Stokbon Sewers | Page 3

Stokbon Sewers
Discussion in 'DM Challenges' started by Pandora, Aug 13, 2017.
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  1. 90 HP

    MAX HP

  2. 75 EN

    MAX EN


  3. Poisoned: Subtract 5 HP per turn. Lasts until cured.

    Alpha stuck her tongue out as the armored lady insulted her. It was a grave slight against her but, regardless, she began to weave a healing spell between her fingers (not without a bitter raspberry blown at the offending woman, of course). "I would but you'd obviously need the help of the Amazing Alpha on your side! You're, like, ten seconds away from dying a painful, agonizing death with cockroaches and potatoes!"

    Anyways, she immediately hopped over to the third lever when she had found that The Admiral had already taken the initiative and pulled the one next to it. "You're still not invited to the disco party, though!" she stuck out her tongue as she pulled the mechanism.

     
  4. 90 HP

    MAX HP

  5. 85 EN

    MAX EN



  6. Roland spun on his heel as Admiral walked off, "You were the one saying we needed a leader not even five minutes ago, and you split the second I make a decision?!" He shouted at her back knowing she wouldn't bother turning around. How annoying she had become, the old admiral wouldn't have hesitated to swing along the vines like a monkey.

    Alpha seemed relatively confident in her ability to produce a spell strong enough and did so before immediately taking off after Admiral. Roland grit his teeth, but stuck to his own plan of scaling the vines. The trip over was easier than it seemed, as the duo made their way to the other end of the hall only to find it a dead in. There was, of course, a lever there, but it didn't seem usable. Roland sighed and looked at Lex, "Let's hurry back to the others I don't want to stay separated for very long." As Roland turned to leave, he spotted a small chest on the ground, popping it open, he took the contents placing them in his pocket without a word.

    Wasting no time, Roland traversed the vines back to where they had been, and headed in the direction Alpha and Admiral had gone towards. Safley on the ground he looked at his prize a bit more closely, it seemed to be a pill of some sorts, the effect of which was missing. It was of course very likely the thing was poison, or worse, but there was also the possibility it would have some positive side effects. Throwing caution aside, he opened his mouth and popped it down his throat swallowing it whole.


    @Pandora
     
  7. Pandora

    Pandora

    Staff Member Game Master
    Stokbon Sewers

    profile

    Inner Area

    [​IMG]
    [ 941 / 1000 ]

    The group would get back together in the leftmost room where The Admiral and Alphabet each pulled a lever. Those would be levers 2 and 3 respectively. As Lever 2 was pulled, a sound similar to that of a gate being openend could be heard. If the party headed back they would see the central gate was now open! When Alphabet pulled lever 3, it would cause the sound of draining water to be heard. Again if the party had gone this way first and then gone to the right they would see that the sludge they had to cross was now completely drained away. Removing the need for Alphabet's vines. If any other levers were pulled it would prove impossible. Something about the mechanism here prevented anymore than 2 from being pulled.


    @Roland Rutledge consumed the Strange Pill he had recently received in the Loot Box. He would suddenly pay for consuming strange drugs found just lying around the sewers. His body would feel extreme tingling before he would find it impossible to move, including his mouth. Roland would be Paralyzed and lose his turn for his next cycle unless cured.


    @The Admiral - Confused: Roll a additional die when you roll. Lasts 2/3 Turns or until cured. Use 2xd100 and look at the 2nd die to determine the effects below.
    • 50-100: Normal action.
    • 25-49: Actions canceled due to mental disorientation.
    • 1-24: Perform a attack on the last ally who posted based on 1/4 number rolled.
    @Alphabet Chocolate - Poisoned: Subtract 5 HP per turn. Lasts until cured.

    Options:
    • Try and break down the The Right most Gate: Requires Mastered in a Physical Attack Mastery + Exotic Tier Weapon, Rolls of above 90 will break the gate.
    • Fix the Rightmost Room Lever. Requires Proficient Engineer/Tinker.
    • Continue on through the Central Gate.
    [/spoiler]


    D A M A G E
    Obstacles ONLY on the central and left path: Due to the various hazards. It will take a NATURAL roll of above a certain amount to avoid damage/ailments here.
    • 30-100: Safe
    • 20-29: Subtract 10 HP for damage
    • 10-19: Subtract 15 HP for damage and add Poisoned Status
    • 1-9: Subtract 20 HP Damage and add Confused Status
    Obstacle Reduction: Medium and Heavy Armor only.
    • -1 HP for each blue armor piece
    • -2 HP for each green armor piece
    Energy Cost: Subtract 5 EN
    Reduction: Subtract 3 EN if you are equipped with a Magical Tool that helps with energy.


    Modifiers

    Roll at: [Roll] Stokbon Sewers before posting. How to link rolls.

    Highest mastery gets +5 per mastery tier excluding Beginner; +10 for Expert

    OR if you used Rogue, Arcanamancy or Hydromancy, get +10 per mastery tier excluding Beginner; +20 for Expert.

    [​IMG]

    Support Mastery
    If you had Naturamancy, Illumancy, or Muse, you roll to add to the progress track as normal (this roll is different than a combat roll) AND do one of the actions below.

    Pick one of these actions to do, you can flavor it however you want. Support spells scale off of support mastery.

    Single Healing: base 5 + 3 per mastery tier (excluding beginner, but +7 for Expert and Mastered) = final heal amount.
    • Cost: 2 EN per tier (including beginner).
    • Note: You can heal with any tier below your current level to converse energy.
    • E.g. Adept Heal: 17 HP / costs 10 MP.
    • Note: Tag the person you are healing and write the amount.

    Group Healing (max 3 targets): base 5 + 3 per mastery tier (excluding beginner, but +5 for Expert and Mastered) = final heal amount divided by 3 (Round up).
    • Cost: 3 EN per tier (including beginner).
    • Note: You can heal with any tier below your current level to converse energy.
    • E.g. Adept Heal: 17/3 = 6 HP for 3 people / costs 15 MP.
    • Note: Tag the people you are healing and write the amount.

    Revive: (costs 20 EN) Revive someone and put them at 20 HP and 40 EN, with no Death Affliction. One use per Support per event. No character may be revived twice.

    Rest: (No cost) you rest, recovering 15 EN.

    Passive Regeneration: (no cost - passive) +0.5 EN for every light armor piece and magical tool per tier (round up). This happens automatically at the end of every action the user does.

    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][COLOR=#9b9b9b][SIZE=7] Your roll + Modifier = Total [/SIZE][/COLOR]
    0 /1000
    
    Roll
    Status Tracker
    [/CENTER]
    
     
  8. 85 HP

    MAX HP

  9. 75 EN

    MAX EN


  10. Poisoned: Subtract 5 HP per turn. Lasts until cured.

    Alpha coughed as she felt poison rush through her veins, causing her to wince in pain. While the clicking of the levers were fun to listen to (the sound was like scratching an itch or getting a quadruple kill in FPS Warfare VI) the general mood was greatly dampened by the throbbing pain. Irritated and fed up with the status condition, she pouted as she sent a wave of magic coursing through her body in an attempt to dispel and eject the poisons. Regardless of whether it worked or not, she immediately tried to turn another lever, only to find that it refused to budge. She frowned, curious as to what the construction would've done but realized that there was nothing she could do. Without further ado, she turned her back on the room and began to hop back to the central corridor from where the group split. "Cmon meanie-head!" she called back. "Let's go look around and meet Rudolf and the other guy and go to that awesome disco party we just missed and find out what those thingies did and stuff!"

    She just hoped that the other two were okay. As she skipped around, she calmed her worries with a light tuning dancing through her tongue with abandon: "We're off to see the wizard...the wonderful Wizard of Oz," she sang.

    51 + 40 = 91
    1032 / 1000
    Poison Removal - Naturamancy on @Alphabet Chocolate

    (Roll) Stokbon Sewers [P]
    Alphabet Chocolate's Status Tracker
     
  11. Pandora

    Pandora

    Staff Member Game Master
    Stokbon Sewers: Inner Area - Checkpoint

    [​IMG]
    [ 1000 / 1000 ]

    Having gone on for a ways past the Central Gate. You would find yourself at a large circular chamber. Sludge is all around you flowing out of nearby drains, creating a moat of sewage water around you. In the center of your 'Island' You see there is a deep dark pit. Looking down you can't see a bottom. Luckily there is a old rope that is tied to a steel railing that surrounds the platform. The rope seems to be sturdy but would it hold you going all the way down? Someone or something else had used this for that purpose possibly. Although that would have been very long ago. You also see a Checkpoint Crystal again. Right next to the pit. Seems it's time to make a choice...
    • Continue on to Stokbon Sewers: Depths [Rank=C]
    • Exit the dungeon via the Checkpoint Crystal.
    Notice: Exiting the dungeon via the Crystal will allow you and other parties to return here at a later date. However it will cost a teleportation fee. Please make a single post with your character maximum of 100 words on whether or not they decide to stay or leave.

    [​IMG]

    Checkpoint
     
  12. Alpha recognized the familiar visage of the crystal which she had glided past not too long ago. She examined it with curiosity, investigating it further and soon finding out its purpose. She waved her hand. "Haha, what kind of adventurer leaves early?!" she declared before running ahead to explore the next destination ahead.
     
  13. Noah and Roland were able to catch up to Addy and Alpha rather quickly. It seemed the two were acting a bit odd. There was a floating crystal in front of the path, similar to the one that allowed them to enter this area. Noah guessed that this next part of the journey was probably a bit more dangerous and this was more or less a check point. Seeing how Alpha was ready to keep going, Noah shrugged his shoulders. “Well, I guess lets see what Yulan can uncover down here.”
     
  14. With a shake of her head, the Admiral stumbled after the others through the gate that she had opened, watching as her vision swam and voices echoed oddly off of the stone walls. She looked at the large glittering gem and tried to remember what function it served, but could think of nothing... the others seemed to be preparing to head further down: in this case, quite literally. The next means of advancement was a pit with a rope that lead into total darkness. Were she not so confused, her acrophobia would cripple her, but instead she began climbing down.
     
  15. Roland stood utterly paralyzed for several moments after he had ingested the pill. He had time to reflect on his actions as he waited for the effect to wear off, promising himself he wouldn't ingest random consumables found in sewers for at least the next twenty-four hours. Eventually, the effect wore off and he rushed to catch up with the others, grabbing the rope and descending downwards.
     
  16. Pandora

    Pandora

    Staff Member Game Master
    Stokbon Sewers

    profile

    Depths

    [​IMG]
    [ 0 / 1000 ]

    The party has descended down a old rope into the pit of darkness. When they would reach the bottom far below, their eyes would find it extremely difficult to make out the surroundings. It was no longer simply a sewer system but rather a large hollowed out area that extended in all directions. Some stone was still visible in the rock. Above your head you can hear what remains of old pipes and the steady drip of sludge into the cavern echoes all around you. Puddles of ooze and the stench of long stagnant air makes breathing difficult. Every now and then you hear a strange rumbling in the walls. Like that of liquid pushing against the walls as if to try and flood the cavern.
    NOTES:
    Remember to use your HP/EN from your last post.
    Cure
    is now a official option in this dungeon for support mastery users.
    New Alchemy/Cooking systems are accepted. Abuse will be punished.

    D A M A G E
    Obstacles: Due to the occasional rain of sludge. It will take a NATURAL roll of above a certain amount to avoid damage/ailments here.
    • 20-100: Safe
    • 1-19: Subtract 15 HP for damage + Poison
    Obstacle Reduction: Medium and Heavy Armor only.
    • -1 HP for each blue armor piece
    • -2 HP for each green armor piece
    Energy Cost: Subtract 5 EN
    Reduction: Subtract 3 EN if you are equipped with a Magical Tool that helps with energy.


    Modifiers

    Roll at: [Roll] Stokbon Sewers before posting. How to link rolls.

    You will move to the next area when you fill the progress track. The longer you stay in an area, the more danger you'll be exposed to. Pick and use one of the modifiers below.

    Highest mastery gets +5 per mastery tier excluding Beginner; +10 for Expert

    OR if you used Geomancy get +10 per mastery tier excluding Beginner; +20 for Expert.

    [​IMG]

    Support Mastery
    If you had Naturamancy, Illumancy, or Muse, you roll to add to the progress track as normal (this roll is different than a combat roll) AND do one of the actions below.

    Pick one of these actions to do, you can flavor it however you want. Support spells scale off of support mastery.

    Single Healing: base 5 + 3 per mastery tier (excluding beginner, but +7 for Expert and Mastered) = final heal amount.
    • Cost: 2 EN per tier (including beginner).
    • Note: You can heal with any tier below your current level to converse energy.
    • E.g. Adept Heal: 17 HP / costs 10 MP.
    • Note: Tag the person you are healing and write the amount.

    Group Healing (max 3 targets): base 5 + 3 per mastery tier (excluding beginner, but +5 for Expert and Mastered) = final heal amount divided by 3 (Round up).
    • Cost: 3 EN per tier (including beginner).
    • Note: You can heal with any tier below your current level to converse energy.
    • E.g. Adept Heal: 17/3 = 6 HP for 3 people / costs 15 MP.
    • Note: Tag the people you are healing and write the amount.

    Cure (costs 5 EN) Cure any status ailment for a single target.

    Revive: (costs 20 EN) Revive someone and put them at 20 HP and 40 EN, with no Death Affliction. One use per Support per event. No character may be revived twice.

    Rest: (No cost) you rest, recovering 15 EN.

    Passive Regeneration: (no cost - passive) +0.5 EN for every light armor piece and magical tool per tier (round up). This happens automatically at the end of every action the user does.

    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][COLOR=#9b9b9b][SIZE=7] Your roll + Modifier = Total [/SIZE][/COLOR]
    0 /1000
    
    Roll
    Status Tracker
    [/CENTER]
    
     
  17. 80 HP

    MAX HP

  18. 75 EN

    MAX EN



  19. Alpha felt the magic begin to dispel the poison through her veins and took a pleasant breath as the poison dissipated from her lips in the form of purple smoke. The painful pang was no longer there and she stretched her arms a bit in victory. "Whew!" she moaned happily before resuming her lifting hum of various childhood songs and nursery rhymes. As she continued down the rope, however, she found the weariness return as her surroundings grew darker and barely visible. Only the sounds of dripping water and the pour of sludge gave her the slightest bit of knowledge on her surroundings. She bit her lip worriedly.

    "Uh, anyone got a light?"
    she asked the group hesitantly. She wasn't that big of a fan on continuing to wade through a potentially cockroach-filled area without a light. Well, on second thought maybe it wouldn't be as bad as she thought. If she didn't see the cockroaches then that meant they weren't actually there, right? She waited for an answer, the deafening silence which permeated the drips and drops filling her with even more foreboding.

    62 + 20 = 82
    82 / 1000
    Cure: Poison Removal - Naturamancy on @Alphabet Chocolate

    (Roll) Stokbon Sewers [P]
    Alphabet Chocolate's Status Tracker
     
  20. 90 HP

    MAX HP

  21. 80 EN

    MAX EN



  22. Roland grimaced as he looked around trying to see through the darkness so they could decide which direction to go to. "Hey guys hold up." Roland said as he crouched down accessing his in game menu, swiftly he produced a set of alchemical flasks that he then turned small knobs on whilst reading an in game menu. What played out before him was a little mini-game that required him to heat certain flasks at certain stable temperatures to produce a predetermined potion. This time around he attempted to make something the game called, Suns Lasting Grace which he had found out as pretty much just a flare. Finishing the mini-game successfully, Roland retrieved the small vial holding his new concoction and returned the equipment back into his inventory.

    "Ok, lets shed some light on this new area..." Roland said as he raised his vial above his head, and uncorked the top which in turn produced the flare like effect that illuminated the immediate area, "And I bet you guys thought all I used this for was Whiskey..." Roland chuckled before moving forward, taking a shot of whiskey with his free hand as he did so.

     
  23. 60 HP

    MAX HP

  24. 80 EN

    MAX EN


  25. Confused: pǝsnfuoɔ eɹa noʎ

    Caught in a daze and stupor, the Admiral began to wander in small circles once she reached the bottom. She avoided the hazards of the area, but never managed to progress beyond ten feet or so from the rope.

    turn lost
     
  26. 60 HP

    MAX HP

  27. 75 EN

    MAX EN


  28. The party descended into the dark pit below, as they went deeper into the sewers the light from up above was drowned in a sea of blackness. IT was almost to the point that none of them would be able to see even their own hand in front of the their face. Roland started working on something though, perhaps he had a torch buried in his inventory or something. Noah rocked back and forth waiting to see what the man would do with his skills. As he stood there in the dark waiting a hissing sound was building up nearby, though he could not see it clearly there was a wall rather close to his face and an old rusty pipe ran along it. Just as Roland illuminated the area the pipe bursted full of a green smoke right into Noah’s face causing him to immediately start coughing and wheezing.

    The smell alone was enough to initiate his gag reflex, he crouched to the ground holding his stomach as he started to vomit uncontrollably. That was when he noticed the small icon pop before his face, he had been poisoned….great. “Shit...I just got poisoned and took a bit of damage from whatever was in those pipes…and it seems I'm poisoned ” His eyes were slightly burning and he was still a bit nauseous. For the moment though he was able to pull himself together. He knew that his stats took a dive from that sudden “attack” he wondered how much longer he would be able to continue in this smell hell.



    (Occ: poisoned)
     
  29. Pandora

    Pandora

    Staff Member Game Master
    Stokbon Sewers

    profile

    Depths

    [​IMG]
    [ 154 / 1000 ]

    Black Slime x3

    [​IMG]
    [ 200 / 200 HP ]

    Plague Worm x2

    [​IMG]
    [ 150 / 150 HP ]

    The party would explore the massive under city cavern that the sewer had led them too. Their path lit be Roland's alchemy. As they continued forth they would be met my monsters! Black Slimes that were rarley seen in the above world dropped from above disguising themselves as mere drops of sludge before bubbling up into their true forms! Dirt began to kick up as two Plague Worms burst from the ground and flexed their mouths at the party!

    The battle was on!


    NOTE: After defeating the Enemy you may auto cycle reset and resume rolling for the Dungeon Completion DC.
    NOTES:
    Remember to use your HP/EN from your last post.
    Cure is now a official option in this dungeon for support mastery users.
    New Alchemy/Cooking systems are accepted. Abuse will be punished.
    Remember that you are now counting down due to decreasing the monsters HP. All enemy DC will be added to the completion points after victory.

    Poisoned: Subtract 5 HP per turn. Lasts until cured.
    Paralyzed: Unable to take action for up to 3 turns, or until cured.
    Confused: Roll a additional die when you roll. Lasts 2/3 Turns or until cured. Use 2xd100 and look at the 2nd die to determine the effects below.
    • 50-100: Normal action.
    • 25-49: Actions canceled due to mental disorientation.
    • 1-24: Perform a attack on the last ally who posted based on 1/4 number rolled.
    Disease: Unable to have HP restored until cured.

    D A M A G E
    Damage: Also a NATURAL roll of above a certain amount to avoid damage/ailments during battle.
    • 75-100: Safe
    • 40-74: 20 HP Damage
    • 1-39: 20 HP Damage + Poison (Fighting Black Slime), 20 HP Damage + Disease (Fighting Plague Worm)
    Obstacle Reduction: Medium and Heavy Armor only.
    • -1 HP for each blue armor piece
    • -2 HP for each green armor piece
    Energy Cost: Subtract 5 EN
    Reduction: Subtract 3 EN if you are equipped with a Magical Tool that helps with energy.


    Modifiers

    Roll at: [Roll] Stokbon Sewers before posting. How to link rolls.

    You will move to the next area when you fill the progress track. The longer you stay in an area, the more danger you'll be exposed to. Pick and use one of the modifiers below.

    Highest mastery gets +5 per mastery tier excluding Beginner; +10 for Expert

    Black Slimes: if you used any offensive magic mastery get +10 per mastery tier excluding Beginner; +20 for Expert. HALVE your rolls if attacking with any offensive physical mastery.

    Plague Worms: if you used Pyromancy get +10 per mastery tier excluding Beginner; +20 for Expert. HALVE your rolls if attacking with Geomancy.


    [​IMG]

    Support Mastery
    If you had Naturamancy, Illumancy, or Muse, you roll to add to the progress track as normal (this roll is different than a combat roll) AND do one of the actions below.

    Pick one of these actions to do, you can flavor it however you want. Support spells scale off of support mastery.

    Single Healing: base 5 + 3 per mastery tier (excluding beginner, but +7 for Expert and Mastered) = final heal amount.
    • Cost: 2 EN per tier (including beginner).
    • Note: You can heal with any tier below your current level to converse energy.
    • E.g. Adept Heal: 17 HP / costs 10 MP.
    • Note: Tag the person you are healing and write the amount.

    Group Healing (max 3 targets): base 5 + 3 per mastery tier (excluding beginner, but +5 for Expert and Mastered) = final heal amount divided by 3 (Round up).
    • Cost: 3 EN per tier (including beginner).
    • Note: You can heal with any tier below your current level to converse energy.
    • E.g. Adept Heal: 17/3 = 6 HP for 3 people / costs 15 MP.
    • Note: Tag the people you are healing and write the amount.

    Cure (costs 5 EN) Cure any status ailment for a single target.

    Revive: (costs 20 EN) Revive someone and put them at 20 HP and 40 EN, with no Death Affliction. One use per Support per event. No character may be revived twice.

    Rest: (No cost) you rest, recovering 15 EN.

    Passive Regeneration: (no cost - passive) +0.5 EN for every light armor piece and magical tool per tier (round up). This happens automatically at the end of every action the user does.

    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][COLOR=#9b9b9b][SIZE=7] Your roll + Modifier = Total [/SIZE][/COLOR]
    200 /200
    
    Roll
    Status Tracker
    [/CENTER]
    
    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][COLOR=#9b9b9b][SIZE=7] Your roll + Modifier = Total [/SIZE][/COLOR]
    150 /150
    
    Roll
    Status Tracker
    [/CENTER]
    
     
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