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[F27] <<The Mysterious Divide>>


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The Mysterious Divide

"This is a place of learning." Motioning to the seemingly endless rows of books, the old man smiled mischievously. "Of course, finding answers has a funny way of creating more questions. The more we learn about farming practices, the more interested we become in the crystals that make the growth possible. The more natural resources we locate in Srona, the more we wonder why those same resources aren't distributed evenly through the land. And after the Misadventure of Mistrek, we find ourselves asking how one man could possibly manage to fit inside a-" With a quick wave of his hand, the NPC cut off his little diversion. "Oh, that doesn't matter much. What does matter is the most important question of all, and the one the Lapis Society was founded on. The Universal Truth. The 'big one.'" After a dramatic pause, the snowy-haired man threw his arms out wide, his brown robe flapping theatrically. "Why the territories exist at all!" 

Moving into a leisurely walk, Destin continued to address his small audience. "We've uncovered literature that hints at a time before the boundary lines, but no one knows for sure why they came into being. Did war break out? Was there a natural disaster, or some act of nature that drove the people into their separate corners? Or did the leaders at the time just decide it was a good idea?" Chuckling to himself, the man shrugged his narrow shoulders. "Were there even leaders? Did they elect them, as they do in Ordsea? Did they serve until death, or-" For the second time, Destin caught himself before giving in to full-fledged rambling. "I apologize, but I find myself endlessly intrigued by our mysterious history. It's why I joined the Lapis Society, and I suppose my enthusiasm is why I was chosen to represent them." 

Finally, the man's amber eyes hardened with resolve. "This is where I must ask a favor of you. We had a donation made to the library recently. A woman claimed that the journals belonged to a distant relative, and that they've been stashed in the attic for as long as she could remember. As said woman has no interest in genealogical studies, she gave them to us. Though most of what is written is somewhat mundane - climate patterns, growing seasons, crop yields - the entries grow darker, and more cryptic toward the end. Many references to some unknown threat, and words such as 'separate' and 'divide' appear quite often. The last entry mentions a 'the most important phrase,' but also that it is 'best forgotten.'" Destin's eyes crinkled at the edges as he scowled. "Not much to go on, but also the most promising lead we've had since I've been here. If you're willing, I would like to send you to the four other territories, to meet with most prominent figures you can, and ask them about a secret or important phrase." Smiling sheepishly, Destin added, "They may have no idea what you're talking about. But on the other hand, they may. I'm willing to take that risk if it means uncovering the truth."

238a64ac5bfc1531e03755419dbf47f6--fantas

<<Destin>>
An intelligent and excitable man, and the head of the Lapis Society.


In Ronbaru's Grand Library, the Lapis Society works tirelessly to solve the floor's greatest mysteries. The group consists of NPCs from all walks of life, who can often be found pouring over historical texts, or exploring significant landmarks in search of these great answers. The age-old mystery that the Lapis Society aims to solve is the reason behind the great divide of the floor, and the formation of its various regions: the northern territory, Dagan, the eastern, Srona, the southern, Ordsea, and to the west, Braso. 

That is where you come in. The Lapis Society has requested that you travel to the four territories and speak with their leaders, in hopes you may learn what they know about the 'most important phrase.' It will be a long, dangerous journey across the entirety of the twenty seventh floor. Do you accept? 

  • Each quest must be completed in order. You cannot skip around, and you must meet all requirements and have your thread closed before moving on to the next.
    • This only applies to the initial play-through. Once you've completed the quest line in its entirety, you may take any of the four quests at any time.
    • For the second, third, and fourth quests, please link to the previous quest in your first post.
  • Pay close attention as you work your way through. Each quest has various objectives that must be completed. The components of some may be more complicated than others, so please be sure to read carefully. 
  • Once you have completed each quest, and it is successfully closed, a staff member will privately message all involved Players the secret phrase given by the territory's leader.
    • Players are strongly discouraged from sharing the phrase OOC, and only IC if the situation is appropriate. Basically, please don't rob others of the chance to discover and use this phrase on their own.
  • All quests are repeatable for standard thread rewards. Additional rewards may only be collected on subsequent run-throughs if noted in the quest description.
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Floor 27
<< Part 1: Dagan>>
Party Limit: 4 | 20+ Posts
Repeatable for standard thread rewards and Care Package.

Fungal Farm by FerdinandLadera on deviantART | Fantasy landscape, Concept  art world, Environmental art

Quest Rewards:

Each Player receives the following, in addition to standard thread rewards:

  • 500 Experience Points
  • 500 Col
  • Care Package
    • Perfect  Cooking Consumable of your choice and tier.

Requirements:

  • Roleplay travelling from Ronbaru to Dagan and speaking with Tiberius
  • Perform various tasks to help rescue the farmers caught in the collapse (see below)
  • Roleplay travelling back to Dagan and reporting to Tiberius to receive part of the secret phrase

Summary:

Tiberius, a representative from the Farmer’s Guild, has expressed that a cave in has trapped a number of their farmers. He requests your assistance to travel into the caverns , find the farmers, and bring them home. Then he will tell you what you want to know regarding the divide.

Outline:

Part 1 | Arriving in Dagan
Within the town square of the territory's central city, Vesh, you enter the Town Hall. Voices spill out into the street, including both cries pleading for help and shouts demanding action. It seems something has gone awry. Pushing past the crowd and slipping into an the guild representative's office , you find Tiberius with his face in his palms. A heavy sigh escapes him before he looks up at you, requesting to know what business brought you to his settlement.

Tiberius dismisses any requests for information regarding the floor's recently increasing disharmony, claiming there are much more pressing matters at hand. He speaks of a network of caves that run through the mountains behind the local granaries. These unnatural caverns provide the perfect environment to grow their unique and bountiful crops, thanks to the rich, mineral filled water that drips through the cracks in the ceilings and low hanging crystalline formations that provide just the right amount of light. However, as the farmers began sowing the innermost cavern, the ceiling apparently gave out and trapped them inside. Their current status is unknown, but the only one who made it out heard screams of help from the other side of the fallen debris. He begs for your help, offering to answer all of your questions if you will first rescue his citizens.

Part 2 | Rescuing the Farmers
You were told that the farmers were trapped deep within the network of caves, but the damage is far more extensive than you expected. Most of the crystals that illuminated the cavern have been destroyed or blocked off, offering nothing but very dim light for you to navigate. Players must use a combination of skill, wit and other resources from the following list to help bring the trapped farmers to safety:

  • Use First Aid or a healing consumable
  • Use any Leadership Art 
  • Make a Searching or Lockpicking roll with a result of at least LD 14 (totems and consumable apply, but mods, addons and other buffs do not)
  • Provide guidance to others by having the Night Vision mod active
  • Remove debris (can be done once for Extended Weight Limit and again if another character has the Large Pockets mod)
  • Call out to the trapped NPCs (require Howl skill)
  • Devise some technical or mechanical contraption to assist (requires TECH shift, Meticulous mod or Resolve addon)
  • Navigate tight and narrow openings to help open a passage (requires Athletics mod, Nimble addon, or Hiding of at least rank 3)
  • Put your familiar to good use (requires a familiar)

Unless otherwise noted, each of the actions listed above can be done twice by the group, but not more than once by any given Player. 

 

NPCs:

Gordon the Farmer

<<Tiberius>>
A portly, older gentleman with both human and dwarven features. They speak and act in much higher regard when in public, but shift back into their farmer-like demeanor when speaking with players in private. 

Tiberius dismisses your need for information regarding the floor's split, claiming there are much more pressing matters at hand. They tell you of a network of caves that run through the mountains behind the barns. These unnatural caverns provide the perfect environment to grow bountiful crop, thanks to the rich, mineral filled water that drips through the cracks in the ceilings and low hanging crystals that provide the right amount of light. However, as the farmers began sowing the innermost cavern, the ceiling gave out and trapped them within. Their current status is unknown, but one who made it out heard screams of help from the other side of the fallen debris. 
 

Epilogue:

Spoiler

Returning to Tiberius, the commotion outside of the representative's office seems to have calmed down. The crowds have dispersed to tend to the wounded, though it seems that simple first aid may not be enough. Tiberius explains that the apothecaries of Srona, the eastern territory, have created a healing solution that could save those most seriously injured.

"You need to travel there anyway, don't you? In your search for answers?" He nods. "But of course, you have done our city a great service. I will leave you with this, a phrase in the old language of our people. It may not seem like much now, but I am sure it will provide you the answers you need in time." 

Upon successful closure of the thread, a secret phrase will be private messaged to all participants.

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Floor 27
<< Part 2: Srona>>
Party Limit: 4 | 20+ Posts
Repeatable for standard thread rewards and Ushiame Salves.

Savalirwood.jpg

Quest Rewards:

Each Player receives the following, in addition to standard thread rewards:

  • 1000 Experience Points
  • 1000 Col
  • POTENTIAL REWARDS | Ushiame Salve
    • Tierless Perfect Mass HP Recovery (Crystal) - The party must have successfully gathered at least two additional times beyond the quest minimum requirements to obtain one Ushiame Salve, to a maximum of one per party member per thread.  This reward is repeatable.
      • Though it looks like a salve, this potent curative has absorbed the power of the green crystals around Srona and can be activated as a free action

Requirements:

  • Roleplay travelling from Dagan to Srona
  • Help put out the fire and speak with Percival
  • Roleplay finding the Blooming Grove
  • Collect Ushiame from the Blooming Grove
  • Roleplay returning the Ushiame to Percival

Summary:

The alchemists of Srona need your assistance. A mysterious fire has destroyed their batch of Ushiame, the main ingredient used in the creation of their healing salve. While they prepare what they have on hand, you must travel to the Blooming Grove to collect more of this mystical flower. But be warned, the Grove Guardian has been angered by the recent blaze and stands guard to protect the grove from ill intentions.

Outline:

Part 1 | The Mysterious Blaze
Travelling from Dagan to Srona, in search of their powerful healing salve to save the rescued farmers injured in an unfortunate cave collapse, you stumble upon a group struggling to put out a raging fire burning in one of their storage sheds. Those trapped inside have already been overwhelmed by the smoke and heat, but hope remains to save them and possibly some of the remaining salve ingredients.

Help the villagers put out the fire. Players must roll natural CD to put out the fire and continue the quest.  A combined total of 10 [+10 per member in the party] is required to achieve this goal.  Sadly, what salve remains is barely enough to tend to those wounded by the fire.

Once the blaze is extinguished, Lead Alchemist Percival informs that more salve could be created if the party can retrieve several bushels of Ushiame flowers from the Blooming Grove. The NPCs must remain to tend to their wounded, but Percival informs the party that the grove can be found part way up the mountain and is obscured by thick growths of massive, densely packed trees. Large, glowing, green crystals overlook the site slowly pulsing with light and will help guide them to its location.

Part 2 | Need Versus Greed at The  Blooming Grove
The Players must roleplay finding the Blooming Grove and will be able to see the Grove Guardian watching them when they arrive.  

Attempting to gather Ushiame requires a post action. A modified LD of 15 or higher is required to successfully gather the rare flowers.  A total of [4 +1 per party member] successful attempts is required to obtain the required quantity of material.  Additional rewards can be gleaned if players are willing to push their luck and risk the Guardian’s wrath.

The party must also keep a running tally of CD roll results for every gathering attempt made (use the CD results from your LD rolls).  Foragers may reduce their CD roll results by a value equal to their rank in the profession, to a minimum of 0.  

If the CD roll tally exceeds a combined total of 30, you will have overstayed your welcome in the grove and the Guardian will begin expressing its displeasure according to the following table:

CD Tally

Consequence

31-40

If the MD result on your roll was 6 or higher, the Grove Guardian summons vines from the ground that hamper and eventually pin you down.  Your gathering action fails and another player must spend their post action to free you.

41-50

If the MD result on your roll was 5 or higher, The Grove Guardian summons wasps, beetles, and other insects from the  surrounding trees, attacking all players in the party, dealing 100 unmitigatable damage and your gathering action fails.

51-60

If the MD result on your roll was 4 or higher, both of the effects noted above are applied.  Only the Player making the roll is trapped by vines.

61+

If the MD result on your roll was 3 or higher, both of the effects noted above are applied, but damage is increased to 200.  Only the Player making the roll is trapped by vines.

Note that Regeneration and Battle Healing will not be triggered by these effects, though other enhancements and healing effects may be applied to negate these injuries.
Escaping the Grove requires a single post action by the party. No escape mechanic required.  All Players must be freed from the Guardian’s vines before this can be attempted.


NPCs:

tumblr_2dbac289842d3908ce141c562eee59c5_20b32107_1280.png

<<Percival, Lead Alchemist>>
A kind, yet obviously overworked man in his early middle age. Recognizes the tension between the territories, but wants to see past it for the good of all the territories.
 

Lead Alchemist Percival informs you of where the Ushiame flower grows, The Blooming Grove. The Grove is located part way up the mountain entirely covered with trees. The glowing green crystals seem to slowly pulse there, denoting its location.

 


Enemies:

The Lord of the Mountain, an art print by gwendybee - INPRNT

<<Grove Guardian>>
A large, stag like creature with two, undiscernible faces and golden laurel leaves where antlers would be. 

The Grove Guardian is an invulnerable creature that remains docile unless provoked, or if the Grove is heavily disturbed.
They slowly patrol the Grove, watching you from a distance as you take what you need.. and only what you need.

Epilogue:

Spoiler

As soon as Percival is presented with the Ushiame, he and the other alchemists immediately get to work creating the healing salve. He thanks you for replenishing their stock, and for saving the lives of the injured farmers.

"You've done us a great service," he tells you, "so I'd be happy to share a phrase that we Sronians have always held close to our hearts. I hope it might provide some answers." Percival scrubs his face with both hands, then heaves an enormous sigh. "And while I hate to ask more of you, I hope you might find us some answers as well. The fire was no accident, as a number of people claim to have seen culprits fleeing the scene. If your travels take you to Ordsea, please speak with President Brienne about our troubles. Tell them I sent you. Maybe Brienne will know what to do."

Upon successful closure of the thread, a secret phrase will be private messaged to all participants.

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Floor 27
<< Part 3: Ordsea>>
Party Limit: 4 | 20+ Posts
Repeatable for standard thread rewards.

Mansion.png
 

Quest Rewards:

Each Player receives the following, in addition to standard thread rewards:

  • 1,500 Experience Points
  • 3,000 col

Requirements:

  • Roleplay travelling from Srona to Ordsea
  • Speak with President Brienne
  • Locate and secure at least five separate sets of documents
  • Confront the bandits
  • Return the Documents to Brienne

Summary:

After a suspicious cave collapse and mysterious fire, the possibility of deliberate sabotage has inevitably been raised. The people of Dagan and Srona deserve answers. Why is this happening? Who could be responsible? Could one territory be targeting the others, threatening the harmonious balance that floor twenty seven enjoys? An intermediary from Ordsea could be beneficial in mediating these discussions. You’re fortunate enough to have been granted an audience with President Brienne, herself. Unfortunately, Ordsea is not exempt from these acts of terror, and you find yourself finally facing the culprits head-on.

Outline:

Part 1 | A Meeting in Ordsea
As the trees begin to thin out, and the air grows noticeably warmer, it becomes evident that some invisible border between Srona and Ordsea has been crossed. Cool green crystals give way to fiery red ones, lighting the well-worn mountain path that leads to Lichten. Instead of humble crafters’ cottages, the grandest buildings on the entire floor rise up like giants, looking down on the newcomers in more ways than one.

After journeying to the enormous and historic Presidential Estate, you are quickly ushered in to sit down with President Brienne. Only moments after you’ve explained what happened in Dagan and Srona, shouts of alarm fill the mansion. A small, well-armed militia has forced its way in, and begun scouring its many rooms. Brienne, with her body-guard at her side, is not concerned for her own well-being. She is, however, worried about various critical documents hidden throughout the building. Five lock-boxes have been stashed in different rooms. Armed with a map of the house, and a small silver key, she asks you to retrieve the information before it falls into the wrong hands. She also requests that you refrain from using force, and absolutely do not take any lives, until it is determined who these bandits are.

Part 2 | Locating the Lock Boxes
Select your first room. Check the room description from the list below for inspiration. Your post should describe travelling to the room, searching it, and unlocking the box/retrieving the documents.  Make a roll linked to this post.  If the natural LD result is 12 or less, a bandit enters the room while you are searching. Specific alternate bonuses may also apply to certain rooms (see list below).  Searching or Hiding skills may be applied to the roll as a substitute in any room, but will not stack with other bonuses.

If a bandit is alerted to their presence, the party will need to write an additional post to describe avoiding or otherwise convincing the bandit to leave before you can access the lock-box and move on to the next room. Repeat the process until you have successfully collected at least five boxes. Each room may only be searched once. For a more challenging, less predictable approach, feel free to roll for which room you'll be checking.

Part 3 | Confronting the Bandit
After having collected all of the documents requested by Brienne, and despite your best efforts, you come face-to-face with a bandit in the hallway outside of her study. After a quick altercation (either verbal or physical), the door swings open, and Brienne's bodyguard emerges. He kills the bandit, much to the President's dismay. This is strictly a roleplay encounter, and does not require rolls or combat mechanics.

With the culprit dead and his allies vanished into the night, you return the retrieved documents to the president.  The immediate danger appears to have passed.


The Presidential Estate:

f7a72b6b6b7fbea17ff94fc9a980c70b.jpg

1

Kitchen

5

Workshop

9

Library

2

Laboratory

6

Armory

10

Recreational Room

3

Grotto

7

Menagerie

11

Master Bedroom

4

Dining Hall

8

Rooftop Garden

12

Conference Room

MAIN FLOOR
Kitchen
A long room with a low ceiling. There is little clearance to move about, as the space is filled with crammed cupboards and counters. Metal cookware dangling from ceiling racks clinks like pleasant windchimes with the slightest breeze. Jars filled with exotic spices in all colors are arranged in precise order along shelves on the walls.  
Note: Characters with the Cooking Profession can apply their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Laboratory
A small room, with a slanted ceiling, tucked beneath the grand staircase. It has no windows, and one door. Glass vials filled with numerous chemicals are housed on shelves. A long table occupies the far wall, with an ornate, complicated chemistry set spread across it.
Note: Characters with the Alchemist Profession can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Grotto
A one-of-a-kind addition to Presidential Estate. The small room is designed to mimic a grotto, with real rock lining the floor, ceiling, and walls. Veins of multi-colored crystal shimmer from the rockface. Everything is damp, and has a very earthy smell. A small pool, big enough for three or four people, rests in the middle. 
Note: Characters with the Alchemist Profession can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Dining Hall
A massive room, used to host fancy dinners and frivolous galas. A massive wooden table, long enough to seat forty people, stands in the middle of an easily-converted dance floor. It is set for as many people, with plates, cutlery, and glass drinkware. Ornate tapestries hang from the walls, and a collection of musical instruments wait in the corner.
Note: Characters with the Performer Profession can add their profession rank when searching this room for documents. 

Workshop
A space for tinkering, the workshop is littered with piles of wood, swaths of cloth, and other half-completed projects waiting to be brought to life. A myriad of tools hang from the wall, and blueprints for… something… are spread across the table.
Note: Characters with the Tailor Professions can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Armory
Suits of armor frame the doorway, both on the inside, and the outside. Weapons of all shapes and sizes rest on wall-hooks, and a mat covers much of the floor. Twin punching bags hang in two of the corners.
Note: Characters with the Blacksmith Profession can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Menagerie
One of the largest rooms in the house, and one that the Presidential Estate is best known for. Exotic animals from all over the floor are housed here in a single, walk-through enclosure. Brightly colored birds sing from their perches, reptiles lurk beneath rocks, small mammals scurry through the live underbrush, and fish circle the small pond. The personal zoo is cleaned almost around the clock, and an animal expert lives on the premises to care for them. The menagerie was built by the first President to occupy the building.
Note: Characters with the Fishing Profession can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

UPSTAIRS
Rooftop Garden
Glass ceiling and exterior walls trap the heat inside, and bring life to the Estate's collection of exotic plants. The smell is overpowering, intoxicating, and the space stays warm year-round. These plants, which have been cultivated to thrive in the darkness, are arranged to mimic nature's chaos. A multi-tiered fountain bubbles joyfully in the middle.
Note: Characters with the Foraging Profession can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Library
The thick carpet and dark colors create a snug, homely atmosphere, accented by a crackling fireplace and overstuffed armchairs. The walls are lined, floor to ceiling, with shelves of books.
Note: Characters with the Appraiser Profession can add their profession rank when searching this room for documents. 

Recreation Room 
A cozy room with forest green wallpaper and lush carpet. The heads of dangerous animals are proudly displayed along the walls alongside two dartboards. A pool table with rich crimson velvet sits in the center.
Note: Characters with the First Aid Extra Skill can add their skill rank when searching this room for documents.

Master Bedroom
Where the President sleeps. A large room with surprisingly modern décor. There is a king-sized bed draped in white and gray blankets. There is also a writing desk, a dresser, a wardrobe, and shelves containing artistic treasures.
Characters with the Artisan Profession can add their profession rank when searching this room for documents.  Every two ranks grants a +1 bonus to the LD roll, rounded up.

Conference Room
An additional space for conferencing with visitors, added by Brienne herself. The room is decorated in simple black and white, with a long table and ten chairs. Rows of shelves containing encyclopedias, ledgers, and other relevant resources line three of the four walls. The sleek, no-nonsense room speaks of efficiency, a stark contrast to the extravagance of the rest of the house. 
Note: Characters with the Leadership Extra Skill can add their skill rank when searching this room for documents.
 


NPCs:

366c925966e063858a3c2ee7dc6944e8.jpg

<<President Brienne>>
A fierce, charismatic leader who believes in five united territories despite strong opposition.


b0560f748f421c8992a7592cdf89f766--bandit

<<Bandit>>
Whoever they are, they're armed to the teeth and unafraid to use force to achieve their goals.

Epilogue:

Spoiler

The other bandits apparently managed to escape, and interrogating a dead bandit is impossible, it appears that your story is at an end. Fortunately, someone mentions the sword and shield tattoo on the bandit's forearm. The bodyguard explains that this is the symbol of Braso, and shows his own tattoo. Many who train in the Western territory adopt the mark to show their accomplishments as warriors. If the bandit trained in Braso, there may be a record of who he was. Brienne urges you to meet with Commander Fudral, and provides you with a letter that will give you immediate access to such an influential person. She also begs that you be careful, as the journey to the city of Targok is quite treacherous.

"I'll share with you the words the former President told me," Brienne says, "but please hurry to Braso. These individuals must be stopped. This matter is much larger than any one territory."

Upon successful closure of the thread, a secret phrase will be private messaged to all participants.

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Floor 27
<< Part 4: Braso>>
Party Limit: 4 | 20+ Posts
Repeatable for standard thread rewards.

217325.jpg

Quest Rewards:

Each Player receives the following, in addition to standard thread rewards:

  • 2,000 Experience Points
  • 2,000 col

Requirements:

  • Roleplay travelling from Ordsea to Braso
  • Speak with Commander Fudral and then journey to the Cave
  • Defeat your Greatest Fear(s)

Summary:

Commander Fudral may have information regarding the attack on President Brienne, but he is not quick to trust an outsider. You'll have to earn it by taking your lumps, just like everyone other Braso trainee. The best way to do so is to visit the Cave, a hallowed place known across the entire floor. Anyone hoping to train in Braso must not only vanquish their fear, but come to terms with it. If you can do the same, and prove your worth to him, he may be more willing to share what he knows.

Outline:

Part 1 | Dire Dwarf in a Dour Mood
Perhaps the most jarring transition on the entire floor, leaving Ordsea's warmth for Braso's wilderness feels a bit like venturing into a stormy sea. Howling winds, pounding rain, and feet of snow are not only common, but liable to all happen in the span of a single day. As stark as the change from red to white crystals is, the shocking climate change is a more obvious indicator that one has crossed the boundary line. Only the bravest souls - or the craziest - would be willing to abandon the calm south for this western chaos.

After travelling from Ordsea to Braso, you are ushered in to meet with Commander Fudral to discuss the attack on President Brienne. Clearly disturbed by the news, the Commander also gives the impression that he knows more than he is prepared to share with you. When he dismisses you, thanking you for the information, it becomes apparent that proving yourself will be the only way to gain his trust, and learn whatever secrets he keeps.

Part 2 | Reflect Upon Yourselves
One of Fudral’s lieutenants appears to sense the Players’ dilemma and offers them a bit of insight, suggesting that they should travel to a nearby sacred cave and endure the same trials as all of Braso’s initiates.  He provides them with directions and wishes them luck, suggesting that they keep this to themselves if later asked how they found out about the site.  The Cave is in the mountains not far from Targuk, though storms and terrain make it difficult to reach.

When the Players arrive, they are confronted by a spirit that reflects their collective strengths, but also their personal weaknesses.  They will have to work together to defeat it, hopefully gaining insight not only about themselves, but also their colleagues.


NPCs:

i3hn3P7.jpeg

<<Commander Fudral>>
A dwarf with a more commanding and powerful presence than individuals twice his size. It is clear he is held in high regard, gaining the respect and loyalty of all those he trains.

<<The Cave>>

Spoiler

Referred to as simply “the Cave,” this space appears largely unremarkable. Located on the far West point of floor twenty seven, Players making the trip must be mindful of the snow, ice, and unforgiving weather. One of the floor's many caves, the one in question is identified only by the sword and shield symbol, etched into the stone above its single opening. Once inside, Players can walk for about five minutes before reaching the back. What happens during that time varies, but most everyone comes back changed. Anyone trained in Braso must first spend time in the Cave, and prove their worth by both defeating and making peace with their biggest fear. No standard mobs spawn here, but Players should prepare themselves nonetheless.


285b765e768854c985a3f90adb8c6db0--cave-e

<<The Sum of All Fears>>
Your personal and collective nightmares, realised.

HP: (Highest Players’ Level) x 30 x number of players
DMG: (Highest Players’ Level) x 8
MIT: (Highest Player’s Level) x 3
ACC: (Highest Player's ACC +2, minimum 3)
EVA: 1 | Paralytic Venom (Defensive) | Phase

Paragon Levels are not taken into account when considering these calculations.

 

Abilities:

  • Laid Bare | <<The Sum of All Fears>> attacks on every post action during combat, ignoring hate mechanics and targeting only the Player making the post.  
  • Brutal Honesty | <<The Sum of All Fears>> presents itself in the form of the greatest fear of the player making the current post.  It can appear as anything, changing forms repeatedly throughout the fight, with the ability to alter the appearance of the cave as well.
  • Some Things Never Die | Disabling effects only prevent <<The Sum of All Fears>> from attacking on the same post, but fade immediately afterwards.  Immunity cooldowns still apply, but are reduced by 1 on each subsequent post.  If disabled for two consecutive posts, <<The Sum of All Fears>> becomes immune to all disabling effects for a full party rotation.

Epilogue:

Spoiler

You emerge from the cave to find Commander Fudral waiting for you, and impressed by your show of strength (both physical and mental). It strikes you as likely that he was behind his subordinate sending you here in the first place. Fudral agrees to share what he knows. 

“A group of trainees, after being disciplined for disrespectful and dishonorable behavior, fled the Targok training camp. Before doing so, they stole a considerable number of weapons from the local armoury. While I cannot be certain of their end-goal, I urge you to remain vigilant, and keep me apprised of any new developments. I will promise to do the same, and provide aid in bringing these bandits to justice." Nodding, Commander Fudral added, "'Honor in all things' is a saying we take very seriously here. That, and one more, which has been the motto of the Braso warriors for as long as anyone can remember. As you've earned that title, I suppose you should know it as well."

Upon successful closure of the thread, a secret phrase will be private messaged to all participants.

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