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[F01-F22] <<Scents of the Wild>>


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Floor 1
<<Scents of the Wild: Keepers of Nature>>
Party Limit: 2 | 20+ Posts
Repeatable for standard page rewards.

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Quest Rewards:

  • 500 Experience Points
  • Each player receives: 
    • Nature’s Tablet
      • A stone with a message directing the player to defeat six tough enemies. It is an <<Immortal Object>> and cannot be broken by any other means than clearing the SotW questline.  
      • Not Transferrable
  • Unlocks the following quests:
    • <<Scents of the Wild>> quest line

Requirements:

  • Explore the cavern and find the tablet.
  • Decipher the tablet on the tree bark (Combined LD total of 60 from all players. Equipment and skill buffs apply, consumables do not.)

Summary:

Information brokers have found something amazing underground on Floor One. Near the edge of the floor, there is a cavern that was once known as a great farming location when the game was first started. With the recent unlock of floor twenty-five, people were amazed to find a sealed off location revealed! A rock wall had disappeared, leading into a smaller cavern. The most notable thing was a massive, closed door carved into the stone. No matter what is attempted, the door refuses to budge. Upon further inspection, you find six indents within the door in peculiar shapes.

The room also contains a giant tree, having somehow grown to tremendous size despite the barest hints of sunlight that reach down from above. At the base of the tree is a podium with a tablet. On one side, there are six markings similar to those on the door. On the other, there is a message written in another language. Luckily for you, there is a cipher etched against the tree bark. Do some research and figure the message out.

Outline: 
Once the tablet is acquired, players must make a collective LD count of 60 to decipher the message on the back of the tablet. Once the tablet is readable, the words on the stone begin to change into the players' native language.

“If seeking power, wisdom and resilience, find ye those which embody nature’s graces: The fiercest of beasts with unmatched strength; a sentinel to the afterlife bound by the Stygian river; a wise and wily water-borne predator; the unmoved titan who is callous and free; a sly shadow high in the branches of the forest; and lastly, that which prowls and safeguards the sky. Only once vanquished will you harness their power to your benefit. These are the Keepers of Nature.”

Once translated, players may undertake the Scents of the Wild quests. For each quest completed, the tablet they carry with them will break into a shape of the indents in the door. These keys will be used to open the stone door and reach the ‘Power of Nature’ hidden within.


Epilogue: 

Spoiler

With Mother Nature's blessing, the Player has acquired a stone tablet after transcribing the etchings. They may now undertake the "Scents of the Wild" quest line. 

 

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Floor 8
<<Scents of the Wild: Ferocious Foe>>
Party Limit: 2 | 20+ Posts
Prerequisite: Must complete <<Scents of the Wild: Keepers of Nature>>.
Repeatable for standard page rewards.

Quest Rewards:

  • 1,000 Experience Points
  • 2,000 Col
  • Each player receives:
    • Kumatetsu Key: 
      • One of six chunks of the tablet found within a cavern on the first floor. It resembles the indent of the door holding treasure from players. This one resembles a massive bear claw. 
      • Not Transferrable
  • Completion of this quest is required to unlock <<Scents of the Wild: Shocking Stallion>>

Requirements:

  • Find <<Kumatetsu>> with an LD roll of 15+ (each roll requires a separate post action)
  • Defeat <<Kumatetsu>>.

Summary:

Through the thick trees of the Floor Eight forest, Players find the first Guardian of Nature’s power: Kumatetsu. A massive bear with the strength to overpower any player. Over the years, Kumatetsu has grown to twice the size of any regular bear with the strength to snap trees in half like twigs. Mother Nature wishes to test the strength of those who would ask for her blessing. Players can find the bear in the deepest reaches of Floor 8’s forest, but he won’t make himself an easy target.

Outline: 

Travel to the eighth floor and search for the Kumatetsu. Once found, it must be defeated. Upon its demise, the first part of the tablet will be broken off, resembling the indent in the stone door on floor one.
 


Enemies:

Image result for Giant bear man fantasy

<<Kumatetsu>>
 

HP: 500/500 | DMG: 200 | MIT: 50 ACC: 1 | EVA: 2
This boss uses its own BD roll when attacking.

Abilities:

  • Dodge and Parry | On a player's natural attack roll of 10, the attack will miss <<Kumatetsu>>. Instead <<Kumatetsu>> will gain a +2 Accuracy and +15 Damage for his next attack. These buffs expire after the attack has been resolved.
  • Beast Form | When <<Kumatetsu>> is reduced to 250 (or lower) health, he will transform and turn into a bulked-up creature, increasing his damage to 250, but also reducing his ACC by 1 and MIT to 25.
  • Ferocious Roar | When <<Kumatetsu>> rolls a CD of 10+, he lets out a mighty roar instead of his attack, paralyzing the party. 
     

Epilogue: 

Spoiler

In the wake of the Kumatetsu's dissipating data, players are left to wonder what sort of boon they're benefactor might award them. The grove goes silent and those taking the quest can see the tablet laying within the grass not far away from where their enemy was slain, upon a stone pedestal they could have sworn was not there before. With the Kumatetsu defeated, players with tablets now have a separated piece of it broken from the main part. This piece goes to the door they found on the first floor.

 

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Floor 10
<<Scents of the Wild: Leeching Nightmare>>
Party Limit: 2 | 20+ Posts
Prerequisite: Must complete <<Scents of the Wild: Keepers of Nature>>.
Repeatable for standard page rewards.

Quest Rewards:

  • 1,000 Experience Points
  • 2,500 Col
  • Each player receives:
    • Yamata no Orochi Key
      • One of six chunks of the tablet found within a cavern on the first floor. It resembles the indent of the door holding treasure from players. This one is shaped like the skull of the Leech Lich. 
      • Not Transferrable
  • Completion of this quest is required to unlock <<Scents of the Wild: Shocking Stallion>>

Requirements:

  • Must travel to the Stygian River (minimum 3 Posts).
  • Must defeat an initial pack of 4 <<Stygian Warriors>> before engaging the boss.
  • Defeat <<The Leech Lich>> and 4 additional <<Stygian Warriors>>

Summary:

Cold, dark death approaches. As in life there is always death, the second of the Guardians of Nature is the keeper of the Stygian River: A leech lich that feeds off the souls of the deceased in the river to the underworld. If left to its own devices, it will surely become a powerful entity, too strong to be defeated without calling back heroes that are needed on the frontlines.

Outline:

Make a journey to the Stygian river and deal with the growing problem that is the Leech Lich. Once it is defeated, players will find that the next part of their tablet breaks off, giving them the second key to the locked door.
 


Enemies:

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<<The Leech Lich>>

HP: 450/450 | DMG: 175 | MIT: 75 | ACC: 2
This boss uses its own BD roll when attacking.

Abilities:

  • Leech Four <<Stygian Warriors>> spawn with the boss when it is engaged in combat. <<The Leech Lich>> will consume up to two creatures per turn as a Free Action and will do so whenever it can. If it consumes the creature, it gains +25 Mitigation, +50 Base Health, +25 Damage for the rest of the battle, and restores +100 HP after the other effects have taken place. If it lands a hit on the player, <<The Leech Lich>> will heal a third of the final damage it dealt to the player (rounded up). At the start of every other turn (starting on the second turn), two more <<Stygian Warriors>> will spawn, but there will always be a maximum of four <<Stygian Warriors>> at any given time.
  • Protected <<The Leech Lich>> cannot be attacked until the all active <<Stygian Warriors>> are defeated or devoured by <<The Leech Lich>>. After the original 4 die, <<The Leech Lich>> is no longer protected.
  • Undead | Fallen damage has no effect on <<The Leech Lich>>, but Holy damage deals +25 final damage when the enhancement procs.

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<<Stygian Warriors>>

HP: 100/100 | DMG: 75 | MIT: 35 | ACC: 1


Epilogue: 

Spoiler

A calm falls over the battlefield but the stench of death will never truly disappear. The Stygian River is now freed from the lich's control. Within the remained ruined robes of the necromancer, players will find the Yamata no Orochi Key. With the Leech Lich felled, players now have the second 'lock' to the door. There's still four left to go, however.

 

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Floor 16
<<Scents of the Wild: Fighting Fish>>
Party: 2 | 20+ Posts
Prerequisite: Must complete <<Scents of the Wild: Keepers of Nature>>.
Repeatable for standard page rewards.

Quest Rewards:

  • 2,000 Experience Points
  • 3,000 Col
  • Each player receives: 
    • Mōretsuna Key
      • One of six chunks of the tablet found within a cavern on the first floor. It resembles the indent of the door holding treasure from players. This one is shaped into a wave of water. 
      • Not Transferrable
  • Completion of this quest is required to unlock <<Scents of the Wild: Shocking Stallion>>

Requirements:

  • Must fish up <<Mōretsuna>> (Roll a CD of 9+; players with the Fishing Skill gain a +2 Bonus.  Each roll requires a post action.)
  • Defeat <<Mōretsuna>>.

Summary:

The King of the Sea, and the third Guardian of Nature’s bounty: The Mōretsuna. A massive fish with razor sharp teeth that swims at speeds unmatched by anything else in the water. Players will have to fish for it and hope that it doesn’t snap their lines, or their spines.

Outline:

Take a boat into the water and fish for the Mōretsuna. Players with the fishing skill should have an easier time pulling it to shore, but that won’t make it any easier. Be ready for a tough fight. Upon defeating the fish, just like the others, the tablet will break again in the shape of waves like the ocean.
 


 Enemies:

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<<Mōretsuna>>

HP: 1100/1100 | DMG: 200 | MIT: 125 | ACC: 2 | EVA: 1
This boss uses its own BD roll when attacking.

Abilities:

  • Drown | On a CD of 10+, <<Mōretsuna>> will attempt to drag down the player instead of attacking. The player, on their next turn, will need to make a separate LD roll (as a free action) of 10+ to resist being dragged down. If the player fails, they lose their current turn and are dunked deep into the water, where they take 150 unmitigatable damage. The damage repeats at the start of the player's turn until they spend a post action to return to the boat.
  • Splash On an attack roll of a natural 9-10, along with its basic attack, <<Mōretsuna>> will splash water onto the player, bringing them to their knees and stunning them their next turn.
  • StruggleOn an attack roll of natural 1, <<Mōretsuna>> will flail and automatically hit each player for 50 unmitigable damage, but also deals 50 unmitigated damage to itself.
     

Epilogue: 

Spoiler

As the water calms with the fall of the massive deep sea creature, players find the Moretsuna key floating along the waves of the water. The Fighting Fish was floored, and now you have half of the pieces of the lock for the door the Temple of the Keepers.

 

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Floor 19
<<Scents of the Wild: The Colossal Shadow>>
Party Limit: 2 | 20+ Posts
Prerequisite: Must complete <<Scents of the Wild: Keepers of Nature>>.
Repeatable for standard page rewards.

Quest Rewards:

  • 2,500 Experience Points
  • 5,000 Col
  • Each player receives: 
    • Tanos Key
      • One of six chunks of the tablet found within a cavern on the first floor. It resembles the indent of the door holding treasure from players. Shaped like that of a mountain range, it is necessary to open the door on floor one. 
      • Not Transferrable
  • Completion of this quest is required to unlock <<Scents of the Wild: Shocking Stallion>>

Requirements:

  • Must find <<Colossus>> with an LD of 15+.  (Each roll requires a post action)
  • Must climb to weak points to attack (requires 2 posts per player).
  • Defeat <<Colossus>>.

Summary:

A mountain shadowing everything within its path, the fourth of Nature’s Guardians. The <<Colossus>> is an oblivious or callous being that ploddingly walks its own path, seemingly intending to do so for the rest of eternity. Towering high above the Forbidden Lands as its stomps around in meandering ways, the players are going to have to fell the beast to get one of the keys to the door.

Outline:

On floor nineteen, players will have to find the <<Colossus>> walking around the field careless and free. Once they’ve found him, it’s as simple as bringing him down. Should be easy to accomplish since it doesn’t seem to actively fight. Upon its death, the tablet will again shatter into another piece of the key. This one resembles the mountains.
 


Enemies:

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<<Colossus>>

HP: 1500/1500 | MIT: 150 | EVA: -2
This boss uses its own BD roll when attacking.

Abilities:

  • Weak Points Weak points can be found on both hands, chest, and head. These can only be attacked up to three times each before the weak point is gone, and you have to move onto the next one. If you miss attacking it, it will not count as using one of the three chances.
    • [Note: To climb to a weak point, you must spend 2 Posts climbing to it, and this goes for every weak point.]
  • Oblivious Since the boss is so large and you have to hold on and climb, players have no way to get space to <<Charge>> for extra damage.  Hiding, the Surprise Attack mods and the Tracking mod similarly have no effect on the creature.
  • Shake This boss does not attack directly. Instead, every three rotations after the boss is found, <<Colossus>> will try to "shake" the player(s) off of its body. Players have to grip onto the creature, rolling an LD as a Post Action to see how strong their grip is on the creature. The next post, <<Colossus>> will roll his own LD. If his LD is greater than the player, the player is thrown off, dealing 250 Unmitigatable damage to the player. They will then have to restart their climb to the next Weak Point.
    • [Note: LD equipment and consumables can come into effect when rolling, but no skills or mods that give an LD bonus can help.]

 


 Epilogue: 

Spoiler

As the mighty beast is toppled, the players can't help but wonder if the slaying of this gentle giant was necessarily called for. Who is the real monster here? Within the rubble of the mountain's remains, the glint of the Tanos Key can be seen. The Colossus has been grounded and now you are one step closer to opening that door.

 

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Floor 20
<<Scents of the Wild: Pouncing Puma>>
Party Limit: 2 | 20+ Posts
Prerequisite: Must complete <<Scents of the Wild: Keepers of Nature>>.
Repeatable for standard page rewards.

Quest Rewards:

  • 2,500 Experience Points
  • 5,500 Col
  • Each player receives: 
    • Mothra Key
      • One of six chunks of the tablet found within a cavern on the first floor. It resembles the indent of the door holding treasure from players. This chunk does not break off. It merely cracks into a shape of fangs, still connected to the sixth piece. Players will also have to defeat Bialas to split the last two pieces.  
      • Not Transferrable
  • Completion of this quest is required to unlock <<Scents of the Wild: Shocking Stallion>>

Requirements:

  • Must explore an abandoned temple (3+ Posts).
  • Defeat <<Suterusu>>.

Summary:

A rival to the Kumatetsu for the Keeper of the forest, Suterusu is the fifth and second most powerful of the Guardians of Nature. A sly fighter by nature, it jumps from the shadows and eliminates anything that thinks of challenging it. Be cautious and watch your back.

Outline:

The panther of the forest will use the trees as cover to hide and pounce. This will make it incredibly hard to catch it off guard, and harder to hit. Do not underestimate this guardian unless you want to be returned to nature yourself.
 


Enemies:

Image result for Puma fantasy

<<Suterusu>>

HP: 1250/1250 | DMG: 225 | MIT: 75 | ACC: 2 | EVA: 3
This boss uses its own BD roll when attacking.

Abilities:

  • That's Cute, Human | This boss is immune to debuffs.
  • StealthEvery three rounds, <<Suterusu>> will enter stealth as a free action following its attack. An LD rating is not needed to be rolled for this.  It has a base Stealth Rating of 18. If the players are unable to find <<Suterusu>>, it will leap from stealth on the following turn and attack, gaining a +50 damage for the attack. Also, if a 9-10 is rolled, it gains a Partial Phase, ignoring 25% of Mitigation.
  • Cunning DodgeOn a player's natural attack roll of 9, it is not guaranteed as a hit, and is still affected by Evasion and Accuracy.  If the attack included the Focus attribute, this effect ignores critical rolls on a natural 8 instead.
  • Unsteady GroundThis fight takes place on treacherous terrain with many large stones, broken statues and fallen trees scattered, giving a -1 Accuracy to every player due to the area where they are fighting.
     

Epilogue: 

Spoiler

Hanging within the vines of jungle, the Mothra key shines on the one ray of light seeping though the canopy of trees. Yet another forest creature has met it's end to your weapon. The Suterusu has bowed to you're ferocity. The fifth piece of the tablet does not break, merely chipping to show the demise of the panther.

 

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Floor 22
<<Scents of the Wild: Shocking Stallion>>
Party Limit: 2 | 20+ Posts

Prerequisite: Must have completed:
<<Scents of the Wild: Ferocious Foe>>
<<Scents of the Wild: Leeching Nightmare>>
<<Scents of the Wild: Fighting Fish>>
<<Scents of the Wild: The Colossal Shadow>>
<<Scents of the Wild: Pouncing Puma>>

Repeatable for standard page rewards.

Quest Rewards:

  • 3,000 Experience Points
  • 6,000 Col
  • Each player receives: 
    • Bialas Key
      • One of six chunks of the tablet found within a cavern on the first floor. It resembles the indent of the door holding treasure from players. The final chunk of the tablet to break. This one shaped like that of a thunder cloud with lightning striking.  
      • Not Transferrable
  • Unlocks <<Scents of the Wild: Mother Nature>> quest

Requirements:

  • Must have defeated the previous 5 bosses and received their Keys.
  • Must travel to the lake (3+ Posts).
  • Defeat <<Taneuma>>.

Summary:

Thunder roars and lightning strikes around the Lake of Reflection. A being truly worth being the strongest of the forces of nature challenges you as it's brothers and sisters have fallen. The final protector of nature, <<Taneuma>> is a being made of pure lightning. Upon reaching the Lake of Reflection, a storm will suddenly manifest from nowhere. Clouds fill the sky and lightning strikes all around the battlefield. Players can only watch with their hair standing on end as the <<Taneuma>> gallops down from the sky and challenges them to a duel.

Outline:

The final guardian of Nature has challenged you to a final bout. Steel yourself and bring it to its knees.


Enemies:

Image result for Lightning horse fantasy

<<Taneuma>>

HP: 2000/2000 | DMG: 275 | MIT: 100 | ACC: 2 | EVA: 2
This boss uses its own BD roll when attacking.

Abilities:

  • Grounded | <<Taneuma>> is immune to Paralyze, Paralytic Venom, and Stun.
  • Lightning Strike | When a player rolls a natural attack roll of 9-10, <<Taneuma>> will send out an electric shock, causing Paralysis to the player after their attack has landed. This Paralysis cannot be negated by Parry.
  • Conductive | If <<Taneuma>> rolls a natural attack roll of 9-10 and rolls a 6+ on the CD, it will knock the player with the highest hate into water, then cause a shock to go throughout the water, dealing 250 Unmitigated damage.
     

Epilogue: 

Spoiler

Upon the Taneuma's last breath, it will neigh into the sky with a loud thunderous roar and explode into lightning. All that's left behind in it's levin-bound wake is the remaining key to unlock the door to Mother Nature's Blessing. The Taneuma's Lightning has been quelled and you see the sun again. With all the pieces of the Keeper's Tablet, you may now open the door inside the Temple of the Keepers.

 

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Floor 1
<<Scents of the Wild: Mother Nature>>
Party Limit: 4 | 20+ Posts
Prerequisite: Must complete <<Scents of the Wild: Shocking Stallion>>.
Repeatable for standard page rewards.

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Quest Rewards:

  • 5,000 Experience Points
  • 10,000 Col
  • Unlock use of the Scents of the Wild Totems 

Requirements:

  • Take the Keys to the cavern door and open it.
  • Fight <<Mother Nature>> and defeat her.

Summary:

After having collected all the keys protected by the Guardians of Nature, players must return to the first floor cavern to open the door and collect the power of Mother Nature herself. Walking into a grove bound with mushrooms and moss, six podiums stand before them. However, before they can interact with them, players are interrupted by a woman’s voice.

“You have come for my bounty, have you? The guardians were only a test. If you truly wish to receive nature’s blessing, prove to me that you deserve them!”

A visage of Mother Nature appears before the duo of players and looks ready to fight.

Outline: 

The final challenge of Nature, Mother Nature herself is testing your true strength. This is the last fight, after which the players will be entitled to receive her blessing. When Mother Nature is defeated, she dissipates into the soil and her voice echoes through the cavern again.

“I see. You are worthy of my boon. Do with it as you please.”

The totems are now available for each player to use.
 


 Enemies:

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<<Mother Nature>>
A tree controlled by the spirit of Mother Nature. She will challenge the players to duel for the reward of her boon.

HP: 3500/3500 | DMG: 300 | MIT: 125 | ACC: 3 | EVA: 2
This boss uses its own BD roll when attacking.

Abilities:

  • Nature’s Strangle Throughout the fight, players will have to deal with vine and roots attempting to pin them down. On a Player roll of BD 9-10 and CD 6+, they will be tied down to the ground following their attack. Their next Post Action is sacrificed to escape.
  • Nature’s Resilience Mother Nature is resistant to all debuffs and disabling effects, including stun. Status effect durations are halved (rounded down to a minimum of 0 turns). Damage from damage-over-time ailments are also halved, as well as lasting half as long (round down). The Burn enhancement, however, deals double damage and lasts twice as long the normal effect.
  • Rage Rooted When Mother Nature reaches half health, she will become more aggressive. If she rolls a CD8+, she will gain 50% phase on her attack and increase her base attack to 350. On an MD of 9-10 paired with a CD8+, Mother Nature will regain 175 HP. Once triggered, <<Rage Rooted>> will not expire, even if Mother Nature is recovered to more than half of her maximum health.
  • Blighted PoisonOn MD 9-10, Mother Nature will inflict the players with a mixture of poison and decay. Players will suffer from Blight for two turns, with effects relative to their tier, and will also take 10 unmitigated damage per turn until Mother Nature is defeated. The extra 10 unmitigated damage does not stack with itself, but stack with the effects of Blight. <<Blighted Poison>> can be negated with an Antidote.
     

Epilogue:

Spoiler

When felled, Mother Nature will rest on one knee. The battle was tiring, but even a force as strong as nature itself wasn't enough to stop you. After a moment, she speaks. “I see. You are worthy of my boon. Do with it as you please.” And her body dissipates into the soil. Any attempt to make contact with her again fails. Even though Mother Nature sought to challenge you, you proved victorious. In recognition of your feat, she has gifted you the ability to make use of the Keeper's Totems. Don't let them go to waste.

 


Totem Rules and Usage:

  • The Totems' stat effects cannot be used until a Player has PERSONALLY gathered all 6 trophies. You cannot, for example, gather three and another Player get three and put them together.  Totems are non-tradeable, they are bound to the character that obtained them.
  • Totems do not count as a consumable, and can therefore stack on top of whatever consumables are being used in any given thread.
  • You can only have one Totem effect activated at a time in a thread (i.e. You can't have both +1 Damage and +50 Overhealth active in the same thread, only one or the other, etc.). Totems cannot be changed once set, for the duration of the thread. If you do not declare use of a totem on your first post, no totem may be used in that thread.
  • Totems' cosmetic effects can be used anywhere, but only one can be used in a certain area at a time.

Totems:

Kumatetsu Totem: +1 base DMG.
Yamata no Orochi Totem: +1 LD.
Mōretsuna Totem: +50 Overhealth.
Tanos Totem: +25 MIT.
Mothra Totem: +0.5 * Tier (rounded down) Energy recovery per turn.
Bialas Totem: +1 Taunt.

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