Zelda Universe RPG

3/7/2014 - Phantasm Hall - Printable Version

+- Zelda Universe RPG (https://zurpg.sephiroth.ws)
+-- Forum: ZURPG General (https://zurpg.sephiroth.ws/forum-18.html)
+--- Forum: Quests (https://zurpg.sephiroth.ws/forum-7.html)
+---- Forum: Backlog (https://zurpg.sephiroth.ws/forum-8.html)
+---- Thread: 3/7/2014 - Phantasm Hall (/thread-490.html)



3/7/2014 - Phantasm Hall - Orithan - 02-26-2014

Synopses
Part 1
Part 2
Part 3 (Final)
Moments
Door Shenanigans
How to break a quest, Part 2
The moment of truth!
Is this all?
Deaths
* Darte Casts another PSI Blast at the White_Bubble1 immediately following the first!
  • * White_Bubble1 shatters instantly

* Phantasm_Wizzrobe is phased out of existance

* White_Bubble2 tackles Baegba
  • * Baegba dies upon impact

* Darte inhales and forces out another PSI Blast toward White_Bubble2!
  • * White_Bubble2 is smashed into tiny skull pieces
Dungeon Descriptions (Original)
Entrance room:
*You enter a room that is roughly 30 feet in length and 20 feet wide. Not much distinguishes this room other than a triforce made up of stone slabs on the floor in the middle of the room. Unusually, the colours of the triforce slabs are blood red, emerald green and sky blue respectively going in a clockwise patten going from the top. The rest of the room is coloured dull grey, as if the brickwork on the walls and tiles on the floor had lost their colour. Several burning torches are perched on the side walls, illuminating the room. There are doors on the north and south walls. A series of grey pots and vases are arranged in front of the north wall*

Central Room:
*You enter a 40 foot square room, dull grey for the most part very much like the previous room. However, the room is lit up by coloured flames on three podiums arranged in a triad pointing north with their flames being coloured in the same formation as the triforce marking in the entrance room. On the ground between the torches lies an inverted triforce marking, this time completely white. In the middle of the inverted triforce marking stands a completely white robed figure with a Wizzrobe Wand in it's hands, seeming to absorb the coloured light emitted from the flames. There are doors on the North, South and West walls.*

Red Hallway: *You enter a narrow-ish hallway, roughly 40 feet long and 20 feet wide. The room appears to be completely coloured blood red except certain places below the overhang and around the pillar standing towards the north end of the room and rising above said overhang. These areas are seemingly defined by where a red phantasmagorial sphere floating over the top of the pillar would light up if it was a light. Doors can be seen on the North, South and West walls, with the West door located towards the North wall and under the overhang and the North wall locked by some mysterious force*
*The overhang hangs at about 8 feet above the floor and covers the first 5 feet from each of the side walls. There are three 2 foot wide bridges connecting the two sides places at about equal distances from the north and south walls and between them. There are two ladders on either end of the room, each one leading to either the east or west areas of the overhang. The roof hangs at about 17 feet over the overhang*
*Anything that is not black that so much even ventures into the red area instantly become coloured blood red.*
- Enemies:
*However, a glowing pink being (Chaos Elemental) can be seen on the northernmost overhang "bridge", with it and the overhang it stands on seemingly unaffected by the redness, though the redness returns to the overhang when the being moves to somewhere else. Also can be seen in the room is a flying skull wreathed in flames (Bubble), which are dyed completely red in the room.*
- Switch (Revealed when the Red aura is removed from it):
*A large cyan pressure plate can be seen on the toadstool which the aura floated (is floating) above.*

Green Hallway: *You enter a large-ish L-shaped hallway, roughly 50 feet square with the bottom right corner cut out. The room appears to be mostly coloured emerald green, defined where the Green Aura can touch. The Green Aura is positioned on a pillar towards the top left corner and above the overhang. There are doors located on the South and East walls, each on their respective ends*
*The overhang hangs at about 8 feet above the floor and covers the majority of the room, being about 30 feet square if part of it weren't cut out with the bottom right corner. Four flights of stairs allow access to on top the overhang, each starting about 5 feet away from the South or East walls respectively. There is a hole in the overhang that covers a 3 feet square around the pillar*
Enemies:
*A Bubble can be seen flying above the overhang and you can hear a gurgling noise from somewhere in the room (Zol)*
Switch (Revealed when the green aura is removed from it):
*A large purple button can be seen on the West wall in the Northwest corner.*

Blue Hallway: *You enter a narrow-ish hallway, roughly 40 feet long and 20 feet wide. The room appears to be completely coloured sky blue except certain places below the overhang and around the pillar standing towards the West end of the room and rising above said overhang. These areas are seemingly defined by where a blue phantasmagorial sphere floating over the top of the pillar would light up if it was a light. Doors can be seen on the North and East walls, with the North door located towards the West wall*
*The overhang hangs at about 10 feet above the floor and covers everywhere in the room that is beyond the outer 5 feet from the walls minus a 3 foot square surrounding the pillar and a small "keyhole"-shaped hole towards the East end of the room, supported by 1 foot thick legs placed at all four corners on the oustide the overhang and smaller 6 inch thick pillars for the inner corners. There is a single ladder located in the narrow end of the "keyhole" hole which leads up to on top of the overhang. The roof hangs at about 15 feet over the overhang*
*Anything that is not black that so much even ventures into the blue area instantly become coloured sky blue.*
Enemies:
*However, a glowing pink being (Chaos Elemental) can be seen standing just in front of the ladder, with the glow temporarily erasing the blue colour imposed by this room.*
- Switch (Revealed when the Blue aura is removed from it):
*You can see large Yellow pressure plate on the floor behind the ladder.*

When any switch is pressed:
*You can hear magical noises echoing from the Red Hallway.*

When all three switches are pressed:
*You can hear a click followed by a low rumble echo from the Red Hallway.*

??? Room: *You enter a large room, about 60 feet square and 15 feet high. The room is mainly featureless, but the three aura you saw from before are all floating up in the air in the room together, coloring the room and anything in it that is not black completely white. In the center of the room stands an altar with a completely black flame, seeming to consume the white around it, blazing on it. Torches stand on the ground around the altar, lighting up the room. There is the door to the south, where you came from. However, it seems to be locked by a strange force, not unlike the auras that change the colour.*



RE: 3/7/2014 - Phantasm Hall - Orithan - 03-07-2014

Been delayed to tomorrow. See the event for details.


RE: 3/7/2014 - Phantasm Hall - Orithan - 03-08-2014

Quest Map: http://i.imgur.com/6XJf4jH.png

Enemies:
Bubble, White (Level: 25)
Clear Zol (Level: 24)
Chaos Elemental (Level: 27)

Blue Aura (Level: 25)

Phantasm Wizzrobe (Boss)

Quest items:
Phantasm Robe (Robe)
  • Level 10
  • Costs 1 Magic to maintain at the start of each round.
  • A completely white robe torn from Phantasm Wizzrobe, this can absorb colour to gain some bonuses that the original owner obtained.
    • If it is white, you heal 1 Heart at the start of each round.
    • If it is red, you gain 1 Power dice.
    • If it is green, you gain 1 Courage dice.
    • If it is blue, you gain 1 Wisdom dice.
Spoiler
Green Potion
  • Amount: 1
  • A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
    • Restore your Magic by 10.
Add Green Potion to your Bottles



RE: 3/7/2014 - Phantasm Hall - Orithan - 03-22-2014

There is a chance it might be delayed until next Saturday CST (Sunday AEST) because I am having internet issues. Hopefully, I will be able to run it.


RE: 3/7/2014 - Phantasm Hall - Orithan - 03-28-2014

Manifestation of Phantasm (Extra Boss)
Hal (Phantasm)
Phantasm Insignia (Misc)
  • Level 40
  • A mysterious badge that bears the markings of Phantasm. It seems to resonate with some form of aura.
Add Phantasm Insignia to your Misc