The Darkest Dungeon
Jan 18, 2019 1:33:42 GMT -7
Post by Deleted on Jan 18, 2019 1:33:42 GMT -7
The Darkest Dungeon
A campain
(clearly based on the darkest dungeon)
S Class. All players welcome to come at their own risk.
Lower classes can survive reasonably well above the dungeon.
A letter arrives from the Land of Tea
...
.
S Class. All players welcome to come at their own risk.
Lower classes can survive reasonably well above the dungeon.
A letter arrives from the Land of Tea
...
.
This once venerable house, opulent and imperial, gazing proudly from its stoic perch above the moor.
I lived all my years in that ancient rumor shadowed manor, fattened by decadence and luxury, and yet I began to tire of... conventional extravagance. Singular unsettling tales suggested the mansion itself was a gateway to some fabulous and unnameable power. With relic and ritual, I bent every effort towards the excavation and recovery of those long-buried secrets, exhausting what remained of our family fortune on... swarthy workmen and... sturdy shovels. At last, in the salt-soaked crags beneath the lowest foundations, we unearthed that damnable portal of antediluvian evil. Our every step unsettled the ancient earth, but we were in a realm of death and madness. In the end, I alone fled, laughing and wailing through those blackened arcades of antiquity. Until consciousness failed me. Our venerable house, opulent and imperial. It is a festering abomination! I beg you, cleanse this home, claim your destiny and deliver this family from the ravenous clutching shadows of the Darkest Dungeon...
You will arrive along the old road.
It winds with a troubling, serpent-like suggestion through the corrupted countryside, leading only, I fear, to ever more tenebrous places. There is a sickness in the ancient, pitted cobbles of the old road, and on its writhing path, you'll face viciousness, violence and perhaps, other damnably transcendent terrors. So, steel yourself, and remember, there can be no bravery without madness. The old road will take you to hell, but, in that gaping abyss, we will find our redemption.
The atmosphere of this event
The Darkest Dungeon is not an event where every hero wins the day with shiny armor and a smile. It is about hard trade-offs, nearly certain demise, and heroic acts. This event is going to be an event that should last for an unforeseeable amount of time. The event will be a drop in and drop out event where players can come and go as they please, there shall be no limits on how many players can participate in this dungeon crawl over its length. But party sizes cannot extend past 3 per group that sets out to each area, yet as many teams can set out to different areas. Darkest Dungeon is characterized by its dark Gothic setting and atmosphere, strengthened by ominous moments and stressful encounters accompanied by a ruthless Narrator/Game Master.
In the world of Darkest Dungeon, corruption and monsters have escaped the forgotten darkness of the deep and have overrun the once idyllic Estate of the player's late Ancestor, a scion of an ancient noble family. As if being plagued by disease and misery wasn't enough, the people of the impoverished Hamlet must now withstand unthinkable nightmares roaming the land. The cause of this evil was the Ancestor himself, who meddled with dark forces in pursuit of immortality after a lifetime of perverse debauchery and unsealed a nightmarish power entombed far below his mansion. At last, appalled by his own actions and repentant, the Ancestor has ended his own life and bequeathed the Estate to the player, urging that they purge it of the slavering horrors that now roam freely. The player does not need to include this character in their bio however, the player shall not be arriving alone, news of the mission and the lost treasures of the Estate has traveled far and wide, piquing the interest of steadfast warriors, devotees of the arcane, and opportunistic rogues willing to brave the Estate's dungeons.
The dungeon is filled with a sickness that cannot be prevented upon entering the estate. Seeds of madness will be planted and the longer the player character stays in the dungeon the more their sanity will degrade if their stress rises. When a players stress hits its maximum threshold they will snap and a die roll will determine consequences for their character. There is a chance a hero might pass the roll and find a moment of valor, In which case the hero will become virtuous gaining a buff for the rest of the encounter. If failed the player character will receive a negative quirk or attribute that will further weaken their sanity and provide debuffs. Quirks can only be removed by removing stress and If left untreated for too long the end result of constant stress is ultimately death. Stress can only be removed by sleeping at a campfire lit with purified logs or spending time outside the dungeon and doing things to remove stress inside the Hamlet of Willow Moor. Teleportation techniques cannot be used to move anything out or into the dungeon.
Players will be based out of the hamlet Willow Moor. A flickering light against the encroaching darkness. Plagued by all manner of demons, monsters, and abominations that stalk the outskirts of town and only come in to feed. An undermanned garrison of clerics and crusaders are the only thing keeping this hamlet from utter decimation. Players are expected to build up the town with stronghold components, manage a garrison of forces, provide for the hamlet and build things for their player characters to use and remove stress. The more a player builds up the town, the more loot, and rewards the players will be able to take away as a reward for participating in the epic.
Provisions and supplies must be purchased and players will be restricted to the amount of nonapparel objects they will be able to bring with them per run. Aside from weapons and armor players are allowed to keep 15 items in their inventory both entering or returning from the dungeon. Players are expected to bring provisions and there will be periodic food checks. Starvation occurs when a food check is failed, applying stress and AP damage to the players. Players will also be unable to use any ritual that allows them to store or carry more than their 15 items.
Money and treasure will be claimed by the party and the party will decide what to do with it. Treasure needs to be guarded as rogueish NPCs and players alike may steal it out from under you. Food and supplies will need to be protected and stored properly lest they become destroyed by the weather or other foul conditions that might plague you. Defenses need to be bolstered as the more you dive into the dungeon the more the dungeon and its denizens might try and take the fight to you.
There are few natural light sources in the dungeon and players will be expected to bring ways to see. Enemy monsters are stronger in dark environments and receive substantial combat boosts and stronger abilities the darker the room is. Several enemies will use powerful magic to try and diminish your light sources or dark vision to gain an edge. Enemies also drop better loot and treasure found will be more expensive the darker the dungeon is when the hero explores.
In the world of Darkest Dungeon, corruption and monsters have escaped the forgotten darkness of the deep and have overrun the once idyllic Estate of the player's late Ancestor, a scion of an ancient noble family. As if being plagued by disease and misery wasn't enough, the people of the impoverished Hamlet must now withstand unthinkable nightmares roaming the land. The cause of this evil was the Ancestor himself, who meddled with dark forces in pursuit of immortality after a lifetime of perverse debauchery and unsealed a nightmarish power entombed far below his mansion. At last, appalled by his own actions and repentant, the Ancestor has ended his own life and bequeathed the Estate to the player, urging that they purge it of the slavering horrors that now roam freely. The player does not need to include this character in their bio however, the player shall not be arriving alone, news of the mission and the lost treasures of the Estate has traveled far and wide, piquing the interest of steadfast warriors, devotees of the arcane, and opportunistic rogues willing to brave the Estate's dungeons.
Alternate Rules and Systems of this Event
Players will be based out of the hamlet Willow Moor. A flickering light against the encroaching darkness. Plagued by all manner of demons, monsters, and abominations that stalk the outskirts of town and only come in to feed. An undermanned garrison of clerics and crusaders are the only thing keeping this hamlet from utter decimation. Players are expected to build up the town with stronghold components, manage a garrison of forces, provide for the hamlet and build things for their player characters to use and remove stress. The more a player builds up the town, the more loot, and rewards the players will be able to take away as a reward for participating in the epic.
Provisions and supplies must be purchased and players will be restricted to the amount of nonapparel objects they will be able to bring with them per run. Aside from weapons and armor players are allowed to keep 15 items in their inventory both entering or returning from the dungeon. Players are expected to bring provisions and there will be periodic food checks. Starvation occurs when a food check is failed, applying stress and AP damage to the players. Players will also be unable to use any ritual that allows them to store or carry more than their 15 items.
Money and treasure will be claimed by the party and the party will decide what to do with it. Treasure needs to be guarded as rogueish NPCs and players alike may steal it out from under you. Food and supplies will need to be protected and stored properly lest they become destroyed by the weather or other foul conditions that might plague you. Defenses need to be bolstered as the more you dive into the dungeon the more the dungeon and its denizens might try and take the fight to you.
There are few natural light sources in the dungeon and players will be expected to bring ways to see. Enemy monsters are stronger in dark environments and receive substantial combat boosts and stronger abilities the darker the room is. Several enemies will use powerful magic to try and diminish your light sources or dark vision to gain an edge. Enemies also drop better loot and treasure found will be more expensive the darker the dungeon is when the hero explores.
Locations
Willow Moor - A bleak and desolate hamlet with barely two dozen people still living within this swampy and desecrated land. Those that remain here are the last survivors of a once prosperous community who once served the ancestral owners of the estate. The few that remain to make their living peddling goods and services to the brave and foolhardy who would enter the estate. The town has few defenses to speak of, while what few landowners still exist here can reasonably protect themselves. A group of 6 Crusaders has traveled a long way to shed the divine light of their god upon this darkness. Their efforts have caught no traction however and their order has abandoned them until they bring back news of marginal success.
The Ruins - As the eldritch horrors began to pour from the portal your ancestor allowed a powerful necromancer access to your family crypts to hold back the evil. One could not know of the corruption that was to follow. This powerful necromancer has taken residence within this decrepit maze of crypts and mausoleums. Reanimated skeletons of your ancestors walk your family grounds once more. Each one nothing more than a lifeless husk, their spirits long since burnt away and turned to evil purpose. Animated statues and gargoyles still actively patrol these twisting tombs. Large ghouls and undead horrors linger in the ruins. The remains of our ancient and powerful magic users being corrupted and bent into horrible liches The fiends must be driven back. And what better place to begin than the seat of our noble line?
The Weald - The once vibrant beautiful forest and hunting grounds of our great estate is desecrated The Weald is the second dungeon that can be explored. It is a sprawling forest whose rotted boughs host a hideous kind of fungi. The only roads to the Hamlet pass through the diseased wood, making it an important area to cleanse. When the Ancestor banished a hag to the Weald after being disgusted by her appearance, she began to use her discovery of an odd, parasitic fungus to transform the woodland into something more sinister. Now the road leading to the town is blighted with a fungal infestation that has taken over the ecosystem, hiding the hordes of zombified victims under the control of the fungus being spread by the witches that serve under the Hag. To make matters worse the Bandits and Brigands have made the Weald their stronghold, sharing their ill-gotten gains with the Hag and her followers in exchange for aid. Their cannons serve as their main line of defense against anyone foolish enough to go through the road as their leader Vvulf prepares for his assault on the Hamlet. Corruption has soaked the soil, sapping all good life from these groves. Let us burn out this evil.
The Warrens - The Warrens is the third dungeon that can be explored. An incredibly ancient system of aqueducts and tunnels built for an unknown purpose, it is now a corpse-choked cesspit that houses the ravenous, disease-ridden beast-men known as the Swinefolk, and all those deranged or monstrous enough to ally with them. The magics we used to open the portal were ancient and required blood, flesh and the sacrifice of life. Cast into the warrens were my failures, my less than perfect specimens. The ancient Warrens a dumping grounds for my failures and underwhelming results. Now, the Warrens are now home to the descendants of those experiments called the swine, a warrior race of pig men whose only desire is to butcher and feed on any human they can get their claws on
The Cove - The Cove is the second to last dungeon that can be explored. It is a water-logged nightmare filled with pelagic horrors, once used by the Ancestor for unsavory deliveries - and unspeakable pacts. The Ancestor once used the Cove as a means to deliver some of his more controversial artifacts, as well as a location to perform his pacts with the ancient beings in the water when money was scarce. The ancient fishmen that lived there were roused by the activity around their home, making it a habit to sink and kill any sailors that come near their domain, making them a threat to the marine shipments of provisions that the Hamlet relies on. These salt-soaked caverns are teeming with pelagic nightmares - they must be flushed out!
The Darkest Dungeon - The final Dungeon capable of being explored. In order to enter the darkest dungeon, each of the four realms must be defeated and a fragment of each of the portal key must be recovered from each boss. The Darkest Dungeon is a hellish pit filled with eldritch horrors, and those who worship them, that goes all the way down into the Heart of the World itself. To end this campaign, you need to complete 4 quests in this location. The darkest dungeon has it's own set of rules, players cannot easily retreat as they would in other dungeons. In order to retreat all players must drop any and all armor and weapons, they had on their character before leaving.
NPCS -
No human npc's are expected to live long enough to warrant a bio.
Prizes -
Prizes will be offered in the form of loot. There will be no Ryo rewarded for simply completing the encounter. Treasure, Magical artifacts, Trinkets, and Baubles can be found and the deeper you go into each realm the better the loot you will find. Players will not be able to bring back everything they find on every run. They will need to prioritize what they are gonna carry back to the surface while also managing their provisions. The more the hamlet has restored the more loot they can horde in the hamlet. If a player makes it from the start of the campaign and somehow survives all the way to the end of the campaign it is not unlikely for them to walk away with a large fortune of several million Ryo and rare and powerful weapons and armor.
The Ruins - As the eldritch horrors began to pour from the portal your ancestor allowed a powerful necromancer access to your family crypts to hold back the evil. One could not know of the corruption that was to follow. This powerful necromancer has taken residence within this decrepit maze of crypts and mausoleums. Reanimated skeletons of your ancestors walk your family grounds once more. Each one nothing more than a lifeless husk, their spirits long since burnt away and turned to evil purpose. Animated statues and gargoyles still actively patrol these twisting tombs. Large ghouls and undead horrors linger in the ruins. The remains of our ancient and powerful magic users being corrupted and bent into horrible liches The fiends must be driven back. And what better place to begin than the seat of our noble line?
The Weald - The once vibrant beautiful forest and hunting grounds of our great estate is desecrated The Weald is the second dungeon that can be explored. It is a sprawling forest whose rotted boughs host a hideous kind of fungi. The only roads to the Hamlet pass through the diseased wood, making it an important area to cleanse. When the Ancestor banished a hag to the Weald after being disgusted by her appearance, she began to use her discovery of an odd, parasitic fungus to transform the woodland into something more sinister. Now the road leading to the town is blighted with a fungal infestation that has taken over the ecosystem, hiding the hordes of zombified victims under the control of the fungus being spread by the witches that serve under the Hag. To make matters worse the Bandits and Brigands have made the Weald their stronghold, sharing their ill-gotten gains with the Hag and her followers in exchange for aid. Their cannons serve as their main line of defense against anyone foolish enough to go through the road as their leader Vvulf prepares for his assault on the Hamlet. Corruption has soaked the soil, sapping all good life from these groves. Let us burn out this evil.
The Warrens - The Warrens is the third dungeon that can be explored. An incredibly ancient system of aqueducts and tunnels built for an unknown purpose, it is now a corpse-choked cesspit that houses the ravenous, disease-ridden beast-men known as the Swinefolk, and all those deranged or monstrous enough to ally with them. The magics we used to open the portal were ancient and required blood, flesh and the sacrifice of life. Cast into the warrens were my failures, my less than perfect specimens. The ancient Warrens a dumping grounds for my failures and underwhelming results. Now, the Warrens are now home to the descendants of those experiments called the swine, a warrior race of pig men whose only desire is to butcher and feed on any human they can get their claws on
The Cove - The Cove is the second to last dungeon that can be explored. It is a water-logged nightmare filled with pelagic horrors, once used by the Ancestor for unsavory deliveries - and unspeakable pacts. The Ancestor once used the Cove as a means to deliver some of his more controversial artifacts, as well as a location to perform his pacts with the ancient beings in the water when money was scarce. The ancient fishmen that lived there were roused by the activity around their home, making it a habit to sink and kill any sailors that come near their domain, making them a threat to the marine shipments of provisions that the Hamlet relies on. These salt-soaked caverns are teeming with pelagic nightmares - they must be flushed out!
The Darkest Dungeon - The final Dungeon capable of being explored. In order to enter the darkest dungeon, each of the four realms must be defeated and a fragment of each of the portal key must be recovered from each boss. The Darkest Dungeon is a hellish pit filled with eldritch horrors, and those who worship them, that goes all the way down into the Heart of the World itself. To end this campaign, you need to complete 4 quests in this location. The darkest dungeon has it's own set of rules, players cannot easily retreat as they would in other dungeons. In order to retreat all players must drop any and all armor and weapons, they had on their character before leaving.
NPCS -
No human npc's are expected to live long enough to warrant a bio.
Prizes -
Prizes will be offered in the form of loot. There will be no Ryo rewarded for simply completing the encounter. Treasure, Magical artifacts, Trinkets, and Baubles can be found and the deeper you go into each realm the better the loot you will find. Players will not be able to bring back everything they find on every run. They will need to prioritize what they are gonna carry back to the surface while also managing their provisions. The more the hamlet has restored the more loot they can horde in the hamlet. If a player makes it from the start of the campaign and somehow survives all the way to the end of the campaign it is not unlikely for them to walk away with a large fortune of several million Ryo and rare and powerful weapons and armor.