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Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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Magesc
Captain

PostPosted: Sun Mar 24, 2013 12:46 pm


Cave of Dragons

Solo or Group Adventure
Must be of the Battler Path


Rating: User ImageUser ImageUser ImageUser ImageUser Image
Reward: Multiple Dragon Orbs, Possibly 3 Nocturnal Fur

Rumors have reached your ears of a cave full of many dragons where an awesome fighter like yourself could go. There are even a few whispered rumors of some nice treasure within! So you decide to go, either alone or with some friends, and check this cave out!

Upon reaching the cave in Eowyn, you notice that the cave itself doesn't appear to be anything special as you approach. Perhaps the rumors are not true...

Do you:
A) Go inside? Roll 2 4-sided dice and go to "Room 1"
B) Leave? Go to "Exit"

Room 1
First die: If the number is 1-3, you encounter a Ysali dragon. If the number is 4, you encounter an Ayrala dragon.
Second die: If the number is 1, you are nervous and take a 10% penalty to your luck chance. [So if your normal luck range against the dragon is 61-100, it is now 71-100. If it was 91-100, you must now roll a 100 to succeed.] If the number is 2-4, nothing happens and you fight as normal.

The first room is fairly well lit with the light from the cave entrance illuminating the area. There, on the other side of the room, is a dragon!

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 2"
B) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 2
First die: If the number is 1-2, you encounter a Ysali dragon. If the number is 3-4, you encounter an Ayrala dragon.
Second die: If the number is 1, nothing happens and you fight as normal. If the number is 2, you manage to feel very lucky and get a 10% bonus to your luck chance. [So if your normal luck range is normally 61-100, it is now 51-100. You cannot go below 6-100, though.] If the number is 3, nothing happens and you fight as normal. If the number is 4, you have encountered a Silx instead of a dragon. See "Creatures" below to see stats. You still fight just like in a dragon hunt, only against the creature instead of a dragon.

This room is not as well lit as the previous room, but you can still see well enough to see the whole room. There, across the room once again, is your opponent.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 3"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 1"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 3
First die: If the number is 1, you encounter a Ysali dragon. If the number is 2-3, you encounter an Ayrala dragon. If the number is 4, you encounter a Kiandri dragon.
Second die: If the number is 1, the room is empty. Skip straight to "If you win" options. If the number is 2-3, nothing happens and you fight as normal. If the number is 4, spider webs coat the walls of this room and drift about everywhere. Your visibility is lowered, causing your luck chance to be reduced by 10%. [If your normal luck range is 61-100, it is now 71-100. If it is normally 91-100, you must now roll a 100 to succeed.]

The rooms slowly grow darker as you continue to progress into the cave system. You are unable to see into the darkest corners, but you can still see well enough to fight.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 4"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 2"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 4
First die: If the number is 1-2, you encounter an Ayrala dragon. If the number is 3-4, you encounter a Kiandri dragon.
Second die: If the number is 1, nothing happens and you fight as normal. If the number is 2, you seem to have triggered an old spell and your movement is slowed. Your luck chance is now reduced by 20%. [If your normal luck range is 61-100, it is now 81-100.] If the number is 3, nothing happens and you fight as normal. If the number is 4, you have encountered a Bognotti instead of a dragon. See "Creatures" below to see stats. You still fight just like in a dragon hunt, only against the creature instead of a dragon.

Continuing into the cave system, the walls now start to glisten with moisture where the light hits them. Shadows are becoming darker and more prevalent, but the overall light level is still that of early evening.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 5"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 3"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 5
First die: If the number is 1, you encounter an Ayrala dragon. If the number is 2-3, you encounter a Kiandri dragon. If the number is 4, you encounter a Firani dragon
Second die: If the number is 1-2, nothing happens and you fight as normal. If the number is 3, you feel especially brave and daring and your luck chance is increased by 10%. [So if your normal luck range is normally 61-100, it is now 51-100. You cannot go below 6-100, though.] If the number is 4, the dragon roars and any Bonded Drakein quake in fear. (No change to your luck chance, but any Bonded Drakein cannot be RPed as helping during this fight.)

The air grows damper as you continue on, a few small puddles appearing on the floor from time to time, especially in lower laying areas and against walls. This room has several large stalagmites jutting from the floor.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 6"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 4"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 6
First die: If the number is 1-2, you encounter a Kiandri dragon. If the number is 3-4, you encounter a Firani dragon.
Second die: If the number is 1, list all participants and generate a number between them. This participant's luck is halved for this battle. Please recalculate luck chances accordingly. (If you are doing this solo, your luck is halved and you must recalculate your luck chance.) If the number is 2-3, nothing happens and you fight as normal. If the number is 4, you have found a secret tunnel! Do not fight in this room and proceed directly to "Room 17". (This can only occur the first time you enter this room. If you reenter this room and roll a 4, then nothing happens and you fight as normal.)

Glowing fungus grows upon the walls of this room, casting a dim light in those areas. The room is still visible, though it is becoming more like twilight in the level of light. There are still puddles in places, so watch your step!

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 7"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 5"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 7
First die: If the number is 1, you encounter a Kiandri dragon. If the number is 2-3, you encounter a Firani dragon. If the number is 4, you encounter a Peisio dragon.
Second die: If the number is 1-2, nothing happens and you fight as normal. If the number is 3, a sudden rock slide closes off the entrance to this room as you enter. You can no longer chose to move closer to the entrance and instead must either move deeper into the cave or leave. [If you have already had this rock slide happen, nothing happens.] If the number is 4, a sudden gush of water fills the room, slowly you down. Your luck chance decreases by 10%. [If your normal luck range is 61-100, it is now 71-100.]

More of the glowing fungus grows in this room, aiding what little light has penetrated this far into the cave system. The light reflects off the damp walls and puddles, adding to this effect.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 8"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 6"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 8
First die: If the number is 1-2, you encounter a Firani dragon. If the number is 3-4, you encounter a Peisio dragon.
Second die: If the number is 1, a sudden beam of light hits the room from outside, brightening the light where you can see better. Your luck chance has increased by 10%! [So if your normal luck range is normally 61-100, it is now 51-100. You cannot go below 6-100, though.] If the number is 2, the dragon encountered is a Ysali dragon instead of the dragon rolled. If the number is 3-4, nothing happens and you fight as normal.

Even more glowing fungus in this room, which has spread to the ceiling in patches as well. This room has a large puddle, almost a small pond, in the middle. Watch out!

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 9"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 7"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 9
First die: If the number is 1, you encounter a Firani dragon. If the number is 2-3, you encounter a Peisio dragon. If the number is 4, you encounter an Aiskala dragon.
Second die: If the number is 1, nothing happens and you fight as normal. If the number is 2, there is no dragon in this room and instead you encounter a Notbjavoin. See "Creatures" below to see stats. You still fight just like in a dragon hunt, only against the creature instead of a dragon. If the number is 3, after beating the dragon, you find a small chest! Opening it reveals one healing potion per participant. [If you have found the chest and reenter and roll a 3 again, the chest is there, but empty since you already opened it.] If the number is 4, nothing happens and you fight as normal.

The floors are now very damp, so watch your step! More fungus on the ceiling reflects in the water on the floor. This room has several large boulders scattered about the area.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 10"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 8"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 10
First die: If the number is 1-2, you encounter a Peisio dragon. If the number is 3-4, you encounter an Aiskala dragon.
Second die: If the number is 1, there is no dragon in this room. Instead, you find yourself facing a large pit in the middle of the room. Along the walls, there is a small ledge of floor remaining. RP crossing (or not crossing) this pit. If the number is 2-3, nothing happens and you fight as normal. If the number is 4, after fighting the dragon you find a locked chest. You can try to open it by rolling one 100-sided die. If you want to try and pick the lock open, add your INT. If you want to try and bash the chest open, add your ATK. Make sure only one person rolls and adds their desired stat! You may not combine your INT and your partners ATK. Only one person may try forcing the chest open or picking it at one time! If the first person fails, then the next gets to try and so on until everyone has failed or someone succeeded.

If your combined die roll and score is 70 or higher, you open the chest to find a Potion of Strength (one for each participant). Otherwise, the chest remains locked. [You can only find the locked chest once and each participant only has one chance at opening it. So if you reenter this room and roll a 4 again, the chest is still there and locked if it was not opened. If opened, it sits empty.]

More of the glowing fungus grows in this room, aiding what little light has penetrated this far into the cave system. The light reflects off the damp walls and puddles, adding to this effect.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 11"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 9"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 11
First die: If the number is 1, you encounter a Peisio dragon. If the number is 2-3, you encounter an Aiskala dragon. If the number is 4, you encounter a Gaili dragon
Second die: If the number is 1-2, nothing happens and you fight as normal. If the number is 3, list every participant and generate a number from this list. That character has stepped in some fresh dragon poo and will spend the rest of this room stinking. (No effect on luck chance.) If the number is 4, you begin to shiver, lowering your luck chance by 10%. [If your normal luck range is 61-100, it is now 71-100.]

The light from outside no longer penetrates this far, but the glowing fungus has taken over so that you are in a perpetual twilight dimness from here onward. The dampness has now taken a chill to the air as well, leaving a few ice crystals upon the walls here and there.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 12"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 10"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 12
First die: If the number is 1-2, you encounter an Aiskala dragon. If the number is 3-4, you encounter a Gaili dragon
Second die: If the number is 1, you slip and slide on the ice, lowering your luck chance by 10%. [If your normal luck range is 61-100, it is now 71-100.] If the number is 2, after fighting the dragon, you find a small chest. Opening it reveals an elixer. (One per participant.) [If you have found the chest and reenter and roll a 2 again, the chest is there, but empty since you already opened it.] If the number is 3-4, nothing happens and you fight as normal.

The icy areas are still limited to the walls in this room, but they are larger patches than in the previous room. The chilly air seems to be getting even colder.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 13"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 11"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 13
First die: If the number is 1, you encounter an Aiskala dragon. If the number is 2-3, you encounter a Gaili dragon. If the number is 4, you encounter an Aedaun dragon
Second die: If the number is 1-2, nothing happens and you fight as normal. If the number is 3, you trip over the uneven floor, lowering your luck chance by 10%. [If your normal luck range is 61-100, it is now 71-100.] If the number is 4, you encounter a Kiandri dragon instead of the rolled dragon.

Now the ice can be found along the walls as well as on them and the air is quite cool. Be careful of your step as this room's floor is jagged and uneven as well as damp!

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 14"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 12"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 14
First die: If the number is 1-2, you encounter a Gaili dragon. If the number is 3, you encounter an Aedaun dragon. If the number is 4, you encounter a Diabi dragon
Second die: If the number is 1, a sudden rock slide closes off the entrance to this room as you enter. You can no longer chose to move closer to the entrance and instead must either move deeper into the cave or leave. [If you have already had this rock slide happen, nothing happens.] If the number is 2-3, nothing happens and you fight as normal. If the number is 4, the ice cracks and you find yourself in icy cold water up to your knees! Your luck chance is decreased by 20%. [If your normal luck range is 61-100, it is now 81-100.]

A brisk wind seems to come from nowhere to run through this room, leaving the floor coated in a thin layer of ice that cracks under your feet as you walk. Luckily, a few large boulders stick up out of the icy area, though navigating the room on them alone will be tricky.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 15"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 13"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 15
First die: If the number is 1, you encounter a Gaili dragon. If the number is 2, you encounter an Aedaun dragon. If the number is 3-4, you encounter a Diabi dragon
Second die: If the number is 1-2, nothing happens and you fight as normal. If the number is 3, this dragon, if defeated, drops double orbs! (So two for each participant.) If the number is 4, the room is filled with spiders and webs instead of a dragon.

After all the chilly rooms, this room almost seems like a sauna as you step into it. The air is warm and the floor is once more just damp instead of icy.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 16"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 14"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 16
First die: If the number is 1-2, you encounter an Aedaun dragon. If the number is 3-4, you encounter a Diabi dragon
Second die: If the number is 1, make a list of all participants and roll from this list. That person seems to be overheating in this room and their luck is cut in half. Please recalculate luck chances accordingly. (If you are doing this solo, your luck is cut in half. Please recalculate your luck chance.) If the number is 2, you get a 5% boost to your luck chance for each Bonded Drakein in the room. [So if your normal luck range is 61-100 and there are three Bonded Drakein, it is now 46-100. You cannot go beyond 6-100, though.] If the number is 3-4, nothing happens and you fight as normal.

Steam hovers in this room as the air is even warmer than the last room. The steam curls in a few places where small drafts can be found.

From this point, treat as a normal dragon hunt and every participant rolls to see what the result is.

If you win, do you:
A) Move deeper into the cave? Roll 2 4-sided dice and go to "Room 17"
B) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 15"
C) Leave? Go to "Exit"

If you lose, you must RP fleeing from battle and are done with the cave. You keep any items and experience you may have found. If you have 500+ words, this may count for an RP as well as a dragon hunt.


Room 17
You have reached the end of the cave system! Inside you find a chest. Opening the chest reveals items!!

First die: If the number is 1, you find healing potions (ten for each participant). If the number is 2, you find energizing potions (ten for each participant). If the number is 3, you find elixirs (five for each participant). If the number is 4, you find life and energy boosters (three of each for each participant).
Second die: If the number is 1, you find Potion of Strength (two for each participant). If the number is 2, you find a Shield of the Ancients. If the number is 3, you find an Arrow of Courage. If the number is 4, you find a Bottled Dream.

IF YOU HAVE ALREADY BEEN HERE AND CLAIMED ITEMS WITHIN THE LAST TWO MONTHS, THE CHEST WILL BE EMPTY UNLESS THERE ARE MEMBERS IN YOUR GROUP WHO HAVE NOT. HOWEVER, YOU YOU TRY TO TAKE SOMETHING AND YOU HAVE CLAIMED PRIZES IN THE LAST TWO MONTHS, THE CHEST WILL SLAM THE LID DOWN ON YOUR HAND AND NOT LET YOU TAKE ANYTHING.
TWO MONTHS AFTER THE START DATE OF THE ADVENTURE, THE CHEST WILL RESTOCK FOR ANY NEW ADVENTURES YOU START.


Do you:
A) Move closer to the entrance? Roll 2 4-sided dice and go to "Room 16"
B) Leave? Go to "Exit"


Creatures
Silx - Level 5, LUK > 0. No items are gained from beating this creature.
Bognotti - Level 10, LUK > 5. No items are gained from beating this creature.
Notbjavoin - Level 30, LUK >15. A win gets you x3 Nocturnal Fur.


Exit
At any point, you may leave the cave with any items and experience that you have gained. RP yourself leaving and why you have chosen to leave. If you have 500+ words, this may count for an RP as well as a dragon hunt if you have encountered at least one dragon. (No matter how many dragons you may have encountered, this still only counts as one dragon hunt.)
PostPosted: Sun Mar 24, 2013 6:30 pm


An Errand for Healers

Group Adventure
Must have at least one Battler


Rating: User ImageUser Image
Reward: 1 Ayrala Dragon Orb for each participant, 10 Remedial Fronds

Location is on Ayr, which is dangerous due to it's high population of Ayr Dragons and dangerous winds. As such a Civilain must be accompanied by a Battler should they wish to attempt this.

A recent outbreak of a nasty virus has caused the healers to work overtime and they don't have the time to go fetch it nor send their apprentices to do so. Your master decided to help them and thinks that getting out and seeing the plant in its natural environment will be helpful to your education. And who knows, maybe one day you will need this plant and be in the wild and have to go fetch it yourself! Taking the ferry (or flying if you are a Drakein) to Ayr with your companions, you have ventured into its windy depths looking for the medicinal plant.

You may RP a Civilian getting required to go to Ayr and request the others to accompany him for safety, or you may have a Battle deciding that his Civilian friend needs exposure to the world and drags him/her along. Or any number of ways. Please have fun with creating ideas for how your characters get sent to Ayr.

Questions to help you write your initial response: Is this your first time to Ayr? What does your character think about this errand? Do they relish the chance to get out and see the world, or do they just wish to be back with their master working at their profession? Do they want to see a Dragon? Perhaps witness a fight first hand? Or are they trying to practice their fighting skills on Ayrala for the first time?

One person rolls a d10:
1-3: The group encounters nothing during the search for the plant. Apparently the Ayrala Dragons decided to sleep in today. Go to Plant.

4-9: Encounter an Ayrala Dragon (Level 15, LUK > 5) during your search for the plant! All battlers roll as if this was a dragon battle, the Civilians may RP their help, but they provide no bonus to the Battler's roll.

Everyone must do an RP of the battle, including Civilians. If all they do is cower and watch the fight, then they must express this. They may attempt to help you, perhaps they throw rocks to distract the dragon.

Go to "Win" if you win and "Loss" if you lose.

10: The winds have blown the entire group off-course and you have gotten lost. Please rp an overnight's stay as you have traveled too far for you to return to the ferry before nightfall. If this is the case, follow the next step. If not, ignore the dice rolls.

Roll 3 d10's.
If any are 5-10: An Ayrala Dragon attacks (Level 15, LUK>5) during the night! All battlers roll as if this was a dragon battle, the Civilians may rp their help, but they provide no bonus to the Battler's roll.

Everyone must do an rp of the battle, including Civilians. If all they do is cower and watch the fight, then they must say this. They may attempt to help you, perhaps they throw rocks to distract the dragon.
Go to Win if you win and Loss if you loss.


Win:
You have won the battle with the Dragon! After your fight, you may continue on to find the medicinal plant if you have not rped the finding of it already, if you have found it already, then rp your escape from Ayr.

Everyone gets an Ayrala Dragon Orb! This includes the Civilians. All Battlers calculate exp as if this was a real Dragon Hunt. Battler's may count this as a Dragon RP if their response to the dragon attack is 300+ words. This 300 will count towards the 500 needed for the quest/RP requirement.

User Image


As your group is congratulating each other on the successful fight, one of you spots the plant half way up a spire.

Go to Plant


Loss:
You have lost this battle! The entire group must flee from the Aryala Dragon!

All Battlers calculate exp as if this was a real Dragon battle. Battler's may count this as a Dragon RP if their response to the dragon attack is 300+ words. This 300 will count towards the 500 needed for the quest/rp requirement.

As you are fleeing, someone spots the plant off in a ravine.
Go to Plant.


Plant:
You have found the Remedial Fronds that you've been searching for! The green leaves upon the stem prove to be a very potent healing solution. Just by breaking one of the leaves in half, an aloe begins to pour out. It soothes and cools upon it's touch. The smell reminds you of a type of vapor rub solution.

Please RP the situation you have found it in and then traveling to the ferry's dock and waiting for it to arrive.

Everyone gets x 10 Remedial Fronds. Go to Reward for more information on the plant.



Reward:
You must have at least 500 words.
Each participant gets x 10 Remedial Frond.
User Image

Remedial Frond: May be used during battle to restore 10 LP.
This item is mostly for Battler's, but a Civilian may keep it and give it/use it on a wounded Battler should they come across one. Or it may be kept and used as an ingredient.

This may count as one RP and one dragon hunt (for Battlers)

Magesc
Captain


Magesc
Captain

PostPosted: Wed Sep 11, 2013 11:47 am


Dead Man's Treasure
Solo or group.
You must have one Battler or more with a combined LUK of 30+
The frozen Island of Aisko is no place for the weak or unprepared to go.
You will need the Icy Treasure Map to do this adventure.

Warning! You may not split up the group! All people must take the same path. Exception is when someone decides to quit, if it is a Battler and their leaving drops your LUK down below 30, please either have the entire group leave the adventure or PM the Mule. We can and will add in a random NPC with the exact LUK as the person who left, they will count as a character when determining exp gains. (So if you started out with 4 people, one drops and an NPC joins, when deciding exp gains, divide exp by 4 still. ) There is no need for the entire group to fail just because one battler leaves.

Notes: You can only get the rope bonus once! So if you have multiple ropes, you don't get a bonus from each. Useful items you might need: Rope, Climbing Kit, Lock picks, fire feather(for warmth and light).

Ratings: User Image User Image User Image User Image User Image
Rewards: Treasure! It depends on how many paths you take, if you fight, get lost, all sorts of things. But there is something for you!
Beginning:
This takes place in the frozen wastes of Aisko, an island filled with dangerous creatures and icy weather that is as much a threat to your life as any of the beasts that dwell there. What has lead you here is the strange treasure map that is encrusted with un-melting ice.

As you venture into the icy plains of Aisko, you can hear the wailing of the bitter wind and far off howls of the bykaldrta packs.

Your map has two locations marked upon it.

Do you wish to venture to the path marked with a red skull? Go to Red Skull Path.

Or the path marked with the black snake? Go to Black Snake Path.


Black Snake Path

As you travel confidently across the snowy expanse, you see many beautiful ice shapes and strange gouges in the icy protrusions. Sometimes you think you can see a shadowy plant or animal frozen in the ice beneath the snow...

Roll a d100
>> 1-21:: Encounter! As you are wandering the cold wastes to your destination you are ambushed!! Go to Encounter 1.
>> 22-75:: Safe! As you wander the cold snowy wastes, you see in the distance a large shadow swooping away into the snowy mists. Continue reading this prompt.
>> 76-80:: Blizzard! Go to Blizzard.
>> 81-100:: Encounter! As you are staggering through the light snowstorm, you hear the howl of a Bykaldrta as it charge you. Go to Encounter 2.

You have finally arrived at the location marked with a Black Snake on your map. Before you looms an icy hill with a large cave entrance in its side. The cave looks like it descends far into the ground. Around the cave there are many gouges in the rocks and ice. Plus you can spot some recent Dragon tracks leading into the cave.

What do you do?
Turn around a leave? Go to Quit
Decide to go to the other path? Go to Red Skull Path
Or do you continue onwards? Go to Dragon’s Den


Dragon's Den:

There is a large tunnel into the glacier itself, the tunnel is icy and slick, with many jagged rocks and ice spikes protruding. As you sneak down the tunnel, you can begin to hear the deep breaths of a dragon. As you come to the end of the tunnel, you can see it widens out into a cavern, large enough for a Dragon to unfurl its wings to stretch. This cavern contains a sleeping Aiskala! Go to Encounter 3!

Lost your battle: You find yourself outside the cave. The Aiskala dragon has returned to its cave without chasing you.
Do you leave completely and abandon your quest for another day? Go to Quit
Do you leave and try the other path? Go to Red Skull Path
Or do you wish to try again? Return to Encounter 3 and roll again. You may do this only one time. Then you must try another path.

Won your battle: the Dragon dissipates and leaves you able to continue on into the cave.
The cavern walls are smooth in spots and rough in others. It looks like the dragon you slayed polished the walls over the long years by rubbing itself against them... perhaps to scratch an itch. A fair distance up the cave wall is a smaller tunnel; you think you may be able to reach it!

Do you leave the cave? Go to Beginning.
Do you quit? Go to Quit
Or do you try for the tunnel in the wall? Continue reading then.

To get to the tunnel in the wall, each person must roll1d100! If the first person up has a rope, they may lower it down to give a 10 point bonus to the others rolls.
The use of Climbing Kits are encouraged here! If you cna fly, do not roll, you reach the tunnel automatically.
Keep trying till you succeed or till you give up.
>>1-89: You can't climb up! The slick walls cause you to fall each time. Should you give up on climbing this wall, you may wait till your companions return from exploring and then continue onwards, if you do this you do not get anything found while you are separate from them.
>>90-100: You made it up! After crawling and clinging up the icy walls, you are exhausted and chilled.

You may aid your companions with a rope or you may continue on down the new tunnel. Go to Iced Tunnel


Iced Tunnel:
As you slither into the ice cold tunnel, you notice immediately that it leads up... almost straight up. The tunnel is too small to fly up but small enough that you can put your feet on one wall and your back against the other to stabilize yourself as you climb up the iced walls.

To get up the tunnel, each person must roll 1d100!
If the first person up has a rope, they may lower it down to give a 10 point bonus to the others rolls. The use of Climbing Kits are encouraged here! Remember that you cannot fly up this tunnel it is too small.

>>1-89: You can't climb up! The slick walls cause you to fall each time.
>>90-100: You made it up! After crawling and clinging up the icy walls, you are exhausted and chilled.

You may as many times as possible; if you wish you may roll 4 d100’s at the same time to save time and just rp you failing multiple times before you manage to climb up.
Since the tunnel is too small for more than one person, please only have one person climbing at any one time, and once they succeed the next may climb up.

Once you reach the top, Go to Skeleton’s Icy Grave


Skeleton's Icy Grave:

You have finally climbed up that freezing tunnel! Panting with exhaustion, your breath steaming in the air, you arrive at a small bubble like cave. The walls are mostly smooth, though there appears to a small gouged out hole in one wall. It isn’t very deep and next to it lays a skeleton partially iced over.
The skeleton is small, about the size of 10 year old. Upon its skull are three small horns, two smaller ones above the eye sockets and one larger one rising from between the empty sockets. Laying scattered about the area around the rib cage lies many small bones, and they remind you of a bird wings. Lying clutched in its dead skeletal hand is a stave. Near it is an old back pack, half covered in ice.

Inside the backpack are two frozen water bottles, some cold but still usable rope, and ruined climbing gear. There are also some perfectly preserved arrows lying next to the back pack and a broken bow.
In the skeleton's hand is a wand that glows a cold pale yellow, its wood and glass like structure seems untouched by the cold, or rather, the cold seems to be enhanced by it. The ice casing over the skeleton is centered about this stave.

Do you wish to pick any of this stuff up?
The cold rope is just rope, you may add it to your inventory. The climbing kit is ruined by the cold and ice unfortunately, so you can't add any climbing gear to your inventory. And you can add some arrows, though these aren't special, they're just regular arrows that look fancy and can be used for rp purposes but that's it.
The frozen water bottles are special. They are filled with water from the frozen Lake Vonafel.

Each person may add 1 rope and 1 Water from Vonafel to their inventory.
Everyone who made it up here also receives: 1 Staff of Cold
User Image User Image


Leaving the cave is much easier than entering it, all you do is slide down! You find yourself back in side the Dragon's den, what do you wish to do now?
Do you leave the cave and choose another path? Go to Beginning.
Or have you had enough and are ready to head home? Go to Quit


Red Skull Path

Roll a d100
>> 1-21:: Encounter! As you are wandering the cold wastes to your destination you are ambushed!! Go to Encounter1.
>> 22-75:: Safe! As you wander the cold snowy wastes, you see in the distance a large shadow swooping away into the snowy mists.Continue reading prompt
>> 76-80:: Blizzard! Go to Blizzard.
>> 81-100:: Encounter! As you are staggering through the light snowstorm, you hear the snarl of a Dragon as it swoops down towards you. Go to Encounter 3.

As you wander towards your destination, you spot the tall cliffs shown by the red skull mark on your map. Hurrying towards it through the snow, you can hear the far off cry of a Bykaldrta.
Once you reach the base of the cliffs, you look up and see the shadowy form of a large ship frozen in time. The sails are unfurled and flared as if the ice frozen them with the wind in their sails. The bowsprit of the ship sticks out of the ice, beneath it lies a small tunnel.

You may decide to go the different route Go To Black Snake Path, or leave Go To Quit. Or you may try to climb up to the tunnel. Continue reading.

To reach the tunnel you may fly or climb up. The glacier wall is ruff and ragged, though still made of ice so not the easiest thing to climb. The first person up can lower a rope to give a+10 bonus to others roll. Climber's kits will be of use. Flying gets you an automatic success.

Roll 1d100
>>1-70: The icy wall gets the best of you and you just can't climb it! You may keep trying till you reach the top.
>>71-100: Success! You manage to reach the frozen tunnel and begin clambering down it.
Go To Iced Ship


Iced Ship:

The tunnel is cold and slippery. Your hands feel like blocks of ice as you crawl along it as it traces the keel of the ship. The tunnel gets darker and darker the further in you go, the light is getting more and ore fractured by all the ice it must pass through. You eventually find the end of the tunnel; right where it enters a large hole in the bottom of the ship. As you crawl through the inside of the ship is pitch black and you cannot see a thing.
To be able to see the group will need a spell that creates light , a torch, or an item that gives off light as well. Adept Orderite Mages will know a spell that can do this, as will Kiandri and Firani Drakein and Dovaa. They can create a torch real fast. Fire feathers will also allow you to see. Feel free to rp some ingenious way to get light if you wish, this is allowed.
If you end up with a light go to Go to Light
If you end up without a light go to Go to Dark


Light:

As you manage to create light somehow, the inside of the ship is suddenly clear to you. All around you lie scattered bones, ruined weapons and tattered cloth. Many people died here, and not quietly. You can spot a smashed in skull with a mace still buried in it. Quite a few of the bones show damage from weapons and you can spot the dull gleam of long dried blood upon many weapons, as well as dark stains everywhere. The scent is dusty and reminds you of a crypt. In the flickering light, you can spot a ladder with a hatch in the ceiling of the room.

Go to Light Cabin


Dark:

You cannot see anything, but you can smell and feel plenty. Besides the cold, you can feel many things shifting about as you stumble around. If you reach down, you can feel the bones that lie beneath your feet. There are arrows stuck in the wall that your hands run into and many other metal objects that your feet run into, you can tell by the distinctive metallic sound. Eventually, someone runs into a ladder. A way up!

Go to Dark Cabin


Light Cabin:

After you climb up the creaking ladder and force open the swelled shut trap door, you end up in what looks to have once been the sleeping cabin of the crew. Some skeletons still lie in old hammocks, some have fallen to the floor. Others still show signs of violence and fighting. Through the only door you see, a faint glow shines through its cracks. If you wish to search the rooms, you will find nothing important, though you will find a medallion that was clutched in a skeletal hand of one of the skeletons in a hammock. The medallion opens up to show a tiny portrait of a pretty Orderite girl.

If you wish to turn back now, Go back to Red Skull Path or Quit
If you wish to continue on, Go to Ruined Kitchen


Dark Cabin:

After you climb up the creaking ladder and force open the swelled shut trap door, you end up in another dark room. The only illumination comes from a tiny bit of light streams from a few cracks in a door. The tiny bits of light reflect off of weapons, and shows you shadowy shapes lying about the room. The hammocks look like people are still sleeping in them, for all you can see are dark shapes in a dark room. The silence of the area and the same crypt like scent lingers in this room as well. As you walk about the room, you knock over skeletons and stumble over broken lockers. The room is still mostly dark, but you can see somewhat.

If you wish to turn back now, Go back to Red Skull Path or Quit
If you wish to continue on, Go to Ruined Kitchen


Ruined Kitchen:

As you open the rotted door a dim light illuminates you. Inside you see what looks to be a kitchen, and hovering in the bony hand of a skeleton with its head crushed in is a glowing ball of light. The light can be picked up and carried with you: this skeleton apparently had a mage create a portable light for him a long time ago. Any mage, Dovaa, or Drakein can sense that the magic is fading and won't last more than a day or two. (Basically will last until you finish the adventure.) Looking about the kitchen, you see that this skeleton didn't die alone. Several skeletons lay near the doorway and one right next to it. You can spot an iced over cleaver, stained with ancient blood, lying next to the skeleton with the light; the other skeletons all have larger swords that have rusted and weakened over time. On a small table near the doorway you spot a journal lying open, the last pages have dried ink and blood upon them. To read what it says Go to Journal. You may keep the journal or leave it here.

The doorway beyond shows a short hallway with one locked door and the end covered with solid ice. Along the hallway are many skeletons, the floor is practically covered in them and fallen weapons. Dark stains mark the walls, bones, and floor.
The only way to continue on is through the door. If you do not have a light already, pick up the medallion in the skeletons hand and the light orb will follow you.

If you wish to turn back now, Go back to Red Skull Path or Quit
If you wish to continue on, Go to Treasury


Treasury:

You walk down the ice cold hallway, crunching bones underneath your feet, and arrive at the open door and peer through. Before you lies a room half filled with ice. A single skeleton lies against the wall of ice, many broken arrows, rusted swords and a mace lie about it. Quite a few lie inside the skeleton as well. It's clothing was once flashy and a torn up captain's hat still lies upon the skull. Behind him stands a tall female Orderite, brandishing a staff that glows blue. A pretty woman, she bears many wounds upon her. It seems her last spell was once that encased this room in ice. All around her lies chest and treasure. Perhaps she saw that they were about to die and didn't wish the enemy to get any of their treasure. She succeeded, except for a single chest that lies to hidden in the corner. No matter how hard you hack at the ice wall, nor what spells you throw at it, it remains un-marred and frozen still. It will take a much stronger mage than you to retrieve the iced in treasure. But now that you know it is here, perhaps one day you can come back and retrieve it. This will only be open by a special event where you will be allowed a spell that will briefly unlock the ice and allow you to grab some loot.

The chest itself is locked and you will need to roll 1d100 to see if you can pick it. (Using a lock pick will make this easier!) Each person gets to roll once. While you wait, warm your hands up, it's excessively cold in this room!

>>1-80: The lock refuses to open. Perhaps it is iced shut? Each person can only try to open it once. If no one can open it, then move on!
>> 81-100: Lucky person! You manage to open it and now the loot inside is all yours!
Contents of the Chest:
Each character gets 10 Gold Nuggets, 1 Fox Totem, 1 Peisio Dragon Tear, and 2 Firani Dragon Orbs.
User ImageUser Image User Image User Image Fox Totem: A strange carved wooden fox, it pulses with magic. You may use it to summon a small spirit of a fire fox. The fire fox puts out both light and heat and will obey simple commands. It can send telepathic pictures and simple thoughts to the owner of its totem.



You may Go to Beginning and try the other route,
or you may leave completely, Go to Quit.


Blizzard:
The thick clouds above have begun to snow, dropping so many thick fat snowflakes that the world has turned white. To make things worse, the winds have picked up and blow the flakes around with dizzyingly speed! How does your group react to the snow?
Do you try to force your way through and hope that luck guides you to your destination?
One person will roll for the group. All the others will follow whatever this leader does!Roll a d100:

>>1-90: You get lost, the snowy blizzard has turned you around and you don’t know where you are. Go to Lost
>> 91-100: Somehow luck or the Gods have favored you today. You arrive safely at your destination just as the snow begins to slack off and you begin to have some visibility.
Go to Either Red Skull Path or Black Snake Path and skip the rolling of the d100 at the beginning.

Or do you hunker down and wait out the blizzard? Go to Wait It Out.


Lost:
As you stagger through the blistering cold wind and feel the stinging of the flakes, your direction is changed as your group staggers around blindly, each hoping to arrive at your destination, but when you finally begin to see again, you don’t recognize any of the landmarks around you. In the distance to the East you spot a tall cliff wall made of ice, and to the South you can see a shining surface. Reflecting the weak sunlight.
Roll 1d100
>>1-50: You can’t seem to recognize anything that you see with anything upon the map?
>>51-100: You recognize the tall ice cliff as the glaciers where the Red Skull lies next too and you realize that the shining object in the distance is Vonafel, the Lake of Ice.

Do you wish to explore the lake or go on towards the cliffs?
Cliffs: Go to Red Skull Path and do not roll a d100.
Lake: Go to Vonafel


Wait it Out:
You sit out the storm; perhaps by building a small ice igloo, or digging into the snow to create a small hole for everyone to huddle in, or maybe someone has a tent to hide in. The storm lasts for several hours, how do you wile away the cold time? Do you talk to each other about your pasts and likes, or do you try to nap and gain energy for the cold hours ahead?

Please rp your reactions and then return to the Red Skull/Black Snake path's and continue reading!


Encounter 1:
A pack of Bykaldrta has ambushed you! Silently creeping up on you they charge with a howl and jump at the group from all sides!

Treat this battle as if it was a Dragon battle, so based upon LUK and each battler gets to roll.
You will be facing 6 Bykaldrtas, but you will only need to roll 1 d100. The entire pack's luck is 20, so you will count this as a win if you beat their 20 LUK and a loss if you don't.


Packs (6 of them!: Level 30, LUK > 20.
Gain x12 Frosted Fur if you win User Image

Calculate the EXP for Battler's as normal: make sure you divide your exp by however many battler's are fighting, do not include the Civilians for EXP purposes.
Please split the fur's among the group however you wish. I suggest that you create a test thread in the Gaia forum for this purpose so you can talk to everyone in your group with out spamming pm's or the main thread.

Return to the Red Skull/Black Snake path's and continue reading!


Encounter 2:
A lone Bykaldrta has charged your group! Young and headstrong, this large male is trying to defend his territory, and you have wandered into it unknowingly. With a loud howl he charges the group, determined to get dinner and defend his territory in one fight.

Treat this battle as if it were a Dragon battle, based upon LUK and each battler gets to roll.
Lone Bykaldrta: Level 20, LUK > 10.
Gain x2 Frosted Fur if you win.

Calculate the EXP for Battler's as normal: make sure you divide your exp by however many battler's are fighting, do not include the Civilians for EXP purposes.
Please split the fur's among the group however you wish. I suggest that you create a test thread in the Gaia forum for this purpose so you can talk to everyone in your group with out spamming pm's or the main thread.

Return to the Red Skull/Black Snake path's and continue reading!


Encounter 3:
An Aiskala Dragon has charged at your group! Perhaps it's hungry and wants a quick meal, or perhaps you are getting too near its home.. or maybe it just wants to kill things. No matter the reason, please roll for a Dragon Battle! Each battler gets to roll.

Calculate the EXP for Battler's as normal: make sure you divide your exp by however many battler's are fighting, do not include the Civilians for EXP purposes.
If you win, all the participants in the group get an Aiskala Orb, including the civilians!

Return to the original prompt (Red Skull/Black Snake path's or the Dragon's Den) and continue reading!


Vonafel:
The journey to the lake is quiet, with only the dark snow clouds above threatening you. You remember from somewhere that Vonafel used to be a strong healing lake like Amafel and Tyuafel on Serenia are. Perhaps it was even stronger.

Once you arrive, before you lies an huge lake, perhaps just a little smaller than Lake Tyuafel. You may do many things here, ice skate, ice fishing, and also take some of the water from Vonafel. Perhaps one day you can test it to see if it is indeed stronger than the healing waters of Serenia.
Receive: 1 Water from Vonafel.

From here, you may go to either the Red skull or the Black snake icons upon your map. Or perhaps you have had enough and wish to go home. (Some may decide to leave, but the remaining people need to have a LUK or 30 to keep going.)
Choose:
Go to Red Skull Path.
Go to Black Snake Path.
Go to Quit.



Quit:

Your group has decided to leave the frozen wastes of Aisko. The journey back is cold and the sun has set by now, leaving you to blunder through the dark snowy night. Though it is not as dark as it could be; the snow seems to glow softly, reflecting the little light that the night offers and amplifying it to create a winter wonderland.
You safely reach the ferry's dock and must now wait till dawn for the boats to arrive.

Please rp this and make sure each and every participant has 500 words total in the Adventure so that this will count towards your requirements.


Journal

The journal appears to be in fairly good condition considering its been lying in a frozen ship for a long time. This journal appears to belong to the Ship's cook, and the first entry was entered about 306 years ago.

My memory seems to be going, so my son gave me this book and told me to record what happened so he that he gets his stories. Silly thing if you ask me, but I'll do it for him. That and who knows, maybe one day someone not of my family will read it and be inspired.
So, just in case that happens, here's a little about me.
I am Orpherion and I was once a Knight of the Guardians. I lived my life mostly in the cities protecting people and getting chained down by rules and laws. One day I had enough and quit, and left to go sail the seas with a merchant ship. Many things happened and eventually we got boarded by a pirate ship. They captured me alive and kept me since I was a good cook. Apparently their cook burned everything and drank too much. I was angry at first, but after awhile I came to love the Dark Lily and her crew. They were the dregs of society, thieves, petty criminals, murders, and they came from all sorts of random places. Quite a few of them were hybrids, but the majority were Dovaa or Oblivionites. The captain was a sharp dresser for an Oblivionite. Seeing how he couldn't see colors, he tended to rely upon his first mate and wife to dress him.

They were rascals and tended to break things just for the fun of it, but deep down, I felt like they were just rambunctious kids out for a joy ride. Mind you, they weren't all good boys and gals, there were a few rotten apples and we did raid and kill quite often. But I was happy. Missed my family a bit, but I snuck over to visit them every now and then. That's it about me. I'll start recording what happens after today, got to go cook up some skilly-n-duff for the crew. They like it hot and spicy so I intend to burn the roofs of their mouths off!


Many of the following entries are about the small details of life on board a ship, though quite a few of them involve stories of fights, raids, and treasure hunting. The last few entries though, tell of them being chased and hunted down by Draco's people to the cold waters around Aisko. The last entry isn't finished and has spots of blood on it.

Its been fearfully cold lately. The crew is quiet and tense. We've never been chased this long before. Always we've managed to slip away, but not this time. Last night we ran aground on top of an ice berg. Don't know how it happened, but somehow we ended up with the ship's keel encased in ice and now we're trapped. The sea about us is freezing, and the crew says they've spotted sails in the distance. I'm not sure how we're gonna get outa this, iced in and Draco's people coming after us. We're running low on supplies a--- The rest is covered in an ink blot and blood splatters.
PostPosted: Wed Jul 16, 2014 1:36 pm


Sinking Ships
Any race. Solo or Group
Must have a minimum GROUP LUK of 100.
Each battler must have a LUK of 50 or more.
Exception: You may have a max of 2 Civilians or Battlers that have less than 50 LUK in this group.


Rating: User ImageUser ImageUser ImageUser ImageUser Image

Reward: You have a list you can choose from plus a random table to roll on.
Special: This adventure cannot be done more than every 4 months. You must wait for the 4 month period to pass. Period. If you start and leave before the end: doesn't matter. Wait 4 months.

The Prompt:
You are traveling from continent to continent, either by flying, swimming, or using a ferry. About an hour out from the coast you spot smoke rising from a small point on the horizon.

Do you approach it? – Go to Sinking
Or ignore it? –Leave the adventure.

Sinking

The smoke is coming from a ship that is sinking into the ocean. It seems to have been attacked: there are burn marks all along the ship sides, rents in the sails, gouges on the deck as well as blood splatters everywhere. But there are no bodies that you can see. It was recent though: the ship hasn’t completely burned nor sunk yet, and the blood is not yet dried.

Do you leave? – RP leaving. You receive nothing from the rest of the adventure as you have left it.
Search the ship? – Go to Searching

Searching

-You MUST have at least 300 words for this prompt alone! You must RP searching the ship and finding the loot you roll for. Feel free to trade amongst yourselves, just make a note of what you rolled to begin with and what you end up with.

As you go about searching the ship: you still find no bodies, nor anyone alive. You do find a lot of stuff though! Do you pocket what you find? Give it to the ferry master, any traveling companions, or leave it?

This ship appears to have been carrying a multitude of trade goods: if they were attacked where did the people go? Why is the stuff still here? Pirates always loot the ships they attack…

Everyone rolls and gets the loot that matches what they roll.
Roll 1 d100 3 times.
    1-10: you find a KEY! What does it unlock? If you roll this multiple times, reroll. Can only find once!
    11-20: x10 Shattered Granite, x5 Obsidian, x5 Moonstones
    21-30: x 2 Baikhal Horns, x2 Sharp Tooths, x2 Dark Horns, x2 Kengurha Horns
    31-40: x 5 Rivakka Scales, x5 Pearly Scales, x5 Small Erlkin Scales, x5 Large Erlkin Scales
    41-50: x10 Frosted Fur, x10 Nocturnal Fur, x10 Magbit Fur Tuff
    51-60: x10 Fire Feathers, x10 Aiskalan Feathers, x5 Red Argaroo Feathers, x5 Indigo Argaroo Feathers
    61-70: x 10 Bronze Bars, x10 Copper bars, x5 Iron bars.
    71-80: x 4 Pumpkin Guts, x 4 Witches Chocolate
    81-90: x 3 Amber, x3 Amafel Sand, x3 Twilight Sand
    91-95: x 4 Babosa Slime
    96-100: (can only win once: reroll if you win it again) Staff of Waves OR a Silver Gilded Moonstone Plate – remember you can only have 1 staff at a time! (except staff of LUK). If you have a staff already you must take the Silver Gilded Moonstone Plate instead.

Silver Gilded Moonstone Plate: takes up chest slot, +21 to DEF. You take 5% less damage from Lightning attacks, you also have(from the moonstone) 5% DEF against Aeduan attacks, though you take 5% more damage from Diabi attacks.


After you roll.. go to KRAKEN! You cannot quit at this point.


KRAKEN! :

A cry from the deck (someone stayed up there to keep watch. If you are alone, you hear something outside that brings you up to the deck.) alerts you to something going on outside. Running to the upper deck, you see many tentacles, long thick tentacles that lash out with surprising speed. A Kraken!
The damage to the ship and the absence of bodies makes sense now: a Kraken eats ships, and the only way to escape is to flee… or be too small to notice!

You must fight! All Civilians in the group must hide and keep quiet: they do not have the skills to help in a fight. Unless you are a Master or Khehorian and have a back history of fighting, then you can just rp joining in. You will not receive any Items dropped by it.
If you are a battler with less than 50 LUK: treat yourself as a Civilian for this fight: you do not have the power to damage the Kraken nor will you receive any EXP or Item drops from it.
Civilians and battler's of less than LUK 50 do not roll a die either!

You MUST have 300 words each for this fight!

Quote:
Kraken (Kray-kin)
Description: From the depths of the sea the Kraken emerges. No one knows why they surface since the food they eat dwells only in the depths. For many years the only thing people knew about it was that it had many long tentacles. It was only recently that a Piesio Merkien floated to shore, badly wounded but still alive after encountering a young Kraken in the deep.

The Kraken is indeed mostly tentacles, and the body is maybe half the size of it's tentacles. a total of 10 tentacles attach themselves to a hard arrow shaped body, with 4 eyes placed around the body. The eyes resemble that of a bug, many facets and it glows a pale sickly green. It's maw is at the center of the ring of tentacles, rimmed with many rows of sharp long teeth. A Kraken is mostly a blackish blue with green or brown highlights and spots.

People have seen Krakens attacking and eating dragons as well as ships. A sign that a Kraken is about to attack is often only the dark shadow beneath you before the tentacles wrap themselves with lightning speed about the large object they are attacking. They do not attack anything that is less than 2 meters (an adult Magescian) long so you are safe from them unless you are in a ship.

Location: They dwell mostly in the deep ocean depths, but can be found come spring and fall nearer the surfaces.
Size: Gargantuan! One tentacle alone is the size of a Diabi dragon, and the body is half that size.
Element: water
Battle: Level 110, LUK ≥ 100 and you must be out in the middle of the sea. They do not venture near the shore.
Note: If you have a group facing the Kraken, all participants must have a LUK of 50+! All others are too weak to face the Kraken.
Loot: They drop x1 Kraken Tooth upon death. A Kraken Tooth may be used to enhance a weapon, giving a +10 to ATK. You must RP the addition being added to your weapon. This could be just visiting a smith or you can visit Arick Skyeforge and he'll do it for you. It can be a Non imprinted weapon you use to bind this to!



If you lose, the Kraken’s tentacles crash into the boat: breaking it in half as it tries to grab and eat all the tiny morsels scampering around. If you win: that still happens. It destroys this ship (and damages a ferry if you are on one) in it’s dying thrashes.

Flee: go here if you lost
Triumph: go here if you won


Flee:

The Kraken has beaten you! You must now run from it: but the ferry you were on is damaged and cannot sail as fast as you need to escape. Come up with a way to distract the Kraken, hide the ship so you can flee, or some thing along those lines.

If you can fly: you’ve got it easy. But what about those who cannot fly? A Master Orderite can carry a smaller person who weighs less than them and a Khehora can carry an Apprentice (perhaps an Adept if you aren’t too big!) and fly to safety. A sufficently large enough Khehora (very large...) can carry an Adept ad maybe a small Expert to safety. Or they cna swim and carry all of you.
Be aware you need to get everyone out quickly! So you cannot leave one behind as you fly off and then come back for them! They’ll get eaten….


The adventure is now over for you! Please write up a finisher for the adventure and your reactions to the fight and ship.


Triumph!

You’ve beaten it! But now your ferry/ship is damaged and the other ship destroyed. (If you were on a ship or ferry). Now time to sail/fly/swim back wit your loot!

However, as you are leaving, you spot a chest floating in the waters. It’d been hidden but the breaking of the ship must have tossed it into the ocean..

If someone in the group found a KEY, then you can open it. Otherwise…it stays locked and there is no way to open it. Leave the chest in the ocean or drag it back to port, either way there is no way to get into it: apparently the owner bespelled it too well!

Inside:

You get to choose 1 of these! (everyone gets to pick one. And yes you can pick the same item!)

Shimmering Cloak of a Thousand Gusts (Enchanted) – Enchantment is Shimmering Armor: When hit by a Blood or Dark spell, take 20 less damage. Takes up the Back Slot, grants +4 DEF, +2 INT, +5 To Accuracy Die Roll (PvP combat) when worn.

Shadowed Bronze Boots (Enchanted)- Enchantment is Shadow Armor: When hit by a Light spell, take 20 less damage. Takes up the Foot Slot. +6 to DEF.

Cold Resistant Leggaurds of the Blizzard (Enchanted)- Enchantment is Cold Resistant Armor: When hit by a Cold/Ice attack, take 20 less Ice Damage. Takes up the Leg Slot, grants +6 ATK when worn.

Fire Resistant Obsidian Plate (Enchanted)- Enchantment is Fire Resistant Armor: When hit by a Fire attack, take 20 less Fire Damage. Takes up the Chest Slot. +20 to DEF. You take 5% less damage from Lightning attacks.
You also have(obsidian) 5% DEF against Diabi attacks, though you take 5% more damage from Aeduan attacks.

Shimmering Brilliantly Feathered Cape (Enchanted)- (Made from Kiandri Dragoncloths and all Aiskalan Feathers.) Enchantment is Shimmering Armor: When hit by a Blood or Dark spell, take 20 less damage. Takes up the Back Slot. Must be of Initiate skill (at least 3/15 rank) to create this.
+3 DEF (and +5 to Ego! Heh heh heh)+ 1 int
If you used 50 or more Aiskalan Feathers, you have a 5% additional defense against Aiskalan Magic.
If you used Kiandri/Firani/Aiskalan Dragoncloths, add +5 ATK.

Vampiric Short Sword (Enchanted)- Enchantment is Vampiric Weapon: For a successful hit that deals damage, gain 20 LP back. If their defense is higher than your damage and absorbs all damage, they do not take damage and you don't gain health back.

Or any Tome from the Shop.


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