westward:the_old_guild
Differences
This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
westward:the_old_guild [2018/09/28 00:48] – external edit 127.0.0.1 | westward:the_old_guild [2018/11/03 10:06] (current) – Half-update the first dungeon poem admin | ||
---|---|---|---|
Line 6: | Line 6: | ||
The Old Guild believed they were not strong enough in both numbers and power in order to defeat the greatest evil of The West. Many great heroes had perished during the quest, and while exploring The West due to their lack of preparedness for the heightening threats The West threw at them. If they tried to take on the evil and were defeated, it would be released onto the world with nobody to stop it. | The Old Guild believed they were not strong enough in both numbers and power in order to defeat the greatest evil of The West. Many great heroes had perished during the quest, and while exploring The West due to their lack of preparedness for the heightening threats The West threw at them. If they tried to take on the evil and were defeated, it would be released onto the world with nobody to stop it. | ||
- | Instead, the old guild enacted a plan to place a seal on the great evil, freezing its advance rather than defeating it. This would allow a fresh generation of potential heroes to rise from the population. This new generation could then make use of the knowledge and resources the Old Guild had accrued over their adventures, to prevent the new group from making the same mistakes. At the very least, the new generation could re-apply the seal which was necessary to contain the evil for the next generation once more. | + | Instead, the old guild enacted a plan to place a seal on the evil, freezing its advance rather than defeating it. This would allow a fresh generation of potential heroes to rise from the population. This new generation could then make use of the knowledge and resources the Old Guild had accrued over their adventures, to prevent the new group from making the same mistakes. At the very least, the new generation could re-apply the seal which was necessary to contain the evil for the next generation once more. |
To assist with this plan, the Old Guild also cast a powerful enchantment across the whole land. The enchantment diminished chaos and promoted law, decreasing the chance that heroes would put themselves in peril (as a result of war, natural threats, or their own adventurousness, | To assist with this plan, the Old Guild also cast a powerful enchantment across the whole land. The enchantment diminished chaos and promoted law, decreasing the chance that heroes would put themselves in peril (as a result of war, natural threats, or their own adventurousness, | ||
Line 19: | Line 19: | ||
==== The First Dungeon ==== | ==== The First Dungeon ==== | ||
The first dungeon was designed with piquing the interest of the group, to get them invested in the wonders of The West. At this stage, not much of the guild can be tested, especially not the moral compass of the group -- power must be given to the group before their true mettle is revealed. The dungeon offers mysterious treasures, the power of which can only be revealed by continuing their adventure into The West. | The first dungeon was designed with piquing the interest of the group, to get them invested in the wonders of The West. At this stage, not much of the guild can be tested, especially not the moral compass of the group -- power must be given to the group before their true mettle is revealed. The dungeon offers mysterious treasures, the power of which can only be revealed by continuing their adventure into The West. | ||
+ | |||
+ | The entrance of the dungeon is a small trapdoor, plainly on the ground. It has a golden ring knocker to lift it up by, and is crafted from dark, weathered wood and a solid metal trim around its border. It requires a strength check of 18 to open, with at least two individuals lifting it. Consecutive attempts without changing technique will always fail (unless roll was 2 off last time). | ||
+ | |||
+ | The first room of the dungeon attempts to send a clear message. It is a wide, short corridor with a chest at the end. In between the chest and the players is a small crevasse, about 3.5 metres in length (DC 14). When the chest is opened, a secret door to their right opens up. The chest itself contains a series of treasure, as well as a short sword with an ornate handle. | ||
+ | |||
+ | The next room contains a more direct challenge. An obvious door, magical in nature, stands behind two automaton skeletons, constructed from wood. Both have wooden weapons, one a sizable shield and longsword, which it swings wildly. If the party has trouble with both, one will back off until the other is defeated. Arrows do little against, mostly bouncing off, while cutting hand hitting weapons do well (when they hit perpendicular). | ||
+ | |||
+ | One puzzle in the middle of the dungeon tests the party' | ||
+ | |||
+ | This puzzle should hint the players in to the fact that the dungeon has been crafted by the Old Guild. In an adjacent room, a poem sits on the wall, an ode to the Old Guild' | ||
+ | |||
+ | > Unturned rare secrets and hidden delights, | ||
+ | > The deeper you go down the greater their heights, | ||
+ | > The fruits of such labour are naught without clan, | ||
+ | > Hearts strong in times dire and minds born to plan, | ||
+ | > ----- | ||
+ | > A communion of goals reaps unbound success, | ||
+ | > When those oh so lucky return from their | ||
+ | > ----- | ||
+ | > The fuel that helps sustain on a quest | ||
+ | > Are the rest and tales told from the warmth of one's nest. | ||
+ | |||
+ | The end of the dungeon features a door leading to the rest of the caves. The architecture goes through a distinct change from the smooth, rectangular bricks of the dungeon to the bumpy, round rooms of the natural caves. |
westward/the_old_guild.1538095733.txt.gz · Last modified: 2018/09/28 00:48 by 127.0.0.1