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[F03] «Escape»


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Quest Name: Escape

 

Quest Description:

After being told about a group of thugs roaming the plains of Floor 3, you decided to investigate. As you investigated, you were rendered unconscious and soon after transported away from the area. When you come to you find that your hands are bound and have been moved to a small room in an unknown location. Your equipped items and battle items are all missing, a set tattered rags being the only thing on your person. The floor is cobbled, along with the walls the only light being a small, barred slit in the ceiling. After you wrench your hands-free a small notification appears initiating the quest <<Escape>>.

Aid Allowed: No

 

gilead_prison_cell_by_rusty001-d2y36jg.j

 

After breaking out of your binds, you can see that the <<Wrought Iron Gate>> looks weak enough to bash open. Just outside the gate, you see a small wood crate, that holds your previously missing equipment. Breaking open the gate will cause the two <<Bandit Guards>> down the hall to wake and attack you '2' posts later after you've geared up. It takes a full post to gear up.
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You can attempt to pick the lock of the gate if you have at least Rank 2 <<Sneak and Hide>>. If you pick the lock, the guards will not hear you, and you are free to continue your escape. It takes one post to try to pick the lock, on an LD of 15+.(LD modifiers do add to this) You only have '3' chances to pick the lock, afterward, the lock becomes jammed and you're forced to break down the gate. Alternatively, you can pick the lock immediately with the <<Picking>> skill.
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The <<Wrought Iron Gate>> takes ‘4’ full posts to break down. The post count is reduced by '1' for each rank a character has invested in the <<Martial Arts>> skill. However, it can only be reduced to a minimum of '1' post.
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You can complete the rest of the quest stealthily, using the <<Sneak and Hide Skill>>. Every '3' posts, you must roll the LD (please link it to the post) to see if you are discovered. That means after fighting the two <<Bandit Guards>>, every third post you will roll the Loot Die to see if guards discover you or not.
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If you're discovered a <<Alert>> will be sounded and now every '3' posts instead of rolling the LD to see if you're discovered, you now fight 2 <<Bandit Guards>> every '3' posts.(this means your energy will not recharge to full) More guards cannot appear in mid-combat. Same rules as the previous paragraph, but instead of avoiding combat it's now you're forced to fight 2 guards.
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On the 15th post or higher, you can start searching for the exit by rolling the LD. Finding the exit requires an LD of 17+. If in combat on the 15th post, the roll happens immediately after combat ends. If no exit is found, you can roll to find the exit every 3 posts after.
~~~
After escaping the jail you're met with the <<Bandit Warden>>, who has been waiting for you outside.

 

<<Bandit Guard>> 30HP
(Can edit Hp/Dmg/Mit to meet Loot Drop requirements, or for added difficulty. Will not increase end quest rewards)


Bandit Guards use spears, both one-handed and two-handed. And will have normal conversations outside of battle.
Damage: 30, +1 Acc, +2 Eva, +20 Mitigation

 

 

<<Bandit Warden>> 100HP
(Can edit Hp/Dmg/Mit to meet Loot Drop requirements or for added difficulty. Will not increase end quest rewards)

A giant of a man, who wields a club. Will laugh and mock the player in battle
Damage: 30, on natural rolls of 9 or 10 ignores armor mitigation, +2 Eva, +15 Mitigation

 

Quest Prerequisites:

Escape the prison and defeat the <<Bandit Warden>>

The thread must be 1 Page long (20 or more posts).

 

 

Quest Rewards:

(Repeatable for item drop only)

2 Skill Points upon completion

<<Bandit's Guile>> Increases a player's Evasion by '1' point. Potion effect lasts for one battle.

 

Recommended Level: 30

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