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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