The Sunken Cave
The Sunken Cave
Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 2 and a maximum of 6 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC Background: The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.
gaia_crown [ Getting Started ]
Getting to the Cavern:
As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you??
- Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here...
- Rolling 80 or less will lead you to the Haunted House. Oops.
- Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.
gaia_crown [ Setting and Rules ]
The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.
- Roll 2d20 for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points, they can go no further/ have to leave the area.
- If their HP turns to 0, they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1 ]
All players must roll 1d6. If any player rolls a 1 or 6, you have triggered a boss! The DM will be in charge of rping and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal. The boss is shadow shaped, a remnant of the old world, noone can go any further until the boss is defeated. IF NOONE rolls a 1 or 6, or you have defeated the boss, you may proceed to round 2. If two players roll a 1 or 6, you now have two bosses... congratulations.
- This initial roll does not cost stamina!
gaia_crown [ Round 2 ]
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 ten times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- Do not take into account any effect on the square until after you have rolled all five times! It is only where you are left standing after five rules that counts!
BONUSES:
- Life Hunters/ Undead/ Famine Horsemen: If you are right NEXT to a tile, you can choose to land on that tile instead! You can only use this once.
- Death Hunters/ Reapers/ Death Horsemen: If you are standing at the TOP EDGE of the tiles, you can choose at any point to teleport to the BOTTOM EDGE, in the same column. You can only choose this one. You can use this the same turn you roll a dice.
- Moon Hunters/ Demons/ Conquest Horsemen: You can choose to move TWO TILES ACROSS instead of just one (where applicable), you can only use this once.
- Sun Hunters/ Monsters/ War horsemen: If you are standing at the LEFT OR RIGHT EDGE of the tiles, you can choose at any point to teleport to the opposite direction in the LEFT OR RIGHT EDGE, in the same row. You can only choose this one. You can use this the same turn you roll a dice.
- Mist Hunters/ Ghosts: Choose any of the above abilities!

gaia_crown [ Round 3 ]
- If you are left standing on black space:
- If you are left standing on the knife icon, noose icon, or heart icon: You and your team makes are all ejected from the area, the last thing you see is the darkness looming over you and a voice that seems to whisper something...
- If you are left standing on the flower icon, star icon, or starburst icon: At last a room opens up in front of you. You enter the STAR ROOM (see below).
- If you are left standing on the book icon, chair icon, or table icon: At last a room opens in front of you. You enter the BOOK ROOM (see below).
- If you are left standing on the chandelier icon or the sleuth icon: At last a room opens in front of you. You enter the SECRET ROOM (see below).
gaia_crown [ Round 4 ]
You are now inside of a room. Inside the room are several glittering artifacts. Roll 1d4, match your dice roll to the result. You can only obtain ONE of these artifacts at any point in time. If that item is taken just round to closest one.
gaia_star STAR ROOM: Class C Artifacts (open to all). All artifacts are TRINKET based. That means when you bring it home the artifact will be shaped like a trinket. Please see below as to the EXACT shape of the artifact. It cannot change shape or form, and even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned
1. Droplets of the Mist: A beautiful small vial that has a valuable liquid within. It glows a opalescent hue.
Status Effect: Droplets can be scattered on players afflicted by Insanity, temporarily ceasing their pain. The cure only lasts for 6 IC hours. Only one person can be cured at once for that duration. However, droplets take 1 IC week to recharge. Cannot be used in battle.
2. Ring of Truth: A small ring with a simple gem fastened at the end.
Status Effect: Anyone wearing the ring on their FINGER can only speak the truth. This does not affect anyone who is at a higher rank/ Fear level than the owner of the ring itself. This effect lasts until the ring is taken off.
3. Necklace of Pledge: A simple necklace with a large stone at the end. The stone changes colours according to the mood of the owner.
Battle effect: Once per battle, you may PLEDGE YOUR LOYALTY to one character. If that character dissipates/ falls in battle, or is ready to take the killing blow, you can instead, take that blow for them. This is only applicable for any blows that would send that pledged character to 0 HP or lower. You can only pledge to one character once per battle and its effect can only be used once.
4. Clasp of Fortune: A simple clasp with an opal gem, round in shape, embedded on a silver backing.
Battle effect: Once per battle you may forfeit your turn (non Fear charge only) to grant ANOTHER PLAYER that turn that you forfeited. That player will get an extra turn during that round at no cost!
gaia_star BOOK ROOM: Class C Artifacts (open to all). All artifacts are TOME/BOOKS EXACTLY like this! That means when you bring it home the artifact will be shaped like a book/tome/notebook. You can choose how large it is, but once you do, it cannot change shape or form, and even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned. They will dissipate/ flare out of existence when desummoned through sensitivity of your Fear levels alone (weapons and Halloween creatures)
1. Book of Destruction: A book that glows an ominous deep red. It speaks of destruction...
Battle effect: Once per battle, you can simply stack +1 to your attack roll, at any point in time, equal to the number of misses you have had. Thus if you missed 6 times, stack +6 attack.
2. Book of Creation: A book that glows a brilliant green. It speaks of creation.
Battle effect: Once per battle, you can heal yourself +1 x the number of times you have been hit by the opponent. If you were hit six times you can heal yourself 1 x 6 = for 6 HP. This does not take up a turn.
3. Book of Protection: A book that glows a brilliant blue. It speaks of protection.
Battle effect: Once per battle you can stack +1 to your defense roll, at any point in time, equal to the number of defensive blocks you have made. Thus if you defended 6 times, you get +6 defense.
4. Book of Pride: A book that glows a brilliant gold. It speaks of pride..
Battle effect: Once per battle you can subtract 1 from your damage modifier, at any point in time, equal to the number of successful attacks you have made. Thus if you successfully attacked 6 times, you get -0 damage modifier for that turn. (Ie: I roll 5, 5. My damage is 10 (the usual modifier is -6, but since I got -0 the example, I do 10 damage flat out).
gaia_star SECRET ROOM: Class C Artifacts. All artifacts are SMALL WEAPON SHAPED. You can choose what colour they are but their design is described as below. That means when you bring it home the artifact will be shaped like a small weapon (about gauntlet/ dagger sized). Even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned. They will dissipate/ flare out of existence when desummoned through sensitivity of your Fear levels alone (weapons and Halloween).
- Randomise between 1 - 2 to determine which item you get. If that item is taken just round to closest one.
1. Thorn of Pendragon: A beautiful, ornate dagger that glows a brilliant white. A fine white mist escapes its tip...
Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.
2. Thorn of the Enchanter: A small wizened stick with a single glowing blue orb at the tip. A fine mist escapes from the orb...
Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.
Requirements: You will need to PRP "researching" up this area (again a prp with your characters just discovering this information in a book is fine), before heading off on this quest. One person will need to be the dungeon master of this quest line: you can have a minimum of 2 and a maximum of 6 characters in this quest. Due to not taking forever, the "Dungeon Master" has control of the pacing: even if not everyone replies, it is okay to go the next round as long as it makes sense from the Dungeon Master's POV.
Historical IC Background: The Sunken Cavern was once said to be a place of great wealth, a vast expanse of knowledge and power. Humans used to come from across the world to bask in its provisions and seek enlightenment, but over time the Cavern began to sink into the waters which rose every year. Due to the instability of the ground, the people fled the area, and the Cavern and all its teachings, belongings, and stash of priceless artifacts were lost. No one has dared to try and find it again, as some humans have claimed the Cavern was sunk because of the greed of humankind, and that there was a curse upon the place for all who tried to take that knowledge back.
gaia_crown [ Getting Started ]
Getting to the Cavern:
As the Cavern is half submerged in water, and is basically an underwater island, you'll have to open the portal very, very carefully - otherwise you might just find yourself learning what it's like to be a fish. Hunters can enter Halloween as well without a golem (recommended as the Isle itself is very golem unfriendly due to its climate and high altitude as well as natural enemies), for a max of 30 minutes. Each roll takes 5 IC minutes - students can pretty much park here as long as they need as well as horsemen while Hunters will need to exit and enter back again.
- Basically, all Hunter characters have 6 chances to find the portal. If they don't find it, they will need to leave and come back. Students and Horsemen do not need to ICly leave and come back.
- All players roll 1d100.
- Rolling 50 or less will let players find a portal that randomly leads to an island - except not the right island, where on Earth are you??
- Rolling 70 or less will let players find a portal that randomly leads to what appears to be an empty shack on an entirely different island. But there is something hostile lurking here...
- Rolling 80 or less will lead you to the Haunted House. Oops.
- Rolling 81 or higher will lead you to the portal that opens up on the most stable part of the Sunken Cavern. Congratulations, you've made it. I hope you know how to swim.
gaia_crown [ Setting and Rules ]
The Cavern is surrounded by greenish blue water on all sides. Craggy rocks dripping with algae and kelp lift up above the surface, and if you look down you'll be able to see the entrance, halfway buried in gently rippling sea water. Once inside, it's all dry (mostly), but it looks like you'll have to swim a bit to get there.
- Roll 2d20 for each player. List the players ie: 1. Player 1, 2: player 2, etc. Just roll all the dice at once. This is the number of rounds they can take for each player. Also include your own character. Post this stat at the very first post ie: Player 1 has 5 stamina, player 2 has 10 etc.
- Now players can begin to RP. They start at the base of the mountain and must move upwards. Each ACTION they take is 1 stamina point. Once they have used up all allotted stamina points, they can go no further/ have to leave the area.
- If their HP turns to 0, they cannot go any further as well.
- If a character runs out of stamina or HP, they must try again from Round 1!
gaia_crown [ Round 1 ]
All players must roll 1d6. If any player rolls a 1 or 6, you have triggered a boss! The DM will be in charge of rping and keeping track of the boss's HP. The boss has 50/ 50 HP and does 5 auto damage every time it is attacked. You can attack it unlimited times within discretion. Attacks go as normal. The boss is shadow shaped, a remnant of the old world, noone can go any further until the boss is defeated. IF NOONE rolls a 1 or 6, or you have defeated the boss, you may proceed to round 2. If two players roll a 1 or 6, you now have two bosses... congratulations.
- This initial roll does not cost stamina!
gaia_crown [ Round 2 ]
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square.
- You will be rolling 1d4 ten times.
- The key is: 1 = up, 2 = down, 3 = left, 4 = right
- If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards.
- Do not take into account any effect on the square until after you have rolled all five times! It is only where you are left standing after five rules that counts!
BONUSES:
- Life Hunters/ Undead/ Famine Horsemen: If you are right NEXT to a tile, you can choose to land on that tile instead! You can only use this once.
- Death Hunters/ Reapers/ Death Horsemen: If you are standing at the TOP EDGE of the tiles, you can choose at any point to teleport to the BOTTOM EDGE, in the same column. You can only choose this one. You can use this the same turn you roll a dice.
- Moon Hunters/ Demons/ Conquest Horsemen: You can choose to move TWO TILES ACROSS instead of just one (where applicable), you can only use this once.
- Sun Hunters/ Monsters/ War horsemen: If you are standing at the LEFT OR RIGHT EDGE of the tiles, you can choose at any point to teleport to the opposite direction in the LEFT OR RIGHT EDGE, in the same row. You can only choose this one. You can use this the same turn you roll a dice.
- Mist Hunters/ Ghosts: Choose any of the above abilities!

gaia_crown [ Round 3 ]
- If you are left standing on black space:
- If you are left standing on the knife icon, noose icon, or heart icon: You and your team makes are all ejected from the area, the last thing you see is the darkness looming over you and a voice that seems to whisper something...
- If you are left standing on the flower icon, star icon, or starburst icon: At last a room opens up in front of you. You enter the STAR ROOM (see below).
- If you are left standing on the book icon, chair icon, or table icon: At last a room opens in front of you. You enter the BOOK ROOM (see below).
- If you are left standing on the chandelier icon or the sleuth icon: At last a room opens in front of you. You enter the SECRET ROOM (see below).
gaia_crown [ Round 4 ]
You are now inside of a room. Inside the room are several glittering artifacts. Roll 1d4, match your dice roll to the result. You can only obtain ONE of these artifacts at any point in time. If that item is taken just round to closest one.
gaia_star STAR ROOM: Class C Artifacts (open to all). All artifacts are TRINKET based. That means when you bring it home the artifact will be shaped like a trinket. Please see below as to the EXACT shape of the artifact. It cannot change shape or form, and even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned
1. Droplets of the Mist: A beautiful small vial that has a valuable liquid within. It glows a opalescent hue.
Status Effect: Droplets can be scattered on players afflicted by Insanity, temporarily ceasing their pain. The cure only lasts for 6 IC hours. Only one person can be cured at once for that duration. However, droplets take 1 IC week to recharge. Cannot be used in battle.
2. Ring of Truth: A small ring with a simple gem fastened at the end.
Status Effect: Anyone wearing the ring on their FINGER can only speak the truth. This does not affect anyone who is at a higher rank/ Fear level than the owner of the ring itself. This effect lasts until the ring is taken off.
3. Necklace of Pledge: A simple necklace with a large stone at the end. The stone changes colours according to the mood of the owner.
Battle effect: Once per battle, you may PLEDGE YOUR LOYALTY to one character. If that character dissipates/ falls in battle, or is ready to take the killing blow, you can instead, take that blow for them. This is only applicable for any blows that would send that pledged character to 0 HP or lower. You can only pledge to one character once per battle and its effect can only be used once.
4. Clasp of Fortune: A simple clasp with an opal gem, round in shape, embedded on a silver backing.
Battle effect: Once per battle you may forfeit your turn (non Fear charge only) to grant ANOTHER PLAYER that turn that you forfeited. That player will get an extra turn during that round at no cost!
gaia_star BOOK ROOM: Class C Artifacts (open to all). All artifacts are TOME/BOOKS EXACTLY like this! That means when you bring it home the artifact will be shaped like a book/tome/notebook. You can choose how large it is, but once you do, it cannot change shape or form, and even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned. They will dissipate/ flare out of existence when desummoned through sensitivity of your Fear levels alone (weapons and Halloween creatures)
1. Book of Destruction: A book that glows an ominous deep red. It speaks of destruction...
Battle effect: Once per battle, you can simply stack +1 to your attack roll, at any point in time, equal to the number of misses you have had. Thus if you missed 6 times, stack +6 attack.
2. Book of Creation: A book that glows a brilliant green. It speaks of creation.
Battle effect: Once per battle, you can heal yourself +1 x the number of times you have been hit by the opponent. If you were hit six times you can heal yourself 1 x 6 = for 6 HP. This does not take up a turn.
3. Book of Protection: A book that glows a brilliant blue. It speaks of protection.
Battle effect: Once per battle you can stack +1 to your defense roll, at any point in time, equal to the number of defensive blocks you have made. Thus if you defended 6 times, you get +6 defense.
4. Book of Pride: A book that glows a brilliant gold. It speaks of pride..
Battle effect: Once per battle you can subtract 1 from your damage modifier, at any point in time, equal to the number of successful attacks you have made. Thus if you successfully attacked 6 times, you get -0 damage modifier for that turn. (Ie: I roll 5, 5. My damage is 10 (the usual modifier is -6, but since I got -0 the example, I do 10 damage flat out).
gaia_star SECRET ROOM: Class C Artifacts. All artifacts are SMALL WEAPON SHAPED. You can choose what colour they are but their design is described as below. That means when you bring it home the artifact will be shaped like a small weapon (about gauntlet/ dagger sized). Even if brought over on Hunter side, it retains its original shape (with a few runic markings Hunter side). These artifacts bind to the player, and respond to being summoned. They will dissipate/ flare out of existence when desummoned through sensitivity of your Fear levels alone (weapons and Halloween).
- Randomise between 1 - 2 to determine which item you get. If that item is taken just round to closest one.
1. Thorn of Pendragon: A beautiful, ornate dagger that glows a brilliant white. A fine white mist escapes its tip...
Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.
2. Thorn of the Enchanter: A small wizened stick with a single glowing blue orb at the tip. A fine mist escapes from the orb...
Battle effect: This item is useless unless there is are people who own ARTIFACTS from this cavern. It resets ALL USES of those artifacts, not including this one. This affects allies and opponents.