You are not connected. Please login or register

The Ninth Dungeon, Buer

View previous topic View next topic Go down  Message [Page 1 of 1]

1 The Ninth Dungeon, Buer on 04/09/15, 03:33 am

Buer - The 9th Dungeon



~The Djinn of Growth and Vitality~

Structure

The Gate

Deep within the forest, isolated from the continent on an unclaimed island, within the inlet east and to the north of Balbadd, there exists a gate that has recently appeared within the trunk of an ancient tree. This gate was learned to be that of a dungeon. By word of a witness, who saw its appearance, it has been reported that a man who looked to be a magician told another 'This dungeon represents living creatures, and the law of nature. Keep this in mind, as you travel through it.'

When Balbadd sent a small force to watch the entrance, the two men that were reported to be there were no longer in sight. Just outside of the trail to the forest a multitude of merchants have set up a shopping bazaar, and several inns have popped up for travelers who wish to visit the dungeon. The bazaar has proven to be a source of income for the country, as they sold anything; provisions, weapons, artwork and even guides to take visitors through the forest. Balbadd has agreed to allow people to attempt entering and clearing the dungeon free of charge, however they would pay a portion of the riches they left the dungeon with. Several groups entered, and none have returned.


The Main Hall

The trails in the woods are long and arduous. Traveling through the paths, climbing up hills and through underbrush in what seemed to be less used routes, those who travel through the main hall will find their legs sore from such a long hike. Non-Strength users will find themselves unable to sprint for the remainder of travel through the Main Hall. At the end of the trail they come across a small village with stairs leading up to another gateway within a tree in the distance.


Enemies

  • Bear warriors
  • Bear Shaman
  • Bear Chieftain



The Midway

After traveling through the Main Hall and arriving in the Midway, a stark contrast to the prior forest would be made; there was still light from before, but now it has gotten darker. Luminescence from moss provides a good deal of light, but it seems that the group is now within a root system beneath a giant tree. Dotted among the underground roots appears to be a series of huts on stilts; the gate to the exit is not readily visible.

Enemies

  • Behir
  • Thri-Kreen
  • Forest Mantis Pixie


The Necropolis

As one finds themselves exploring deeper into the dungeon, ancient text is revealed. Only those familiar with the Toran language would recognize these scripts. No longer inside the roots of a tree, light filters through the canopy and shows that there is a lone pathway, and the lights of a number of fireflies glow as they flutter about. large mushroom heads grow from the side of the trees, and a building can be seen in the distance. The bridge to the building is both narrow and winding, and a glow from within the building can be seen at a few angles between the stone pillars. The suspicious building shows itself to be the most likely means of finding the doorway.


Enemies

  • Root Hound
  • Spriggan
  • Spriggan King


The Chamber

Within the chamber exists a soft golden light that brightens the room. Though the source of the light is from behind the tree, it seems to brighten the room considerably. Small rivers flow throughout this room, and a number of critters such as rabbits, squirrels and deer can be seen drinking from the waters.

Enemies

  • *Unknown


Dungeon-Beast Transformations

  • Winged Being

    • Perks:

      • The player obtains a pair of wings, which provide the function to fly at 10 m/s.
      • The player loses disadvantages of their prior race.
      • The player may register 1 ability using the Intelligence guidelines based off of the theme of the dungeon. This ability takes up a secondary specialization ability slot, and follows the tier restrictions of that specialization.


    • Downsides:

      • The player can only jog at 3 m/s, run at 5 m/s and sprint at 7 m/s.
      • Face-claim must resemble whatever beast is being used.
      • The player loses advantages of their prior race.




  • Spriggan

    • Perks:

      • Missing limbs may be 'grown' back in the same manner that one would 'repair' a weapon.
      • A blow that would normally be fatal, such as a stab to the heart, would not be considered fatal. Except for the disadvantage listed below, the only way to completely kill a Spriggan is to bisect their head.
      • Loses all disadvantages of the prior race.


    • Downsides:

      • Must have the face-claim of a Spriggan.
      • Fire attacks, if they strike the Spriggan, are considered 1 tier stronger and automatically gain the 'burn' status effect of the same tier. B-Tier and higher burns deal C-tier damage instead of D-Tier, and spread .5 meters in all directions of the body. This may kill a Spriggan.
      • Loses all advantages of the prior race.






Rules

  • You must post within 48 hours from when it has become your turn. If you do not, you are subject to being hit directly by one of the enemies or some other form of punishment.
  • If an enemy does not post within 48 hours, you are free to presume that your hit went through and killed it.
  • Only 4 groups can enter the dungeon at once. Groups can be no larger than 2 people. So it's a race to get into the dungeon first. A large amount of people can join The Gate topic, but only those with tickets may enter. If it is discovered that you did not want to enter the dungeon but you bought a ticket to block others, you will have your warning bar docked.
  • Special rule: this Djinn is extremely picky about whom she will choose. Know that if she does not like you, you will be removed from her dungeon and the memories of your trials will be erased, though you will recall having entered it. Those who are removed in this manner will be unable to enter again until a month has passed.

  • Special rule 2: due to the nature of the Djinn, it is willing to accept those who have already obtained a Djinn. The dungeon, however, will not be able to be challenged by those who already have a Djinn until 1 month has passed from the posting of the Gate thread.

View user profile

View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum