Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bounty Board - The Runeguard Bear
#1
Name of Event & Type: Public / Bounty Board

Your DM Key
BloxDM

Injury Table
1d6 for injuries per KO, each KO leading to more injuries.

1st KO
1 - Temporary Injury (medium)
2 - 5 - Temporary Injury (short)
6 - Avoid Injury

2nd (and successive) KO's
1 - Permanent Injury (-10 vit)

2 - 5 - Temporary Injury (Medium)
6 - Temporary Injury (Short)


Summary/Outline of the Event: 
Synopsis:
"Atop a great, snowy peak lies one of the tombs and treasuries of Vdalion; a city long-since passed. It's unknown what it contains, but a group of people who aim to preserve the settlement's traditions have requested help in clearing the security mechanisms. It's your job to clear the path to the tomb, allowing these wise men to move unabated!"

The party will start a slow trek up the mountain, with 3 possible encounters due to the security of the mountain that has been set up.

1st Stage:
The party will arrive at the foot of the mountain. Before them lies a sign that marks that it should NOT be entered in old text that's hard to decipher. Once they proceed past this point, each party member will roll a 1d20. If they roll under 10, an alarm will sound, as they've activated the trip wire that leads further into the mountain.

Upon hearing this, an Ice Elemental will appear, charging the intruders and beginning combat!

If the Ice Elemental is defeated with no one being knocked down, the party is able to receive 1 guaranteed drop of the highest-rarity item.

Once defeated, the Ice Elemental has a chance to drop the following (all bolded items are dev items/special resources with descriptions listed below):

1D20
1: Ice Gem (Dev Item)

2 - 10: x3 Prismithium
11 - 20: x5 Arcanium


2nd Stage:
Once the party has cleared the foot of the mountain, they'll ascend upwards. Upon ascending upwards, they'll be met with a sudden blizzard- which covers their vision and makes it difficult to see. Upon proceeding further into the snow, each party member must roll a 1d10, with those who roll 3 or lower receiving a small temporary injury, a prank inflicted by a spirit of snow who had taken over the second stage in place of the golems and ice-themed traps.

The snow will clear, and the small snow-imp will walk forward, eager to play with the intruders. He'll ask them questions, mock them- but, above all, it'll block their path.

There's no way up without tricking him (this will require an explicit RP moment with either a party member or members using something the DM (me) thinks is clever or interesting that'd fool or appeal to the spirit) or defeating him in combat.

If the party manages to trick the snow spirit, they will be able to receive 1 guaranteed drop of the highest rarity, in addition to the normal loot table.

If the party chooses to fight him, instead, they'll roll for loot upon succeeding.
1D20

1: Spirit of Frost (Unique Shield Slot)
2 - 10: x3 Eternite

11 - 20: x5 Arcanium

Upon either tricking him or defeating him in combat, he'll disappear and the way will be opened for the third stage.


Stage 3
Finally, they arrive at the foot of the tomb, and before them stands a large polar bear. With a booming voice, it declares that none shall pass. It's origins are unknown to the party unless they pursue further dialogue with the beast. It had stood guard before the tombs for a long time, but before that it had simply existed in the wild until being fought by Jokul. Soon, they became friends, and the bear has since stood at the mountain, protecting it from any intruders.

There is no choice but to fight!

If the party chooses to learn this history, they will, also, gain a item of no real significance statistically and can not be used in any development apps, but instead emotionally, known as Jokul's Frostfire Plating, armor granted to the bear by the giant, to give to Jokul as a reminder that the bear still awaits his return, and continues to stand guard.

Upon victory, the party will roll from the following loot table.
1D20
1: Energy of the Runebear
 (+3 HP, +1 Water Pow, +1 Wind Pow to a chest slot)
2 - 10: x3 Austeria

11 - 20: x5 Arcanium

Rewards:

Ice Gem:
(DEV ITEM)
A piece of living ice, obtained on the Bounty Board Quest, "The Runeguard Bear."

The ice still responds to the core of the elemental which it came from, even from this distance... or, perhaps, it has gained sentience? It's impossible to tell, but it seems to breathe when met with heat- releasing just as much cold energy into the air.

Formerly, this technology was used inversely- generating heat proportional to the amount of cold within the room. It was a common comfort for the people atop the snowy mountains. The invention of this comfort was an accident, of course- as it's true purpose was to absorb and steal the heat of others in order to ensure that they'd die atop those frozen peaks.

The fate of anyone who'd dare to invade a treasury of Vdalion. A fitting end to a cold-hearted thief. At least, that's what was believed. In reality, this technology outperformed the artificer's wildest dreams- instead, becoming capable of sustaining a life that imitated sentience. The golem it was attached to pursued it's enemies with reckless abandon, after all- using their heat signatures as a way to track them down.
[RUNEGUARD BEAR]
[LIVING ICE]

Spirit of Frost, (name):
(SHIELD)
A small spirit, recruited on the Bounty Board Quest, "The Runeguard Bear."

"Okay, why not? I'll go with you guys! Hee-ho!"

A troublesome spirit who found some comfort in the snowy peaks that hide one of Vdalion's old treasuries. He climbed atop it, turning the mechanical traps into a personal abode of sorts. Murderous spikes and barbed wire became little more than frozen-over items that the spirit consumed ravenously, until nothing was left but a small igloo, which became the spirit's home. People rarely made it past the Ice Golem that guarded the floor below, which caused him to live a long, boring life. His only company? Small spirits composed of snow that he made, taking on similar traits to him.

And yet, he still feels the weight of his lonely existence. The fatigue of isolation falls on all creatures, no matter how immortal or how powerful. There is no greater shackle than not knowing conversation with another. And so, the spirit has chosen to give a fragment of itself. Even if it may be alone for a long, long time- at the very least, this fragment of itself will go on to experience a great adventure! However, there's only one problem! It seems that this spirit has inherited it's predecessors hunger!

You may find it digging around in your chest, seeking magically-dense items to consume to satiate it's hunger. A strange side-effect is-- when it consumes these items, it's capable of inheriting some of the power within them! Although this is just a temporary boost- it may prove useful if you have the resources to burn!

(OOC: By destroying 1x special resource, the Spirit of Frost is capable of inheriting the Elemental Power and Defense given by that special resource for 1 battle. After this battle, any bonuses given by the spirit are taken off of the slot immediately after. A-Help to apply this bonus and to have the item that was applied destroyed.)
[RUNEBEAR]
[SPIRIT COMPANION]

Condensed Energy of the Runebear:
(SHIELD)
The contained fury of the Runebear, obtained from the Bounty Board Quest of the same name.

Runebears are an endangered species that has only managed to survive so long due to their great lifespans. They live for hundreds of years, and are capable of basic speech and thought. Additionally, they can also cast magic, usually adapted from the environment they were raised in. They were hunted for a long time due to their ability to condense and grant energy, empowering villages and cities, in addition to magi. Their hunger for power, eventually, lead to the population dwindling, and eventually being erased.

It would only be a matter of time until there were none left, so, through natural selection, they became even more powerful and ferocious. The last few remaining Runebears, ultimately, became overwhelmingly powerful and large in size, killing any who got close to them.

This energy was given willingly as a mark of victory, contained in a small bottle. If the energy meets an organic object, it will, without a doubt, tear it apart. However, if the energy is placed onto an inorganic item- especially a conductive one- it's possible for it to be even more powerful. There's just enough here to coat the average magi's chestplate, meaning that, perhaps... you can grow even more powerful.
[RUNEBEAR]

[SPECIAL RESOURCE]
+3 HP, +1 WATER POW, +1 WIND POW

Jokul's Frostfire Plating:
(SHIELD)
A worn down piece of plating, worn by the Runeguard Bear from the Bounty Board Quest.

It's not usable anymore. The scars along the joints, the wearing down of each plate... there isn't a single thing about this armor that makes it usable in any kind of recipe. Instead, it exists to serve only as a reminder of a promise made a long, long time ago...

"You're pretty strong for an animal," a younger Jokul says to the bear. Neither of them were that big in size when they first met, but their fight shook the mountain-top nonetheless. Clashes of fire and ice meet- creating a rift where hot and cold clashed. At the end of it, the bear was bested- left onto the ground. Instead of felling the beast, Jokul granted it some armor, and built a make-shift cave for it to live in while continuing development on the treasury.

After some time, the two became friends. Soon, it was time for Jokul to leave. He left the Runebear with one last objective. "Protect this place until I return." And so, he did, adopting the title of Runeguard Bear. For years, he guarded the tomb, until it was time for him to return. Eventually, the armor was worn out, and was instead left behind as a memory of his only friend. After all, strength is loneliness.

The one who taught him about compassion was...

(OOC: This item can not be used in any artificing or alchemist applications.)
[RUNEGUARD BEAR]
[JOKUL RELIC]
Reply
#2
Approved:
BloxDM
Bounty Board - The Runeguard Bear



Rewards:

Ice Gem:
(DEV ITEM)
A piece of living ice, obtained on the Bounty Board Quest, "The Runeguard Bear."

The ice still responds to the core of the elemental which it came from, even from this distance... or, perhaps, it has gained sentience? It's impossible to tell, but it seems to breathe when met with heat- releasing just as much cold energy into the air.

Formerly, this technology was used inversely- generating heat proportional to the amount of cold within the room. It was a common comfort for the people atop the snowy mountains. The invention of this comfort was an accident, of course- as it's true purpose was to absorb and steal the heat of others in order to ensure that they'd die atop those frozen peaks.

The fate of anyone who'd dare to invade a treasury of Vdalion. A fitting end to a cold-hearted thief. At least, that's what was believed. In reality, this technology outperformed the artificer's wildest dreams- instead, becoming capable of sustaining a life that imitated sentience. The golem it was attached to pursued it's enemies with reckless abandon, after all- using their heat signatures as a way to track them down.
[RUNEGUARD BEAR]
[LIVING ICE]

Spirit of Frost, (name):
(SHIELD)
A small spirit, recruited on the Bounty Board Quest, "The Runeguard Bear."

"Okay, why not? I'll go with you guys! Hee-ho!"

A troublesome spirit who found some comfort in the snowy peaks that hide one of Vdalion's old treasuries. He climbed atop it, turning the mechanical traps into a personal abode of sorts. Murderous spikes and barbed wire became little more than frozen-over items that the spirit consumed ravenously, until nothing was left but a small igloo, which became the spirit's home. People rarely made it past the Ice Golem that guarded the floor below, which caused him to live a long, boring life. His only company? Small spirits composed of snow that he made, taking on similar traits to him.

And yet, he still feels the weight of his lonely existence. The fatigue of isolation falls on all creatures, no matter how immortal or how powerful. There is no greater shackle than not knowing conversation with another. And so, the spirit has chosen to give a fragment of itself. Even if it may be alone for a long, long time- at the very least, this fragment of itself will go on to experience a great adventure! However, there's only one problem! It seems that this spirit has inherited it's predecessors hunger!

You may find it digging around in your chest, seeking magically-dense items to consume to satiate it's hunger. A strange side-effect is-- when it consumes these items, it's capable of inheriting some of the power within them! Although this is just a temporary boost- it may prove useful if you have the resources to burn!

(OOC: By destroying 1x special resource, the Spirit of Frost is capable of inheriting the Elemental Power and Defense given by that special resource for 1 battle. After this battle, any bonuses given by the spirit are taken off of the slot immediately after. A-Help to apply this bonus and to have the item that was applied destroyed.)
[RUNEBEAR]
[SPIRIT COMPANION]

Condensed Energy of the Runebear:
(SHIELD)
The contained fury of the Runebear, obtained from the Bounty Board Quest of the same name.

Runebears are an endangered species that has only managed to survive so long due to their great lifespans. They live for hundreds of years, and are capable of basic speech and thought. Additionally, they can also cast magic, usually adapted from the environment they were raised in. They were hunted for a long time due to their ability to condense and grant energy, empowering villages and cities, in addition to magi. Their hunger for power, eventually, lead to the population dwindling, and eventually being erased.

It would only be a matter of time until there were none left, so, through natural selection, they became even more powerful and ferocious. The last few remaining Runebears, ultimately, became overwhelmingly powerful and large in size, killing any who got close to them.

This energy was given willingly as a mark of victory, contained in a small bottle. If the energy meets an organic object, it will, without a doubt, tear it apart. However, if the energy is placed onto an inorganic item- especially a conductive one- it's possible for it to be even more powerful. There's just enough here to coat the average magi's chestplate, meaning that, perhaps... you can grow even more powerful.
[RUNEBEAR]
[SPECIAL RESOURCE]
+3 HP, +1 WATER POW, +1 WIND POW

Jokul's Frostfire Plating:
(SHIELD)
A worn down piece of plating, worn by the Runeguard Bear from the Bounty Board Quest.

It's not usable anymore. The scars along the joints, the wearing down of each plate... there isn't a single thing about this armor that makes it usable in any kind of recipe. Instead, it exists to serve only as a reminder of a promise made a long, long time ago...

"You're pretty strong for an animal," a younger Jokul says to the bear. Neither of them were that big in size when they first met, but their fight shook the mountain-top nonetheless. Clashes of fire and ice meet- creating a rift where hot and cold clashed. At the end of it, the bear was bested- left onto the ground. Instead of felling the beast, Jokul granted it some armor, and built a make-shift cave for it to live in while continuing development on the treasury.

After some time, the two became friends. Soon, it was time for Jokul to leave. He left the Runebear with one last objective. "Protect this place until I return." And so, he did, adopting the title of Runeguard Bear. For years, he guarded the tomb, until it was time for him to return. Eventually, the armor was worn out, and was instead left behind as a memory of his only friend. After all, strength is loneliness.

The one who taught him about compassion was...
[RUNEGUARD BEAR]
[JOKUL RELIC]
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)