Travelers Gate
A Journey Of A Thousand Miles Begins With A Single Step
A Journey Of A Thousand Miles Begins With A Single Step
[Dungeon Progress 0 / 8000]
Area: Travelers Path [0-????]
Scouting (DC 20)
Treasure (DC 40)
Area: Travelers Path [0-????]
Scouting (DC 20)
Treasure (DC 40)
Eastern Brisshal.
After logging in for the first time. Travelers awaken here, With the comfy village of Honeyhome, random hungry wolves to welcome them, and the promise of incredible experiences right around the corner.
There was also one more famous landmark that some may remember. A certain "Beginners Cave" that housed strange properties making it the perfect tutorial dungeon of sorts for the freshly created adventurer. Sometimes even the mascot that spread the commercials whenever the clock on a device hit 3:33 would personally guide them through the cavern. Teaching about needs meters, pain limiters, attacking and defending, and more.
With the return of Terrasphere, the mascot has not yet appeared. One after another travelers are once again falling like a meteor shower across the land. The cave that once was is gone.
And yet...
Rumors tell that if you follow the Blue Rapids, find the Power Stones and search around just right, you will find a new dungeon. Entering would show the words [Welcome to Travelers Gate] in a distinctly blue hue within a Travelers UI. Encountering several Green Slimes, Goblin Weaklings, and easily dispatching them has led several Travelers to consider this the new Beginners Cave.
Welcome to a new world would be Starcalled...
The area recent Travelers have entered and reported findings from. It's a wide halled, array of passages. Walls of light gray stone and many parts decayed away with rock walls poking through as if to naturally replace them. Every path has about 2-3 areas of the stone wall that emit a gentle glow of light. The phenomenon removes the need for an artificial light source. Water passes underfoot in some paths, small patches of grass and moss give a bit of green to the halls, and monsters as reported are unnaturally weak.
There is no indication of what civilization may have built this underground complex. Yet exploring comes naturally to you... right?
After logging in for the first time. Travelers awaken here, With the comfy village of Honeyhome, random hungry wolves to welcome them, and the promise of incredible experiences right around the corner.
There was also one more famous landmark that some may remember. A certain "Beginners Cave" that housed strange properties making it the perfect tutorial dungeon of sorts for the freshly created adventurer. Sometimes even the mascot that spread the commercials whenever the clock on a device hit 3:33 would personally guide them through the cavern. Teaching about needs meters, pain limiters, attacking and defending, and more.
With the return of Terrasphere, the mascot has not yet appeared. One after another travelers are once again falling like a meteor shower across the land. The cave that once was is gone.
And yet...
Rumors tell that if you follow the Blue Rapids, find the Power Stones and search around just right, you will find a new dungeon. Entering would show the words [Welcome to Travelers Gate] in a distinctly blue hue within a Travelers UI. Encountering several Green Slimes, Goblin Weaklings, and easily dispatching them has led several Travelers to consider this the new Beginners Cave.
Welcome to a new world would be Starcalled...
The area recent Travelers have entered and reported findings from. It's a wide halled, array of passages. Walls of light gray stone and many parts decayed away with rock walls poking through as if to naturally replace them. Every path has about 2-3 areas of the stone wall that emit a gentle glow of light. The phenomenon removes the need for an artificial light source. Water passes underfoot in some paths, small patches of grass and moss give a bit of green to the halls, and monsters as reported are unnaturally weak.
There is no indication of what civilization may have built this underground complex. Yet exploring comes naturally to you... right?
Dungeon Rules:
- This dungeon has a 1 character per player limit. It is closed during World Boss and any Story Events that are sitewide.
- Decrease your HP by 10 each post you make in the thread. You may only post 5 times per cycle. This can be divided in any way you wish (but still following the no double-posting rule. Doing so means that your character is rushing ahead and of course as consequence, it will be harder to react to situations involving other characters within the cycle.
- It's good to keep your post brief. You may tag others in the dungeon for rp opportunity or to use a Role Ability on them.
- Dungeon Progress (DP) starts at 0 and you add to the number by rolling the basic attack action, no special or bonus actions are allowed.
- Every cycle update (arguably a week), this dungeon's DP will decrease by 1000. Work together to beat the decay.
- If you are ejected for any reason (including voluntary exit), you cannot return for 1 month.
How To Play:
When you make your first post you must choose one of several roles. These roles cannot be changed unless you exit the dungeon and restart after 1 month.
- Choose which character and which Dungeon Role before you jump into this dungeon thread.
- Order of Play: Roll 1d20 for Dungeon Event > Decide whether or not to use your Role Ability (if available) > Perform an Attack Roll for DP Contribution > RP Post
When you make your first post you must choose one of several roles. These roles cannot be changed unless you exit the dungeon and restart after 1 month.
- Scout: Once per cycle you may make an extra Expertise Check (Awareness) against the scouting DC (under DP top of page). It costs 10 HP to prepare others for the path ahead. Success negates 1 negative event or battle roll for 2 tagged allies this cycle. Failure costs you an additional 10 HP.
- Vanguard: Your DP contribution is +10 each time you post.
- Supporter (Supportive Mastery Required): Once per cycle, you spend 30 HP to restore others' HP equal to your highest support mastery +5 per MR (D+5, C+10, B+15, A+20, S+25). This can be divided between 2 different tagged allies.
- Treasure Hunter: Once per cycle you may make an extra Expertise Check (Knack) for 10 HP against the Treasure DC (under DP top of page) to search for loot. Success increases the effects of 2 tagged ally's positive event rolls this cycle (increase effects by 25. Failure costs you an additional 10 HP.
- Protector (Defensive Mastery Required): Once per cycle for 30 HP, you may replace 1 tagged ally that triggered a battle event and fight for them by taunting their enemy.
Dungeon Events:
These are events that take place in your rp post. Roll a 1d20 for the Area (changes based on DP thresholds) you are currently exploring. The rolled event immediately affects your post. Follow the specific instructions for each event.
[Travelers Path]
These are events that take place in your rp post. Roll a 1d20 for the Area (changes based on DP thresholds) you are currently exploring. The rolled event immediately affects your post. Follow the specific instructions for each event.
[Travelers Path]
- (Dangerous Enemy) A Shadow Cloud appears! Battle using discord before you post.
- Green Slime appears! Battle using discord before you post.
- Some noob dropped a stash of healing potions. Why not use some? Restore 20 HP when you post.
- The halls all look the same... subtract 50 from DP.
- It's quiet... nothing happens.
- Green Slime appears! Battle using discord before you post.
- Found a strange device with a screen hovering in the path. Touching the device offers you hints on how to play Terrasphere. Add 50 to DP.
- It's quiet... nothing happens.
- A Wolf appears! Battle using discord before you post.
- A sudden cracking... rocks fall from above! Lose 20 HP.
- The halls all look the same... subtract 50 from DP.
- Some noob dropped a stash of healing potions. Why not use some? Restore 20 HP when you post.
- A Killer Bat appears! Battle using discord before you post.
- A Wolf appears! Battle using discord before you post.
- t's quiet... nothing happens.
- Found a strange device with a screen hovering in the path. Touching the device offers you hints on how to play Terrasphere. Add 50 to DP.
- A sudden cracking... rocks fall from above! Lose 20 HP.
- A Goblin Weakling appears! Battle on discord before you post.
- A Killer Bat appears! Battle using discord before you post.
- Some noob dropped a scribbled on map. Roll1d2 on discord and if 1 subtract 50 DP, or if 2 Add 50 DP.
Battle:
When a Battle occurs against an enemy, read any special Traits they may have and roll a standard attack (special and bonus actions not allowed). To defeat the enemy, (cleared their Difficulty Check), were damaged (failed the Difficulty Check and lost Stamina), or were slain and ejected from the dungeon (failed the Difficulty Check and Stamina went to 0). Every Battle cost 5 HP regardless of the result.
Vulnerability means if you used said mastery, you may multiply your roll result by 2 after all modifier.
Resistant means if you used said mastery, you must divide your roll result by 2 after all modifiers.
Green Slime
DC: 10
DC Fail Penalty: Lose 10 HP
Vulnerable to: Hydromancy/Crush Weapons/Martial Arts:
Resistant to: Pyromancy/Alchemy
Gooey: Nat roll results under 20 cut your total damage in half.
Wolf
DC: 25
DC Fail Penalty: Lose 15 HP
Vulnerable to: None
Resistant to: Beast Arts
Howl: If Will is under 20, dice rolls under 20 cause an extra 10 HP.
Goblin Weakling
DC: 30
DC Fail Penalty: Lose 15 HP
Vulnerable to: None
Resistant to: None
Goblin Versatility: If any Save stat is below 10, increase DC fail penalty to 20 HP.
Frightened: If your Presence and Fortitude add up to 25+. The weakling retreats immediately.
Killer Bat
DC: 20
DC Fail Penalty: Lose 10 HP
Vulnerable to: None
Resistant to: Pyromancy, Aeromancy, Ranged Weapons
Blood Suck: On rolls under 50 lose 5 extra HP.
Swarm: Nat 1 increases Killer Bat's DC to 30 and you lose an extra 10 HP.
[Dangerous] Shadow Cloud
DC: 50
DC Fail Penalty: Lose 20 HP
Vulnerable to: None
Resistant to: None
Shade: Slash, Pierce, Crush, Martial, and Ranged all require a passive Reflex of 15+ to use. Check Fail if not available and these are your only options.
Dark Explosion: If a nat 1 is rolled or DC is missed by 5 points. Shadow Cloud Explodes taking a flat 50 HP.
When a Battle occurs against an enemy, read any special Traits they may have and roll a standard attack (special and bonus actions not allowed). To defeat the enemy, (cleared their Difficulty Check), were damaged (failed the Difficulty Check and lost Stamina), or were slain and ejected from the dungeon (failed the Difficulty Check and Stamina went to 0). Every Battle cost 5 HP regardless of the result.
Vulnerability means if you used said mastery, you may multiply your roll result by 2 after all modifier.
Resistant means if you used said mastery, you must divide your roll result by 2 after all modifiers.
Green Slime
DC: 10
DC Fail Penalty: Lose 10 HP
Vulnerable to: Hydromancy/Crush Weapons/Martial Arts:
Resistant to: Pyromancy/Alchemy
Gooey: Nat roll results under 20 cut your total damage in half.
Wolf
DC: 25
DC Fail Penalty: Lose 15 HP
Vulnerable to: None
Resistant to: Beast Arts
Howl: If Will is under 20, dice rolls under 20 cause an extra 10 HP.
Goblin Weakling
DC: 30
DC Fail Penalty: Lose 15 HP
Vulnerable to: None
Resistant to: None
Goblin Versatility: If any Save stat is below 10, increase DC fail penalty to 20 HP.
Frightened: If your Presence and Fortitude add up to 25+. The weakling retreats immediately.
Killer Bat
DC: 20
DC Fail Penalty: Lose 10 HP
Vulnerable to: None
Resistant to: Pyromancy, Aeromancy, Ranged Weapons
Blood Suck: On rolls under 50 lose 5 extra HP.
Swarm: Nat 1 increases Killer Bat's DC to 30 and you lose an extra 10 HP.
[Dangerous] Shadow Cloud
DC: 50
DC Fail Penalty: Lose 20 HP
Vulnerable to: None
Resistant to: None
Shade: Slash, Pierce, Crush, Martial, and Ranged all require a passive Reflex of 15+ to use. Check Fail if not available and these are your only options.
Dark Explosion: If a nat 1 is rolled or DC is missed by 5 points. Shadow Cloud Explodes taking a flat 50 HP.
Code:
[hp=current]max[/hp]
[status]
[/status]
Post here
[action]
Bot result here
Dungeon Progress (DP): This is the result after you have rolled.
[/action]
Play Sheet
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