The Ancient Necropolis: Quest
The Ancient Necropolis:
Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 2 and a maximum of 6 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC background: The Ancient Necropolis is a vast tomb system buried in the desert, located in the Human World but far from any human settlement. All the exits to the surface have long since been buried, but the tombs here have lain untouched for thousands of years. The artwork and relics within them would make any Human archaeologist weep. Of course, you're here only for particular relics.
(Oh, and watch out for the ancient guardians... )
gaia_crown [ Getting Started: ]
Getting into the The Ancient Necropolis:
- You need to camp out in the Weeping Forest after reading the information. Hunters can enter Halloween as well without a golem (recommended as the Altar itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that takes them to the frigid tundra, near a certain abandoned base that some older Hunters might remember. Some polar bears have taken up residence here, and gosh aren't they hungry? Better run!
- Rolling 70 or less will let players find a portal to an alley near a busy street marketplace in Cairo, Egypt, and a street vendor mistakes you for someone that stole some of his wares. Yikes!
- Rolling 80 or less will lead you to the Haunted House.
- Rolling 81 or higher will let you find the portal! Success! You can now proceed inside.
gaia_crown [ Setting and Rules: ]
The Ancient Necropolis is buried beneath beneath the sands of the Sahara, lost for over a millennia. This is where the Dungeon Master comes to play. The Dungeon Master will create a new thread. Now, they will roll stats for this expedition team:
- Roll 2 20-sided dice for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points they can go no further/ have to leave the area.
- If their HP turns to 0 they cannot go any further and must portal/pendant out/dissipate.
- If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1: ]
- This round takes place just inside the entrance of the dungeon, an ancient tomb that feels a bit...humid inside. It's dark, except for a few torches lining the walls of its narrow corriders, lit with ominous fire that glows more red than orange.
- All players must roll a 6 sided dice. If any player rolls a 2 or 4, you have triggered a boss! The DM will be in charge of RPing and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal.
-The boss is a swarm of scarabs, a trap left by the Egyptians of old in an attempt to protect their sacred Gods. No one can go any further until the boss is defeated.
-IF NO ONE rolls a 2 or 4, or you have defeated the boss, you may proceed to round 2. If two players roll a 2 or 4, you now have two swarms of scarabs... congratulations.
- This initial roll does not cost stamina!
- Note that the triggers are 2 and 4 instead of 1 and 6 like other quests!
gaia_crown [ Round 2: ]
- All players must now descend into the belly of The Ancient Necropolis...By wandering the corridors. They seem to change on their own, and attempting to double back might take you to a different place than you started. If you try to cheat the system by using a ball of string to track your path, you'll find that your string runs right into solid walls....
- To navigate the aforementioned labyrinth, roll 1d100.
- If you roll 80 or higher you manage to navigate through the labyrinthine corridors without any skirmishes. Phew!
- If you roll between 25 and 80, you manage to come to an abrupt end: the corridor turns into a sheer drop you nearly walk right over. Scary! You better try to find a different way: you hear the ominous hissing of snakes down below. Keep rolling, and subtract 1 Stamina.
- If you roll between 1 and 24, you trip and plummet down the hole. sad You land in the pit of snakes, and they chase after you like the starved: turns out, they're undead Egyptian Asps. Keep rolling, and subtract 3 Stamina, since you had to run REALLY FAST to escape them.
-Continue rolling until you roll 80 or higher!
- For ever time you roll 25-80/b] (each reroll between these numbers), you must subtract 1 of your given Stamina points.
- For ever time you roll 1-24 (each reroll between these numbers), you must subtract 3 of your given Stamina points.
- If you hit 0 Stamina points, you cannot go any further/ you dissipate/ pass out/ are w and have to start over from Round !Round !
- If you made it past this round, you can proceed to round 3:
gaia_crown [ Round 3: You reach a clearing, and you are finally on the bottommost floor of The Ancient Necropolis. The air is hotter still, here, and there is an odd mist clouding your view except for a few scant feet in front of you. The walls are lined with a number of sarcophagi, and a large pool of water lays somewhere in here. Even the slightest of wrong moves will wake the malevolent undead, so be wary.
- All players must roll 1d10.
- If any player rolls a 4 this is instant death/dissipation/Fear shields are ZERO and you need to use pendant to retreat back home.
- Otherwise match your rolls to the results:
1: Instant death. (Just for you, return to Round 1). A sarcophagus abruptly opens and a bandaged, rotted hand strikes out and drags you into the musky darkness of the ancient mummy's resting place, slowly sapping your life force until you dissipate/pendant out.
2: Nothing happens. You hear the scuttling of scarabs in the distance, and something touches the back of your neck. When you look, nothing is there.
3: - 50% of your remaining HP. A mummy shambles out from its casket, its eyes glowing violet-- it mutters an ancient incantation from a civilization long dead, draining you of health before it turns into dust, blowing away even though there is no wind.
4: Instant death (for everyone, game over). A swarm of flesh-eating scarabs have followed you through the labyrinth, and descend upon your entire party without mercy. Some are as large as a medium sized dog, their carapaces the colour of blood.
5: Nothing happens. A horrible stench comes from the direction you're going: of something dead and rotting and it's fresh. If you're an undead, you are unaffected, and just sort of think it smells like summer.
6: Extra roll penalty. The tile of crumbling stone you're standing on sinks down, triggering a soft click. A noxious gas floods your lungs, pungent and mould coloured. You are paralysed, and must roll a total of FOUR times before you can escape.
7: - 50% of your remaining HP. All light is suddenly diminished, even that of glowing bodies/weapons. A groaning rises up from beneath you, rattling in the chest of whatever is making that sound. You book it, but you're too slow: the mummy has caught you, latching onto your head and shoulder area, sapping your life force.
8: Nothing happens. Literally nothing: it's a relief. Better hurry on.
9: -50% of your remaining HP. You continue through the clearing to find a large pool of black water with a single path cutting through it. No matter if you try to wade through the water or take the path, a rotted naga rises from the water, fangs bared in a snarl. It lunges for you, sinking its fangs into your flesh. Lucky for you, their poison ran out a long, long time ago, and you manage to get away.
10: Teleported back to Round 1. All you hear is a whisper of a curse in your mind before you are whisked back to the beginning of The Ancient Necropolis, a warning lingering in your mind to leave. Now.
- All players need to roll 3 times to make it to the next round EACH.
- That is, unless you roll a 6, then you have to roll a total of FOUR times.
- If you die and come back to Round 3, it does not carry over.)
- If you roll multiple 6s, the number never goes higher than four.
gaia_crown [ Round 4: ]
- Finally, you make it through the mist, and come upon a room full of ancient trinkets and treasures.
- Beware: this area is unstable. You feel as though someone is watching you very closely, and the walls slowly start to move, stone grinding against stone. You don't have much time: grab something and GO!
- Randomise a number between 1 and 9. This is the item you end up with, congratulations! This is now your item to keep! Match the correct roll of yours to the item, and read the results carefully!
- There is only one of EACH item so if you manage to claim the item in your quest, please come back to THIS THREAD to post the form below to claim that item. Make sure you also pick up its image HERE and read general instructions of use.
- Once again the max you can ever obtain period of these items per character is one status effect and one battle effect item throughout all the class C items.
- These are first come first serve that means if someone else has already posted here claiming that item, you cannot get it! Instead, you can look one number above or below the item and select that item instead. Ie: I roll a 1, but 1 is already claimed. I can look at 2 and claim that instead IF I can.
1. Tears of Atum: A small, deep blue glass bottle in the Egyptian style, delicately ornamented with gold. Within the bottle are a few drops of iridescent liquid.
Status Effect: When poured out, the tears within form a translucent and featureless humanoid figure, like a golem made of water. This figure cannot speak, but it will perform simple tasks for 2 IC hours before evaporating. It will take orders only from the wielder of the Tears and will ignore all other beings. Tasks must be direct and primarily physical (like "get that bottle across the room and bring it to me", not "do my homework"). Cannot be used in battle. The bottle takes 2 IC days to refill after being used.
2. Fang of Geb: A snake's fang three inches long, set into a simple pendant on a leather thong. The leather is embossed with images of snakes, river reeds, and grain. The fang's tip is blunted and stained with dirt, and no matter how hard you scrub the stain won't come off.
Battle Effect: Once per battle, you may drive the Fang into the ground/floor; upon contact, a wave of reeds will sprout, entangling your opponent and binding them. This gives you an additional chance to strike; for your next turn, your modifier is -4, not -6. Using the Fang takes up one turn, and you may not use the Fang in boss battles.
3. Knot of Isis: A two-foot braid of jet-black hair, the ends tied off with bands of gold. It will not come undone no matter what you do to it.
Battle Effect: Once per battle, you may tie the braid into a knot; upon doing so, a golden barrier appears in the air around you and only you. This barrier takes 5 damage to break through and must be shattered before you can be damaged again. Using the Knot takes up one turn. Bonus: as Isis was a particular protector of the dead, if the wielder of the Knot is undead or a ghost, the barrier takes 7 damage to break through.
4. Star of Nut: An amulet in the shape of a five-pointed star, made of gold and inlaid with rich blue lapis lazuli. The amulet hangs on a thick golden chain, suitable for wearing as a necklace.
Status Effect: The Star is activated by pressing all five points of the amulet simultaneously; upon doing so, all the light in the immediate vicinity is pulled into the amulet and held there, plunging that area into total darkness. The amulet's range is a sphere 10 feet square; if within that range, you cannot see out of it and appear trapped in complete darkness. From the outside, it looks like a sphere of pure black. The effect lasts for 5 IC minutes. Can only be used in battle to escape, not to attack - because if you use the amulet, you won't be able to see either! After use, the amulet takes 1 IC day to recharge. Cannot be used in boss battles or battles that you cannot (for whatever reason) escape.
5. Wrappings of Osiris: A roll of stiff gauze that looks old, the edges tattered and faded. Still, it seems clean and smells fresh. The exterior surface of the gauze is painted with hieroglyphs in rusty red ink. No matter how much is removed, the amount of gauze in the roll never seems to decrease.
Battle Effect: The Wrappings can be used on an injury like ordinary bandages; upon contact, it heals the target for 25% of their total HP. Bonus: as Osiris was the greatest lord of the underworld, undead and ghosts are healed for 35% of their total HP. If used in battle, consumes one turn. Cannot be used on bosses; can be used once every IC day.
6. Bounty of Nephthys: A beautiful drinking-cup in the Egyptian style, ornamented with semiprecious stones.
Status Effect: Any alcoholic liquid poured into the cup can then be drunk without fear of hangovers; while you will most certainly get drunk, at least you'll be okay the next day... as far as hangovers are concerned, at least. Liver poisoning is another story. You must provide your own alcohol.
7. Scepter of Set: A jet-black Egyptian was staff, carved of a light yet durable substance, utterly unornamented and tall enough to be used as a walking-stick by human-sized beings.
Battle Effect: Once per battle, you may wave the scepter through the air in a spiral pattern; upon doing so, a small, localized sandstorm will spring up and attack a single opponent of your choice, doing an additional +3 damage on top of whatever damage you yourself manage to do next turn - even if you miss, you'll still do 3 damage. Does not work on bosses; initial use costs you one turn.
8. Breath of Shu: An fluffy, ornamented feather two feet long, with a beaded shaft and delicately gilded tip.
Status Effect: When the feather is waved through the air, a sense of peace and calm descends upon a single target. This feeling of serenity lasts for 3 IC hours, and is utterly unshakable regardless of events. (Afterwards, of course, may be a different story.) Can be used in battle, but has no required effect; after all, your enemy could decide to calmly continue kicking your a**! Can be used once per IC day; cannot be used on bosses.
9. Waters of Tefnut: An alabaster bottle bearing the seal of a lioness. Within the bottle you can hear liquid sloshing around, but the cork sealing the bottle refuses to open unless you intend on using it - no sneaking a peek!
Battle Effect: Upon opening the bottle, the water within seems so appealing that you simply must drink it. Once per battle, you may drink the bottle dry; upon doing so, you feel refreshed. Any damage over time effects troubling you (i.e. Tainted Fang, etc.) are instantly cleansed, though damage already dealt is not healed. Does not work on boss attacks or heal at all; this is solely an interrupt to attacks in progress.