Frozen Cavern story (WIP)

Frozen Cavern story (WIP)
Discussion in 'Chit-chat' started by Spirit, Sep 13, 2017.
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    • Frozen cavern story

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    _____Below the crystal surface rest a large temple coated in blue stone and ice lost to the passages of time. Sadly you did not find this on your own as the cavern above had fallen out under you dropping yo into this strange relic of the past. As you and the others look around you see five exits from the temple, however one you can also se blocked by fallen stones reducing the chance it could be your way out. Each of you would eventually come to the conclusion to spread out and explore your four remaining choices.

    The routes

    Route I: Taking the numbered route of 2, 3, and 4 this route is filled with the least amount of danger and the weakest enemies. However delaying for to long might change the tide quickly if you are not careful. (Recommended for new characters.)
    Route II: Taking the numbered route 5, 6, and 7 this route is filled with average level of danger and normal amount of enemies. However delaying for to long might change the tide quickly if you are not careful. (Recommended for characters with novice - trained masteries.)
    Route III: Taking the numbered route 8, 9, 10, and 11 this route has above average dangers and a increased amount of normal enemies. However delaying for to long might change the tide quickly if you are not careful. (Recommended for characters with Proficient - adept masteries.)
    Route IV: Taking the numbered route 12, 13, 14, and 15 this route has extreme dangers and a powerful enemies. However delaying for to long might change the tide quickly if you are not careful. (Recommended for characters with Expert - Mastered masteries.)

    The roles

    Tank: A big fellow or lass ready to soak the damage from the threats that show up along the way. (Recommend masteries: Wellness, Shield, Guard, and or Geomancy)
    DPS: The heavy hitter and key to advancing along in each pathway. (Recommend masteries: Dual-wielding, Beast taming, Berserker, and or Rouge.)
    Support: The back line and patcher upper of the team. (Recommend masteries: Naturamancy, tinker, illumancy and or Engineering.)
    Controler: Custom role for this quest line, this person directly works to prevent the group from getting into dangerous spots. (Needed masteries: Pyromancy, luck, and or Hydromancy.)

    The rules

    Rule 1: Each participant must pick a role, a route, and set a status tracker link in their post for this quest. Your team does not NEED to have one of each role, mix and match as you see fit.
    Rule 2: At the end of each rotation the last poster should tag @Spirit so I can set your events up accordingly and roll to see what risk you will be facing that round.
    Rule 3: Defeat happens if all members of the party are killed or retreat, victory only happens when you clear the final zone of it's monsters. Advancing to the next numbered zone can only happen if you take out all starting monsters in that area, those taking routes III or IV can bypass this 1 time expect against the final area. (The risk will not be disclosed)
    Rule 4: Don't get mad if things go south for you, the DM MIGHT give you good fortune, but not if you complain things are to hard. (This is my first time DMing so I don't know fully how to balance things just yet.)
     
    Last edited: Sep 13, 2017
  1. Tank information

    HP amount: Tanks base HP is 200, Having ranks in Shield, Guard, and or Geomancy increase total HP by 5 each. Wellness grants +10HP per rank.
    Prime target: Monsters automatically focus you (Except bosses), be ready to tank the blunt of the attacks.
    Dice choice: You may choose to roll a D100 to fight back against the monsters on your turn.
    Damage modifier: Tanks do not gain bonus damage unless buffed by the support.

    DPS information

    HP amount: DPS have 150 HP, they do not gain any bonuses to their health.
    Damage boost: DPS will auto gain 50% of their rolls as added damage on top of any modifier they have and damage buff.
    Dice choice: You may choose to roll a D100 to fight back against the monsters on your turn. Additionally you have the choice to roll 2d100, however doing such risk drawing the agro if the monster lives. (Happens if they do live.)
    Damage modifier: Having ranks in Dual-wielding, Beast taming, and or Rouge grant you plus 5 damage each. Having active Berserker grants +10 for each rank.

    Support information

    HP amount: You have 100 HP, if you have Tinker or Engineering you gain +5 HP per rank in them.
    effect select: Supports have 3 different apply able effects (Deflect, Heal, boost) Casting deflect on someone will negate any damage for the next round, however can only be used on the same target once in each numbered zone. Casting Heal, well recovers lost hp. Casting boost will double the damage of someone for that post rotation, however it can only be cast once in any numbered zone.
    Dice choice: If you chose to heal a target roll a D12, if you chose to attack roll a D100 and divide the total roll by 2 for your damage.
    Healing: Each rank you have in Naturamancy or Illumancy increases heal amount by +2. No group healing to chose wisely.

    Controller information

    HP amount: You have 150HP nothing more or chances to boost it.
    Counter the DM: Each cycle you roll a D6, if your number matches or is greater then the DM's danger roll you and your group remain safer... (I hope you only get 1s -evil grin-)
    Dice choice: You may choose to roll a D100 to fight back against the monsters on your turn. Additionally you have the choice to roll 2d100, however doing such risk drawing the agro if the monster lives. (Happens if they do live.)
    Damage modifier: Controllers do not gain bonus damage unless buffed by the support.
     
  2. DM Information

    Danger roll: Each start of a rotation once a group enters the first zone with monsters I will roll a D6 dice. Each number on this dice triggers a type of event your group will have to deal with. Below are the rolls effects (So you know I'm not mixing them up or saying what I want, this is slightly scripted and luck based.)
    • Dice 1: Nothing happens, you get off lucky.
    • Dice 2: Ice shard falls from the ceiling dealing (1-4) damage based on route choice to all members of your party.
    • Dice 3: Ice shard falls from the ceiling dealing (2-8) damage based on route choice to all members of your party.
    • Dice 4: Ice shard falls from the ceiling dealing (5-20) damage based on route choice to one target (chosen by your party.)
    • Dice 5: A new (Weakest enemy) enters the zone.
    • Dice 6: A new (Mid class enemy) enters the zone.
    Good fortune roll: If your party is struggling or your working great as a team, and relaying this in the thread I might change my danger roll to something to aid your group. It could be a few things but like danger roll is based on a D6 dice roll. If your controller rolls a higher number then I do during this time they can chose to keep the roll, or use the number they got for your team.
    • Dice 1: Nothing happens, unlucky my friend.
    • Dice 2: Ice shards fall from the ceiling dealing (5-20) damage based on route to all enemies in your current zone.
    • Dice 3: Magic water breaks from the tunnel healing your team for (5-20) HP based on route.
    • Dice 4: Mages on the surface cast a greater heal on your location healing one member, of teams choice for (10-40) HP based on route.
    • Dice 5: One (weakest enemy) runs out of the zone.
    • Dice 6: Your entire party is healed fully.

      Monsters

      Weakest enemy: Also known as (Ice walker) These are foot solider threat in the cavern. Unlike they others they aren't that dangerous but do have the numbers to cause some trouble four your party if you keep ignoring them. Standing at an average height of five feet even with a dual wield appearance. However they aren't the best as using these dual attacks and are easily cleared out.
      • Image: Reference
      • HP: 50 - 200 Based on route choice.
      • Damage: 5 - 20 based on route choice.
      • Skill: Has no listed skills.

      Mid class enemy: Also known as (Ice giant) These guys are heavy hitting and few in number. Standing at a threatening eight feet and dragging a large ice claymore they aren't to be taken lightly. If one arrives you better take them down first or watch your tank get chopped down to size.
      • Image: Reference
      • HP: 100 - 400 Based on route choice.
      • Damage: 10 - 35 based on route choice.
      • Skill: Taking one rotation to start spinning, before rushing outward dealing damage to all members of your party. However they get a bit dizzy after and spend another rotation 'motionless'.

      Boss enemy: The guys you won't find often other known as (Ice lich) are tanks but weak alone, however they don't like to get their hands dirty and summon Ice walkers to keep you busy before unleashing a dangerous frost beam. Needless to say if you want to keep from getting overrun you better get rid of these guys first.
      • Image: Reference
      • HP: 1000 - 3000 Based on route choice.
      • Damage: 1 No matter route choice.
      • Skill 1: Every two rotations the lich summons a ice walker into the zone, killing the lich however will not stop the walkers.
      • Skill 2: Stopping their attacks and summoning for 6 rotations to begin charging a powerful attack, dealing 100 damage to the first target hit, and 10 damage to all party members.
     
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