Spiderjjr45 (talk | contribs) (Created page with "== Main Quests == === Quest: Journey to Room 1 or 1000 === ''It was originally thought maybe the team just needed to get to the highest or lowest numbered room to escape.''...") |
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=== Quest: Form a "Contubernium" === |
=== Quest: Form a "Contubernium" === |
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''A ten-sum, a decagon, whatever you call it, it's been proven that traveling in groups of 10 keeps you safe from at least the Allip. Though the noise and trouble that large groups draw make this a difficult size to keep |
''A ten-sum, a decagon, whatever you call it, it's been proven that traveling in groups of 10 keeps you safe from at least the Allip. Though the noise and trouble that large groups draw make this a difficult size to keep up.'' |
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<s>It's been completed.</s> |
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<s>We lost it.</s> |
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<s>We're 10 again.</s> |
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Wait no not anymore. |
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=== Quest: Visit All 23 Shops === |
=== Quest: Visit All 23 Shops === |
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=== Quest: Visit Floorless Room 490 === |
=== Quest: Visit Floorless Room 490 === |
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''The Map Gabbers said that there was a special room with no floor, possibly leading to something more underneath the halls, but it was close to a spot where the Crab Master lurked.'' |
''The Map Gabbers said that there was a special room with no floor, possibly leading to something more underneath the halls, but it was close to a spot where the Crab Master lurked.'' |
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=== <s>Quest: Guard up against Glassbreakers</s> === |
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=== Quest: Reunite with the MapGabbers === |
=== Quest: Reunite with the MapGabbers === |
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=== Quest: Bring maps to the Glassbreaker HQ === |
=== Quest: Bring maps to the Glassbreaker HQ === |
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''They captured Elder Mephisto, and promised to return him and his wild-magic powers to the team IF the group would go on a mapping side-quest for the Glassbreakers. Having agreed, it's now just a matter of getting back to their HQ.'' |
''They captured Elder Mephisto, and promised to return him and his wild-magic powers to the team IF the group would go on a mapping side-quest for the Glassbreakers. Having agreed, it's now just a matter of getting back to their HQ.'' |
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== Completed Quest == |
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=== <s>Quest: Stop Glassbreaker Curses</s> === |
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=== <s>Make it to the Library</s> === |
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Succeeded! The Library was also the entry into the City, and housed so much information, that given enough time, one could make a completed map of the entire halls. |
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=== <s>Make it to Room 420</s> === |
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Not only was the team able to rest, they were able to change the soundtrack AND purchase a few tips and tricks that discerned some of the hall's secrets. |
Revision as of 00:48, 15 February 2022
Main Quests
Quest: Journey to Room 1 or 1000
It was originally thought maybe the team just needed to get to the highest or lowest numbered room to escape.
Quest: Learn more about The City
Despite having learned it's in the low numbers, close to Room 1, and even adjacent to the Library shop, very little is known about what lurks inside the city. But now clues point to them being the faction behind a number of suspicious activities, including the security cameras.
Quest: Reunite Quinn with Corra
At the Gas Station, the decision was made to send Thetsu to a nearby spawn-point and stake out to see if Quinn would return to the halls. If he found Quinn, he said he would bring them back to the Gas Station to reunite with his mother.
Quest: Discover All 10 of the Masters
- The Allip
- The Wyvern
- The Eviscerator
- The Frog?
- The 3 Headed Troll?
- The Ogre Warhulk
- The Crab?
- ???
- ???
- ???
Quest: Look more into "Imprisonment"
Thanks to little Timmy, the team's learned that it's possible this whole hellish experiment is the result of the Imprisonment Spell. Except LIttle Timmy says he cast it incorrectly. The books also said that every Imprisonment has a secret goal that breaks the spell. What is it about the Backhalls that keeps everyone bound here, and what is that secret word or action that needs to be taken?
Quest: Escape
Every session takes us a little bit closer to the end, but how?
Side Quests
Quest: Find a Door and a Dead End
Sophia and her troops told the team early on that the best way to survive is to find a dead end, and barricade it off with a door.
We have a door.
We lost the door.
We have another door.
We lost the other door. Dead End still TBA.
Quest: Figure out how the Tablet Works
Thanks to the hobos, we have access to a mapping pad and also some cute virtual fires. But this device might be capable of more if we play with it enough.
Quest: Make it to Room 123
Moses, Jerome, and Louis were certain that there was SOMETHING in room 123. They asked if the team would like to join them on their way there, but sadly didn't make it very far.
Quest: Form a "Contubernium"
A ten-sum, a decagon, whatever you call it, it's been proven that traveling in groups of 10 keeps you safe from at least the Allip. Though the noise and trouble that large groups draw make this a difficult size to keep up.
It's been completed.
We lost it.
We're 10 again.
Wait no not anymore.
Quest: Visit All 23 Shops
- The Movie Theater - Maps and Music
- The Gas Station - Extra ability points to be stashed away
- The Workshop - Body parts and nefarious goodies
- The Library - Bigger Maps, scarier music, books on Pasta, and access to the City.
- ???
Quest: Visit Floorless Room 490
The Map Gabbers said that there was a special room with no floor, possibly leading to something more underneath the halls, but it was close to a spot where the Crab Master lurked.
Quest: Reunite with the MapGabbers
The Map Gabbers provided free useful information about all the rooms they'd seen when we encountered them on good terms. They were also cursed with the Glassbreaker curse last we saw them...But after we parted ways with them, there was always hope we'd cross paths again someday, and maybe learn something new.
Quest: Discover the Circus of the Lost
A mysterious faction mentioned in passing by the Pelorians. Who are they?
Quest: Hunt down the surviving Camera Barbarians
When the team fought these camera-toting, flash-blinding barbarians, there were one or two who managed to get away. But as we quickly learned, a camera could be incredibly useful down here in the halls.
Quest: Go Back to Room 420 for more "Films"
Room 420 was the end goal for a while, and it provided incredibly useful, but the team ran out of money to buy more information. If we make it back there, there's no doubt more information on the rooms to be discovered.
Quest: Get another Soundtrack
Two of the shops sell soundtracks, will others as well? Make sure you've saved up enough trinkets to buy it. It's been 5 trinkets each time.
Quest: Bring maps to the Glassbreaker HQ
They captured Elder Mephisto, and promised to return him and his wild-magic powers to the team IF the group would go on a mapping side-quest for the Glassbreakers. Having agreed, it's now just a matter of getting back to their HQ.
Completed Quest
Quest: Stop Glassbreaker Curses
Succeeded! Parties now have access to "Remove Curse" as an anti-glassbreaker measure, as well as any other curses that might come along.
Make it to the Library
Succeeded! The Library was also the entry into the City, and housed so much information, that given enough time, one could make a completed map of the entire halls.
Make it to Room 420
Not only was the team able to rest, they were able to change the soundtrack AND purchase a few tips and tricks that discerned some of the hall's secrets.