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BOARDMASTER ([personal profile] boardmaster) wrote in [community profile] pawnstorm2016-03-20 02:23 pm

DUNGEON ♛ SALAMANCA TEMPLE

SALAMANCA TEMPLE
20 MARCH (NARCISSA) 2016

Once a grand place of worship for the ancestors of the Alfersa, the thousand-year-old ruins of Salamanca Temple returned to their full glory overnight. However, it also seems to be teeming with ancient reptiles long thought to be extinct. As the Heroes enter, it’s clear that the multilevel temple is a prime example of the artistic achievements of its time. The rooms are lush with plantlife that creeps in between the cracks of marble tiles and statues of Gladia with serpents at her heel, and the walls are covered in paintings and bas-reliefs depicting a famous epic about the Alfersa’s victory over all reptilian creatures.

The majesty of Salamanca Temple almost makes one fact easy to forget: it was most infamous as a site of magic… and human sacrifices.

Our Heroes know that there’s only one way to get out of here: find and defeat the boss!

Lisbrand
I’m sure you’re all aware, to some extent, that in addition to the war with Noir, Blanc must deal with threats within its own borders. These are what we call dungeons, and we only have a basic working understanding of them. Think of them as natural phenomena. Your task is reconnaissance and retrieval of the mana cores believed to be hidden in the deepest part of the structure, but you will likely encounter resistance.

[a gesture to her side]

Secretary Verdoni has more details about the nature of the structure. Secretary, if you would.




Verdoni
This is Salamanca Temple, a sacred and important site of cultural heritage to the Alfersa. Grand temples such as this were supposed to fill the devout with hope, but the Gladia of old was not always a benevolent goddess. Gladia’s Alfersan cult was infamous for its taboo sacrificial rituals. As a result, this temple is shrouded in frightening rumors and legends. Over the course of its bloody history, many atrocities were committed over the most trifling matters... The most famous is the tale of Moura Serpente. Perhaps you Heroes will have the chance to personally witness the truth behind these hallowed walls.




Lisbrand
Our scouts are incapable of exploring the structure the way this task force can. Therefore, you will be the front line in this mission. Your issued magical weapon will grant you immediate access to the temple once you approach the entrance.

[and just to be safe, she gestures again. some of the Blanc soldiers who have tagged along for support functions march their way towards the appropriate door]

Base camp will be established just outside the temple, in the event that you need to leave the area.




Verdoni
Which means that the Airy will be here for a while. Once you finish the dungeon, you are free to retire to your quarters. If you don't feel like riding the ship again, then walk. The journey to Caissa on foot will take a week at most. I suggest heading north to spend the evening at the city of Polgar. I suppose walking is a good thing for you Heroes; we will not always have the luxury of air travel.




Lisbrand
We will be breaking camp in the evening to rendezvous with Airy, so if you are not out of the dungeon by that time, you will be walking back to Caissa.

[a pause]

But I expect a number of you will do so anyway. This country is on full alert, and traveling by foot should be relatively safe inside our borders, but I hope I don’t need to tell you to be vigilant. I will expect all members of the task force back in Caissa by Lathrya 8th. Heroes, move out!

Basic info on the dungeon can be found here. Dungeon mechanics can be found here. All OOC questions about the event may be directed to the thread below.


ONE

When you enter the temple, the flooring is surprisingly weak — wait, no. That’s a trap. And those are your screams.

You land in what seems to be the vast and sprawling corridors of the temple’s basement: dark, dank, and full of rats. But it’s more than just that — the smell of blood is thick in the air, and every so often, you might hear cries of agony. Magic circles, dried blood on ornate daggers, and tables with unspeakable tools for keeping mouths shut and human limbs in place… something tells you this is exactly what Verdoni warned you about.

MONSTER ♟ Lizardman
Weak against
None
Strong against
None
Immune to
None
Men cursed to roam Enprise in a LIZARD-LIKE FORM by the goddess Gladia. Some conspiracy theorists say they aren’t cursed. In fact, their kind was the first to inhabit Enprise before the Alfersa arrived on a giant spaceship! But locals will squint and silently judge if you honestly believe this.

These ANGRY, ARMORED lizardmen are equipped with BLADED WEAPONS and their surprisingly exceptional prowess in COMBAT. Their TOUGH SKIN and SHARP SENSES set them apart from your average human soldier. If you grab one by the tail, he’ll simply chop it off and grow one right back! But you might want to go ahead and take the risk — in alchemy, LIZARD TAILS are known for their regenerative properties.

Their WEAPONS, SMELLY ARMOR, TAILS and LOINCLOTHS may be acquired as loot.

Once you make it back to the first level where the laity worship, you’ll be met with... more lizardmen. But not all hope is lost! Find the switch on one of the many life-size Gladia statues to open the hidden door behind the altar and proceed. The switch’s location may vary for each party.


TWO

Only the clergy may enter the higher levels of the temple. Before they do, they must wash themselves in the pools of holy water that flank the entrance. These pools are so rich in mana, bathing in them will even replenish your own. As you splash around, you realize you’re not alone. Red and black lizard-like creatures emerge from the depths of the pools with eyes alight with fire and smoke blowing out of their nostrils. Looks like they woke up on the wrong side of the bed!

MONSTER ♟ Salamander
Weak against
Water
Strong against
Ice
Immune to
Fire (except salamander fire)
In Enprise, salamanders are not amphibians, but FIRE-BREATHING reptiles the length of crocodiles. They have sticky pads on their feet that enable them to CRAWL UP WALLS and LEAP on unsuspecting victims. We hope your spars with the feathered inhabitants of Airy prepared you for this.

When COOKED, a salamander’s MEAT can BURN ANYTHING that consumes it. However, it can only be cooked with SALAMANDER FIRE. It’d be wise to keep one alive to cook the rest. We suggest using the FLAME on the tip of its tail — less teeth and much safer.

The SALAMANDER PARTS and MEAT may be acquired as loot.

At the other end of the room, there is a door with… teeth? That breathing sound isn’t your imagination; the door is very much alive and will chomp at anything that gets too close. Time to get creative. Behind the door is a staircase to the next level.


THREE

Among the rooms on this level filled with treasures of wines, weapons, gemstones and gold is a large shrine with an imposing 20-foot tall statue of Gladia, a thick needle, pieces of cord and a scroll rolled out on a raised pedestal. Written in old Chernovian are instructions in poetry that varies for each party: Heroes must make a necklace out of the eyes of snakes and offer it to the statue. Those who did their research will be familiar with this practice: by doing this, you are giving her all your bad luck and having her bless your journey ahead.

You’ll need all the luck you can get because the moment you finish reading the scroll with your eyes, hundreds of snakes begin to slither out Gladia’s eyes, nose and mouth.

MONSTER ♟ Alfersan Snake
Weak against
None
Strong against
None
Immune to
Poison
“Hissss...!”
Men who were transformed into snakes by the goddess Gladia. Alfersan snakes are HOSTILE and VENOMOUS, but their powerful venom is also known to create the most potent of antidotes. Some adventurers might hate snakes more than others, but you Heroes can do this much, right?

The SNAKE PARTS and VENOM can be acquired as loot.

Once the necklace is complete and offered to the statue, the statue will turn, revealing another staircase to the next level.


FOUR

Men weren’t the only ones punished by Gladia. One thousand years ago, the priestess Moura grew envious of a higher member of the clergy, whom everyone preferred over the selfish, narcissistic Moura. What did that woman have that she didn’t? Consumed by these negative thoughts, Moura transformed the woman into a snake and chopped her into pieces for Gladia, praying that the goddess would hear her plea.

In an instant, Gladia answered: “All your life you have lived a lesser being, so a lesser being you shall become!” With these words, the goddess cursed Moura with a head of full of venomous snakes. Ashamed of her appearance, she locked herself up in the temple to fully devote herself to Gladia. They say that Moura lives up to this day, waiting for Gladia to grant her salvation...

As our Heroes enter a large, circular room at the top floor, they will see a desolate young woman muttering the prayers beautifully inscribed in gold leaf on the walls. Olive skin, pointed ears and amber eyes — there’s no doubt that she is Alfersa. As she raises her head and meets their eyes, she greets them with an eerie, twisted smile.

And so do the snakes in her hair.

BOSS ♟ Moura Serpente
Weak against
Fire
Strong against
None
Immune to
Poison
“You are not from this world. … Ehehe… Ahahaha! Oh! Oh, praise Gladia!”
Believing the Heroes to be her divine retribution, Moura wastes no time. At the snap of her fingers, a GIANT SERPENT crashes into the room and slithers to its master’s side. The serpent is strong and quick, and when Moura hops on its back, she is nearly untouchable. Strike its soft UNDERSIDE to get some damage in!

“To deliver judgement and receive judgement — that is why I exist. I live for no one but my goddess...”
The SNAKES ON HER HEAD are a deadly force on their own: they can extend, retract, and even change color according to Moura’s mood. Moura can also use them to get around. When the snakes sink their teeth into your flesh, their bite can either POISON or PETRIFY. The venom will grant its victim DIZZINESS and NAUSEA. We hope you stocked up on antidotes. The remedy for petrification, however, is A KISS ON THE LIPS. One from your true love won’t have any special effect, but that’s rather sweet of them, don’t you think?

PRAYING to Gladia — even if by just talking or asking her for anything — will grant you a temporary RESISTANCE TO POISON.


“Why? Why do you listen to their prayers and not mine? … Heh… Gladia did always favor the pretty ones!”
If you are PRETTY, Moura with direct her rage at you and chase you down. And if everyone is pretty? She’ll take down the prettiest first. To make matters worse, swarms of ALFERSAN SNAKES begin to crawl over the Heroes to distract you and restrict your movements. Don't fret; the TORCHES in the room will help ward both snakes and Moura away.

“My goddess, is this enough...?”
When you deal your final strike, Moura appears unharmed. But she falls a second later, sprawled on the marble floor and looking up at the ceiling. Slowly, her eyes close and her chest stills. Is she at peace? A glowing object rises and floats above her chest — your first DUNGEON CORE.

MOURA’S ARMOR and TOMES ON STATUS MAGIC may be acquired as loot.

You may exit the temple by going back the way you came or jumping out the hole Moura’s serpent made. Falling to your death won’t be a problem — the giant serpents of the temple see you as their new masters. They will catch you and let you hop off their backs once they reach the ground.


FIVE

Salamanca Temple is in a secluded area, so the Airy is parked at an open meadow. Walking back involves cutting your way south across the jungle and crossing the river. We hope you brought a map and a compass! Both are available for purchase on the Airy. The Airy will leave for Caissa on the evening of the 20th. It will arrive in Caissa on the 22nd.

For those who want to explore, the jungle gets thicker as you head north until you find winding stone paths that lead to the city of Polgar.

LOCATION ♟ Polgar

Although Polgar is a city relatively untouched by Blanc’s technological advances, it remains one of the country's largest urban centers due to its TOURISM. The city is home to the ALFERSA, a matriarchal society similar to that of the Amazons, in which men are often relegated to housework and manual labor. Most Alfersa believe that machines are no replacement for good hard work and prefer to live alongside NATURE, though small clockworks and machinery do exist in certain parts of the city.

TROPICAL FLORA blankets Polgar and its architecture. There are many TEMPLES and SHRINES here dedicated to Gladia, Lathyra and Oubliette, all well-kept as the Alfersa are proud of their heritage. For the gods, their faith does not waver. Some of their festivals last entire months, with the celebration moving from shrine to shrine in resplendent procession.

Polgar is also a popular tropical GETAWAY; its spas, resorts, restaurants, hot springs and brothels are all well-known and high-class, staffed by beautiful men and women and catering to all preferences.
buildyourworld: (Just what is going on?!)

[personal profile] buildyourworld 2016-03-28 01:48 pm (UTC)(link)
Don't be reckless. [ There's no need for him to repeat caution against snake's movement since they're already used to them in the previous room. Still, the mere size and speed of the serpent is alarming enough.

Lamia? Medusa? Tieria has never heard of them. Maybe he read them off some text before since they do sounds rather familiar but he doesn't remember a thing about them. But once Emil mentioned that they are able to petrify them, that gets him to panic inwardly. Doesn't that mean they will die? What are they going to do if that happens? Tieria has no idea how to fix that!

In any case, he'll focus on the Medusa as Sion suggested, holding onto Sion's hand as mana continues to replenish between their bond. He caught Emil drinking something and wonders aloud what it is, not liking the lack of communication from his roommate. After all, anything could affect the whole team during a battle. ]
What did you drank, Emil?

[ Before he could cast a wind spell to go with Sion's however, Medusa decides that it's game time by charging at them(!) right after muttering something about someone favoring the pretty one. He doesn't even have time to comprehend what she said because unfortunately, she's charging right towards Tieria and Sion! Left with no choice, he lets go of Sion's hand and quickly sidesteps her charge, narrowly avoiding the serpentine duo. ] Sion!

[ Immediately upon that, he hurriedly put some distance between them and himself, not eager to become snake food. ]
forbothofus: (Angry)

[personal profile] forbothofus 2016-03-29 03:49 am (UTC)(link)
[Alas, he has no time to answer Tieria’s question as the serpent rears for a strike. The sight is familiar enough that Emil has no reason to panic. He is simply thankful it is one head and not three. Now the trick is to provide a distraction to give the others opening for spells.

Emil raises his left hand and a hiss of air gathers around his fingertips, building into a barely visible distortion. The spell will be weak, but effective enough.

The serpent lunges and Emil steps to the side. A sudden gust unleashed by the wind spell deflects the muzzle by inches, but those inches are enough. In the nature of snakes, there is a split second while the serpent expends the force of the lunge and tightens its muscles to draw its head back. Emil strikes across the head as it draws level with him.

Harvest doesn't cut deep, but it stings mightily. The snake twists in reflex, briefly exposing a section of underbelly. That's all Emil wanted. He twirls Harvest into a practiced motion down for momentum and then up into a stab, and this time Harvest slides in between scale plates. And gets stuck.

With a roar of pain, the serpent thrashes. Before it can crush him, Emil braces his foot against the side and yanks Harvest free. He’s a second late as one of Moura’s snakes darts down to land a nip on his shoulder. Emil barely flinches when he feels the prick of fangs. The potion is active; he’ll be fine. The angry serpent is a far more pressing problem.

Emil leaps back to regain distance. He’s about to encourage the boss to chase him again when Moura redirects her mount towards the Sion and Tieria. Emil skids to a halt and, judging by his wide eyed expression, this was not part of his plan. Why would they ignore him, the active threat on the field, to attack Sion? It doesn’t make sense! Gritting his teeth, he launches into pursuit.]
Edited (Changed spell) 2016-03-29 04:22 (UTC)
sunderings: (fierce fabulous flawless)

[personal profile] sunderings 2016-03-31 12:03 am (UTC)(link)
[ He can only react.

Moura, her headful of snakes and great mount of a serpent all, sees fit to overlook Emil (for all that the swordsman's blade had been true, Harvest meeting with its intended mark!), her sights set instead upon Sion and Tieria both. Or rather, the Hero King alone, as Sion soon comes to find—loathe though he'd been to abandon a spell nearly cast, its elemental power seconds away from being wholly realized, he knows when to withdraw, when to retreat, and no sooner than he does, fluidly sidespringing out of harm's reach, he glances up in swift assessment, finding: Tieria, thankfully at a safe distance, Emil, lunging forward, and Moura close enough for Sion to glimpse the amber of her eyes, her pet serpent halted as it coils back unto itself, readying for a strike.

(Let us see for how much longer she favors you, pretty one!)

And lo: the Hero King, well accustomed and trained to make split-second decisions upon the field of combat, draws Guiding Light from its place at his side, and propels himself toward the priestess and serpent both. He might have chosen to flee, putting ground between himself and the Alfersa who would target him on such a foolish, petty basis (pretty, perhaps he is, with radiant golden eyes, silvered hair, and pleasing features), but as much would only draw her away from Emil's blade, and render her all the more difficult to target by way of magic.

No, he'll not allow for that. He'd much rather hold Moura still, leave her open to attack, and he does, engaging in a perilous dance in order to stay just one daring moment out of reach from a partner which would inevitably sink its fangs into him unless their did something quick and clever to avoid that very outcome.

But ah, as Shinn himself had said: Like hell they'd lose!

There may very well be the faint beginnings of a smile playing upon Sion's lips as he avoids the serpent's strike by a hair's breadth, his body curved perfectly, feinting to the side opposite of Emil's advance so that his comrade's charge might yet prove to be a surprise. ]
Edited 2016-03-31 00:07 (UTC)