it is performed but will allow your opponents to get attacks on you.

    Once the player has successfully bested 3 <<Gladiator>> they will move up the bracket and be allowed the ability to face off against any 1 'Repeat Combatant' in a 1 vs. 4, where the 3 <<Gladiator>> you beat before will act as party members for your chosen combatant.

    Before this match occurs, you may take 1 post to fully recover your HP/EN as if you took 2-3 posts to regain these stats, during this period you will be free to change gear and prepare yourself for the coming fight.

    If Auron is the chosen repeat combatant, if he uses Stunning Strike on you at least once you will learn his technique and once the quest is completed you will unlock this sword art.


    Enemies:

    AD_4nXeC3umib91j8ech82vrWXEAC61I6FK9TgQV

    <<Gladiator>>
    A contestant within the arena, filled and fueled by tenacity and the promise of riches for blood.

    HP: 1000/1000 | DMG: 140 | ACC: 1 | EVA: 1
    This monster uses its own BD roll when attacking.

    Abilities:

    • Achilles Heel | If stunned by Stunning Strike or TECH-F, the status never decreases in duration, instead removing the <<Gladiator>> from combat entirely

    Repeat Combatants:

    Spoiler

    AD_4nXeyiBMkQq1f3gN0Sp0RPDJuzDlpTHG4l7G4

    <<Auron, Former Champion>>
    The practiced champion with skills from a faraway land, matched with an unusable left arm and a sharp sense of humor.

    HP: 1500/1500 | DMG: 320 | MIT: 100 |  ACC: 3 | EVA: 2
    This monster uses its own BD roll when attacking.

    Abilities:

    • Goad | This ability can only trigger when facing a single target, on a CD: 1-2 Auron taunts the player with a gesture (takes a swig of his drink, waves his hand to beckon them toward him, etc.) instead of attacking.
    • Stunning Strike | When attacking, if <<Auron, Coliseum Champion>> rolls a CD: 7+ on his attack it becomes an AOE and applies [Stunned]

    AD_4nXch_MHKO4ReiALOCFEOi5_M6NcM72OvgDFN

    <<Cloud, The Flare>>
    A strange and calm fighter who doesn’t speak much, wields a massive slab of steel that would challenge even the sturdiest of shields

    HP: 1000/1000 | DMG: 370 | MIT: 75 |  ACC: 2 | EVA: 3

    Abilities:

    • Fix His Hair | On a CD: 1-2 Cloud will get distracted by his bangs and take no action
    • Surge of Advent | When attacking, if <<Cloud, The Flare>> rolls a CD: 7+ on his attack it also applies T4 Static

    AD_4nXdoZwuMl4xNB62tiaXmDDaU8LxJqMRvhjtg

    <<Zack, The Elite>>
    A wise cracking but utterly crazy clown, is quick to either drop a joke or drop the hammer. Wielding an oddly familiar giant greatsword.

    HP: 1150/1150 | DMG: 310 | MIT: 150 |  ACC: 4 | EVA: 1

    Abilities:

    • Squat Routine | On a CD: 1-2 Zack will make some sort of joke and start doing squats in place
    • Featherfall | When attacking, if <<Zack, The Elite>> rolls a CD: 7+ on his attack he gains +40 damage on the attack as he jumps wildly upward and drops on his target.

    AD_4nXdHwU27YbJi5fLHwRMzvxORPS-twpwDaxJm

    <<Leon, Lion’s Roar>>
    This boy is dismissive and seems entirely uninterested in anything, using a strange one handed straight sword. Voted most likely to say ‘Whatever’

    HP: 1150/1150 | DMG: 310 | MIT: 150 |  ACC: 4 | EVA: 1

    Abilities:

    • Aloof Distraction | On a CD: 1-2 <<Leon, Lion’s Roar>> loses interest and stares off into the distance, this will continue until he receives damage or [Please the Crowd] is used. Until this ability is removed, all of his post actions will be spent staring at some nearby object.
    • Featherfall | When attacking, if <<Leon, Lion’s Roar>> rolls a CD: 7+ on his attack he gains T4 Burn as he pulls some trigger on his weapon.

    AD_4nXfaQzypTxNbjRWfsLRgw5k91oQ27mlZNbc2

    <<Yuffie, Coinpurse Cutter>>
    A chipper and excitable girl who hops around after every attack, doing cartwheels and handstands to avoid them. Wields a large throwing star that will return to her after it is thrown.

    HP: 900/900 | DMG: 370 | MIT: 95 |  ACC: 4 | EVA: 4

    Abilities:

    • LOOK MONEY | On a CD: 1-2 <<Yuffie, Coinpurse Cutter>> starts to collect col off the floor, when this occurs the player loses one use of [Please the Crowd]
    • Pilfer | When attacking, if <<Yuffie, Coinpurse Cutter>> rolls a CD: 7+ on her attack she reduces the targets EN by -10.

    AD_4nXccUB2yvbOQHpvJAJ_QBHflVpQKHNaJ1lld

    <<Sephiroth>>
    A callous and egotistical man hellbent on proving his superiority. Each attack is a maelstrom that can consume all in its path. Wields the Masamune, a massive katana with an extremely long reach. Should be two handed, yet he wields it in one.

    HP: 3000/3000 | DMG: 400 | MIT: 0 | ACC: 6 | EVA: 0

    Abilities:

    • Challenge | On a CD: 1, <<Sephiroth>> will offer you a snide remark or a veiled threat instead of attacking.
    • Overflowing Ego | Vengeful Riposte returns full damage instead of half.
    • Shadow Flare | On a BD: 9, <<Sephiroth>> will deal +200 damage on his attack as he leaves a black hole in his wake.
    • Heartless Angel | On a BD: 10, <<Sephiroth>> will begin to channel [Hearthless Angel] instead of attacking. If he is not disabled (Freeze, Stun, Paralyze) before his next turn, the player is immediately set to 1 HP

     

×
×
  • Create New...