Welcome to Fairy Tail RPG, where your visions come true through your words. You control the destiny of your character. Do you have what it takes to bring the world to order or chaos?

You are not connected. Please login or register

Event Master and Dungeon Master [Draft]

View previous topic View next topic Go down  Message [Page 1 of 1]

#1Khnurn 

Event Master and Dungeon Master [Draft] Empty Fri Aug 20, 2021 4:44 pm

Khnurn

Dungeons



Dungeons

  • The Dungeons is a section where the user can create or traverse down a series of objectives with the intended goal of solving a situation or retrieving a treasure.

  • Dungeons should not conflict with the plot of the forum. In such instances that certain things are not introduced yet, it will most likely not be allowed to be introduced in the Dungeons either e.g. gods and dragons.

  • All Dungeons have a specific cooldown of one month. Once a character has completed their dungeon for the month, they may not take another dungeon until the next month begins.

  • The user may not apply for a new Dungeon on a character if they already have a Dungeon running on another character.

  • All Dungeons require a team of players and a Dungeon Master to be run successfully.

  • Dungeons operate under a forty-eight hour post timer. Failure to post within the time limit will result in a character (or Dungeon Master) forfeiting their rewards and marking them as ineligible to sign up or create a dungeon for a period of 2 Activity Checks.


Team Regulations

  • Teams must consist of 3 to 5 members. Teams can not have members with more than 2 ranks of difference between them (For Example, Team cannot have an S, A, A, and D-rank on them as the D-rank would fall below the requirement). X and Z-ranks count as S-ranks for this restriction.

  • Teams must be formed in a thread before a dungeon can be requested. If you are looking for a team you may post a thread searching for a team here. Members do not have to be from the same guild/alignment.


Dungeon Master Regulations

  • Dungeon Masters are players who will be directing the team through the scenario.

    • This means that they themselves are not participating in the dungeon. Any characters/stats that they currently have, have no impact on the actual progression of the dungeon.

    • Dungeon Masters are subject to the cooldown rules of Dungeons and may not partake in a dungeon if they are operating a Dungeon that month.


  • Dungeon master’s will be part of crafting the narrative, guiding and interacting with the players through various instances and scenarios.

  • To register as a Dungeon Master a user must first pass 2 activity checks.

  • Should the Dungeon Master fail at providing an adequate experience for players, the Dungeon Master will be barred from creating future Dungeons.


Dungeon Operations

  • Dungeons are filled with a series of Objectives and Instances that are crafted by staff or the dungeon master. Each Objective or Instance will require the players in the dungeon to use their stats and the provided dice roll to make actions alongside their actual roleplay. The system uses a D20 dice roll for all interactions.

  • While within the Dungeon the player's stats are rebalanced based on the tier the player has reached with their character on the forum. This is done so that when the player rolls for instances and objectives, their stats may be added to their rolls.


    TierStat Increase
    1-10+0
    11-30+1
    31-60+2
    61-120+3
    121-250+4
    251-500+5
    501-750+6
    751-1000+7
    1001++8

  • While within the Dungeon players are limited in the available actions that they can take within their role play post. This is to prevent characters from going god mode and soloing the dungeon but also to allow all of the characters to have input and interaction in the flow of the dungeon.

  • Instances are combat oriented encounters in which characters will battle against a group of enemies operated by the Dungeon Master. These encounters will be based around 1 rank higher than the lowest ranked individual for balance.

  • Objectives are non combat oriented encounters in which the character may have to complete a puzzle or solve a riddle using the information gathered beforehand. Objectives will require the players to explore the dungeon further as a means of gathering the necessary clues to complete the entire dungeon.

  • While dealing with an Objective, each player may take one problem solving action by using the relevant stat modifier along with the dice roll to try and solve the problem after playing it out in character. The Dungeon Master should have a varying amount of Objectives for players to go through to make it more viable for different characters to make it through the dungeon.


    ActivityStat Required
    Lifting/PushingStrength
    Jumping/DodgingSpeed
    Avoiding a trap/spellConstitution
    Surviving Lethal DamageEndurance
    Knowledge ChecksIntelligence

  • While in an Instance, the user may make one movement action up too two times their available move speed (i.e. The user may start ‘running’ and reach up to their lunge speed in that post, or complete their run in their second post). The user may also only take up to one combat action, this means the user may strike with a weapon/their hands, or cast a spell. Certain non combat supplementary spells are not subject to this rule (i.e. Sensory, Breathing techniques, etc).


    • While in Dungeons it is not as easy to hit or be hit by enemies. Similar to DnD, all characters have a stat called ‘Armor Level’ which is based on the user's CON + any equipment they may have on them. The higher the Armor Level a character has the less chance an attack will hit them.


      EquipmentArmor Level
      Light Equipment (Helms, Armor)+1 AL
      Medium Equipment (Helms, Armor)+2 AL
      Heavy Equipment (Helms, Armor, Shields)+3 AL

    • Similar to a players Equipment adding to their Armor Level, the players Spells and Weapons also get an increased chance to hit a target based on their rarity/rank.


      Equipment/SpellHit Chance
      Uncommon/D-Rank+0 HC
      Rare/C-Rank+1 HC
      Unique/B-Rank+2 HC
      Legendary/A-rank+3 HC
      Mythic/S-Rank+4 HC




Dungeon Rewards

  • Dungeon rewards are based on quest rewards equivalent to the rank of the lowest-ranking individual with all participants receiving equal base amounts. Should there be a rank difference, rewards are based upon 1 rank higher than the lowest-ranking member. Participants must however complete word counts equal to the rank at which rewards are based alongside the 3 post requirement.

  • All participating parties (Dungeon Masters included) will receive these rewards, however the party may also receive additional items as a reward based on the length and difficulty of the Dungeon.

  • Should the dungeon be found to not be adequately completed by staff however, these rewards will be rescinded and the dungeon will be deemed incomplete.

  • Dungeons Rewards are not impacted by users modifiers such as Jewel or Experience Bonuses regardless of their source.


Customs

  • Unique: If the user rolls a unique custom, they must pay for the unique custom for 1,000,000 Jewels either with the dungeon rewards or subsidize it with their own jewels if the rewards do not cover the cost. The user can only claim for a unique custom once every 3 months through a Dungeon Roll. If the user is already on cool-down for claiming a Legendary they may select the unsuccessful roll reward or reroll for another reward.

  • Legendary: If the user rolls a legendary custom, they must pay for the legendary custom for 2,500,000 Jewels either with the dungeon rewards or subsidize it with their own jewels if the rewards do not cover the cost. The user can only claim for a legendary custom once every 4 months through a Dungeon Roll. If the user is already on cool-down for claiming a Legendary they may select the unsuccessful roll reward or reroll for another reward.

  • Mythic: The user must pay for the Mythic custom for 5,000,000 Jewels either with the dungeon rewards or subsidize it with their own jewels if the rewards do not cover the cost. The user can only obtain a Mythic custom once per character through a dungeon roll. It requires the user to complete a Long Dungeon while S-rank. if the user does not meet the rank requirements or already have a Mythic custom they may select the unsuccessful roll reward or reroll for another reward.

Application

  • The user must go to the Dungeons Quests section in order to apply for Dungeons.

  • The title of the topic is the name of the Dungeons e.g. The Curse of the Black Pearl, Dead Man's Chest, On Stranger Tides, or perhaps Dead Man Tell No Tales. The title is then followed with the difficulty between brackets e.g. On Stranger Tides (Long).

  • The quest template can be found in the Dungeons forum. The user must use that template for their entries.

  • In the topic, the user must create a range of Objectives for their Dungeons. The possible difficulty of the Dungeons is based on the rank of the user. In addition, the number of quests and their ranks is based on the difficulty of the Dungeons.

  • The user must create all of the Dungeons in one go. This allows the moderator to review it as a whole and see if the story possibly conflicts with lore or other regulations.

  • In case the Dungeons involves multiple participants, only one person needs to post the Dungeons, but in the quest section they must write down the names of all the participants.

  • The user must be the equivalent rank to the quests they apply for.


Entry Dungeons

  • Objectives: Entry Dungeons consist of 2-3 Objectives and/or Instances with no threat to the players.

  • Danger: Entry Dungeons have an inherent threat level of Green.

  • Rewards: Users may claim one rank higher than the lowest ranked party member. Rewards increase based on the number of successfully completed Objectives and/or Instances that are completed.

Moderate Dungeons

  • Quests: Moderate Dungeons consist of 4-5 Objectives and/or Instances and 1 Option Boss Level opponent.

  • Danger: Moderate Dungeons have a standard threat level of Green except for the Optional Boss Level encounter which has a threat level of Orange.

  • Rewards: Users may claim one rank higher than the lowest ranked party member. Rewards increase based on the number of successfully completed Objectives and/or Instances that are completed. Should the Optional Boss be completed users may also roll for up to one Legendary Custom Item.

Expert Dungeons

  • Quests: Expert Dungeons consist of 6-7 Objectives and/or Instances and 1-2 Optional Boss Level opponents.

  • Danger: Expert Dungeons have a standard threat level of Orange. Expert Dungeons cannot be taken by anyone below A-rank.

  • Rewards: Users may claim one rank higher than the lowest ranked party member. Rewards increase based on the number of successfully completed Objectives and/or Instances that are completed. Should the Optional Boss be completed users may also roll for up to one Mythic Custom Item.

Djinn Towers

  • Quests: Djinn Towers consist of at least 10 Objectives/Instances and one Mid Level Sub Boss and 1-2 Final Boss(es).

  • Danger: Djinn Towers have an inherent Danger level of Orange and cannot be taken by anyone below A-rank.

  • Restriction: While Djinn Towers may be completed by a character multiple times, a character may only have 1 Djinn Item at any given time.

  • Rewards: Users may claim one rank higher than the lowest ranked party member. Rewards increase based on the number of successfully completed Objectives and/or Instances that are completed. Should the Optional Boss be completed users may also roll for up to one Djinn Upgrade Item.


Name: House of the Worm

Difficulty: Medium

Story: The House of the Worm once belonged to an affluent family that lived on the outskirts of Oak. Being members of a rather secretive cult however, no one quite knew the dastardly deeds the family would get into from time to time. This all changed however one day when the town began to feel a strange ominous pressure in the air and the ground began to rumble beneath their feet. Feeling that the situation was growing urgent, the Mayor of Oak quickly issued a request for a large team to explore and discover the dark secret behind it all.

Objectives:

  • Objective 1: Discover a proper entrance into the House of the Worm either by conversation with the town folk, or studying the home proper. The door offers no immediate obvious points of entry but there must be some way inside. (The Check necessary to complete this will be up to the DM)

  • Instance 1: Upon gaining entry the party is immediately assaulted by unknown unseeable forces. The first person entering should make a CON saving throw (The Check necessary to pass will be up to the DM to decide). The fight will consist for four enemies cloaked in darkness, any form of extra sensory sight will help.

    Soulless: Individuals who have lost their will and body, they now exist as ephemeral beings of darkness and malice hellbent on making others suffer as they have. Soulless tend to focus the nearest enemy.

  • Objective 2: Upon completing the previous Instance, the players should be free to explore the portion of the house they are in but are still restricted from finding their way down into the basement below. Due to the magical darkness of the house it will be difficult to locate clues on how to gain access. Any player with some sort of magical light or extra sensory ability will be able to aid in this objective.

  • Objective 3: Locating a particular painting that was tilted heavily, the players should realize that returning it to its natural position leads to the first click as if something was partially unlocked. Upon further inspection of the painting the members of the party should be able to figure out the puzzle (Will require an INT check up to the DM). Upon finishing the puzzle a door will slide open beside the party allowing them to enter the basement level.

  • Objective 4: Upon reaching the basement the party will have to make a CON saving roll due to stepping into a pool of unknown liquid at least a foot deep. Should the party have a healer this CON check is negligible. Should a player fail the check they will take one instance of B-rank damage a turn for the rest of the Dungeon until they are healed. Each post after the first will require the party to make a CON saving roll until the party either purifies the water through a healing spell or the party locates the liquid pump on the far side of the basement and turns it on.

  • Optional Instance 5: Should the party attempt to shut the water pump be shut on, several enemies will appear drawn to the sound of the water sloshing about and attack the party while they are possibly weakened. Each enemy is suffering from the effects of the liquid as well but has much higher CON to compensate for this. They will attempt to drag the party down and eventually beneath the water. Should a party member actually be dragged beneath the water they will be considered KO’d for the rest of the dungeon.

    The Drowned: Unknown enemies who have lived in the basement level of the House of Worm. Their porous skin is filled with blemishes and is stark white should one shine a light on them. They are naturally blind, the waters that they live in having eroded away any optical organs that they had, they instead hunt by sound and will seek out the loudest source of sound possible.

  • Final Boss: Should the party survive the attack by the Drowned or if they purified the waters, they will then be able to explore the basement level freely before finally squeezing their way into a vast open cavern with massive holes gorged out of the walls. There is a soft tune playing as well as the sound of something slithering about just before the Worm itself bursts out of the ground before the party. The Worm will attempt to liquify, crush or consume the party. If the battle takes longer than five turns the Worm will bore into a nearby wall on the ground level and liquid from the previous chamber will fill in as well as more of the Drowned. It will take a round for it to reach mid thigh, two rounds will have the liquid at waist height, at three rounds the liquid will be at chest height. After four rounds the liquid will have risen over the height of all of the characters and the instance will be considered a failure.

    Zaoldos, the Ever-Wurm: Zaoldos, the Ever-Wurm is an ancient entity who had been summoned to the realm of Earthland by the previous owners of the house who had intended for the entity to consume the world and start it all anew. It is a being of eternal hunger and lacks any concept of good or evil.

    Soulless: Individuals who have lost their will and body, they now exist as ephemeral beings of darkness and malice hellbent on making others suffer as they have. Soulless tend to focus the nearest enemy.


View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum