gillian. (chiburui) wrote in emillionooc, @ 2014-01-17 07:57:00 |
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THE MISSION: Commissioned by the Ivalician Historical Society, the Black Lion Company and its hirelings have been charged with escorting the scientists across vast tracks of wildland, cleaning out an old Kiltian ruin and locating the tomb of the head Kiltian priest for archeological research purposes. The Society hopes to gain access to old historical scrolls and records, but they do not have the means themselves to fend of the beasts waiting in the ruins. THE TRANSPORT: Gillian Goodwin has hired an airship to take the Company to the site of the ruins. A day's travel takes them to the countryside of southern Valendia, where nothing but the broken down ruins of an old monastery reside. Along the way to the monastery, the group may encounter a wide variety of monsters, including pumpkin heads, vipers and sprinters. The Historical Society has their team of archeologists set up in tents outside, and once the Company and its band of hirelings greet them, they are given word about the ruins and the possible dangers below. THE KILTIAN TEMPLE: The Society has dug out a passage from the wine cellar below, which leads, they believe, to the first area of the temple. • The Chamber of Light - The first section the group enters was once, it appears, a main prayer chamber. Pottery, furniture, ruined tapestries all show the gods of the ancient religion and the depict the many rites of prayer. The temple seems to be surprisingly well-intact, but the first obstacle is made apparent. There are no doors or hallways leading to the other areas of the temple. Instead, there are a number of waystones at the edges of the room. The largest waystone, behind what was once perhaps a priest's pulpit stone, seems no longer to function. The three smaller stones, however, seem to function just fine. Considering the group must search for the main burial chamber for the records they need, as stated by the Historical Society, they are instructed to break apart in three small parties. While each hall contains its own set of guardian creatures, any group passing through these halls may encounter varying degrees of rubble, traps, and the various evidence of the ancient people who once roamed these halls. These halls, while dark and dank, do possess a small number of ensconced magicite along the walls for lighting (but obviously you'll want to hold onto a lantern). • The Hall of Ascension - This great stone hall is littered with pit fiends and ghouls. • The Hall of Attainment - This hall is infested with gorgimera and redmaw. • The Hall of Destiny - This hall is filled with abysteel and a crystalbug. • The Vault of Ruin - The final and largest chamber of the temple, this is where all three waystones at the far end of each hall will lead. The ceiling is high-vaulted, and the parapets lining the room's edges are carved in every manner of ancient Kiltian lore. Flat stone crypts line the end of the room, but before any of the members of the party have time to search for what they need, they see that the ancient priests have locked a beast away in here. Perhaps it was to guard the dead, or perhaps it was simply to keep such a beast trapped for all of time, but whatever the case the fiendish wyrm FAFNIR charges at the interlopers from the darkness. FAFNIR: Everyone's efforts are necessary to take on such an enormous and deadly wyrm (the more the better!), the likes of which are scarcely spoken of outside of myths and legends. At the battle's start, the wyrm has already cast protect, shell, regen, bravery and faith—making it immediately a force to be reckoned with. While the battle starts with Fafnir using Silencega on the entire party (an optional status effect for those involved), it will only use physical force to start. Once the party has started to hack away at the beast, however, it will decide to cast White Breath, a physical ice-based attack, as well as Sleepga (another optional status effect). If anyone in the party has the Libra ability, they can determine that Fafnir is weak against slow, sap and thunder. SUCCESS: Once the wyrm has been defeated, a large waystone can be seen in the far back of the room--along with a certain tomb they've been looking for. This waystone will take everyone back to the main chamber, having activated the other waystone in the Chamber of Light. Now that the temple has been cleared of beasts, the archaeologists and historians will be able to make their findings. REWARDS: This depends slightly on the number of thread/log participants, as expressed in the player plot rewards doc, and each cut of gil will be sent out ICly a week after the group thread has been posted (giving everyone enough time to join in and kill things and have fun etc.). LOGS, THREADS AND FORMING PARTIES: While Gillian and her NPC mercenaries forge on ahead, everyone who has volunteered is free to form parties and plot! Fafnir is an enormous wyrm of legend, incredibly powerful and buffed by magic, and can be taken on by a large number, so if you want two or three smaller groups of people flanking him at once, by all means have at~ |