List of Digs: Difference between revisions

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(Adding a dungeon from Act 2.)
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Revision as of 02:29, 24 August 2018

It's a list of dungeons! Fancier intro text to follow later.

Availability term definitions (not official!):

  • Standard - Indicates a dungeon with no particular time limits on availability outside game location.
  • Plot - Indicates a dungeon available for repeat runs during a set period after which it becomes unavailable for use.
  • One-Time - Indicates a dungeon that is only run once, either by a specific group or by anyone on the game. Whatever the particulars, a character running this dungeon only has one shot at it.

These are approximated/guessed at times so if it's wrong please fix it.

Chapter 1

Introduced in Act 1

Name Type Availability Description
Barfight (Filgaia) Ruin Standard
Berry Cave Ruin Standard
Ruins of Memory Ruin Standard
Leck Mines Ruin Standard
Ruins of Lahan Ruin Standard
Sult Ruins Ruin Standard
Cucco Invasion Ruin Plot
Lolithia's Tomb Ruin Standard
The Saucery Globe Ruin Standard
Old Petra Ruin Standard
Otherworldly Hollow Ruin Plot
Haunted Manor Ruin Standard
The Battle of Adlehyde Labyrinth One-Shot
Rujm el-Hiri Ruin Standard
Temple of Rejection Labyrinth Standard
Lacour Coliseum Ruin Plot
The Tournament Globe Ruin Plot
The Guardian Temple Labyrinth One-Shot
The Battle Front Ruin One-Shot

Introduced in Act 2

Name Type Availability Description
Krosse Kave Ruin Standard
Great Aveh Desert Ruin Standard
November City Plant Labyrinth Standard
Serpent's Coils Ruin Standard
Doomed to Obscurity Ruin Standard
Cage Tower Ruin Standard
Colisea Arcadia Ruin Standard
Abandoned Frontier Town Labyrinth Standard
Mountain Palace Labyrinth Standard
Nortune Sewers Labyrinth Standard
Gob's Hideout Ruin Standard
The Black Market Ruin Standard
Stone Forest Ruin Standard
Gourmet Quest Blackmoon Ruin Standard
Eerie Farmhouse Ruin Standard
Akbar's Discount Dungeon Ruin Standard
Wayside Wellspring Ruin Plot
Ghost Ship EX Labyrinth Plot
Haunted Library Ruin Standard
Spirit Quest Labyrinth Standard
Chase Sequence Labyrinth One-Shot
Abandoned Hangar Labyrinth One-Shot
Field Expedition Ruin Plot
Seven Sages Labyrinth Plot
The Sword-Saint Sanctuary Ruin One-Shot
The Decaying Labyrinth Labyrinth One-Shot
Hadal Temple Labyrinth Plot
Winter Wonderland Ruin Standard
Baskar Sacred Grounds Labyrinth Plot
Ordeal of the Nahual Labyrinth One-Shot
Ruins of Garmia Tower Labyrinth Standard
Ash Hare Labyrinth Standard
Titan's Roost Labyrinth One-Shot
Hope Springs Ruin One-Shot
Fortune Gear Labyrinth Plot
Krosse Military Checkpoint Labyrinth Plot
Lost July Labyrinth Standard
Krosse Catacombs Labyrinth One-Shot
The Pit Ruin One-Shot
The Pleasing Garden Abyss Plot

Introduced in Act 3

Name Type Availability Description
Big Trouble in Little Meribia Ruin One-Shot After the sudden transfer of a large number of people to Lunar, many have found themselves deposited in the middle of the port city of Meribia... on market day. Individuals appear in flashes of light, holographc Elw runes briefly floating in the air about them. This draws a lot of undue attention -- and it's time to make your escape from the guards chasing after you!
First Battle of Glaivend Basin Ruin One-Shot After the sudden transfer of a large number of people to Lunar, many have found themselves deposited in the middle of Glaivend Basin. A massive battle was being fought between the forces of the Kingdom of Hyland and the Rolance Empire. It seems that Rolance's forces have fallen, though, and this has led to a route. Individuals appear in flashes of light, holographc Elw runes briefly floating in the air about them. Both panicked, fleeing Rolance soldiers and vengeful Hyland soldiers have noticed -- and escape is paramount.
Aifread's Hunting Ground Labyrinth Standard Aifread's Hunting Ground is a remote wilderness area in northwestern Rolance. It is an area filled with dangerous beasts, located far from the more civilized, safer regions near Pendrago and Lastonbell. The monsters here are legendary and dangerous. Prized hunts are common, and hunters from all over Glenwood and Meribus will risk their fortunes and their lives to find the biggest game here. It is also said that the pirate Aifread hid his treasure here, but that may be just a rumor.
Weylish Ruins Ruin Standard The Weylish Ruins are located deep within Aifread's Hunting Grounds. The ruins are little more than a battered, windswept pavement with a few shattered pillars above ground. However, a large stairwell leads down to ruins from the Asgard Era. Strange, magic-powered seals make it difficult to explore -- not to mention the creatures that hide within, including a few particularly frightful Hellions.
Mystic Ruins Ruin Standard The Mystic Ruins are an ancient legend spoken of in the Magic City of Vane - supposedly a sanctuary for one of the most powerful mages to have ever lived on Lunar, thought lost after the fall of the city and the near-destruction of the Magic Guild. Now, rumours abound that the entrance has been found, with millennia-old secrets waiting to be discovered.
Sluice Forest Ruin Standard The Sluice Forest is a lake created centuried ago following the fall of the Magic City of Vane. The island's fall broke into an underground aquifer, which flooded a nearby forest. Vane has held back the flooding via the construction of a series of sluice gates, but these still need to be worked and repaired every so often for fear they will fail. That said, centuries of low-level magical effect fields make this a messed-up place.
The Bandit Butte Labyrinth Standard The Bandit Butte is the most lawless place on the Meribian continent; bandits and highwaymen have taken up residence here, far from the reach of Althena's Guard, who often offer bounties to would-be adventurers in the hopes of cleaning out the butte once and for all.
Tintagel Ruins Labyrinth Standard Lost to history, the Tintagel were once a dragon-worshipping cult long thought to be completely wiped out. These ruins are what remain -- a dedication to the obscure practice of dragonism, these ancient pathways are still largely intact despite their age, the muted rust red and browns of stone architecture winding through many multi-level chambers caked with forgotten dirt, dust and moss... and riddled with deadly traps to protect ancient secrets long buried. Like it was some kind of ruin, or something. Crazy.
Meribia Sewers Ruin Standard The sewers beneath Meribia were laid down in the city's infancy, and have been in operation for well over a thousand years. Given their age, it's no wonder that they've become a haven for all sorts of strange beasts, and rumors persist that they also serve as a hideout for criminal organizations. While they're competently-designed and in good repair, they're still dark, dank, and full of unpleasant surprises.
Flooded Cavern Labyrinth Standard This cave network was revealed when part of a rock face in a river canyon was eroded by rising waters, both exposing a cave in the rock face and flooding that cave as the river lapped in. The caverns seem quite extensive - and some of them seem to have been carved by the hands of man, despite no record of a city or fort ever being here. In fact, rumour has it that whatever is in here is so old, history has simply forgotten it. To top it all off, the cave is reputed to be home to a Cave Dragon, a monster said to pull humans into the deep waters and devour their flesh. What secrets might these caverns hide... and what treasures lost to time might have been raised by the floodwaters?
Azado Quarry Ruin Standard This quarry has provided much of the stone for Azado's attempt at a new, massive shrine. Due to the disproportionate presence of Althena's Guard troops, however, rumors have swirled around the quarry's activities, with common suggestions including worker riots, hauntings, and archaeological finds. Strict information control from Althena's Chosen has made it hard to sift the truth from the lies. (Note: Dig assumes the party is *not* part of Althena's Guard.)
Trial Cave of Vane Labyrinth Standard Like nearly everything about Vane, the Trial Cave outside of the city has fallen into disrepair. Where once trainees -- and the fact that it was the only path from Lunar to the skybound city -- kept it mostly clear of monsters, now it has become a breeding ground for monsters. Unlike many things in the area near Vane, though, the Trial Cave has hardly been picked clean of its riches... Step on the Spring of Transmission and have fun! Remember, not everyone deserves to be part of the Magic Guild of Vane!
Gaferis Ruins Ruin Standard
Lost underground amidst the fields of Pearloats Pastures, Gaferis Ruins was at one point a crypt used to preserve the soldiers and heroes who fought and died bravely in the many wars that have been inflicted on, or inflicted by, the Rolance Empire. A shrine to the fallen no more, Gaferis has been long forgotten, the earth-and-rust-colored stonework of this place is crumbling and decayed in many places, its former glory lost to the wages of time. Now a home to insectoid Hellions, lost dead, and angry, territorial Troll Hellions, there are still many treasures and forgotten secrets to be mined from these ruins -- for those willing to risk the dangers.
The Nameless Spire Labyrinth Plot Situated somewhere on the fringes of Rolance, hidden in Biroclef Ridge, the Nameless Spire is a mystery even to Rolance's citizenry. Only recently rediscovered, this place is abound with rumors, with many saying this place hails from a time before the mighty Rolance Empire even existed -- possibly, during the wars that led to its foundation. Rumors are all they are, however, as every claim has been unsubstantiated -- many who have tried to investigate the Spire have never returned, and those who have claim the place is haunted, that the entirety of the tower is alive. Which would be foolish. Right?
One need only approach it, however, to see the truth. The tower's structure changes, day to day, both exterior and interior, and the layout is never quite the same. But more importantly -- this spire is suffused with Malevolence, whispers haunting the halls of this place, a strange feeling of obsession carrying through every inch of it. The interior of the Spire is a tribute to the beauty of pre-Rolance architecture, Baroque in its stylings, and largely decorated in reds and golds as if to befit a nobleman, with an almost unhealthy amount of paintings and artwork found in this place amidst the spectral Hellions that dwell within it. Yet this place holds no adherence to the common rules or logics of the outside world -- and what is up is down here, what is down is up, rooms may be slanted in strange angles, and many times you may find yourself walking on the walls as easily as you would be the ceilings.

And all the while, SOMETHING haunts this place, whispered words filling the air as you traverse it: "where is she?!" "get her out of here!" "I'll kill her!" "she ruined me!" and many more flit past one's ear every now and then -- a strange, singular obsession that seems to dominate this place. But why? And who is the object of their fixation?

(OOC: As noted above, physics and gravity and things like 'logic' do not apply here: you may pose walking on the floor in one room to walking on the ceiling in another, or any other similarly strange, MC Escher-ish happenings as a flavor thing if you'd like. Have fun with it!)
Mount Zulan Ruin Standard Mount Zulan is one of the tallest mountains in the Zulan Massif, and supplied the town of Zulan with a variety of rare herbs. Recently, though, an unnatural winter has gripped the mountain and its environs, inflicting no end of misery on the population of Zulan. Rumor has it that a single, mighty beast is behind the change in the weather, and driving it off might provide the villagers with relief. This is no easy task. Mount Zulan is full of treacherous rock faces, dark caves, and dangerous wildlife. The unending winter has only made things worse.
Uzda Il-jam ~ Proving Ground Labyrinth Plot This place does not exist.

There is no map that indicates this island should be here. No history books that once mention its existence, let alone these pristine yet ancient ruins that seem to dominate this verdant land. One even gets the distinct impression that they would not even be able to find it unless it wanted to be found. And yet, here it is. Uzda Il-jam, a ruin in name only, for how well-preserved it seems to be.

A certain sense of pervasive serenity fills this place, a tranquility that seems to resonate at a spiritual level. This structure is ancient, its style not one that can easily be dated by any of even the most learned scholars of Lunar's storied history, a fact that just makes it all the more unusual -- like a building out of place, and out of time. An anomaly. It seems to blend almost perfectly into the nature that surrounds it, as if it were a part of it; stonework flows in almost unnatural smooth, rounded designs, and tree roots and other greenery weave in and out of stone walls here and there, as if they were support for the structure itself. Soft blue light runs through the entirety of the architecture of this place, ebbing with every faint pulse that seems to add to the soothing quality of the ruins. And yet, for however peaceful this place is, there are many things unusual and inexplicable about it: the fact that this structure seems far larger on the inside than it could possibly be judging by its exterior; that, unlike with many ancient ruins, the defense systems seem to mostly be incidental to warding out intruders and opportunists; that the challenges of Uzda Il-jam seem to hold greater purpose -- as if the place was meant specifically to -test-, as if the entire area served the challenges of its chambers, and not the other way around. A fact only exacerbated by how there seems to be much, much more to these ruins than even this large structure would suggest...

(OOC NOTE: To those who can sense it, Uzda Il-jam and the island itself seem to rest over an Earthpulse.)

(OOC NOTE 2: Any challenge cards marked 'Crucible' require group splits ICly. How you split up your group is entirely up to you, but it is a necessary part of the IC mechanics of the cards.)

BGM: https://www.youtube.com/watch?v=Dse2ya1-iVM
Linaweyul, the First Ordeal Abyss Standard Linaweyul, the First Ordeal of Uzda Il-jam. What is most striking about this place is how otherworldly it all seems; after stepping through the shining door within Uzda Il-jam's depths, one is transported into what seems almost like another world entirely: surrounded by a soft haze of bright, golden-white, giant yellow crystals float through the endless indistinct void around you like shimmering islands in a sea of shining nothingness. Currents of gold run upwards through the air like vertical streams pulsing lifeblood through this strange system. At the very heart of it though, where you stand, is a long road made of that same yellow crystal, smoothed down into a traversable path with only a singular, linear destination. It is a long, ascending path -- so long the end is not even in sight from its beginning, and one might wonder if it simply goes on for eternity.
But though it might be a straight path, it is not one without hurdles: interspersed throughout this crystalline road, one will find a series of shining, white-yellow barriers blocking their way, each carved with a strange and esoteric symbol. Upon touching the barrier, they and anyone near them are transported in a rush of light somewhere else -- to a challenge, a detour in the road with no branches, that must be overcome before the barrier blocking one's path opens up the way further into Linaweyul. Only by succeeding at this strange place's stranger tests can one make it further inward along their path. And if such strange wonders lie along the path, what, then, awaits at the end of it...?

(OOC NOTE 1: Linaweyul is a singular path with barriers that transport you to other locations to take a challenge. This applies to all of Linaweyul's challenge cards, including its entries and its finals. If you succeed at the challenge, the barrier fades and you proceed further until another barrier blocks your path. If you fail, you are transported back, unharmed (save for lingering conditions), and must touch the barrier again to be transported to another, randomized challenge. Only by successfully completing a challenge card does a barrier open and allow further progress!)

(OOC NOTE 2: To those who understand the Ancient Tongue, 'Linaweyul' means 'cowardice'.)

BGM: https://www.youtube.com/watch?v=2wZNrE7HNCo
The Artificer's Workshop Ruin Standard In the wetlands of eastern Meribus sits a tiny workshop, long abandoned after the disappearance of its last caretaker. Rumour has it that it once belonged to the storied Artificer of Moor Anys, and within the workshop are the fruits of the Artificer's labours. It's hardly a large place, but ancient protections remain in place. Otherwise it'd be robbed blind by now.
Forbidden Canyon Labyrinth Standard Nestled deep into the mountainous peninsula south of Meribia is this deep, treacherous cleft in the rocks. Rumour has it that some incredibly enticing treasure waits for the brave at the end of the Canyon. However, nobody knows what it is, for the Canyon is populated by filthily powerful monsters capable of wiping out even the mightiest of adventurers with the greatest of ease. What manner of discovery might lie in wait?
Emrys Mire Labyrinth Standard Located far to the east of Lastonbell, most who travel in the direction of Emrys Mire do their best to avoid the place and the corruption that seethes within -- the fungus-laden Mire is known be cursed. Resonant travelers will surely recognize these phenomena as the work of Malevolence. According to tales of the place, once this swamp -- long before it was a swamp -- was home to a powerful mad wizard referred to only as 'the Wyllt' in tales, but whatever ultimately became of the wizard and his demesne is at best uncertain: the stories conflict on whether he was slain by a mighty hero or died attempting a great but evil magic. It's the legends of the evil wizard's treasure naturally that serves as an attraction to two audiences most of all: the foolish and the bold. But the swamp conceals far more than it ever stubbornly yields, and every year that passes, more history is consumed by the mire.
Escape from Lastonbell Labyrinth One-Shot The siege of Lastonbell broke with the sudden destruction of part of the city's wall. The result is a surprise attack on a city that had not been prepared for it. Hyland soldiers swarm into the city of Lastonbell, seizing key points and fighting a Rolance garrison that is collapsing under its own weight, as the command structure is taken down by soldiers that rush into the breach.
Felkirk Ruins Labyrinth Plot Just a year ago, this small church town in the countryside of Rolance was abandoned when heavy rains washed out the village's farmland beyond hope of salvage, leaving behind only a few dilapidated buildings and an old stone church of Althena. Recently, however, odd occurrences have been happening in the area - huge surges of light, bizarre phenomena haunting the countryside, buildings physically moving, buildings there one second and gone the next, that sort of thing. Those few unlucky souls brave enough to explore it have variously not come home or returned on the brink of madness, unable to distinguish between what is real and what horrors live on in their memories - or worse. Even approaching the ruins is enough to fill the soul and heart with the first tuggings of lunacy. What could have happened here, and what secrets do the ruins hold?
Mount Manfred Ruin Plot Mount Manfred is the second-highest peak in the Zulan Massif, a desolate, windswept place where only the mad and desperate go. Even the hardiest Zulan foragers refuse to go there, fearing it to be cursed--and those sensitive to Malevolence can easily tell why. The entire mountain has been engulfed in a Malevolent Domain, and while its focus lies in some sort of structure atop the peak, its effects can be felt for miles around.

The only way to reach the structure, whatever it is, is to cross treacherous mountain paths strewn with the remains of abandoned settlements. A seemingly-eternal winter has blanketed everything in ice and snow, and the chill wind rivals the harshest winters on Mount Zulan. The air is thick with Malevolence, and its emotional tenor is cold, tense, and anxious.

Burwich Village Ruin Standard Nestled high in the Goddodin Hinterlands, Burwich Village is an enigma. It receives more rain than Goddodin, but it also gets visitors very rarely. In fact, the Drifters who found their way there from a map in the Weylish Ruins find a peaceful hamlet that is untouched by war. It is a lovely place to relax -- and grateful for the help with day-to-day errands -- but something lurks under the surface.

NOTE: This Dig assumes you are spending a day or more in Burwich Village; it will, at times, imply a passage of time and takes longer (ICly) than most Digs.

The Intercession of Saints Ruin One-Shot Plot dungeon for "The Intercession of Saints."
The Feral Menagerie Labyrinth Standard Located in the dense southern forests of the Glenwood, the Feral Menagerie was once part of a compound of laboratories and military holdings known as Withertallow Keep. The Menagerie was dedicated to the research of various plants and animal species, in the hopes of understanding how forces both malevolent and natural could influence their development. It has been years since the Menagerie has attracted the attention of adventurers, but rumors of monsters and mysterious machines roaming the aged facility have disturbed nearby villages. Worse, rumors abound that the Menagerie is not alone-- that a dark presence has fallen over all of what was once Withertallow Keep. It's said that the creatures of the Menagerie have taken up dominion of their former prison. Now, it is you, adventurers, who will be the lab rats. But there is a chance that some of their experiments might yet be reclaimed, and there is sure to be knowledge on topics both botanical and bestial held within-- and the unique nature of these creatures is sure to produce some very interesting material for study..
Common Sense ~ Castle Pendrago Ruin One-Shot A race to reach the Trial Knight within Pendrago Castle before they can enact whatever they have planned against the young Emperor of Rolance! A dig for the scene, Common Sense. Will be leading directly into Leviathan on Saturday!

BGM: https://www.youtube.com/watch?v=CiSeoX_4nzU

Clair de Lune ~ West Nota Ruin Standard A beautiful moonlit garden that only unfurls its vines at the setting of the sun, when the horizon is tinged with the beauty of dusk. Within, all kinds of wonders can be found - to those perceptive enough to be able to sense the resonant guideposts leading to the centre of this blessed Domain. But beware, for rumours are abound that this place is connected to la Fille du Temps, the notorious Phantom Thief. Some have even said that it is possible to earn some of her treasure here... what mysteries and enchanting beauties await within?
The Soul-Alchemy Laboratory Labyrinth Standard One of the primary subjects of study at Withertallow Keep was that of the soul. Scholars at the Soul-Alchemy Laboratory worked fervently to understand the why and how of Seraphim and Man alike. Their ultimate goal is lost to time, but their experiments remain... Though now hideously twisted with the turning of the aeons. Or maybe they've always been that way? The knowledge to be gained here is esoteric indeed- spells and artifacts of old magic dedicated to the manipulation of the elements and the infusion of greater powers into inferior shells. Of course, there was also a lot of conventional alchemy going on as well, and anyone interested in learning a few new recipes could do worse than to come here. Just be careful, soul-alchemy is a dangerous business even when practiced properly-- years of neglect have left the test subjects and raw materials rather... volatile.
Sinner's Cellar Ruin Standard The Copper Rapier Inn, situated on a swampy road between Meribia and Old Vane, was a tavern of the most ill repute imaginable. Althena's Guard shut it down once and for all following the Goddess' ban of alcohol, and burnt it to the ground. The people of Lunar bid it good riddance, though a select few admitted - grudgingly - that the beer in its final years was one heck of a guilty pleasure.

While the tavern-slash-blight-upon-Lunar is long gone, those who have scavenged about the area have reported finding a cellar underneath its ruins. Those who return all agree on this: the cellar is unreasonably large, nonsensically mazelike, rapidly falling apart, and has a dreadful, Malevolent air that makes one feel resigned to one's misery. What riches yet remain stowed away by its previous owners may not be worth the risk, but an opportunity is an opportunity. (Hey, there might even be some of that beer left!)

Castle Rabenstein Labyrinth Plot Castle Rabenstein sits at the very top of Mount Manfred, and is the epicenter of the Malevolent Domain engulfing the mountain. Constructed by some unknown party in years past, it has since turned into the largest upwelling of Malevolence on the continent of Meribus. Currently, the castle serves as the lair of three powerful Hellions, and their minions--ghostly, automaton, and otherwise--patrol its labyrinthine halls. The rooms and corridors inside seem to connect in arbitrary ways, often disregarding basic contraints of space. While it lacks the raw emotional resonance of the surrounding terrain, it is still a Malevolent Domain, and the traumas of its masters have taken on strange and frightening forms within its walls. Exercise caution.
Darkwater Cove Ruin One-Shot Darkwater Cove is a small cavern, located on Meribus. The Cove is a home for pirates, including unscrupulous ones who have been engaged in kidnapping. Alisha, Ragnell, Thessaly, Garan, and Ethius have followed the trail here...
Azado Burning Ruin One-Shot Mysterious Hellions, all of the fire elemental sort, have attacked the city of Azado. A firestorm rages amidst the city, putting all of those who live here at risk. Those either caught in Azado or coming to its rescue have a grim task: finding the ones they can save, and evacuating them to the sewers. Please note that this Dig should be followed almost immediately by 'The Flooded Ruins.'
The Clockwork Observatory Labyrinth Standard Once, the astronomers of Withertallow Keep were some of the most well-versed on the face of Lunar. Now, their ancient workshops have been turned to the study of dark and ill-portuned stars. The Clockwork Observatory is at once a place dedicated to the study of the order of the celestial bodies as well as a workshop purpose-built to produce and maintain the machines at work all throughout the rest of Withertallow Keep. The mechanical monstrosities, enormous clockwork assemblies and the instruments they all power are as much of a threat as any of the foul spirits now inhabiting the place, but if you have need for records of what dwells in the sky or esoteric machinery that you can't find anywhere else, this is the place to look. But beware, a Malevolent intelligence has turned the observatory's mechanisms toward maintaining an order far more unnatural even than the endlessly ticking clockwork. Who can say anything of what the Withertallow Astronomers witnessed in their day-- or of what horrors may have followed them back from beyond the distant stars?

Introduced in Act 4

Chapter 2

Chapter 3

Chapter 4