Lady N Questline: Mysteries of the N Suit
Lost Carrier
Lost Carrier
God's Exceed | Rogue Traveler | Battle Settings
160 / 160
Battle Gear "Type N--" | Energy Supply "Synchronization Poor" | Weapon Control "Updates Required" | Body Control "Updates Required" | Core System "Irregularity Confirmed"
| Status | Location
| Status | Location
Scanning...
Nothing Found.
Of course not.
Chelsea put away a pair of goggles, the same that she used to point out weaknesses in the Camp Hope walls. Unfortunately, it didn't help with this at all. Chelsea passed by a crumpled-up steel appendage that was once a leg to the large magitech structure she was prowling around. The wind kicked up and Chelsea shivered. She wrapped her arms around herself and gazed up with her 20/20 vision, something she lacked all her life until being a VR avatar. How did one get into one of these stupid contraptions anyway?
Then she saw it. An already open door hanging off precariously above her. Even with the crab-like magia in this state, Chelsea would have difficulty reaching that height without her suit. Still, for now... she would climb on her own. She still had her own gadgetry rotting away in her storage and after seeing the DEAD.nuaght her interest in covering up in steel as a cosplaying magia wasn't as attractive as it once was.
After much effort, the exhausted Nexon grasped the open door and held on as she steadied herself against the outside wall. She saw her bracelet and felt the urge to use it again but relented. Chelsea would do things as she used to here, and like she did in real life. A weakling yes, but a weakling with tools and she was going to use them.
Stepping inside, she would find out...
Yeesh...

"Sigh... "
Chelsea's face went from slight shock and disappointment that she wasn't the first one to get inside, to its usual stoic expression. Stiffening her back, she passed the first arrival by to look around for herself. If this transport was meant to bring additional forces to Camp Hope, then it's possible that those reinforcements would be in here somewhere.
Seeing nothing of interest yet she turned to eye the cave-in and finally saw @Ash Vargold. whom she had been avoiding during her entire time at Camp Hope Well now she had to hope he (she) didn't just spout things he shouldn't here. Yes, Chelsea looked near identical to real life but she was much less well-dressed and uh... lacking her glasses. The consequences of not wanting to be someone else and just logging into a death game...
This was starting out just perfect... wasn't it?
Lost Carrier
A destroyed Magia transport that never arrived at its destination. These carriers are built like massive crabs with flat or domed surfaces and no pincers. This carrier has crumpled onto the ground, and a large part of its frame has been crushed inwards There doesn't seem to be any sound coming from it and no mechanized enemies around. Leaving it abandoned, at least not from the outside.
Key
Ground: PassibleMetal Floor: Passible.
Metal Wall: Impassible
Collapsed: Impassible
Cycle 0
𝙀𝙣𝙩𝙧𝙖𝙣𝙘𝙚 𝙋𝙤𝙞𝙣𝙩
Lady N's Zone
Lady N's Zone
Where the open hatch of the carrier leads to. The sunlight pouring through it spreads into this area. The metallic hallway is empty except for some caved-in pieces of the carrier's exterior laying about. The smell of burnt circuitry and melted steel permeated the air even now. To the north is a wall of crushed steel. So south is the way to go.
This is the entrance point. Unless another exit is discovered this is the only way in or out of this dungeon.
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Side Quest: Mysteries of the N-Suit
Lady N Personal Questline
This is a off DM dungeon questline that Lady N (Chelsea R. Nexon) is undertaking over the next season or two of Terrasphere. Off DM means there is no loot, no death, and all mechanics can just be ignored for freeform if you want!
Basic Rules;
- Use and link a playsheet.
- You may only move one zone at a time and cannot move diagonally.If moving through a already explored zone, you may add 1 to your move, Move buffs like Speed and Haste do not change this rule. Each zone in the dungeon can be seen as an area unto itself. So each zone can have detailed content completely isolated from its surroundings. Extension can reach adjacent zones once they are entered by at least one character.
- You can use one action and one bonus action per turn.
- We will fully use the new playtest. If available.
- For each zone entered besides the first and last zone, someone other than @Lady N can decide the event and mechanic that occurs there (they add it to their post but do not have to be in that zone themselves!). If no one is willing, then a DM spice request will be made for that zone and if not taken within 24 hours of the request, I will take over. For future dungeons in this questline, others may choose to be the thread starter and they will be the ones to set the first and last.
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Details on each player-occupied zone.
I will update this in real-time when I can.
Entrance Point
Where the open hatch of the carrier leads to. The sunlight pouring through it spreads into this area. The metallic hallway is empty except for some caved-in pieces of the carrier's exterior laying about. The smell of burnt circuitry and melted steel permeated the air even now. To the north is a wall of crushed steel. So south is the way to go.
This is the entrance point. Unless another exit is discovered this is the only way in or out of this dungeon.
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These are default actions that you can do alongside your Main Action or Situational Action., which you can use once per turn. Since this is an off DM thread, you, or the spice DM, choose what happens on successful/unsuccessful search checks.
ScoutBonus Action. Roll Quality (Mastery or Expertise) check to scout an adjacent zone.SearchBonus Action. Roll a Quality (Mastery or Expertise) check to search a zone. The quality of your check determines what you find. -
Actions that are given by whoever is handling the zone at hand. This is also where a DM spicers added actions will go when N posts if not cleared in 1 cycle. If you want to make it look good, copy the example below for your created actions.
NameAction/Passive/Bonus (Mastery Needed, If Any)
Description and mechanics.
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