Zelda Universe RPG

11-30-2017: Twilight Abyss - Printable Version

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11-30-2017: Twilight Abyss - WindStrike - 10-25-2017

Sometime around mid-November, we'll be starting up Twilight Abyss, which will likely be the longest quest run in ZURPG thus far. This quest is for:
*The portal of darkness closes up. Eventually, you slow your descent and you all land on solid ground, though the ground itself is nearly pitch black. Not that it's burnt, just... incredibly dark. A dim, twilit sky hovers above you, barely illuminating you all. One quest ends... and another begins...*



Welcome to the Twilight Realm, home of the Interlopers! Following up on your hate of them, I suppose here, you get the chance to wipe them out, once and for all. Of course, by 'chance', I mean those are preeetty slim odds, but hey, it's doable. This will also be the first quest where it'll actually be possible to kill Bloodwind off. But that's up to you.

A fair warning on the difficulty - There are no planned boss battles. ..... or more accurately, every battle has the potential to be a boss battle. With the exception of one of them (as it turned out, the first battle), if you find a situation unwinnable, that's your fault for getting into that situation, not mine. How you enter situations and get out of them is entirely on you. Combat is not the only way here, folks.


Session 0 - Masked Prelude
Session 1 - Imprisoned
Session 2.1 - Hallway of Illusions, Corsava edition
Session 2.2 - Hallway of Illusions
Session 3.1 - Escape
Session 3.2 - Escape, Dex edition
Session 4 - Floating Ruins
Session 5 - Mirror Room
Session 6 - Battle of the Three Bosses
Session 7 - Interlude with Medlora
Session 8 - On an Adventure with Zuph
Session 9.1 - Meeting Zant
Session 9.2 - A Chat with Zant, Part 1
Session 10.1 - Shadows of Zant
Session 10.2 - A Chat with Zant, Part 2
Session 11.1 - Shingeki no Twilight Palace
Session 11.2 - Dex meets Dark Link
Session 11.3 - Hal’s Spiritual Adventure
Session 12.1 - Clash on the Big Bridge
Session 12.2 - Clash at the Sol Fountain
Session 13.1 - A Giant Problem
Session 13.2 - Last Light
Session 14 - Party Splitters
Session 15 - All of Me
Session 16 - United
Session 17 - Twilight Finale
Part 1 - Sneaking Around the Palace
Part 2 - Of Masks and Mirrors
Part 3 - An Adventure Gone Wrong
Part 4 - Complete Chaos
Part 5 - The Darkness and the Light
Unfortunate Victims of War
20 years ago, at the end of the Hyrulean Civil War, the Goddesses intervened and aided those of Hyrule to fight back against the Interlopers. They sent forth 4 Spirits of Light, which were imbued into 4 Warriors of Light, the strongest warriors of Hyrule. Banded together, they entered the Twilight Realm, with the intent to destroy it and end the Interlopers once and for all. However, they found the realm was home to another race, the Twili. They were completely innocent and wanted no part in the war.

Right as the warriors considered changing their plan, some of the Twili attacked them, appearing to be Interlopers. The warriors and their spirit hosts ended up going through with the plan, using all their power to destroy the Twilight Realm. Only Gustaf escaped alive, and for 20 years in Hyrule, only he knew the truth of what actually happened.

It's unknown how the Twilight Realm survived the destruction, but supposedly, its protector god, Fierce Deity, had a hand in preventing total annihilation. As such, although the Twili & Interlopers hate each other, both of them revere Fierce Deity as their true god, one of great power and benevolence.

As a result of the attempted destruction, the Twili have grown a natural hatred of the Lightworlders, hence why they attacked the players almost immediately when they found out where they came from. Of the Twili, Queen Midna in particular abhors the Lightworlders, as that Great Destruction ended up killing her father, the previous Twilight King. Even though she knows the players aren't the ones responsible, she's still incredibly reluctant to trust them.
Golden Artifacts
The Warriors of Light each used a Golden Artifact, each one bearing incredible power and the ability to harness one of the Spirits of Light. Those artifacts are still in the Twilight Realm, though they're scattered and their whereabouts are unknown:
  • Golden Shield used by Gorbus of the Goron Tribe
  • Golden Tunic worn by Taru of the Zora Tribe
  • Broken Bow wielded by Destra of the Gerudo Tribe
Sols
These are mysterious orbs of Light that not only serve as powerful light sources, but they're weapons against the Interlopers. Simply being near one of these Sols will negate the power of an Interloper, even cutting off their telepathic incomprehensible whispers. Being in direct light of a Sol will also remove Illusions. What these things are and where they come from are unknown to you, but the Twili have mentioned something called a Sol Fountain, and that there's always a constant battle between Twili & Interlopers there.

The Twilight Palace seems to have a fair number of these inside, spread all throughout. Combined with every Twili carrying one over their heads wherever they go, the palace is safe zone against Interlopers. Even if one were to theoretically teleport in, its powers would be instantly negated and be completely defenseless. You can't even hear any semblance of those whispers in the palace, regardless of where you are.



Quest Tracker
  • Short-term Goals:
    • Escape the prison
    • Acquire Artifacts back
  • Long-term Goals:
    • Gain the trust of the Twili so you're not getting pwned by both Twili & Interlopers
    • Acquire the three Golden Artifacts:
      • Golden Shield used by Gorbus of the Goron Tribe
      • Golden Tunic worn by Taru of the Zora Tribe
      • Broken Bow wielded by Destra of the Gerudo Tribe
    • Find the remaining Spirits of Light, and re-unite the Golden Artifacts with them to return their powers:
      • Faron, trapped in the Twili Palace Prison
      • Lanayru, in the Twilight Palace’s Mirror Room
      • Ordana, at the Sol Fountain
    • Acquire the two Twilight Mirror Fragments:
      • Twilight Mirror Armor, acquired off of the Interloper, Scepter
      • Twilight Mirror Blade, found in the Floating Ruins
        • Now back under the control of Interlopers
    • Escape the Twilight Realm
      • This will effectively end the quest



RE: 11-30-2017: Twilight Abyss - WindStrike - 12-01-2017

Description
Physical Description
Origin: Twilight Princess

A humanoid being of darkness with glowing, red eyes. In the Twilight Realm, its home, it’s surrounded by a great veil of darkness, which grows as it’s fed any Magic, even if it’s not directed at the veil.

Their actual form is hard to make out through the darkness, and they usually don’t wield items. They do, however, have incredible magical prowess and Shadow-based abilities.
Abilities
  • Passives:
    • Stat Focus
    • Shadow Chance
    • Magic Magnet
  • Reactions:
    • Shadow Shift
    • Adapt
  • Attacks:
    • Consume
    • Shadow Dash
    • Envelop
    • Dark Possession
  • Support:
    • Focus Darkness
    • Shadow Power
    • Shadow Speed
    • Consume Effect
Description
Physical Description
Origin: Twilight Princess

A humanoid being with a metallic-like head, bearing expressionless eyes, almost as if there’s blank lenses where their eyes should be. Across their foreheads appears to be some sort of mask, emanating a pure light, with a set of rotating light orbs hovering over it. A black robe with glowing, teal lines, covers their bluish grey bodies. A set of three rings hovers around one arm, while some form slingshot seems attached to the other arm. They also bear mysterious gloves with a metallic touch. And to top it off, they naturally float, giving them fair mobility.

Their race has access to ancient technology capable of many things. Be wary.
Abilities
  • Passives:
    • Sol Shield
    • Magic Regen x5
    • Magnetic Distortion
    • Levitation
  • Reactions:
    • Catch
  • Attacks:
    • Sol Barrage
    • Gravity Fling
    • Magnetic Push
    • Magnetic Pull
    • Abyss Shackles
  • Support:
    • Shadow Dive
    • Transform
    • Warp Out
Description
Physical Description
Origin: Twilight Princess

A black-skinned beast with an extremely dense shield on its face. No one’s ever seen its face, but shadowy tendrils seem to be growing outward from it like wild hair, grasping at thin air like a constant itch. When it screeches, it’s a horrid, ear-piercing sound that echoes violently off walls, often times off the darkness itself.
Abilities
  • Passives:
    • Front Shield
    • Blind
  • Attacks:
    • Charge
    • Screech
  • Support:
    • Camouflage
Description
Physical Description
Origin: ZURPG

Geometrical teal lines glow throughout its seemingly see-through robe. Though, you’d only know that if you had dark vision, because it only shows that form when it’s completely dark. Otherwise, it moves around as a shadow, bouncing from object to object, chatting it up with the shadows of anyone passing by. Often times, it pretends to be someone else’s shadow at first.

Unlike most Wizzrobes, these ones actually aren’t aggressive and they won’t attack you unless provoked. Or unless you try going after their sacred treasure...
Abilities
  • Passives:
    • In the Light
    • In the Darkness
    • Warp Shield
  • Reactions:
    • Flashback
    • Shield Blast
  • Attacks:
    • Shade Eater
    • Magic Singularity
      • Magic Uberbomb
    • Combust
  • Support:
    • Brightness
    • Illusion of Invisibility
    • Second Chance
    • Mirage



RE: 11-30-2017: Twilight Abyss - WindStrike - 12-14-2017

Stone Mask
  • REQUIREMENTS: You must be at Maximum Magic for the effects of this mask to work
  • DESCRIPTION: An odd mask made of stone, entrapping a powerful Magic inside of it. Its expression is rather lopsided and slightly deformed.
    • EFFECT: If you outside of battle and standing still, you will not be visible to anyone that’s never seen you before.
Code
Potion of Strong Invisibility
  • Amount: 1
  • DESCRIPTION: A potion containing some clear liquid. In fact, it's so clear, you can't see the liquid, but you can feel it squishing around inside.
    • EFFECT: Drink whatever's inside to become completely invisible! Not even the light from a Sol will reveal you!
      • DURATION: Until you exit the current area or encounter.
Code
Potion of Skyrocket
  • Amount: 1
  • DESCRIPTION: A potion with hardly any drops of orange liquid inside. However, these few drops harness incredible powers of combustion! Well, just for your feet, oddly.
    • EFFECT: Drink these drops, and with your next jump, you will skyrocket up to 500 feet into the air. Good luck landing though.
      • DURATION: Until your next jump.
Code
Twilight Scope
  • INFORMATION: This is a Mythical Artifact.
  • DESCRIPTION: A fancy scope with teal-glowing Twilight lines. Oddly, its design looks closer to Hylian design, with the lines etched in afterwards. It makes use of a mix of lens and portals to zoom in on something, regardless of how far you are. Your vision will always be several feet away from what you’re looking at, automatically adjusting even as you look around.
    • EFFECT 1: As long as there’s a clear path from you to whatever you’re aiming at, you can see it. Even if you’re at the top of Death Mountain looking at something in Gerudo Desert.
      • Note, unless you have say Dark Vision or something like that, you don’t bypass darkness, weather, dust, fog, etc.
    • EFFECT 2: Additionally, you can hear whatever you’re aiming at. It’s the perfect spying tool!
Code
Random Rune
  • DESCRIPTION: It seems to be a… rune. You know, a rock with fancy designs etched in. Doesn’t seem to be anything more than that. Is there another part to this thing?
Code
Shadowbeast Shield
  • DESCRIPTION: A large metal plate, shrunken from the faceplate of a Shadow Beast. It’s incredibly durable, giving you a hefty defense bonus, though its handle is composed of some rather grabby black tendrils. Hope you don’t mind.
    • Defense Dice: +8
Code
Combustion Wand
  • DESCRIPTION: A wand with several Twilight-lit cubes hovering around its base, rotating faster as the wand’s power is used. Just point it at something, and a burst of volatile magic will shoot forth! Can use Combust on a target or use the Magic Singularity ability.
    • Combust:
      • Roll your Wisdom dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT 1: If it hits, target takes extra Damage equal to their Missing Magic (max of 10 Damage).
        • EFFECT 2: Additionally, if it hits and the target is out of Magic, convert the full damage to Neutral Damage.
    • Magic Singularity:
      • COSTS: 10 Magic
      • DESCRIPTION: Form a singularity of Magic, which forcefully draws in Magic from everyone in the battle. Everyone is forced to roll their Wisdom stat, with Attack Dice.
        • EFFECT 1: The one with the lowest successes takes damage equal to the difference between the lowest and the highest successes.
        • EFFECT 2: Everyone except the one with the highest successes automatically channels half their Maximum Magic (up to a max of 10 Magic) into the singularity.
        • EFFECT 3: At the end of the next round, the Magic Singularity Uberbomb goes off, hitting everyone in a massive explosion, with Hit Dice & Damage equal to the amount of Magic infused.
    • Uberbomb:
      • EFFECT: This bypasses Cover.
      • Roll (dice equal to Magic infused) vs. targets’ Wisdom dice
        • Damage: Equal to Magic infused
Add Combustion Wand to your Weapons
Negation Scepter
  • INFORMATION: This is a Mythical Artifact.
  • REQUIREMENTS: Two-Handed
  • DESCRIPTION: A long staff-like scepter with negative energy coursing through it. It requires a lot of Magic to use, but the negative energy can be shaped and used in a number of defensive and supportive ways. Can use Dome Shield, Abyss Barrier, and Void Beam.
    • EFFECT: Decrease the Charge times of all your Charge-up moves by 1 Action.
    • Dome Shield:
      • COSTS: 8 Magic
      • DESCRIPTION: Create a barrier of darkness that surrounds you in a dome.
        • EFFECT 1: You and anyone you’re covering will be protected by this and will serve as a barrier if one of you would get hit.
        • EFFECT 2: The barrier has Hearts equal to your Maximum Hearts. It blocks all incoming damage and all incoming effects.
          • If the barrier breaks, remaining damage will carryover to you, but not effects.
    • Abyss Barrier:
      • COSTS: 10 Magic
      • DESCRIPTION: Form a thin, hollow barrier that covers you and your whole team.
        • EFFECT: The next Magic-based attack to strike the barrier is automatically reflected back at the caster at the same success rate. This includes hit-all attacks.
          • Additionally, roll your Base Wisdom and add the result to reflected attack.
    • Void Beam:
      • INFORMATION: This still requires a Combat Action, so if you’re using the traditional turn-based system as opposed to round-based, you hold your turn to make use of this ability.
      • COSTS: 6 Magic
      • DESCRIPTION: When someone uses a multi-target projectile ability, you can reactively fire a Void Beam at it, concentrating the negative energy into a beam that strikes the ability before it has a chance to spread.
        • Roll your Wisdom dice +6 vs. target’s attack roll
          • Damage: None
          • EFFECT: If it succeeds, envelop the target in a small barrier, causing the attack to reflect on themselves for full damage.
            • That is, if the attack would normally do half damage or no damage, it automatically deals full damage instead. Otherwise, use its damage value.
          • IF FAIL: The negative energy instead amplifies the attack, adding successes to it equal to the difference in successes, and multiplying its damage by x1.5
Add Negation Scepter to your Tools
A note, Warp Rings are not available for sale. Go find you a friendly Twili to use it for you. Abyss Shackles are also not for sale, though that's due to a shortage of materials.
Also note, Augment Scrolls DO NOT work on anything sold in this shop. They are on a nice, friendly discount sale to be used to, as Zuph quotes, improve all your other inferior equipment.

Gravity Slingshot
Costs 1,500 Rupees to buy.
  • SELL VALUE: 750 Rupees
  • REQUIREMENTS: Two hands to fire
    • Having it equipped is Passive. However, the act of firing it still requires two hands. If you have at least 35 Power, you can handle the strain and fire it using only one hand.
  • DESCRIPTION: A bracelet with a pair of floating cubes nearby, and a magic string connecting those cubes. It can fire any One-Handed Weapon, Shield, or Object simply by placing it between the cubes, then pulling the string back and launching it. The act of firing it places great strain on the arm its attached to, forcibly unequipping anything you’re carrying from that hand.
    • Roll your Courage +15 dice vs. targets' Courage dice
      • Damage: +0
      • EFFECT: Add the bonus damage and effect of whatever you launch.
        • Warning, should you use a person as a projectile, they will take full damage from the impact.
Buy this slingshot
Magnetic Gloves
Costs 500 Rupees to buy.
  • SELL VALUE: 250 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
  • DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
    • Magnetic Push:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
          • DURATION: Until you attack or defend.
    • Magnetic Pull:
      • Roll your Power +5 dice vs. targets' Power dice
        • Damage: None
        • EFFECT: If it hits, steal target's equipped handheld items.
Buy these gloves
Sol Mask
Costs 2,000 Rupees to buy.
  • SELL VALUE: 1,000 Rupees
  • REQUIREMENTS: A Sol Orb hovering over your head.
    • Without this, the mask's abilities do nothing.
  • DESCRIPTION: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a Sol Orb, it gives you some powerful abilities. Has the Sol Shield passively, and can use Sol Barrage against a single target.
    • Sol Shield:
      • Defense Dice: +5
      • EFFECT: Anyone with a Sol Mask & Sol Orb can freely move their Sol Shields between each other at any time. Multiple Sol Shields can stack on a single target.
        • However, a Sol Shield cannot defend a direct attack against a Sol Orb.
    • Sol Barrage:
      • Roll your Wisdom +15 dice vs. targets' Wisdom dice
        • Damage: +0
        • EFFECT: If it hits, disable all of target's Bonuses (except Armor).
          • DURATION: One round.
Buy this mask
Sol Orb
Costs 1,000 Rupees to buy.
  • Amount: 1
  • SELL VALUE: 500 Rupees
  • DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
    • EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
    • EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
Buy an orb
Augment Scroll
Costs 250 Rupees to buy.
  • Amount: 1
  • SELL VALUE: 125 Rupees
  • RESTRICTIONS: Does not work on anything Twilight-made
  • DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
    • EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
Buy a scroll
Super Efficiency Force Gem
  • Amount: 1
  • SELL VALUE: 1,000 Rupees
  • RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
  • DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
    • EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
Add this to your Consumables
Super Effect Force Gem
  • Amount: 1
  • SELL VALUE: 1,000 Rupees
  • RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
  • DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
    • EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
Add this to your Consumables



RE: 11-30-2017: Twilight Abyss - WindStrike - 08-21-2018

Quest rewards! For all involved (Darte, Corsava, Dex, Hal, & Kirran, you get:
  • 5 Stat Points
  • 15,000 Rupees
  • 3 Reroll Points
  • 3 Lost Spell Scrolls
  • 1 Super Effect Force Gem
  • 1 Super Efficiency Force Gem




Lost Spell Scroll
  • Amount: 3
  • SELL VALUE: 1000 Rupees
  • DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
  • Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
Grab your 3 Scrolls here
Super Efficiency Force Gem
  • Amount: 1
  • SELL VALUE: 1,000 Rupees
  • RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
  • DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
    • EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
Add this to your Consumables
Super Effect Force Gem
  • Amount: 1
  • SELL VALUE: 1,000 Rupees
  • RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
  • DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
    • EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
Add this to your Consumables