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Trials of the Proudly Damned (HCoD) - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: In-Game (https://chronicles-of-eternia.com/forum/forum-9.html) +--- Forum: Dungeon Master (https://chronicles-of-eternia.com/forum/forum-30.html) +---- Forum: Event Plan Archive (https://chronicles-of-eternia.com/forum/forum-52.html) +---- Thread: Trials of the Proudly Damned (HCoD) (/thread-16514.html) |
Trials of the Proudly Damned (HCoD) - OneBrainCell - 11-02-2023 ![]() DM Key: OnebraincellDM Event: Trials of the Proudly Damned Attendees: Shui Avintess, Ludmaz Dawnseeker, Togoshi Totsuka, Dougla, and Aastal. Specific Request: Felyfraxes Lore, Curses, and Gifts. Synopsis: The party of Felyfraxes worshippers and Ludmaz seek out trials of the Black Dragon and find them in a sanctum to His name. They must pass these trials to earn the Marquis's favor, and for the Supreme, hope to become his champion. The Descent Traveling north of Vdalion into the depths of the frosty mountains, the party will find themselves at the base of a volcano in the frigid north. At the base of this volcano is a cavernous entrance that the party must enter if they wish to reach the sanctum of Felyfraxes. It is here they must descend into the darkness, not a light in sight as they continue into the cavern.
The Wrong Path Traveling down the wrong path will lead the party toward light, but it is not the sanctum they’ve found. Entering a side section of the cave a magic barrier will seal the entrance and trigger a trap from those who sought to protect the sanctum. Magma begins to spew from draconic statues in the corners of the room. The room will have some platforms to climb on (tables and statues) the give the party to climb up and weigh their options but the magma will continue to rise. To escape the room somebody must use occultic magic on the magic barrier. Magma will continue to rise in IRL 5 minute intervals if the party is white texting or will rise after each round of everyone posting a red text. Magma will have six rounds to rise completely. Upon reaching step six, the barrier will disappear assuming that an average non-magi would be murdered by
Magma Save Table: Injury 1: 1-2: 4 Day Temp 3-5: 1 Day Temp 6: No injury Injury 2: 1-2: 12 Day Temp 3-4: 4 Day Temp 5-6: 1 Day Temp Injury 3: 1: -5 perm 2-4: 12 Day Temp 5-6: 4 Day Temp Injury 4: 1: -10 perm 2: -5 perm 3-5: 12 Day Temp 6: 4 Day Temp Injury 5: 1: -20 perm 2: -10 perm 3: -5 perm 4-6: 12 Day Temp Once the party escapes OR if they rolled high in the first place, they are able to continue onward on the proper path through the cavern. The Spacious Opening Managing to work their way through the darkness, the party arrives at a bare openness in the cave that appears to be littered with bones. The numerous skeletons are covered in a variety of different armors including the embellishments of priests and warriors of the Divine. The party is allowed to investigate the opening for more information if they would like.
This section will be primarily for rping, and learning about the area, they will be able to move deeper into the cavern post-rp. Cavern Depths Within the depths of the cavern, they finally find the entrance to the sanctum of Felyfraxes. The door is massive, an accumulation of four dragons all flying together to create a circle with a massive blackened dragon at the center. Each dragon appears to be missing an eye creating an indent where something can be applied. Within the depths of the cavern (exploratory map for players to walk through physically) there will be six jewels. One red, one blue, one yellow, one green and two black. Each crystal will be within the caverns with an interactive space. Encounter 1. Players stumble across a part of the cave full of glowing mushrooms a bit different than the average ingredient. These mushrooms give off a noxious fume if approached and investigated. (DC 5 not to get 1 day temp.) Green Jewel is amongst the mushrooms. Encounter 2. Players will find a section of the cavern full of warm red crystals, when approached the players the crystals they will be approached by a group of small cave wyrmlings. The party has the option to befriend the wyrmlings and if they do the wyrmlings will bring them red crystals (which mechanically will act like elixirs of healing.) Red Jewel will also be with the wyrmlings. (If the party chooses violence, wyrmlings will attack. 3 Round / Fire / Magma) Encounter 3 Players will find a pool of water that appears to go fairly deep down. Looking into the water each member of the party will see a younger version of themselves, an introspection on their journey whether that is good or bad. To dive in the pool the player will need to roll DC 5 to hold breath (+1 to those with water magic). Blue jewel will be at the bottom in the sand. Encounter 4. The players will find a small hoard of treasure that appears to have been stashed away privately. (Can only be found through investigation of a crack in the wall where a breeze comes from.) The yellow jewel will be found with 1k for each player. Encounter 5. The players will stumble upon a guardian of sorts from the cave (preluded by describing traces of it at the other encounters). This guardian appears to lack reason and immediately attacks the party, they will notice the guardians eyes have been replaced by the two black jewels. Defeating the beast they can retrieve the jewels. (3 Round/Shadow/Occult/Earth) Once the jewels are retrieved, they will need to place them into the door in the order: green, yellow, blue, red, black. (The order that the Divine are listed to create the world on the Mythos then Felyfraxes.) Entrance to the Temple The party will find the entrance to the temple where a massive statue of the Black Dragon awaits with a plaque. “The blight of the Black Dragon rests in the blood of the Drake, Mind and body unaware to his control. Give up what holds you back, seek to only take. Hold His corruption in your heart and take your proper role.” The walls are covered in paintings of depicting the story of Felyfraxes. REQUEST TO ADD LORE TOLD IN PAINTINGS: The paintings would tell the story of Felyfraxes, a fifth dragon that slept alongside the Divine. Where the Divine themselves slept bathed in white, Felyfraxes was found slumbering beneath black. When Aeldfyr awoke he breathed fire that stirred his siblings from their slumber, all except Felyfraxes asleep in the darkness. The four dragons were tasked with the creation of the world itself, dancing in unison to create the cosmos, the elements, and the lifestream leaving Felyfraxes with nothing to craft and not even the knowledge of its creation. Where Ba’al fought the Divine and left behind Hel, the Constant of Despair and Sin learned about the slumbering final dragon. Abandoned by the other dragons and forgotten to time for so long, it was Moros who woke Felyfraxes from his slumber. Long overdue and with much lost, Felyfraxes’ blackened heart sought to reclaim what was taken from him. This loss manifested into the pride and greed that the Marquis is worshipped for. A demand for excess, to be the best, for long ago all was taken from him. From his followers, he now expects a number of things.
Trial Injury Table: Injury 1: 1-2: 4 Day Temp 3-5: 1 Day Temp 6: No injury Injury 2: 1-2: 12 Day Temp 3-4: 4 Day Temp 5-6: 1 Day Temp Injury 3: 1: -5 perm 2-4: 12 Day Temp 5-6: 4 Day Temp The Trial of Fear Walking down the first hallway the party will be confronted with a blazing inferno of hellfire that is unleashed and sent down the hallway to consume them. The party must not try to defend themselves or escape. The trial is to determine their willpower in the face of danger, to test their mental strength. Those who attempt to flee must roll for injury. The Trial of Greed Entering the room, the party is met with the statue of a large dragon at its center with an open and outstretched clawed hand. It appears that the dragon is demanding an offer. The party’s goal is to not give anything to the dragon and keep the greed in themselves. For every item placed, injury roll. (Only applies to the person placing the item, not the entire party.) Trial of Madness Entering the next room the walls are lined with reflective polished stone, and the party enters images of the members begin to appear against the slate. Every member will flip a coin to determine if their reflection is their fear or their secret. Shui: Heads: Shui will appear broken and beaten, crumpled on the ground after a devastating defeat, in the vision a black dragon appears to be disgusted with him and leaves. Tails: Shui will appear whispering in hushed tones to those with shadowed faces about the disgrace of the void upon Draconic blood. Ludmaz: Heads: Ludmaz will appear alone in a throne room surrounded by the corpses of his commanders. Even they have betrayed him now, leaving him all alone. Tails: Ludmaz will appear in a trophy room surrounded by a number of skulls, each one named after a comrade or friend (the entire party included.) He speaks to them as though they are his possessions even in death. Togoshi: Heads: Togoshi will appear on the battlefield alone with no one by his side. He has been captured and there is no one around to save him. He has been abandoned. Tails: Togoshi will appear over the mangled corpse of his father, blood dripping from his weapon and a sickeningly happy smile on his face. Dougla: Heads: Dougla will appear as a decorated soldier in the midst of a war meeting. Everyone is demanding he act, reminding him that he is responsible for the action or inaction and the consequences of such as responsibility and duty are pushed upon him. Tails: Dougla will appear without the features of a Drakanite, his wings, and scales are gone. Behind him stands a woman eerily similar to him, also with no features of a Drakanite. A reminder of his impure blood. Aastal: Heads: Aastal will appear surrounded by the corpses of his family, blood, and found, each one with an expression of anguish and pain on their face. Tails: Aastal will appear departing Dawnstone alongside shadow faced Drakanites, leading the march to abandon the city. Allow for active and confronting rp. The room is meant to pit them against each other and ensure that those who leave have boundless pride in themselves and confidence in their actions. (At least one member cannot be shaken to proceed. RP continues until one regains composure.) Trial of the Beast Entering the final room the party will find themselves before a large umbral dragon standing wait. The dragon does not immediately attack but will state that to get so far they have shown greed, pride, and willpower, but to be recognized by Felyfraxes they must prove themselves in strength. The party must face this Aspect of Felyfraxes in order to complete the trials. (5 Round/Occult/Fire/Magma) Once the party has defeated the dragon, the dragon will praise them for completing the trials and recognize them all in the eyes of Felyfraxes. Allow dialogue, answer lore questions where applicable, and send the party members off. Rewards: Roaring Tides Bathed in the breath of the champion of Felyfraxes what was once a proud staff of Pylae has been twisted in corruptive taint warping its purpose and image. Bright gold leylines have been corrupted into darkened orange hues reflective of the occultic flames of the Black Dragon. Romantic detail of ivory and teal coloring has diluted, the ivory stained an ebony black and the teal fading to a deep and entrancing sapphire akin to the dark and ominous waters the Champion of Felyfraxes harnesses. Originally a symbol of the preservation of good, the meaning has changed for good. A representation of the pride and inherent strength of a dragon, this staff has now taken on the proper visage for one so devoted to a Marquis of Hel. Requesting dev-related upgrade to Tidesweeper from the breath of Felyfraxes’ champion to name a new one. (Inspired by Garjling reforming the Rising Wyrm in e3). Current: 35 pow / 2 water pow / 5 ice pow (Full Enchant / Pristine: 58 pow / 5 water pow / 3 water def / 5 ice pow Requesting: 42 pow / 5 water pow / 5 ice pow (Full Enchant / Pristine: 65 pow / 8 water pow / 3 water def / 5 ice pow (Or alternatively) 42 pow / 15 crit / 3 water pow / 5 ice pow (Full Enchant / Pristine: 65 pow / 15 crit / 5 water pow / 3 water def / 5 ice pow. DMI: (X) Celestial Ritual Chalice A golden chalice fit for a king, bejeweled with a number of rubies, sapphires, and emeralds. This chalice that could be raised in celebration has a strange energy to it, however, glowing softly as though graced by starlight. A relic long stolen, a sacred chalice of Aeldfyr has been found in the depths of Felyfraxes’ sanctum. A forgotten treasure blessed by Aeldfyr himself to connect to the first stars and sun, yet left within the shadows for so long, another celestial creature’s influence seems to linger. The soft whispers of Ba’al mutter from the darkness of the moon. (Grade B) Conqueror's Grasp The hilt of a sword has been left behind in the depths of Felyfraxes’ sanctum, vicious dragons engraved into the austereia made handle. Where the blade has been lost to time, the hilt itself carries a strange influence within it. It brings a strange knowledge and understanding carried by corruptive flashes of a darkened and bloody future to come. Constructed to be sturdy enough to support any blade, the hilt has been imbued with the tainted energy of occultic magic. Empowered by the same dark dragons embellished upon its sides, the piece inspires the wielder with its darkened visions, instilling ambition akin to that of a dragon. To be the strongest, to be the best, and to conquer all. (Grade B) Venomous Bite Torn from the maw of the beast this elongated fang takes away the breath of those that carry it, a noxious cloud surrounding the canine of the dragon that once spewed poison in its life. Pulled from a gargantuan dragon, the fang itself is the side of the average Drakanite’s forearm with a tip sharp enough to pierce through even the toughest armor. Left to sit amongst the unholy treasures of Felyfraxes the fang itself has begun to taint, the influence of the occult mingling with the toxins within creating a mixture set for power and destruction. (Grade B) Scale of the Fallen Champion Onyx coloring glints in the light that reflects off of this dragon scale. Fallen from the Champion of Felyfraxes amidst battle, the scale is the size of a saucer, requiring two hands to properly carry without difficulty. From a beast that spewed fire and scorched the ground, this scale threatens to burn just as hot scorching the hands of any magi that is not versed in the pyromatic arts. Sturdy enough to defend or potent enough to burn, this scale is a reminder of the defeat of a champion and the recognition of a new one. (Grade A, +2 fire pow) RE: Trials of the Proudly Damned (HCoD) - Chance - 11-04-2023 Looks good! Tidesweeper bound to Shui on enhancement Injury table also looks a little soft for hcod, so maybe ramp that up Rough example, Injury 1: 1: -5 perm 2-5: 12 day temp 6: No injury Injury 2: 1-2: -10 perm 3-6: 12 day temp Injury 3: 1-3: perm upgrade @-20vit or more: death rolls Event approved! |