The Orafel
...First we need your help.
The adventurers find themselves in among a small outside village (unnamed on maps, named locally Ibraim) who reported having lost a shipment of grain and wine. This is greatly problematic as the small village has had a failed harvest and requested this to make it through the cold spells of the land. They stole 7 bushels of grain and 7 barrels of wine. Please do what you can to collect all of it. Failure to do so will result in a reduction of your pay.
Adventurers must investigate around.
Outskirts of the city confirm it is goblins.
Have to go out and fight goblins.
Goblin
13 fire damage
10 phys damage
6 phys def
3 magus def
2x strike (strike foe dealing 12 damage, then 12 damage)
Fire bomb (throw bottle of alcohol and fire at foe, dealing 12 fire damage in a 3x3 block)
Rock (throw rock at foe dealing 12 damage, if hit, 12 damage bleeding for 2 foe trn)
Run and bash (run at foe dealing 24 damage, if miss, turn and hit them back with weapon dealing 24 damage)
Goblin Lorde
Rally (1trn)(Blow horn, rally all goblins together increasing physical damage if you are a goblin by y for 3trn)
Command (command multiple goblins to attack at the same time, up to 3, dealing x damage each)
Run (run away from foe up to 5 blocks)
Blocking flame (block with shield and toss fireball at foe dealing x damage)
Should the players kill the goblins prior to chasing them into the goblin caves, there will be a dropped map leading them to the goblin caves.
Goblin Dungeon:
1. Large Bronze Bell - A bell that has been attached to the wall. Intended on alarming people who come in. Might be able to avoid the guards ringing the bell in alarm and talk reason with them. The players are too powerful.
2. Chest - random item
3. Jerky (s)(14L)(It's salty, it's made of some mystery meat, but is it chewy! Staves off hunger)
4. Yo-yo (s)(10L)(Fun to play with. Can you do a loop-dee-loop?)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 220/248)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 219/248)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 201/248)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 214/248)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 200/248)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 155/248)
5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 203/248)
6. Group of drunk goblins
7. Group of drunk goblins
8. Bushel of Grain (h)(22K)(Giant bushel of grain, this will make for a ton of bread and tack, but is inedible in its current state)
9. Tub of dirty water (Very gross, has dirty water. Have the goblins been bathing in this or drinking it?)
10. Poop hole. They poo and pee here and it smells horrible.
11. An acrid smell that is so unbearable that animal sapiens can't even enter as it is too strong.
Discovery: They see an overturned cart that has empty barrels and the cart itself is broken.
Adventurer old in age has lost his rune blade and has heard of adventurers nearby who can help retrieve his rune blade
Ebarnadicius, or known as Ebarn. (though this is a fake name, his real name is Abram the old adventurer)
Told to head to Gaan where the rune blade was last found.
Abram's old rune blade.
As the players leave the village, they hear from Abram the old adventurer: "Should you complete this quest, you will well become on your way to being feared by the gods themselves. Fare thee well, for I will not recognize you should you be successful in retrieving my fated blade."
Potential encounters in Niseb:
The Bog-Trotters:
The party is being stalked by a group of swamp-dwelling bandits known as the Bog-Trotters. Lightly armored, barefooted raiders have adapted to moving silently through the swamp. They coat themselves in mud and reeds, blending seamlessly with the environment. Their leader is a wiry scarred man with a fishing spear who watches from the shadows.
Name: Thavinfi
Race: Elve female
Level/Class: 6 TTB High monk
Name: Wasor
Race: Animal Sapien male
Level/Class: 6 TTB High Dark Summoner
Name: Roki
Race: Magi male
Level/Class: 6 TTB High monk
Name: Jure
Race: Animal Sapien female
Level/Class: 6 TTB Great Fighter of Axe
Name: Doif
Race: Warrior male
Level/Class: 1 TTB Great Fighter of Hammer
Name: Tuyass
Race: Human female
Level/Class: 2 TTB Magus Ranger
The story of Abram the old adventurer is that he was an adventurer of great reknown and the "Slayer of the God of Greed." The God of Greed is a fickle and grotesque God, but many favored his existence. The God had existed in the past and had given bountiful wealth to many factions. The God, while dead, is due to be reborn in the next 250 cert (11,122C) to recollect his essence which had been scattered to the ages.
Potential encounters on the way to Gaan:
The Vultures:
As the adventurers make their way through the Alrem Swamp, the thick mist clings to their caravan, and the sounds of distant creatures ripple through the murky water. The wooden wheels struggle against the damp, uneven road when a group of robed figures appears ahead, standing in the path.
They are well-dressed but weathered—cloaked figures with golden embroidery on their sleeves, and some of them wear half-masks resembling beaked vultures. They wave the caravan down in a gesture of peaceful trade, their hands away from their weapons.
Opening Interaction:
A tall, silver-tongued envoy steps forward, speaking with a measured, charismatic tone:
"Ah, fellow travelers of fortune! What luck, finding merchants in such an inhospitable place. The swamp is not kind to those who traverse it unprepared. We are but humble seekers of wealth and knowledge—perhaps we could barter for goods… or stories?"
They begin what appears to be normal trade negotiations. They ask about spices, relics, and rare items, but their real goal is uncovering information on Abram, the slayer of the God of Greed.
The Questions Start:
As the interaction continues, the Vultures start slipping in questions:
“Tell me, have you heard the tale of a man who defied the divine?”
“Legends speak of a slayer of gods, an old relic of the past. If he were still alive, where do you think he would be?”
“They say his hands once held the very heart of Greed itself. Imagine the power…”
If the players avoid answering, the Vultures remain pleasant but persistent. If they deny knowledge too firmly, one of the enforcers behind the lead figure places a hand on their weapon, as if considering a different approach.
Potential Outcomes:
They Buy the Lie – If the players play along as simple merchants and refuse to engage in talk of Abram, the Vultures eventually let them pass, but they may track them from the shadows, unconvinced.
They Realize the Players Know Something – If the players slip up or get defensive, the Vultures’ tone shifts sharply. They demand information and may begin a hostage-style standoff, threatening to seize their caravan.
A Sudden Attack – If the players insult them, show defiance, or refuse too harshly, the Vultures drop all pretense and attack, attempting to raid the caravan and seize their belongings.
A Dangerous Deal – If the players offer a false lead, the Vultures may leave, but if they discover the lie later, they will come back with a vengeance.
Factions:
The Golden Empire Guild - A guild of merchants of city-states that relied on the God of Greed's favor had fallen into ruin overnight. The dynasties of kings and merchants crumbled as the fortune turned to dust, creating chaos and war among the Golden Empire Guild.
The Vultures - Absense of the divine wealth control left a power vacuum, leading to the birth of the ruthless crime syndicates, self proclaimed "gold-prophets" or known as "Vultures", new dangerous trade empires that sought to control wealth through their sheer force rather than divine favor.
Slave's Curse - With the God of Greed dead, those who were bound to the God of Greed's will found themselves free but broken. Many went mad, unable to function without the compulsion of the God of Greed's immense wealth. Some turned into hollowed-out wraiths, wandering aimlessly throughout ruined vaults.
The Accursed Gold Hoarders - Some say that the gold left behind by the fallen god still carries his essence. It is cursed, bringing misfortune, paranoia, and ruin to any who hoard it. The wealthiest nobles and warlords may have vaults filled with his defiled gold, yet they live in constant fear over their own shadows.
Upon travel to Gann, there is a the Gold Hoarders who have a huge manor that would know of the blade having made it to Vuuhkrai, but not without a likely fight scenario and/or entrapment to give the location of Abram.
Players will come across a character named Tavalli of 3 feathers and is a very wealthy ultra-royalty magi that works for the Gold Hoarders.
The locals will call the Accursed Gold Hoarders the Guild of Gold.
The players can get information on the Accursed Gold Hoarders (locals call it the Guild of Gold, very wealthy and living in the largest manor)
Guards hear the name Abram and the Guild of Gold would want to know. They are taken to the largest manor in Gann to meet with a representative to the guild of gold. They are a very powerful mage that will teleport them into a jail should they not provide information. They desperately wish to find Abram and capture him for what he has done. They even have a totema that has been corrupted at their own whims.
The Avatar of the Guild of Gold is a tall, imposing human mage, draped in luxurious golden robes that gleam with power. Their face is sharp, calculating, and their eyes burn with a sense of cold authority. Standing in the grandest chamber of the manor, they exude an almost unnatural presence, as if the very air bends to their will.
With a calm yet menacing voice, they demand information about Abram, their hands crackling with arcane energy. Their words carry an undertone of threat, and their fixation on capturing Abram is palpable, driven by both personal vengeance and the unstable magic they’ve crafted. Though the colossal Totema—a towering, armored behemoth of holy justice—remains out of sight for now, its presence is felt in the air, a looming reminder of the Guild's power and their unyielding pursuit of Abram.
The Avatar of the Guild of Gold: Master Ariston Valdros, a commanding figure with an air of both noble grace and unrelenting power. He stands tall, his broad shoulders draped in intricate golden robes that shimmer with arcane enchantments, symbolizing his exalted position. His hair is silver, slicked back neatly, and his face is chiseled, with sharp features and a calculating gaze that seems to look through people rather than at them. His dark eyes, however, betray a hint of obsession and a deep, simmering hunger for control. A faint aura of magic hums around him, barely noticeable, but enough to unsettle even the bravest. His demeanor is cold and detached, yet beneath that stoic exterior lies a mind constantly at work, searching for his prey with relentless determination.
Then told to travel to Vuuhkrai where the rune blade was last found.
They hop on a boat:
Beggar approaches them with the following information: "The guards will likely not fight if there is a beast to attack this vessel. I heard that a couple of ships went down and there had been stories. The guards said “Hold your blades! That creature reeks of the vault’s curse. If we spill its blood, it may reveal our hoard!” I don't know what it means by a vaults curse or nothing, but I at least know if we get attacked by a serpent or a dragon or something, well it's up to adventurers like you to help out! Guards won't touch it!"
Fight midway on a ship:
.4 magus def
.1 phys def
.5 water damage
Sea serpent
Foe is immune to damage except for a turn rotation if hit with lightning damage.
Water Beam (target foe, strike in foe's direction a 3 block beam of water dealing x damage)
Water Shield (block with a shield of water. If foe is using a physical object to attack, deflect that object. If foe is using thunder based damage, damage is not deflected)
Biting Geyser (lunge at foe up to 6 blocks away biting with water pressure dealing x damage water)
Base Water Spell
Dive (1trn)(Dive under the water preventing being hit, heal for x, return above water at the beginning of turn)
12x Water elemental
.4 water damage
.2 phys def
.4 magus def
Water Whip (strike foe dealing x damage with whip, then strike again dealing y damage water)
Water Beam (strike foe with a 1 block beam dealing x damage water to all foes in the line)
Water Wall (block incoming attacks with a wall of water in front of you. If hit anyway, prevent x damage)
Water Choke (grab onto foe choking dealing x damage water. If grabbed onto, foe has a 1/2ch. of being silenced for next action, must be within 1 block of foe)
In Vuuhkrai:
Upon entering the port:
The ship groans as it settles against the pier, thick ropes flung to waiting hands and secured to barnacle-crusted moorings. You step off onto the wide, salt-stained planks of Vuuhkrai’s dock, where the city’s pulse immediately floods your senses—wood creaking under boots, gulls crying above, and the scent of brine, pitch, roasting fish, and distant spices hanging thick in the morning air.
The dock stretches in both directions, a web of piers and gangways built from dark, water-warped timber, patched and reinforced in places with iron bands and magical seals. Beneath the slats, the sea laps hungrily, and here and there you glimpse glowing barnacles or strange marine runes etched into the pylons—wards against deepwater things.
Crowds are thick. Sailors in heavy coats bark orders, carting crates and kegs; merchants argue over manifests; and dock priests in ochre robes move through with incense censers, blessing ships and checking for magical contraband. A line of blue-sashed port guards stands watch near a wooden archway leading inland, eyes scanning all who disembark.
Above the dock, you can see the rise of Vuuhkrai proper—mighty timber-framed warehouses, tall watchtowers strung with lanterns and cloth banners, and behind them, the massive inner wall of the city itself, standing like a carved mountain wrapped in ivy and soot. District markers painted in gold-leafed lettering point travelers toward the commercial lanes, the temple roads, or the high ramp leading to the nobles’ causeway.
And as the wind shifts, the city’s voice greets you: the clash of metal, the murmur of tongues from every corner of Niseb, the low drone of a far-off bell signaling a new tide.
You’ve returned to Vuuhkrai. Not at its gates or its famous fountain this time—but through the sea, through toil and tide—and the city, vast and breathing, is here to meet you once more.
must find The Golden Empire Guild - A guild of merchants of city-states that relied on the God of Greed's favor had fallen into ruin overnight. The dynasties of kings and merchants crumbled as the fortune turned to dust, creating chaos and war among the Golden Empire Guild.
They still hold power in Vuuhkrai and are found in the wealthy district. Upon discovery that they are looking for Abram, they will be put into a small dungeon with slaves curse wraiths.
Upon finding the Golden Empire Guild -- they will likely be thrown into a trapdoor to a prison when trying to get information. They must fight their way out and force the Golden Empire Guild for information.
Upon being in prison after a few multa be greeted by a guard that wants to feed you a specific piece of bread badly. Inside has the following note:
Reads: "Round the corner of your most dominant arm, tomorrow morning, 1 multa
~L"
Solution is in the morning on the right side of the prison facing out will have a small key to free yourself with. They likely need to be very careful when leaving and risk being put back in prison.
Encounters in the Golden Empire Guild Prison:
Golden Empire Guild Halberdman
.4 phys def or .4 mag def
.6 phys attack
Hold the Line (block foe and cannot be moved unless hit first. If hit anyway, -x damage)
Sunpiercing Thrust (thrust forward up to 3 blocks dealing x damage phys or light, if hit, roll 1/2ch. player is stunned for next 1 action)
Sweeping Crescent (target foe and those to the right and left take x damage phys)
Magicus Resistus (1trn)(create 4x4 block where allies and self inside block resist x magic defense)
Stance Change (1trn)(Enter one of the following stances:
Defensive Stance (increase phys def by x)
Offensive Stance (increase phys dam by x)
)
Golden Hook (1trn)(1/2ch)(cannot be countered)(Pull foe toward self dealing x damage phys upon success of roll)
2x stab (strike foe up to 3 blocks forward dealing x damage, then y damage)
Slave's Curse Zombie - Old members of Golden Empire Guild who have succumbed to the desire of the God of Greed's gold. They are kept comfortable by embroiding them in gold.
.7 phys def or mag def
.3 magus dam
Gilded Grasp (1/2ch)(Must be next to foe)(Grab at foe, if hit, foe loses x Lichen and deals x damage arcane)
Hollow Opulence (1trn)(Barf out molten metal on floor dealing x damage fire into a 3x4 block)
Voice of the God of Greed (1/2ch)(1trn)(The voice of the God of Greed speaks. Foes within 2 blocks of self will hear the voice of the God of greed to protect their treasure. Forces foe to try and collect things off the ground dealing x damage arcane and missing next action)
Arcanus 3x Strike (Strike foe dealing x damage arcane, then y damage arcane, then z damage arcane)
Bellow of Arcane (1trn)(for next 3trn increase arcane damage by x)
Note 1:
In the note in common it reads: "I threw the warden's key down the drain to show the coxcomb whatfor. If you are reading this and hate him as much as we all do, don't tell him and entertain yourself a while."
Also by Note 1 is a chest which contains all their equipment.
Cannot teleport outside of the walls or doors. Must use Key 1 and Key 2 to get through the lock 1 and lock 2.
Upon the exit, you will come across a guard who wanted the party to escape because of the corruption of the guild of gold.
Serain the Goldsman (human male) (a mid-ranking logistics officer in the Guild of Gold, assigned to oversee supplies and internal audits at the prison. Helped the players escape. Did not realize they would kill everyone, despite this, he must leave town now)
He will tell them to travel to the western province and ask the Icanim of Amei in an inn that would know where the blade is hidden.
Told to go to the Western Province and ask the Icanim of Ko'Amei in an inn who would know its whereabouts.
Tickets are 3k per ticket from Vuuhkrai to Ko'Amei
The Boat's name is the Veiled Current
Fight at the bottom deck:
Meet with Crablore, the net breaker. Crablore is a human who frequents the Western and eastern provinces. He's a gruffy old man and a little bit crazy, yet brilliant at the same time. He wears a set of goggles on his head as well as on his eyes. Wearing a set of blue overalls and red coat underneath. He rears crabs making them into hulking monstrosities that are insanely powerful. He sells his services to kings and lords who need good guards that can outdo most adventurers. As a result, Crablore rears, often through unusual magicks of olde, creations of monsterous crabs.
He will begin battle with relatively easy crabs and then have 3 phases where he goes from very easy, to somewhat easy, to very difficult. The crabs will start off an easy level under the level of the players, then easy but at their level, then finally, at their level in difficulty and strength. Reward results in 30k Lichen if they are successful in defeating the crabs.
Crablet
.4 water damage
.2 magus def
.2 phys def
Water Base Spell
Bubbles (make bubbles come out of your mouth. Where you walk for your next turn will result in foam being on the ground where walked. If foe lands in the foam, foe has 1/2ch. to fall being dealt x damage water)
Claw (strike foe dealing x damage water ignoring y magus def)
Sideswipe (move 4 blocks to the side, attack dealing x damage water, then move 4 blocks back.)
Shell Bump (bump forward up to 2 blocks and hit foe dealing x damage water. If foe is blocking, ignore the block)
Clawbuckers
.4 phys damage
.3 magus def
.3 phys def
Buckin' Claw (strike foe dealing x damage phys in a 1x3 block)
Shell Slam (Strike foe hitting forward dealing x damage phys. If foe dodges, has 1/2ch. of being hit by a spike anyway)
Jabbing Claw (Strike forward up to 3 blocks dealing x damage phys)
Pincer Grip (grab onto foe dealing x damage phys. Foe has 1/2ch. of being trapped and is dealt y damage unless freed by another player)
Sliding Strike (move up to 5 blocks in one direction striking foe dealing x damage phys within the strike)
Tidelorde
(if foe is hit, foe is poisoned for x damage for next 1trn if within 2 blocks of foe)
.6 poison damage
.4 magus/phys (pick one)
Abyssal Crush (Deal x poison damage to foe striking with huge claw. On hit, reduce target movement by 2 blocks for next turn)
Toxic Ooze (1trn)(target foe, release ooze from self up to 2 blocks away of self dealing x damage poison to all inside the ooze)
Deathbubble (blows a massive iridescent bubble that floats on the battlefield. Make 3 bubbles that float around for 2 blocks per turn. If bubble touches foe, deals x damage poison on hit and pops. If not touched, bubble pops dealing x damage poison within 1 block of bubble)
Crown of Brine (1trn)(For 3 turns, enemies who start their turn adjacent to Tidelorde take x poison damage.)
Shell Splitter (move 5 blocks forward dealing x damage poison on foes)
Ko'Amei:
Stepping off the dock, the world greets you through the filtered haze of your mask. The air is thick with a bronze-tinted smog that blurs the horizon and paints the rolling fields of golden grass in muted tones. Ahead, Ko’Amei rises from the haze—its pale stone walls and angular towers cutting sharp lines against the sky, a strange mix of order and industry. Copper wires snake along the streets and disappear beneath cobblestones, feeding the faint hum that vibrates underfoot, while thin plumes of steam hiss from narrow vents. Glass lamps glow with a steady, unnatural light, their warm halos refracted in the fog, guiding you deeper into a city where the hiss of valves and the thrum of hidden machines have replaced the flicker of magic.
Players must go to a bar or an inn to relax. They will likely hear rumors about there being a "Guild of Gold" encampment outside the city which was removed by Icanim.
The players can go out there and explore one of them to find a torn letter talking of the Rune Sword of Abram - referred to as "The Cursed Blade - Bane of Prosperity" and how it was demanded for it to be taken north to the Icanim Totema Gate.
The letter translated:
“The Rune Sword of Abram — they name it the Cursed Blade, the Bane of Prosperity. It devours wealth, sows envy, and drives men to ruin. Wherever it rests, strife soon follows.
By decree of the council, it must be carried north, past the stone roads and into the shadow of the mountains, until you reach the Icanim Gate. Only there, they say, can its curse be bound away from the world of men.
Guard it well, and let no hand covet it. Do not linger, do not falter, and above all do not draw it, lest it claim you as it has claimed so many before.
If fortune turns, may these words outlast me. Let them remember: the sword is no prize. It is a burden — and it must be borne away.”
The location will likely result in a battle with Slave's curse zombies
Slave's Curse Zombie - Old members of Golden Empire Guild who have succumbed to the desire of the God of Greed's gold. They are kept comfortable by embroiding them in gold.
.7 phys def or mag def
.3 magus dam
Gilded Grasp (1/2ch)(Must be next to foe)(Grab at foe, if hit, foe loses x Lichen and deals x damage arcane)
Hollow Opulence (1trn)(Barf out molten metal on floor dealing x damage fire into a 3x4 block)
Voice of the God of Greed (1/2ch)(1trn)(The voice of the God of Greed speaks. Foes within 2 blocks of self will hear the voice of the God of greed to protect their treasure. Forces foe to try and collect things off the ground dealing x damage arcane and missing next action)
Arcanus 3x Strike (Strike foe dealing x damage arcane, then y damage arcane, then z damage arcane)
Bellow of Arcane (1trn)(for next 3trn increase arcane damage by x)
Node: Fight among the zombie trolls and skeleton swordsman
Skeleton
.3 phys damage
.2 poison damage
.3 phys def
.2 magus def
When skeleton zombies die, they instantly burst out pollution out of their body within a 5x5 block dealing x damage poison
-- 2x strike (strike foe dealing x damage phys, then y damage phys)
-- Blocking Strike (block, then attack back dealing x damage phys)
-- Aiming Strike (strike foe dealing x damage phys, should foe dodge, foe is hit anyway)
-- Collapse (1trn)(Spend a moment in the ground healing self by x health)
-- Poisonous blast (1trn)(target foe)(mouth opens spewing out noxious fumes. 3x5 block of poisonous fumes dealing x damage poison)
Troll Zombie
.4 phys damage
.2 magus def
.3 phys def
Troll zombies are only killed after being 0 health and being hit again within the turn of their death, players must land a killing blow on the troll zombie or the zombie raises again to fight again with 1/2 its health recovered.
-- Lunging Strike (jump forward 5 blocks straight and slam down dealing x damage phys)
-- Noxious Air (1trn)(target foe)(Mouth opens causing noxious fumes to come out of self dealing x damage poison within 5 blocks of self)
-- 3x strike (strike foe dealing x damage phys, y damage, then z damage)
-- Grab-and-throw (must be 1 block away from foe)(Grab foe and throw them up to 4 blocks away dealing x damage phys. If one other is nearby, hit them as well dealing y damage with the grabbed foe. Hit person has 1/2ch. of being knocked down-spend 1 action having to get up)
-- Roar (1trn)(Increase phys damage of self by x for 3trn)
-- Empowering Punch (punch foe in the gut. If foe blocked, deal damage anyway knocking back 3 blocks dealing x damage phys)
Told to travel to the Icanim Gate
The icanim plead in the adventurers and try to tell them that the north is a noxious fume not suited to adventurers of foreign lands.
The icanim will also speak of the cursed Guild of Gold and its gold of death and pestilence. "What noxious ingrates and evil men who care for nothing but consumption of foreign lands. They wish their feet rubbed while our children starve in huts. We sent them off and their worthless trinkets to their praised manor of ostentation."
"Something aweful happened in Orafel, so the speech of many told, it is now a dangerous ruin. If you plan on finding your fated blade, certainly it lies in those cursed halls. But Orafel comes not without security, and you needs must travel to the butler of Orafel: Denash the Elve, who will be in his guilded home, Domus-Denash, in Ko'Eshta."
The players are suggested to take a detour to Ko'Eshta to speak to the butler of Orafel for guidance prior to Orafel itself.
The butler of Orafel is located at a summer home inside the city. He would have been considered a man of great professionalism even in the brink of disaster.
Butler of Orafel, Denash:
Butler would ask: "What would desire you to go to Orafel? It is but destroyed, and ought be expelled from maps of the Western Province."
"We heard the nobles speaking amongst one another. Something had them bothered. They began letting go our servants, one after the other. Something had happened among their ranks, but they would speak not of what. The manor became derilict, and I had pleaded with them to allow me to hire new staff, but they would hear me not."
"Eventually, we heard a large crash, and I had feared the generator had ruptured, and my horrors were realized. The dining hall was torn asunder, and the dragon that powered the generator escaped. Marvelous technology, the Icanim called it the Fulgurzenetic Core to keep the cursed dragon at bay."
"It must have escaped somehow. Regardless, this is the realm for our brilliant Icanim engineers who kept the dragon at bay with their Fulgurzenetic Core. It must have burst out, we feared the worst, and we fled. Many of us died, and we witnessed the skies become barren of flighted creatures, bodies peppering the ground. We were certain we would parish, but by hiding ourselves and keeping quiet, we managed to escape Orafel."
"Should you travel there, I wish not to be in your boots. Yet, if you plan on traversing Orafel, you will need this talisman."
-hands over a talisman suited for players to hold by their person-
"This talisman is the guide to access various wings of Orafel. Servants were permitted to travel and not travel depending on their level of access. As long as you are near the talisman, it will permit you through its magical field. But, it contains none of the keys, but should you explore the deriliction, perhaps then you can explore the deeper areas of Orafel."
"Adventurers, that dragon is unbeatable without the fulgerzenetic capacitor. Its arcs will reach into the sky and render everything nearby lifeless. Find that and keep it close."
Told to go to Orafel.
Orafel Dungeon
Crystalline Dog
.7 phys damage
.3 magus def
Crystalline Structure (create a 1x1 crystalline structure bursting out of the ground dealing x damage phys for 1trn)
Crystal Blades (Open mouth and breath out many crystalline particles dealing x damage phys in a 3x5 block)
Mirror Shield (Block foe, counts as a block. Damage that would be dealt to to player back up to x damage)
Shatterbite (1trn)(Cannot be countered)(Bite foe dealing x damage physical. Foe must be within 1 block of Crystalline Dog to hit)