WBC6 Disqualified Entries

WBC6 Disqualified Entries
Discussion in 'Chit-chat' started by Asch, May 19, 2018.
  1. Asch

    Asch

    Staff Member
    Here are all of the disqualified entries.
    Don't be discouraged, however, be sure to follow every rule in that thread!​
     
    Last edited: May 19, 2018
  2. Asch

    Asch

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    Mimsy Land



    The chosen few hear the call, the voice of destiny, whispering in their ear: "Come to The Mimsy Tree"

    The Yladian Spirit Tree, an ancient petrified oak of massive proportions. Here, if one ventures beyond the stone gates into the forest temple deep beneath the roots, he or she will arrive in the Mimsy Lands, a great forest realm bordering The Emerald Garden.

    The Mimsy Queen has issued a call for brave champions from the world beyond by invoking an ancient rite. The evil Darkthorn Roots have once again drifted into their realm bringing with it all sorts of evil creatures lead by the Imposter-King Ratatosk, of Ratlandia, to snuff out the light of their sacred crystal. You may have slain rats before, but now you're picking on something your own size...

    But fear not brave one! For your minipets shall stand by your side!

    Gimmick: Shrink down to funsize and ride your mini-pets into battle.

     
    Last edited by a moderator: May 19, 2018
  3. Asch

    Asch

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    Heaven's Divide

    https://www.youtube.com/watch?v=jSM08sCo-MM

    Heaven's Divide, at first blush, is a paradise. The skies shine brightest blue over the valley kingdom, a shade mirrored by its clean rivers, and the grass is a lush green across the rolling hills. Pure white marble structures such as fountains, and archways give the impression of an overgrown garden. However, sounds here seem to echo farther and every noise that breaks the natural silence of Heaven's Divide seems an insult. The fallen kingdom was founded by childlike men and women with golden wings, wings that grant a single desire for wealth, wisdom, or power if a feather were plucked. They gave these feathers to their neighbors, however the wishes granted caused havoc

    The "seraphs" of Heaven's Divide died as they were hunted for their treasured feathers, and unable to bring themselves to harm their neighbors, retreated weeping to a single castle. They dwindled in number until a general from another land rose, with a heart hardened by battle, but a compassion for the selfless nature of the seraphs who had done nothing but trust in a land far from home. Teaching the seraphs how to fight for themselves, General Amidah lead the people of Heaven's Divide into battle, the entire valley once covered in small fiefdoms and castles becoming a scene from hell. The entire valley was covered in ash as the Seraphs let their bitterness coalesce into fire - their feathers becoming hails of death that scorched the ground.

    After the battle ended, a sickening silence fell over the surviving soldier seraphs. Their feathers had become instead of a glowing gold, a still marble white. They were fallen. Whatever blessed them had left them now - and whatever innocence that was in their heart died. Amidah realized that for all that he had helped them earn their freedom, he had turned the gentle souls of the Seraphs into monsters. He took the responsibility upon himself - taking a single feather from a seraph child who had looked up to him as a hero, Amidah wished for a chance to return the seraphs to where they belong. It was granted - but many of the seraphs who had followed Amidah into the battle were too far gone to ever return home. A rapture that took many of them into the sky ensued, leaving only those angelic warriors, Amidah...and the child, who refused to leave his side. Charmeine was adopted as the General's son, and for the rest of their lives tended to the valley of Heaven's Divide as their home -beautifying and purifying it. Charmeine understood, though, that this wasn't the end. They had inherited all the treasures and land of the kingdoms destroyed, and now it was clear that there would be more. Taking his father as an example, he marshaled together the ageless Seraphs as well as using his golden feathers to ensure that there were defenders for this graveyard land.

    They remain there now, after hundreds of years, acting as sentries against treasure hunters and keeping the sacred ground. But Charmeine is old, and Amidah dead. Opportunity awaits for those who enter the Heaven's Divide.

    Gimmick: The main gameplay gimmicks of Heaven's Divide are the Burden of the Mighty and the Pride of the Weak status effects, inflicted by its inhabitants. Burden of the Mighty transforms all damage inflicted by the afflicted into healing and every negative status into a positive buff, and Pride of the Weak converts all positive improvements(even those given passively by masteries) into negative debuffs as well as all health restorations into damage.

     
  4. Asch

    Asch

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    Gannon's Arcade and Family Fun Center



    “Pizza! Prizes! Games!”


    At least, that's what the dust-covered sign above the doors read. Or did, anyway. The neon tubes shattered a long time ago. All you can see is the faint outline of words written in long-forgotten script painted above the bent, rusted door frame.

    Nevertheless, you decide to push further into the ruin. You've made it this far below Stokbon already; you survived the sewers and the crumbling catacombs of ages past to get this far in search of treasure. Why stop at the threshold of the grandest temple to high scores and prize tickets?

    As you enter the ruin, you see broken machines covered with a thousand years of cobwebs and grime. Their curious glass windows are cracked and broken. Strange tables litter the rooms, with odd things like slots and hoops and ramps. “That's definitely skee-ball and air hockey,” you think to yourself before looking for an old Marvel vs. Capcom 2 cabinet. That game is the absolute business.

    The air is deathly still, choked with dust. You try not to trip over the cords of arcade games that haven't had power since the calamity that ended this world. And then you see it--the prize you risked life and limb for.

    It's just as you remembered it from your childhood, including the faded sign reading “75,000 Tickets” taped to the box.

    You take a step closer, fingers twitching, mouth salivating. Suddenly, a chill creeps down your spine as a low rumble sounds all around you. You look around as, one by one, the arcade games boot up, their flashing lights and chirpy sound effects shattering the silence. You look around for the source of the disturbance. “This can't be,” you think to yourself.

    Time to investigate what is going on at Gannon's.

    Gimmick: In Gannon's Arcade, the games have come to life--a curse left by the forgotten ones of a time long ago. Phantoms haunting the arcade have taken the form of characters and bosses from the games: from the aliens of Area 51 to Nightmare from Soul Calibur 2, the fireballs from Donkey Kong to Rudy from that FunHouse pinball machine that never seemed to be working properly. Each phantom will challenge you to battle as you make your way to the prize counter, and will generally attack and need to be dealt with in the same manner their video game counterparts did. For example, Red Arremer from Ghosts 'n Goblins would swoop at you from the air, requiring range or disruption to take him down. Donkey Kong's barrel attacks would need a mobility or bludgeon to avoid damage from. You get the picture. If copyright is a concern, games and characters could be made up for the purpose of RP.

     
  5. Asch

    Asch

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    Echoes of Lathaian



    Allegedly the final resting place of Lathaian, an ancient Yladian sorcerer-king, this treacherous cave deep in the heart of Crystallized Zalra has seen an uptick in visitors lately. It all began with rumors that Yladian shamans and druids were able to somehow peer into a time long past, catch glimpses of a Zalra still wild and verdant. Given that the king was said to be a master of time, it's no surprise.

    What secrets of Yladia's past are lurking in the crystalline, dilapidated chambers? Is there any information about the Zalrisis infection to be found by delving into this domain? There's one thing that's certain: a king's tomb means that there's treasure to be found. But whether you will be able to wrest it from the grasp of the crystallized monsters that have taken residence inside this cave, driven half-mad by the pain of their transformation... That's another thing entirely.

    Gimmick: Strange rifts litter the dungeon, providing glimpses into a time long past. On occasion, certain sections of the cavern appear to be wholly engulfed by these rifts, which may sometimes expand to swallow up part of the party. This may be an inconvenience if it occurs in the middle of a fight. However, it may also be beneficial, since the player who was taken back in time can find something that may aid the party in the present.

    For example, in the current day, all that may be left behind is the dried out remnant of a small pond covered in rubble due to a small cave-in. However, to a character pulled into the past through a rift, the lake is still full of water and the rubble has not yet fallen in, allowing them to discover that the pond had a small altar built at its center with a magical key in it, which would otherwise be incredibly find for the remaining party to discover in all the wreckage.

     
  6. Asch

    Asch

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    Huge Fudgin' Graveyard


    A huge-ass, graveyard.

    Skeletons.

    "Woah, is that a lich?"

    Crypts and shiz.

    Catacombs.

    Blood moon with dark clouds.

    "Woah, is that a lich?"

    Gimmick:

    Health drains slowly as long as you're standing on grave dirt.

    Magic Lich knows where you are and constantly talks trash.

     
  7. Asch

    Asch

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    Valor's Pride Encampment



    The Valor's Pride were once the Vanguard of civilization, expanding upon new horizons with every opportunity that came along. They expanded, capturing huge swathes of land, mowing down all manner of monster and beast that would stand in their way. The Valor's Pride were progress incarnate, always moving forward, never settling down and never falling back.

    At least, they were supposed to be just that...

    Now, their camp lies ruined, torn asunder by time and weather, battered and lifeless in the wasteland that had become their grave. Corpses lie everywhere, rotten and picked of flesh by scavengers, the stench of death lingering in the air even after all of these years.

    Rumor has it, they'd been close to finding it. The secret to immortal life. The key to mankind's ascension into godhood. But now, all that remains is death. Or rather, undeath.

    The task set is to claim the camp and all belongings within for the glory of Astorea and Falderen. A team of adventurers make their way to the camp, but whether or not they leave is up to them.

    But they are not the only ones. Dark magic found the way to Valor's Pride Encampment, stealing the lingering souls of the departed and wielding their bodies as puppets. The strength of the dark magic is terrifying, causing even time itself to behave strangely. In this place, day and night flash by in mere moments, piercing light and suffocating darkness flicker and switch with but a few second's warning. Some say that one of the camp's own men went mad, claiming their souls for his own gain.

    Gimmick: In this dungeon, a night and day cycle is implemented, caused by the strange dark forces that animate the dead and rob victims of their souls. Both night and day will offer different penalties to the team.

    During night, attacks will, essentially, have disadvantage to their attacks to hit. They will roll two dice when they attack, instead of one, and use the lowest number. When reckless attacking, they will roll four dice and use the lowest two numbers. This disadvantage can, however, be mitigated by a teammate with either White Magic, Pyromancy or Tinker, using a special "illuminate" action on a target. This will remove the disadvantage for attackers for one cycle. Also during the night, the undead have a certain vigor about them. When rolling to attack, if the damage after modifiers are added is 25 or less, the attack is considered to fail and nod take health from the undead.

    During the day, the undead enter a kind of stasis, unable to move or attack the team. Because of this, the team are able to move further per round, as they make their way towards the central tent. During the day, movement is doubled. If a player would be able to move one space, they are able to move two spaces. Being in stasis, the undead are unable to harm the team, leaving them with a chance to attack the boss with minimal distraction. The undead also lose their ability to negate damage under 25 during the day, allowing for more forgiving rolls.

    Once the boss is found, upon a team member reaching the central tent, the team will face Vikor von Balaur, the man responsible for stealing souls to attain immortal life. Once the boss fight is triggered, the day and night will cease cycling, essentially locking the team into a 'difficulty' setting.

    During the daytime boss phase, Vikor is unable to summon more undead, making him much less of a threat. His health remains unchanged no matter which time the battle takes place in.

    During the nighttime boss phase, Vikor has the ability to summon more undead, which can be stopped by using disruptive actions. If the team fail to stop Vikor and undead are summoned, the horde joins the battle and Vikor gains the ability to drain health from them to replenish his own.

     
  8. Asch

    Asch

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    peesash phantasm



    After the first war of Vintergard, a secret weapon was put to rest. The recent traffic awakening it from it's slumber, kicking up large sandstorms throughout Astorea. Players who are unfortunate enough to be sucked inside will appear inside the eye. A desert stretches far beyond the players vision, is this a mirage from the dusty cyclone? Perhaps, this is all a trick from the hungry dragon that sits above the dilapidated columns.

    There is no escape from the clutches of the dust devil, the only way out is defeating it.

    Gimmick: Teams are not pre-planned/choosen by players, they are simply made through being sucked up by the dust storm. The entrance is being swept in by a dust storm, teleporting you to the inside of the dungeon. It acts very similar to a real like hurricane, putting you into an eye of a storm. Pillars being formed by the kicked up sand, on the top being the dragon. Heroes must climb these pillars and reach the top to fight the dragon, every page(or dm's discretion) the pillars will fall apart. New pillars will form, but the heroes must re-climb to face the dragon.

     
  9. Asch

    Asch

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    Siren's Den



    On the edge of one of Astorea's large lakes, there lies a dark cave. If one were to follow this winding cave to its very end, they would come across an ancient door made from stones of a green-blue hue. This door can only be opened by reciting the rite inscribed around the door's frame. Once the group has entered the dungeon, the door will close behind them. the next thing the group will notice is that the water level within the dungeon is quickly rising. However, they will find that even when submerged in this "water" they can still walk around as though they weren't submerged at all.

    Then it will start, the eerie, captivating music that begins to echo throughout the entire dungeon.

    Who knows what will await them in this otherworldly place?

    Gimmick: All throughout the dungeon, a sweet luring song is playing. Every cycle, each player must make a roll on a d100. If the player rolls a 20 or below, they become enchanted by the melody and will drift away from the group. If they roll an 80 or above, they can stop someone who is drifting from doing so. If a player drifts and no one manages to stop them, they take a small amount of damage.

     
  10. Asch

    Asch

    Staff Member
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