Post by Duquin on Nov 11, 2013 23:15:35 GMT
Dungeon Name: Haagenti
Dungeon Appearence:
Haagenti is a massive tower that reaches far into the heavens and can be seen from miles away. It is one of the most famous Dungeons and also treated like a tourist attraction. But despite being so well known, a Magi has never led a king into Haagenti leaving it to stand as a symbol of romanticism and wonder for the nearby city. The entrance is a grand double door located at the base of the tower.
Dungeon Location: Pending
Capture Difficulty:
Average - 3 Trials, 3 Djinn points, 1:6 Shard Chance
{Trial 1}
The Melting Room ~ A dark and musty room lit by only a few oil lamps. The only way out is up the stairs, but from the moment one enters the dungeon around them slowly starts to become squishy as it begins to melt away. The middle of the room will be the first part to melt revealing that below is a seemingly bottomless pit.
{Trial 2}
The Hall of States ~ A vast domed room 100meters in diameter. The ceiling extends high above and the entire hall is filled with a complex maze of machinery. Gears, pistons, levers, all on the massive scale were built in such a way that a sort of path is formed. The path to the next room is at the center of this grinding maze but getting your leg caught between some gears is the least of your worries. The hall gets its name because the entire machine is dedicated to changing various elements into their solid, liquid, and gaseous states and the path to the center leads through many of these state changing areas on the machine. These areas are like giant rooms filled with an element which are then heated, chilled, or pressurized to force the state changes. Lingering in any of these rooms would be fatal but without braving them, nothing can be gained. These instructions are paraphrased and inscribed onto a tablet near the entrance of the room. Those who are versed in ancient languages may be able to read them.
{Trial 3}
Transmutated Alchemists ~ The center of the machine in the second room is actually a chute that will take the adventurers down a rather long slide. It is impossible to get any traction as the surface you touch melts into a lubricant and the full slide ride is about 3 minutes long. It finally ends by shooting the riders out into a large hall way with seveal open outcroppings. Seems no one building this place got the memo that rooms usually had walls on the hall side of the room. But the reason for this would soon become evident for anyone unfortunate enough to find themselves here. Each of these open rooms was a lab of sorts where various old men have transmutated the majority of their bodies into different substances. Wights of elemental madness, there is very little human left of these creatures both visually, and in behaviour. When injured they break down into the base element they fused themselves with, but the monster will instantly start reconstituting itself into a slightly less human form. It is possible to reduce them to dust in this manner by killing them over and over again, but the amount of deaths it would take to get to that point vary depending on the alchemist. Some near the entrance only need to be killed once, but those near the exit will revive countless times. Thankfully, the labs nearby contain all sorts of elements and tools which could be used to counter the elements the alchemists have chosen. At the end of this all is the door to the dungeon's Necropolis.
{Necropolis}
The City of Flowing Light ~ A vast and grand city with an incredibly intricate aqueduct system that runs all through out the city. One can see many murals on the walls of how a particular set of these ducts once ran with liquid gold as a sign of the nations wealth and power. But now the city is dead and the ducts were long since dry with only dust where looters might hope to find gold or water. At the center is a large tower leading to the treasure room.
{Treasure Room}
Most of the treasures in the room are empty vases and containers along with coins and jewelery, but all of it isn't worth a dime until one finds the Djinn which is tucked away in the far corner. It is sealed within a small mortar made of rusted metal. Once the Djinn is awakened the Dungeon's treasures become a vast amount of rare raw materials and goods along with a decent supply of gold.
Shard Room: Yes
Djinn Name: Haagenti, The Djinn of Temperence and Transmutation
Djinn Appearance:
Haagenti as a large and muscular body with a head that is a mix between human and bull with a pair of horns framing a 3rd eye turned 90 degrees. He has blue skin and wears clothing to cover his lower half, but leaves his chest bare so his griffon wings can be spread.
Magic Type: Metal Magic
Djinn Statistics:
Djinn Magic - 1
Djinn Power - 1
Djinn Fertility - 1
Dungeon Appearence:
Haagenti is a massive tower that reaches far into the heavens and can be seen from miles away. It is one of the most famous Dungeons and also treated like a tourist attraction. But despite being so well known, a Magi has never led a king into Haagenti leaving it to stand as a symbol of romanticism and wonder for the nearby city. The entrance is a grand double door located at the base of the tower.
Dungeon Location: Pending
Capture Difficulty:
Average - 3 Trials, 3 Djinn points, 1:6 Shard Chance
{Trial 1}
The Melting Room ~ A dark and musty room lit by only a few oil lamps. The only way out is up the stairs, but from the moment one enters the dungeon around them slowly starts to become squishy as it begins to melt away. The middle of the room will be the first part to melt revealing that below is a seemingly bottomless pit.
{Trial 2}
The Hall of States ~ A vast domed room 100meters in diameter. The ceiling extends high above and the entire hall is filled with a complex maze of machinery. Gears, pistons, levers, all on the massive scale were built in such a way that a sort of path is formed. The path to the next room is at the center of this grinding maze but getting your leg caught between some gears is the least of your worries. The hall gets its name because the entire machine is dedicated to changing various elements into their solid, liquid, and gaseous states and the path to the center leads through many of these state changing areas on the machine. These areas are like giant rooms filled with an element which are then heated, chilled, or pressurized to force the state changes. Lingering in any of these rooms would be fatal but without braving them, nothing can be gained. These instructions are paraphrased and inscribed onto a tablet near the entrance of the room. Those who are versed in ancient languages may be able to read them.
{Trial 3}
Transmutated Alchemists ~ The center of the machine in the second room is actually a chute that will take the adventurers down a rather long slide. It is impossible to get any traction as the surface you touch melts into a lubricant and the full slide ride is about 3 minutes long. It finally ends by shooting the riders out into a large hall way with seveal open outcroppings. Seems no one building this place got the memo that rooms usually had walls on the hall side of the room. But the reason for this would soon become evident for anyone unfortunate enough to find themselves here. Each of these open rooms was a lab of sorts where various old men have transmutated the majority of their bodies into different substances. Wights of elemental madness, there is very little human left of these creatures both visually, and in behaviour. When injured they break down into the base element they fused themselves with, but the monster will instantly start reconstituting itself into a slightly less human form. It is possible to reduce them to dust in this manner by killing them over and over again, but the amount of deaths it would take to get to that point vary depending on the alchemist. Some near the entrance only need to be killed once, but those near the exit will revive countless times. Thankfully, the labs nearby contain all sorts of elements and tools which could be used to counter the elements the alchemists have chosen. At the end of this all is the door to the dungeon's Necropolis.
{Necropolis}
The City of Flowing Light ~ A vast and grand city with an incredibly intricate aqueduct system that runs all through out the city. One can see many murals on the walls of how a particular set of these ducts once ran with liquid gold as a sign of the nations wealth and power. But now the city is dead and the ducts were long since dry with only dust where looters might hope to find gold or water. At the center is a large tower leading to the treasure room.
{Treasure Room}
Most of the treasures in the room are empty vases and containers along with coins and jewelery, but all of it isn't worth a dime until one finds the Djinn which is tucked away in the far corner. It is sealed within a small mortar made of rusted metal. Once the Djinn is awakened the Dungeon's treasures become a vast amount of rare raw materials and goods along with a decent supply of gold.
Shard Room: Yes
Djinn Name: Haagenti, The Djinn of Temperence and Transmutation
Djinn Appearance:
Haagenti as a large and muscular body with a head that is a mix between human and bull with a pair of horns framing a 3rd eye turned 90 degrees. He has blue skin and wears clothing to cover his lower half, but leaves his chest bare so his griffon wings can be spread.
Magic Type: Metal Magic
Djinn Statistics:
Djinn Magic - 1
Djinn Power - 1
Djinn Fertility - 1