Welcome to Gaia! ::

The Chronicles of Magesc

Back to Guilds

A breedable/changing pet shop guild for role play. 

Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

Reply Mysteries of Magesc ❄ Adventure Forum
Special Adventures Goto Page: [] [<] 1 2

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Magesc
Captain

PostPosted: Wed Mar 27, 2013 2:07 am


The Paths of the Dark and the Light

Link to Event Thread
Special Adventure for The Dark and the Light - 1 Year Anniversary Event.

Date Open: April 1, 2013
Date Closed: May 31, 2013
You MUST be finished with the entire Adventure by the end date.

~~~~~

Solo Or Group Adventure
May be of any Path or Race.
You may have no more than 3 people doing this adventure as a group. At any time, should you wish to quit, then go to Quit. But if you quit, then you may not do this adventure again.


Rating: User ImageUser ImageUser Image
Reward: Depends upon the path you choose. But you will receive 1 Dragon Orb and 1 Ysali Dragon's Tear. There are opportunities for getting ingredients as well.

Choose which path you wish to travel, Light, Dark, or In Between.

Light Side: Anodyne:
For whatever reason, you are on Eowyn. Perhaps you have come looking for Kiandri or Firani Dragons to kill. Or maybe you have come to steal Drakein eggs or possibly just exploring this dry land.

As you wander the desert you spot a strange cave entrance in the side of a sand dune. When you go to investigate you can see that after the tunnel goes down somewhat there is a wooden door.

If you knock on the door continue reading, otherwise leave and do not continue this adventure.

A tall and majestic figure opens the door. She doesn’t look like any Magescian you’ve seen, her golden skin is lightly scaled and her crimson hair piled on top of her head revealing three strange crystals projecting from where her ears should be. A smile reveals fangs and the woman waves her draconic looking hand to invite you inside.

"Ah! Just as I was about to leave a visitor arrives! How delightful." you sense no menace from her as she invites you in.

"Please, come in, come in! Would you like anything to drink? I know how the desert can make one so very thirsty. Unfortunately, I cannot offer more than tea or water at the moment." she says as she steps back and allows you to enter.

The room you enter is clean and rather light for a cave. The floor, walls, and ceiling are all made up of stone, though plush carpets cover the floor. There are some woven tapestries depicting scenes of flying dragons and Drakein upon the walls. There is only one chair in the corner; the rest of the furniture appears to be made up of low tables and large cushions. Perhaps the majority of her visitors aren’t Magescian at all? She waves at you to take a seat somewhere.

"Oh, how rude of me. I almost forgot to introduce myself. I am Anodyne, one of the Drakeinian leaders." she says with a smile before continuing on.

"I know this may sound rather presumptuous of me; but would you care to do me a favor? I was just about to leave and gather some ingredients that I need for an enchantment; but I do have some rather urgent business keeping me here that I would rather not leave if at all possible. Could I rely upon you to go gather them for me?” she asks.

"I would be willing to give you a Dragon Orb as well as a Ysali Dragon's Tear in return for this favor." she waves her hand at a glowing orb and tear shaped gem on the single self in the room. You recognize the orb as an Aedaun Dragon Soul Orb, though you have never seen a real one before, there are plenty of pictures of them.

Should you accept, go to "Task 1".
Should you refuse, go to "Quit".


Task 1:
She thanks you for helping her, claiming it will be a huge help. Her first task for you to do is to go to Serenia and gather some of the golden sand from Lake Amafel's banks.
User Image

This will take IC time to get there and back. Feel free to RP whatever adventures or misadventures you have along the way.

Roll 1d100.
1-20: Failure! You get the sand but as you go back to Anodyne, disaster strikes and the container is broken and the sand blows away in the wind. Return to her with nothing. Go to Failure.

21-99: Success! You get the sand and return to Anodyne. You may choose to give the sand to her or say you failed (if you do this you keep the sand). Go to Success if you give it to her. Go to Failure if you keep it.

100: You get 2 of the item! You may choose to keep them both or give one to Anodyne. Go to Success if you give one to her. Go to Failure if you keep both.


Task 2:
Her next task is for you to go to Lake Tyluafel and bring back some of its healing waters.
User Image

This will take IC time to get there and back. Feel free to RP whatever adventures or misadventures you have along the way.

Roll 1d100.
1-20: Failure! You get the water but as you go back to Anodyne, disaster strikes and the container is broken and the water drains away into the ground. Go to Failure.

21-99: Success! You get the water and return to Anodyne. You may choose to give the water to her or say you failed (if you do this you keep the water). Go to Success if you give it to her. Go to Failure if you keep it.

100: You get 2 of the item! You may choose to keep them both or give one to Anodyne. Go to Success if you give one to her. Go to Failure if you keep both.


Task 3:
Her last and final task is for you to go back to Serenia once again and go look along Lake Tyluafel‘s eastern bank in the early morning and look for a softly glowing herb called the Gold Petalia.
User Image

This will take IC time to get there and back. Feel free to RP whatever adventures or misadventures you have along the way.

Rol 1d100.
1-20: Failure! You search but can’t find the herb. Go to Failure.

21-99: Success. You find the herb and return to Anodyne. You may choose to give the plant to her or say you failed (if you do this you keep the light herb). Go to Success if you give it to her. Go to Failure if you keep it.

100: You get 2 of the item! You may choose to keep them both or give one to Anodyne. Go to Success if you give one to her. Go to Failure if you keep both.


Failure:
After Task 1 and/or 2: Anodyne sighs, perhaps she should have just gone herself instead. She gives you another chance. She is so very disappointed, you looked like you could handle such a simple task; but perhaps you were just unlucky.

If you failed Task 1, go to Task 2. If you failed Task 2, go to Task 3.

After Task 3: Anodyne just shakes her head with disappointment. She should have just gone herself. Go to Final.


Success:
She praises you and thanks you for your hard work, her face reveals that she is thankful for you taking on this task for her. You’ve allowed her to focus on whatever important chore she needed to do. The more you succeed, the happier she gets.

If you give her two of one item, she thanks you profusely but hands you back one saying she doesn't need both.

Go to the next Task or Final if you have just finished Task 3.


Final:
If you gave Anodyne all 3 of the items, then you receive the Aedaun Orb and Ysali Dragon's Tear. If she only receives 2 out of the 3 items then you receive an Aiskala Orb instead. If she receives only one item then you only get a Firani Orb. If she gets nothing she sends you away with nothing but her disappointment and a a declaration that you need to try harder not to fail.



Dark Side: Rhazes:
For whatever reason, you are on Eowyn. Perhaps you have come looking for Kiandri or Firani Dragons to kill, perhaps you have come to steal Drakein eggs, or maybe you are just exploring this dry land.

As you wander the desert you spot a strange cave entrance in the side of a sand dune. When you go to investigate you can see that after the tunnel goes down somewhat there is a stone door engraved with Drakein figures.

If you knock on the door continue reading, otherwise leave and do not continue this adventure.

You hear a grumbling and muttering form the other side as whoever lives here comes to open the door.

Before you stands a strange reptilian looking man. He looks more dragon than man, and behind his back float two ethereal skulls.

If you have a bonded with you, he attacks and you must flee before his power! He does not condone Magescians who enslave his people. You must quit or choose a different path. If there are no Bonded with you, then continue reading.

"What d'ya want?" he growls grumpily,

I’ve got things to do and no time for foolish games." he pauses and thinks for a moment. "Actually, on second thought...I do have a use for you."

He grins malevolently and reaches out to grab your arm and drag you into his lair. His room has spikes hanging from the ceiling, fur rugs cover his floors and trophies line his walls. There are no chairs, only large cushions and low tables in the room.

"I need three ingredients for an enchantment I'm creating. And you, fool, will get them for me! I haven't the time for these pitiful errands...there is a situation that requires my attention to be here. If you wish to leave here alive you will do as I say; otherwise, I'll have my minions hunt you down and you don't want to know what they'll do." he says as he gestures to the floating skulls behind him.

"Just so you know, I am not completely heartless. If you complete the tasks I have in store for you, I'll let you live and give you a Dragon Orb...possibly even a Dragon's Tear as well for your efforts." he states as he smirks cruelly at you.

Go to Task 1.

Task 1:
He demands you bring back some Dark Sand from around the Twilight Pillar.
User Image

This will take IC time to get there and back. Feel free to RP whatever adventures or misadventures you have along the way.

Roll 1d100.
1-20: Failure! You get the sand but as you go back to Rhazes, disaster strikes and the container is broken and the sand blows away in the wind. Go to Failure.

21-99: Success! You get the sand and return to Rhazes. You may choose to give the sand to him or say you failed (if you do this you keep the sand). Go to Success if you give it to him. Go to Failure if you keep it.

100: You get 2 of the item! You may choose to keep them both or give one to Rhazes. Go to Success if you give one to him. Go to Failure if you keep both.


Task 2:
He laughs and sends you all the way back to Soudul with the task of going to Lake Koralifel and bring back some of its dark waters.
User Image

This will take IC time to get there and back. Feel free to RP whatever adventures or misadventures you have along the way.

Roll 1d100.
1-20: Failure! You get the water but as you go back to Rhazes, disaster strikes and the container is broken and the water drains away into the ground. Go to Failure.

21-99: Success! You get the water and return to Rhazes. You may choose to give the water to him or say you failed (if you do this you keep the water). Go to Success if you give it to him. Go to Failure if you keep it.

100: You get 2 of the item! You may choose to keep them both or give one to Rhazes. Go to Success if you give one to him. Go to Failure if you keep both.


Task 3:
For his last task he tells you to go out into the desert and find the strange construction site that the Orderites have been working at. He tells you that near the site a very special herb grows that he wants you to pick. The herb is small, dark green, and has very spiky stem with spiky leaves at it's top. It's called Thistlethorn.
User Image

This will take IC time to get there and back. Feel free to RP whatever adventures or misadventures you have along the way.

Rol 1d100.
1-20: Failure! You search but can’t find the herb. Go to Failure.

21-99: Success! You find the herb and return to Rhazes. You may choose to give the plant to him or say you failed (if you do this you keep the spiky herb). Go to Success if you give it to him. Go to Failure if you keep it.

100: You get 2 of the item! You may choose to keep them both or give one to Rhazes. Go to Success if you give one to him. Go to Failure if you keep both.


Failure:
After Task 1 and 2: Rhazes grumbles and growls about idiots and sending a Magescian/Drakein to do a Drakeinians work, he should have just gone himself instead. But he will give you another chance. How disappointing, you looked like you could handle such a simple task.

If you failed Task 1, go to Task 2. If you failed Task 2, go to Task 3.

After Task 3: Rhazes throws his hands up in disgust, he should have just gone himself. Go to Final.


Success:
Rhazes smiles, so he was right in having you do this. Apparently not all Magescians are worthless meat bags. Now he has his stuff and he didn’t have to do anything! Go to the next Task or Final if you have just finished Task 3.


Final:
If Rhazes received all 3 you get the Diabli Orb and a Ysali Dragon's Tear. He says that perhaps you might be useful in the future. If Rhazes only received 2 out of 3 items then you receive an Aiskala Orb instead and he sighs and says while useful, you aren’t worth more of his time than he has already given you. If he gets only one item then you only get a Firani Orb and he growls in disgust about how pathetic and useless you are. He then kicks you out into the desert and says that you need more training before you are worth more of his time. If he gets nothing he roars on and on about useless meat bags and how stupid and worthless a Magescian/you (if Drakein) is. He kicks you out after you have been yelled at or gotten your reward.



Neutral: Arick Skyeforge:
Information Arick’s shop is movable, and he sets up shop within one of the cities in Magesc. That is where you have found him today. His shop is just inside one of the main cities on either Serenia or Soudul (you choose).

You have found your way to Peddler’s Rock. A traveling shop for everything, including some things not quite legal. A tall and burly Dovaa greets you as you come in and asks if you have a moment to spare.

"Hey there little one, may I have a word with you? I'm in a bit of a bind. You see, got a spot of trouble that needs dealing with but I can’t leave my shop unattended. Could you lend me a hand, perhaps?"

If you agree, continue to read, otherwise RP your response and leave the adventure.

He smiles with relief upon your agreement, "Thanks a bunch, partner. I have a few tasks, mostly need some help restocking, but there is one that I’d like you to do first. Not really all that earth-shattering, just…finding something for me." he says, rubbing the back of his head a bit embarrassed.

Go to Task 1.

Task 1:
"I've lost a letter on my way here this morning. It’s extremely important to me and I’d prefer that no one read it." a small blush and awkward expression passes over his face. "But since I can’t leave the shop, you’ll have to go back along my path and try to find it for me."

The path to the shop is a rather winding one with many bushes, trees, and shrubs along it. So many places for a letter to hide.

Roll 1d100.
1-10: You find it but it’s been opened already! You return and may say you didn’t find it or you may give it to him. Have fun explaining why it’s open. Go to Opened Letter or Failure (if you decide to say you didn’t find it).

11-70: You find the letter and it’s closed. You may open it and read it, or you may return it to him unopened. Or you may not return it if you don’t want too. If you return it unopened go to Success. If you open it go to Opened Letter.

71-100: You can’t find it at all. Go to Opened Letter.


Task 2:
This task is more important, his stock of pearly scales is running low and he needs you to go get three for him. He tells you that there are two ways to get them. One is to fight an Oralrik and the second is to search the banks of Serenia’s lakes for the scales.

You must RP your traveling and search/fighting.

Fight:
Treat this as a Dragon battle. Go to the Creature thread for more information on this creature.

The place he tells you to go fight an Oralrik is in a small stream leading to Lake Tyluafel. The Oralriks you see here are smaller than the ones you’ve normally seen.

Use these stats for them: Level 15, LUK > 10. They drop 3 Pearly Scales when you win and drop nothing should you lose.

Or you may go to the lake and try finding a larger Oralrik.

Level 20, LUK > 15. Gain 5 Pearly Scales from this creature for a win. Gain only 1 for a loss.

Should you win, you may give all three scales to Arick or give nothing to him at all. Go to Success if you give them to him and Failure if you decide keep them.
Should you lose, Go to Failure.


Search
]Roll 1d100.
1-10: Failure, you find nothing. You may return to Arick with nothing or try to fight an Oralrik instead. Go to Fight or Failure.

11-99: Success! You find 3 of them. You may give all 3 to Arick or nothing at all. Go to Success if you give them to him or Failure if you decide to keep them.

100: Success! You find 6 scales! You may keep 3 and give 3 to Arick. Go to Success.


Task 3:
This time he needs Nocturnal Spikes, he’s out and a customer came by asking for some and he said that he would have some by tomorrow.

You may fight an Riistäjä for its Spikes or you may search the forest of Souldul for them.

User Image

You must RP your traveling and search/fighting.

Fight:
Treat as a Dragon battle and use the stats below. Go to the Creature thread for more information on this creature.

Level 20 LUK > 15. Drops x2 Nocturnal Spike and x1 Nocturnal Fur when defeated. You may keep the fur as a bonus.


Search:
Roll 1d100.
1-10: Failure, you find nothing. You may return to Arick with nothing or try to fight a Riistäjä instead. Go to Fight or Failure if you decide to return with nothing.

11-99: Success! You find 2 of them. You may give all 2 to Arick or nothing at all. Go to Success if you give them to him or Failure if you decide to keep them.

100: Success! You find 4 spikes! You may keep 2 and give 2 to Arick. Go to Success


Opened Letter:
If you found the letter:
The letter is a love letter! With some really bad poetry too… Poor Arick, he may be good at selling stuff but poetry is not his strong suit. You notice that he is writing to an “Apicius”. Could this be the same Legendary Dovaa who makes the strongest Potions? Or is it a different person?

When you return to Arick and give him the letter what do you say? Do you try not to show that you read his terrible writing, or tease him about his bad poetry, or do you try to give him hints on how to write better poetry?

No matter what you say, Arick is very embarrassed! His face is bright red as he blushes and he buries his face in his hands.
He doesn’t blame you for what happens, it’s not your fault the letter was open, right? Eventually he recovers and asks if you will do another task, this time dealing with his shop and nothing personal.


If you didn't or say you didn't find the letter:
"Blast. I truly hope no one else found it. Better that it gets lost and destroyed than someone reading it." he mutters under his breath. Shaking his head in disappointment he assigns you your next task.

Go to Task 2.


Failure:
After Task 2: Arick grumbles and sighs but acknowledges that perhaps the task was too difficult; but not too worry, he’ll give you another chance. How disappointing, you looked like you could handle the critter, but perhaps you only found the strong ones and not the weak Oralriks he mentioned.
Go to Task 3

After Task 3: Arick sighs and shakes his head, oh well. The Riistäjä is a dangerous creature, maybe he had judged you to be stronger than you actually were.
Go to Final


Success:
Arick grins, so he’d judged you right! You were good enough to do the tasks he needed done. So nice to know that there are dependable people out there.

Go to the next Task or Final if you have just finished Task 3.


Final:
If Arick receives all 3 you get the Gaili Orb and an Ayrala Dragon's Tear. He is happy and relieved. "Oh, thank you so very much, young one. You really did me good there! Here, take this orb and tear as thanks for a job well done!"

If Arick only receives 2 out of the 3 items, than you receive just a Peisio Orb instead. "Well, you didn’t get everything, but you certainly did me a favor, so here, take this orb as thanks."

If he gets only one item than you only get a Kiandri Orb. "Well, at least one task got done. Thanks for your time, little one, take this as thanks."

If he gets nothing he sighs and simply waves you away with a very disappointed look upon his face.


Quit:
You get tired of running errands for these lazy people, or you just can’t do what they have asked of you, or maybe you find something more interesting to do. Perhaps you just can’t stand the fact that you failed so many tasks. Whatever your reason for quitting, please RP it and leave the adventure.

If you do this than you may not try this adventure again!
PostPosted: Tue Oct 01, 2013 9:05 am


The Crypt

Group or Solo Adventure
Any race, but must have at least 1 Battler.
Total LUK score must be 15 or higher


Date Open: October 1
Date Closed: November 30
You MUST have at least 5 posts by the end date.


Ratings: User ImageUser ImageUser ImageUser Image

Special: May be done only once during the Blood Moon Events.
Additional Information: The location for non-Dovaa is on your home continent. This includes Khehora. The race of the NPC's in here are your race unless you wish them to be otherwise, it is up to you. For Dovaa the location of the Crypt is on Ayr.

The Tale that started it:

It's that time of year again, and rumors are once again flying about haunted places and strange creatures being sighted. The Blood Moon is shining and the world of Magesc seems slightly darker and more dangerous. Normally you count all these strange rumors as just that, strange rumors. But you overhear one conversation that perks your interest: a man, badly wounded, is talking to a woman. Apparently he found an odd place out in the wilds filled with danger and treasure.

You may rp out his conversation; talk with him or merely eavesdrop if you wish.

He doesn't know who made the place, describing it as an odd and spooky underground labyrinth filled with alcoves where the dead are laid to rest. The skeletons don't have much treasure on them, the fine clothes they wore to their funerals have all rotted away, but their jewelry still remains. The woman looks disgusted, stealing from the dead? He quickly shakes his head: No! He saw but didn't take those, for who knows what curses were on them. The dead keep what is theirs. But he found other treasure, deep inside the crypt. It was in a huge room that reminded him of a temple, but had three statues in it. He had seen the chests, but dare not go and look inside them: strange things were floating about in that room. Huge shadows that looked like carrion birds, and bright balls of fire with a floating skull inside of them. He hadn't wanted to explore the place any further, the Blood Moon made things too dangerous!

The woman asks if he would try to go there after the Blood Moon is gone, and he shakes his head vehemently. He'd been all over that area many times before and had never seen the entrance to that place before!

To get the location, you have 2 paths you can choose: eavesdrop some more as he speaks about where it is, or ask him directly. Either way, go to The Entrance.


The Entrance:

You've traveled deep into the wilderness, fighting some monsters, slinking by others, until at last you have arrived at the location the wounded man had described. The sun is barely above the horizon, painting the sky a blood red. To the East, the moon has risen; full and glowing with that odd amber red color. You can clearly see the entrance, it lays like a black hole on the side of a huge hill, and all around it is a flat grassy plain; no trees grow near it, nor are there any other hills nearby.
The entrance is made of stone, and there were once words carved into the archway above your head.Time though has caused them to become cracked and faded and all you can make out is the word at the end: "Fallen."
The stone archway holds no door and beyond lays a room that you can only see shadows in. From within comes a sudden breeze; a dusty and earthy scent fills your nose as the breeze passes you.

Go to The Hallway.


The Hallway:

As you enter the crypt, you notice that it is unnaturally silent. You can't hear the sound of the wind or bugs anymore. If you look behind you, you can still see the plains soaked in red light; but they look farther away than they should, and there's too much darkness between you and the outside. Into the room you go. It is small and narrow, more like a hallway than a room. Statues of armored figures line the walls. If you take a closer look at them, you'll notice the statues that line the right wall have no eyes. While the statues on the left wall have carvings of wings on the wall behind them.

Opposite the entry way is another archway, this one has stairs leading down beyond it. The light in this hallway is dim, and the stairs themselves vanish into the dark. A light may be needed to explore this place.

You may go down the stairs, Go to Downwards.
Or you may leave Go to Quit.


Downwards:

Light may be created by any Orderite mage, any Kiandri, Firani, Auedaun Dovaa/Drakein, and by using items. Fire Feathers also put out light. Or you can rp your characters making a torch, that works to. If you wish to do the adventure in the dark that's fine! Just be aware that your character won't see all the details and stuff!

As the stairs go down, the air gets chillier and the scent of dust and earth gets stronger. The walls of the stairwell are covered in carvings depicting battles. Some you can tell are between certain races and others are against dragons. But all involve death and violence. Once you reach the end of the stairwell, the corridor widens and you see a large room filled with statues. Along every wall are alcoves that contain a skeletons. Some of them have rusted armor others have rotted clothing, all have a weapon of some sort lying next to them. Above each alcove is a name carved into the rock. As you wander the long corridors of the Crypt, you see every wall is covered in alcoves and statues. The statues depict all races, and you wonder who they were. If you look close enough, you notice at the bottom of the statue is a name carved into the rock. And if you look hard enough, you can find that same name above a skeleton... Someone took the dead and carved statues of them, but there are so much more skeletons than there are statues. Who did this? And why? The silent walls hold no information on who built this place. Maybe deeper inside you'll find some clues...

As you are wandering, another thing catches your eye. The glimmer of gold. Forged gold is special, it never tarnishes, nor do the precious gems set in them. Every skeleton in here has something that shines, and flickers in the light. But should you steal from the dead?

If even one of the group steals from the Dead, Go to Combat!.
If everyone decides to leave the Dead in peace: Go to The Shrine.


Combat!:

As your hand pulls the jewelry off, the skeleton's skull suddenly turns towards you and lights flicker in its eye's. A bony hand grabs your greedy hand to take back it's treasure and a ball of light suddenly flickers to life above the skeleton and launches itself at you. All about you comes rustling sounds and you see the skulls of nearby skeletons turn to face you as several more balls of glowing blue fire float towards you, vague images of skulls burning inside of them.

You must face the 3 Will-o-Wisps! Treat this as a normal Hunt vs 3 Will-o-Wisps: lvl 18, luk 10, they do not drop anything upon dying.

If you lose, you must flee! The Will-o-Wisps chase you out of the Adventure: Go to Quit.
If you win, Go to Awakened Dead.


Awakened Dead:

The once quiet crypt is now awash in the rustle of something moving, the clanks of rusted armor, the clacking sound of bone upon stone. You suddenly remember something you heard during the conversation by the man who's tale lead you here: "The dead keep what is theirs." You find yourself facing skeletons who follow you were ever you run in the crypt. What shall you do? Do you try to flee the crypt, or find someplace inside the crypt to fight?

As you go about the crypt, you must face the risen dead! You may roll for them all at once and fight them in a big running battle before you stumble upon the only door in this entire place, or you may rp fighting one at a time.
You will face a total of 6 Risen Dead. Any dark, blood, or earth spells do not affect them! In fact, some of them seem to heal and invigorate them.... If they manage to touch you, you feel chilled and fatigued. Light/ lightning, and fire spells appear to do more damage. Two of the skeletons wear the tatters of robes, they will cast magic at you! The spells you will face will be ice, fire, earth, blood, or dark spells (your choice). One Skeleton will be an archer, the other 3 bear swords.


Stats: Risen Dead: Level 25, LUK 15.
This section will need 300 words from each participant!

If you lose, you end up fighting your way out, Go to Quit.
If you win, you end up fighting your way deeper into the crypt. Go to The Shrine.


The Shrine:

As you go deeper into the crypt, after fighting your way down or not, you come to a large door. It's the only door in the entire place. On either side of the door are statues of small Dragons.. or maybe Drakeins. They are the only Statues of their kind in here that you have seen. What is beyond the door? As you open it, you notice that the door is completely silent. No creaks or squeals at all... Which is odd, the rest of the crypt looked and smelled old as did this door, and old doors creak...

Peaking beyond the doorway you spy exactly what the man had. Huge shadows that flap about silently, completely black except for the odd sharp bird legs. Mixed in are floating balls of green and blue fire with vague skull shapes at the center. And yes, there is the chest! In fact there are 3 chests. One at the foot of each large statue. As you look at them, the majority of the status are covered in shadow, but you get a feeling that they look familiar.

Looking at them closely, you suddenly recognize all 3 of the Gods! This must be a shrine to them...

No matter what you do in this room, the Draugur and the Will-o-Wisps merely pass you by, just floating silently about the room. Should you try to touch them, your hands become chilled and numb for a bit as your hand passes through the creatures. It is oddly silent in here, and a feeling of deep sadness presses down upon you, but these chests are calling! Should you go to a chest that does not belong to your god, the chest will not open, but the one at the foot of your god does...
Drakeins of all clans except Diabi and Aeduan find the chest at the foot of Abronaxus' statue opens. The Diabi clan find the chest at Soudana's statue opens and the Aeduan Drakein find the chest at the base of Seren's statue opens.

Chest contains(no matter which one opens):
x2 Firani Dragon Tears and either a Shield of the Ancients, Arrow of Courage, or Bottle of Dreams. You chose which you want! Post in the finished adventure thread and make sure to specify which one you want!
User Image


You may now RP leaving, all the dead and will-o-wisps are quiet and nothing moves as you leave. But you get eh sense that eyes are watching you and it would be a very bad thing to disturb the dead right now....If you do try and take their loot, the dead wake up, take back their loot and chase you out.



Quit:

For what ever reason, you've fled. Please rp fleeing and running out of the tomb. When you leave and look behind you, the entrance of the tomb is gone! No trace of it remains.
You may count this as an RP requirement should you have 500 words per person in here.

Magesc
Captain


Magesc
Captain

PostPosted: Tue Oct 01, 2013 9:14 am


The Test of Courage

Group.
Any Path and Any Race may do this.
Available only when the Blood Moon is full: October/November

Special: This may only be done once each Halloween. By the time the Blood Moon Rises again and allows you to enter the Swamp, it will be next Halloween.

Date Open: October 1
Date Closed: November 30
You MUST have at least 5 posts by the end date.


Rating: User ImageUser ImageUser Image
Reward: Orbs and items. There is a little loot for those who fail or succeed, so you should come away with something!

The Challenge:

Rumors of strange creatures and places appearing have popped up ever since the Moon began to glow an amber red. People call this event the Blood Moon. Once such place was recently found by your friends. When the Blood Moon is full, a passage appears on Ayr that leads to a strange swampy glade. Gathering together a group of people, you've traveled to this place to test yourself. Your friend challenged you to a test. They said that deep with in the swamp, if you follow the twisting pathway, past the dead white tree and across a fallen statue, you'll come to a glade surrounded by a ruin. In the middle of this glade is a black flower that pulses with a dim purple glow. They have challenged you to go and pick this flower and bring it back as proof of your courage. If you don't, they said, you're a coward!

You may have just one person be challenged, or multiple and you all meet up outside the cliff that the challenger told you opened up to reveal the swamp.

Go to Below the Cliff


Below the Cliff:


You have arrived at the foot of the cliff. The moon hasn't risen just yet, but it should soon. All about you is darkness, broken only by the far off starts above you and the pale mists swirling about even though there is no breeze. The night is silent; no insects buzz, no dragons call out, there is no sound except what you make. As the Blood Moon rises in the East, casting a reddish amber glow upon the swirling mists, you hear a rumblings sound and soon the earth beneath you shakes and quivers. The cliff suddenly breaks apart and a howling wind rushes out from the newly opened crack. As suddenly as it began, it stops. And silence descends once more. Before you is a large crack in the cliffs... shall you enter and test your courage?

If you enter, Go to Passage.
If you chicken out, Go to Flee


Passage:

The crack in the cliff is filled with sharp rocks and is barely lit. Only a faint red glow comes from above where the cliff's broken halves meet. As you stumble your way through, you are continuously surrounded by a wailing wind that howls by you as it flees the Swamp. The further along you travel the stronger the smell of decaying life and stagnant water gets. Finally you reach the end of the cave. Before you lies a swamp like no other you have seen before.

There are trees here, but most of them look like they are dying; drooping and covered in hanging moss as if they don't have the will to stand up straight any longer. Strange pale blue balls of fire float about the swamp, meandering about on unseen paths. Small red dots flicker towards you then vanish, eyes of the animals that live here. As you walk forward, you notice that there is no boundary between land and water. grass grows on the water, making it look like land; while the land is often submersed under the water so that to follow the path before you, your feet get soaked. Strange hooting calls echo about, and you feel as if many eyes are upon you.

In the distance you spot a pale white tree, shining through the gray-green mists that lurk above the water and obscure everything.

You may continue forward, Go to Path
or you may flee, Go to Flee.


Path:

As you walk along the damp winding trail that meanders through the swamp, you sense something following you. Before you is the pale white tree that you were told to pass so next must be a fallen statue. As you look about the mists swirl about and you see in ahead of you a huge shattered stone facing staring at you. Then the mists swirl and its hidden again. Was this perhaps the statue? Every other direction has trees and more trees. As you stand by the pale tree that glows in the red moon light you hear a sound. Spinning around you spot ::

If the group does not include any battlers: You turn around and see a group of Will-o-Wisps floating towards you. :

The mists suddenly flare up and you spot many glowing balls of blue and green flames float towards you. You notice that there seems to be skull like shapes inside the balls of cold fire.

If Group's total LUK is between 1 and 9: You spot 4 Dunkels (LUK 2)
The dark shadows suddenly appear from the mist and 4 large Dunkels come flapping towards you, letting out a shrill scream.

If Group's total LUK is between 10 and 19: You spot 4 Will-0-Wisps (LUK 10) and (if the group has 18 or 19 LUK) 1 Animated Pumpkin
The mists suddenly flare up and you spot 4 glowing balls of blue and green flames float towards you. You notice that there seems to be skull like shapes inside the balls of cold fire.

If Group's total LUK is between 20 and 29: You spot 3 Borlarn (LUK 20) or 3 Borgnah (LUK 25)
Silently and quickly, the shadows come charging towards you. In the reddish light of the Blood moon you see the deadly slim shapes of the Borlan, deadly armored hunters. Or You see the large shape of a huge furry spider with glowing golden eyes.

If Group's total LUK is greater than 29: You spot 3 Draugur (LUK 30)
From the mists emerge the shape of flowing black shadows. Even though they enter the red light of the Blood Moon, you can only see black shadows in the shape of a large bird.. if a bird drooped and rustled like a cloak in the wind. It's the Draugur! You remember the rumors of how they are the spirits of the angry dead who possess the carrion birds that flock to battle fields...

Go to Encounter!
or you may flee, Go to Flee.


Encounter!:

Roll a d100 per critter you fight. Treat this as a normal hunt. All information on the creature is provided below for easy reference. Civilians do not count towards EXP, though they can certain rp helping in the fight. Though they will receive the reward for beating the creature if the group wins.

If the group does not include any battlers: Your group gets to rp a fake fight and then must run towards the large statue head. Count this as a "Loss" for purposes of which prompt to read off of.

If Group's total LUK is between 1 and 9: You spot 4 Dunkels
Dunkel
User ImageDunkel (Done-ke-ll)
Description:
Dunkels are about the size of two adult Magescian heads. They have short and wide bodies with large wings and ears. Nocturnal, their eyesight is bad, and they 'see' by using echo location.
A Dunkel is the foe of all farmers. These small flying mammals have a taste for blood, domesticated farm animal blood. They do eat bugs, some fruits, and tiny mammals, but they prefer to feast upon large mammals the most. These flying critters will latch on to an animals side and bite open a gash in the animals side. They then lap up their fill and leave the animal to bleed. Night after night they will keep coming back until they have been killed or driven off by the farmer. Their large ears make then able to hear things that Magescians can't. So farmers will often buy a magic enhanced machine that was recently created in Ashen city for the specific purpose of driving off Dunkels. It emits a piercing sound, so high that Magescians and the farm animals can't hear it, but Dunkels can.
Size: small
Location: They live in caves all across Eowyn, Ayr, Serenia, and Soudul.
Battle: Level 16 LUK < 2. Drops 1 Dunkel wing


If Group's total LUK is between 10 and 17: You spot 4 Will-0-Wisps
Will-o-Wisps
User ImageWill-o-Wisps will- o -wisp)
Description: A strange occurrence happens when the Blood and Blue Moon rises in the Autumn and Spring. Strange balls of blue or green fire with vague faces glowing from within them start to appear. They are most common about graveyards and battle fields, though they have been spotted frequently in the misty valleys of Ayr and swamplands on Serenia and Soudul. Anyplace where there has been a recent death or place where many have died in the past are haunted by these strange floating balls of fire. The only noise they make is a soft whisper; almost like they are trying to say something, but you can't understand what it is. Those who have listened to the whispers of the Will-o-wisps are driven mad and die soon after if they are lucky. Rumors say that that the Will-o-Wisps are souls of the dead returned to life briefly to remind the living of what has been lost. A will-o-wisp is a dangerous foe, when angered they unleash unearthly screams and their flames suddenly unleash heat. Ghost like, non magical weapons won't damage them, and imprinted weapons barely hurt them.
Location: Everywhere there has been death. They linger about graveyards and old battlefields, haunting swamps and forests where people have died. They can even be spotted about reefs
Size: Small
Element: Blood, Fire, Light
Battle: Level 18 , LUK> 10


If Group's total LUK is between 18 and 19: You spot 4 Will-0-Wisps and 1 Animated Pumpkin
Animated Pumpkins
User ImageAnimated Pumpkins (Anna-mated Pump-kins)
Description: The Blood Moon has sent waves of dark magic down into the farmlands of Magesc, animating the Pumpkins and creating a monster. The dark magics combined the squash and pumpkins together and gave the animated plants minimal intelligence and a voracious appetite for blood and other vegetables. Now Farmers must defend their farms from their own produce, and it is causing havoc out in the country lands.
Location: The farmlands of Soudul, and Serenia. Along the coast lines of Ayr, and near settlements on Eowyn.
Size: Small
Element: Plant
Battle: Level 18 , LUK> 12 Drops 2 Pumpkin Guts


If Group's total LUK is between 20 and 25: You spot 3 Borlarn. You many decide to fight 3 Borgnah if you have 25+ LUK. Or you may pick and have 1 Borgnah and 2 Borlarn, or 2 Borlarn and 1 Borgnah. This is left up to you.
Borlarn
User ImageBorlarn (bore-larn)
Description: A nocturnal creature of sharp edges and teeth, the Borlarn is a predator to its core. It is a fearsome creature that is extremely aggressive and will sometimes attack with little to no provocation. Once the Borlarn attacks, it often doesn't stop until it's victim is dead. A patient hunter, it can and will stalk a prey for hours before striking. Sleek and deadly, it strikes from the shadows silently, often the only warning it gives is the flash of light across its armored body as it pounces upon its prey. Covered in a hard yet flexible armor, armed with razor sharp teeth and claws, the Borlarn is a deadly foe, and accounts for quite a few deaths of young apprentices out looking for dragons. It's howl is a piercing wail that it screams after killing its prey. The Borlarn is a loner, seeking out others only to mate. The male does not stick around and help raise its young, but goes back to its original territory and bachelor life.
The Borlarn can only be tamed by magic or as a cub. Even then it is vicious and only some what follows the commands of its master. As long as the Master is deemed strong enough a Borlarn is extremely loyal. However, as soon as it sees that it's master has become weak, they are likely to attack even the hand that feeds it.

Location: Soudul
Size: Medium: its shoulder is equal to a Magescian adults waist.
Battle: Level: 30 LUK > 20

Borgnah
User ImageBorgnah (bow-arg-nah)
Description: A larger, meaner, nastier cousin of the Bognotti, the Boargnah lives mostly in the mountains and foothills of Eowyn and the valleys of Ayr. The size of a full gown Magescian Adult, they hunt anything that moves, though they prefer Drakeins to most animals. They live in tunnels that they dig and are the ultimate sneak attackers. Their webbing, while strong, is not very sticky, so they tend to make traps and strengthen their tunnel walls with tier webbing more than make webs. Fast and strong, the Borg as it is sometimes called, make excellent predators and Drakeins living near the Terra Expanse or on Ayr have learned to fly most places and not get caught napping out in the open., for a napping Drakein is a free meal to the Borg. The same goes for Magescians, you to are considered a delicacy, so be wary when venturing into areas where they live.
Location: Ary and near the Terra Expanse on Eowyn
Size: Large
Element: earth
Battle: Level 30, LUK> 25

If Group's total LUK is greater than 29: You spot 3 Draugur.
Draugur
User ImageDraugur (draw-goo-er)
Description: On nights of the Blood Moon, the Draugur rise from within the dead trees where they've been sleeping. They dwell only in the swampy areas of Soudul, and many say that they are the avenging spirits of creatures hunted. A draugur resembles a shade of a bird, but its feathers are much longer and flow like cloth in the wind. They haunt the nights and their shrieks echo mournfully through out the forests. When they scent blood, the draugur flock to it to try and consume both the hunter and the prey.
Location: Swamps and Forests of Soudul
Size: Medium
Element: Dark, Blood, Wind
Battle: Level 40, LUK> 30


For all of these types of encounters; if you win, good for you! You can then leave the adventure, or you may continue onwards. If you lose, please rp running away and encountering the Fallen Statue! The beasts will not follow you past it for some reason. All creatures will stop at the statue and hiss/shriek/glower angrily before vanishing back into the mists. I have decided that a loss does not mean that you must quit the adventure, so do not go to Flee unless you want to leave the adventure!

Go to Fallen Statue
or you may leave the glade, Go to Flee.


Fallen Statue:

After losing the fight:
As you run away from the creatures towards the huge face you spotted before the fight, the mists swirl about you and a strange scent fills your nose. Leaping across the huge stone head, you can see that it is attached to a huge stone body. This must be the fallen statue! As you hurry past it and look over your shoulder to see where the creatures are, you see that they won't venture past the statue. How odd. The look pissed but fearful and slink back into the mists from which they came, leaving you alone in the silent marsh. Now all you need to do is find the glade surrounded by ruins... As if in response to your thoughts, the moonlight seems to brighten and the mists part briefly, revealing moss covered ruins before a cloud crosses the moon and the mists close up once again. As you walk towards the ruins your foot hits a patch of slime. The strange disgusting scent suddenly increases as your foot slides in the pale orange slime.

After winning the fight:
As you walk towards the face you saw, the mists swirl about you and a strange scent fills your nose. Walking around the huge shattered stone head, you can see that it is attached to a huge stone body. This must be the fallen statue! All about you is silence; in fact, it seems much more silent than it had been a few moments earlier. A chill runs up your spine, something is watching you... Suddenly and strangely the moon seems to glow a brighter red and the mists part briefly, revealing moss covered ruins before a cloud crosses the moon and the mists close up once again. As you walk towards the ruins your foot hits a patch of slime. The strange disgusting scent suddenly increases as your foot slides in the pale orange slime.

Go to Glade
or you may flee, Go to Flee.


Glade:

The ruins loom out of the mists and as you pause beneath a shattered arch, you can see a pond illuminated by the Blood Moon at the center of the ruins. The reddish gold tint of the moon causes the water to look bloody. All about are patches of that stinking pale slime. Along the edge of the pond you spot the flower that you came here for. Black petals and emitting a dim purple glow, quite visible in the reddish gold light of the moon. Before you start forward, you suddenly hear a gushing sound. Something large and damp approaches. From your left, a huge pale orange-yellow monster steps into the glade, the mists swirling about it. You can see slime oozing out from between it's armored skin and it's single red eye glares about angrily. You've heard rumors of these beasts. The Babosa: hunger incarnate, and dangerous. You thought that they had all been hunted down years ago...

Should you fight it? Or try and sneak about and grab the flower that way?
Babosa's have a LUK of 40. If your group cannot beat that, then you must sneak!
Go to Sneak!
Go to Fight!
or you may flee, Go to Flee.


Sneak!:

You are attempting to sneak about and not alert the Babosa. Try not to slip in any of the slime!
Roll 1 d100.
1-75: You fail! The Babosa has spotted you! Now someone must run and grab the flower while the rest provide a distraction then you all get to run away! If you have a Group LUK of 40 then you may try to fight it, Go to Fight! If not, then you get to RP a running battle/distraction.
76-100: You succeed! The Babosa is unaware of your presence. As someone sneaks off to grab the flower, another person spots a shiny object behind a fallen pillar.
This person finds:

User Image User Image
1x Green Taming Jewel and x2 Kiandri Dragon Orbs
Per person in group.

Go to Finished.


Fight!:

For this fight ignore the special battle rule for Babosa, that is only for Hunts. Otherwise, treat this as a regular hunt. Civilians do not count towards EXP, though they can certain rp helping in the fight. They receive the reward for beating the creature if you win.
Babosa
User Image Babosa (baa-bow-sa)
Description: A Babosa is a strange mix between slug and centipede. About the height of 2 adult Magescians and 4 times as long, this monstrosity is covered in a flexible exoskeleton. Bright orange and yellow are its typical colors, the larger they are, the darker their coloration. It has a single eye in the middle of its head and sharp and thick horns as well. The Babosa can move surprisingly fast for its huge size, though only over short distances. Always hungry, the Babosa will eat anything moving, and sometimes non moving things too. These dangerous and mean creatures were considered a threat, so Aevah Avi placed a huge bounty upon each one that was brought in. Over the years, the numbers have dwindled and now they are a rare thing to see in Serenia.
Location: Deep in the untamed areas of Serenia.
Size: large (I wanna face a huge slug so large is what its gonna be!! XD)
Battle: Since they are rare, to be able to find one you must roll 1d100 and get a 85-100 to find it. If you find it, you may then roll to see if you win. If you can't find it, please choose another Serenia creature to fight instead! For the Halloween event, the odds are 50-100 instead!
Level 50 LUK >40 Drops x1 Babosa Slime


If you win:
The Babosa dies with many gasps and slime oozing all over the place. As one of you dodge out of the way of it's fall, your foot hits something and you fall onto your back. You've tripped over a small chest! Make sure to grab the black flower on your way out!

User Image User Image User Image
x2 Firani Orbs, x1 Energizing Potion, and x1 Crimson Taming Jewel per person in Group.


If you lose:
The Babosa is enraged and chases you all the way out to the fallen statue! If you wish, you may rp one person grabbing the flower as you run or you may decide that you didn't manage to get the flower. This is up to you!

Go to Finished
or you may quit the adventure, Go to Flee.


Finished:

If you failed in the fight or sneaking, then as you are leaving area with the dead white tree you spot a half buried damp sack. Inside it are:

User ImageUser Image
x2 Ysali Orbs and a climbing set or each person.


You have (or don't depending on how you rp-ed the Glade encounter) the flower that will 'prove' your courage. Now all you have to do is meet up with the one who challenged you to this test!
Please rp leaving and eventually meeting up with the person who challenged you. Rp this encounter and then you are done with the Adventure! To test yourself again, you must wait until the Blood Moon rises next year.
If you have 500+ words, you may count this as an RP req. Post in the Finished Adventure thread if you received items. If you went up a level then post in the stat thread for that!


Flee:

You have fled! For what ever reason your courage has failed you and you run back the way you came. You will have no flower to prove your courage...

Please rp fleeing and eventually meeting up with the person who challenged you. Rp this encounter and then you are done with the Adventure! To test yourself again, you must wait until the Blood Moon rises next year.
If you have 500+ words, you may count this as an RP req. Post in the Finished Adventure thread if you received anything.
Reply
Mysteries of Magesc ❄ Adventure Forum

Goto Page: [] [<] 1 2
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum