Illusive Man
Sergeant at Arms
I particapated in several PWMOD events and some were great and some were boring. I love events that are full of mystery and unknowns like the Dark Island event, I played in the very first Dark Island ever held and it was great. It's a fighting event like just any other just that is has those things I mentioned before, adventure. The idea was inspired by the hell dungeons in the map known as "River of Sorrow".
Story: a group of explorers found valuable resources in the mountains, north-west from Pinecrest village, where they established a mining camp. The miners were digging up lots of iron, silver, gold and other valuable metals until finally an earthquake caused the rocks to collapse uncovering a mysterious entrance leading to a thousand year old ruined temple which had several tunnels stretching beneath it. At night people heard weird noises coming from them so miners went to explore the tunnels, but noone ever returned from there. Some say they got killed by mysterious beasts and others say they found the motherload and wanted to have it for themselves. After hearing about the discovery the mining company dispatched explorer expeditions to investigate.
Gameplay: So people start the game at Pinecrest village where they train and gear up, the village should have a tavern, beds and other places a typical village would have. Since there are more than one tunnels there will be more than one expeditions. Expeditions will be lead by explorers who need to register in the event thread first. Each expedition party should have their own faction for easier navigation, all must be at peace (well they could also be hostile to each other and fight for the treasures hidden in the tunnels).
So they venture off the dark tunnels and hear strange noises, the players should encounter traps and tasks (I got several in mind), they could also be attacked by beasts.
For a party to succeed it needs to contain various classes of members. That includes guards (~/-crossbowmen or maybe brigand strength) the explorer gets lord class, serfs to collect wood from fallen dead trees in the dungeons (needed for engineers to complete tasks), engineers for lock picking and building constructions, doctors for healing poison, water and fall damage.
At the camp all people get to buy tools and materials. The players shouldn't be able to get better armor than leather, padded or rich/nobleman outfits and other clothing, weapons should be one handed short or simple swords, hunting crossbows and weakest bows with weakest arrows/bolts. Head/hand/foot armor is the same, simple and non metal. Equipment should contain pickaxes, woodcutter axes, surgeon scalpels, repair hammers, lockpicks, torches, wood (blocks, branches, sticks, planks and etc.) All those items will be needed to complete the tasks and traps waiting in the tunnels.
At the end people notice that they are getting deeper and deeper and they reach a big rocky room full of gold mines, skulls, blood and a skull throne (a simple throne with skull props) where they meet a being which calls it self Lucifer He is the last hostile in the event. All what is left of the expedition should attack the beast which is armed with metal, red armor (heraldic armor with dark, blood color banners), a great sword with with a board shield and he should be sergeant class.
At the final moments (if defeated) the beast screams that this is not the end and vanishes and everyone lives happily after for some time
Trap/Task ideas, strangers and hostiles:
1) Engineers could build ladders over collapsed bridges. They will need a repair hammer and wood. The wood can be bought in the camp or extracted from dead fallen trees in the tunnels.
2) Serfs/Peasants could cut down groups of dead trees or destroy rocks blocking the way.
3) Doctors could heal injured or poisoned party members. Party members can be injured by water, gravity or hostiles that could be ghosts (administrators with invisibility and naked so that even a serf would have a fighting chance) armed with rusty equipment (worn/rusty swords and crude bows) or on rare occasions with poisoned daggers to poison party members. Doctors should be able to find herbs in the tunnels to heal that poisoning.
4) Guards should be in front and in the back of the party protecting other members, fighting off ghosts.
5) Invisible floor with holes in it.
6) Holes in the ground with spikes and water in the bottom of them.
7) Death holes hidden under the water that has flooded the ground.
Bolted or locked doors (lockpicks needed).
9) Teleports to jail in the Lucifer's chambers were trapped players are slaughtered.
10) Mazes
11) Optical illusions
And many more stuff like that.
Also parties could meet wandering strangers (administrators) in the tunnels, they would either point out the right or the wrong way (one of them leads to a trap and one to the exit.), ask for items, give tasks or ask for help.
All players/beasts have medium/weak armors and weapons so that even a serf would have a fighting chance.
Story: a group of explorers found valuable resources in the mountains, north-west from Pinecrest village, where they established a mining camp. The miners were digging up lots of iron, silver, gold and other valuable metals until finally an earthquake caused the rocks to collapse uncovering a mysterious entrance leading to a thousand year old ruined temple which had several tunnels stretching beneath it. At night people heard weird noises coming from them so miners went to explore the tunnels, but noone ever returned from there. Some say they got killed by mysterious beasts and others say they found the motherload and wanted to have it for themselves. After hearing about the discovery the mining company dispatched explorer expeditions to investigate.
Gameplay: So people start the game at Pinecrest village where they train and gear up, the village should have a tavern, beds and other places a typical village would have. Since there are more than one tunnels there will be more than one expeditions. Expeditions will be lead by explorers who need to register in the event thread first. Each expedition party should have their own faction for easier navigation, all must be at peace (well they could also be hostile to each other and fight for the treasures hidden in the tunnels).
So they venture off the dark tunnels and hear strange noises, the players should encounter traps and tasks (I got several in mind), they could also be attacked by beasts.
For a party to succeed it needs to contain various classes of members. That includes guards (~/-crossbowmen or maybe brigand strength) the explorer gets lord class, serfs to collect wood from fallen dead trees in the dungeons (needed for engineers to complete tasks), engineers for lock picking and building constructions, doctors for healing poison, water and fall damage.
At the camp all people get to buy tools and materials. The players shouldn't be able to get better armor than leather, padded or rich/nobleman outfits and other clothing, weapons should be one handed short or simple swords, hunting crossbows and weakest bows with weakest arrows/bolts. Head/hand/foot armor is the same, simple and non metal. Equipment should contain pickaxes, woodcutter axes, surgeon scalpels, repair hammers, lockpicks, torches, wood (blocks, branches, sticks, planks and etc.) All those items will be needed to complete the tasks and traps waiting in the tunnels.
At the end people notice that they are getting deeper and deeper and they reach a big rocky room full of gold mines, skulls, blood and a skull throne (a simple throne with skull props) where they meet a being which calls it self Lucifer He is the last hostile in the event. All what is left of the expedition should attack the beast which is armed with metal, red armor (heraldic armor with dark, blood color banners), a great sword with with a board shield and he should be sergeant class.
At the final moments (if defeated) the beast screams that this is not the end and vanishes and everyone lives happily after for some time
Trap/Task ideas, strangers and hostiles:
1) Engineers could build ladders over collapsed bridges. They will need a repair hammer and wood. The wood can be bought in the camp or extracted from dead fallen trees in the tunnels.
2) Serfs/Peasants could cut down groups of dead trees or destroy rocks blocking the way.
3) Doctors could heal injured or poisoned party members. Party members can be injured by water, gravity or hostiles that could be ghosts (administrators with invisibility and naked so that even a serf would have a fighting chance) armed with rusty equipment (worn/rusty swords and crude bows) or on rare occasions with poisoned daggers to poison party members. Doctors should be able to find herbs in the tunnels to heal that poisoning.
4) Guards should be in front and in the back of the party protecting other members, fighting off ghosts.
5) Invisible floor with holes in it.
6) Holes in the ground with spikes and water in the bottom of them.
7) Death holes hidden under the water that has flooded the ground.
Bolted or locked doors (lockpicks needed).
9) Teleports to jail in the Lucifer's chambers were trapped players are slaughtered.
10) Mazes
11) Optical illusions
And many more stuff like that.
Also parties could meet wandering strangers (administrators) in the tunnels, they would either point out the right or the wrong way (one of them leads to a trap and one to the exit.), ask for items, give tasks or ask for help.
All players/beasts have medium/weak armors and weapons so that even a serf would have a fighting chance.