Night at the Academy: Difference between revisions

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Once maintained by Lord and Lady Tallary, the Turamzzyrian Academy of Elanthian History hosts a bounty of artifacts from all across Elanthia. Lord and Lady Tallary spent hours researching artifacts and were once considered the cornerstone of archeological history and its preservation. Historians from around the world would come to the Academy with unknown artifacts, and their team of scholars would find answers for them.
When the undead do rise, Vornavis guardsmen hire out adventurers to set the problem straight! Adventurers explore the Academy grounds, and while battling undead, search the area for the artifacts to return them to their proper locations. Once that's done, everything seems to settle down for a time. There's a time limit involved, however, because as the undead energies keep rising, eventually the adventurers will be overwhelmed!


In 5102, the Academy opened an enormous Hunt for History, the second of its kind, and asked adventurers from around the globe to solve the various puzzles that presented themselves to the scholars. It was a grand undertaking that is still fondly remembered by adventurers. Unfortunately, several years later a curse befell the Academy.

During the occupation of Solhaven by the Sheruvian villan Draezir, a curse befell the keep, and those that sought help from Vornavis to quickly exterminate it were killed on their way to the Baron. The Lord and Lady Tallary, as well as many of the great scholars of the time and all their servants, were slaughtered by a malign spirit that had arisen from one of the artifacts they were studying. By the time the Vornavians had discovered what had happened, it was far too late. Unrest now roams in the haunted halls of the Academy, though much of the time it can be kept peaceful within.

Not much is known about the spirit that haunts the Academy, though it is not the only phantasm. Several of the past residents of the Academy wander the halls as well. It is rumored that in the final hours of the Academy, one of the scholars placed a spell on the artifacts to preserve them from thieves. This spell creates an energy that passes from one artifact to another, and if a ghost, spirit, or any other being passes into the field, it causes them to explode. Yet, somehow, every once in a while, something manages to take some artifacts and hide them somewhere on the grounds. That's when the undead within start to grow strong and rise up more and more.

When the undead do rise, Vornavis guardsmen hire out adventurers to set the problem straight! Adventurers explore the Academy grounds, and while battling undead, search the area for the artifacts to return them to their proper locations. Once that's done, everything seems to settle down for a time. There's a time limit involved, however, because as the undead energies keep rising, eventually the adventurers will be overwhelmed!

==Quest Details==
Up to 10 players can participate in this small-scale "quest" that takes roughly three hours to complete. This is a task-based quest that relies on good party balance and a breadth of available party skills. Players are strongly encouraged to bring a diverse group of professions, especially a cleric, an empath, a rogue, and a bard for maximum success. It is also suggested that players may want to group up with others close to their own level, as the creatures in the quest will be scaled to match the levels of group members. Also, don't forget to bring your blessed weapon, and have the ability to rebless! Race the clock to collect hidden artifacts before the undead rise to block your path!

==Location==
{{RoomDescription
{{RoomDescription
|roomname=Vornavis, Outlands Road
|roomname=Vornavis, Outlands Road

Revision as of 21:04, 15 May 2018

Once maintained by Lord and Lady Tallary, the Turamzzyrian Academy of Elanthian History hosts a bounty of artifacts from all across Elanthia. Lord and Lady Tallary spent hours researching artifacts and were once considered the cornerstone of archeological history and its preservation. Historians from around the world would come to the Academy with unknown artifacts, and their team of scholars would find answers for them.

In 5102, the Academy opened an enormous Hunt for History, the second of its kind, and asked adventurers from around the globe to solve the various puzzles that presented themselves to the scholars. It was a grand undertaking that is still fondly remembered by adventurers. Unfortunately, several years later a curse befell the Academy.

During the occupation of Solhaven by the Sheruvian villan Draezir, a curse befell the keep, and those that sought help from Vornavis to quickly exterminate it were killed on their way to the Baron. The Lord and Lady Tallary, as well as many of the great scholars of the time and all their servants, were slaughtered by a malign spirit that had arisen from one of the artifacts they were studying. By the time the Vornavians had discovered what had happened, it was far too late. Unrest now roams in the haunted halls of the Academy, though much of the time it can be kept peaceful within.

Not much is known about the spirit that haunts the Academy, though it is not the only phantasm. Several of the past residents of the Academy wander the halls as well. It is rumored that in the final hours of the Academy, one of the scholars placed a spell on the artifacts to preserve them from thieves. This spell creates an energy that passes from one artifact to another, and if a ghost, spirit, or any other being passes into the field, it causes them to explode. Yet, somehow, every once in a while, something manages to take some artifacts and hide them somewhere on the grounds. That's when the undead within start to grow strong and rise up more and more.

When the undead do rise, Vornavis guardsmen hire out adventurers to set the problem straight! Adventurers explore the Academy grounds, and while battling undead, search the area for the artifacts to return them to their proper locations. Once that's done, everything seems to settle down for a time. There's a time limit involved, however, because as the undead energies keep rising, eventually the adventurers will be overwhelmed!

Quest Details

Up to 10 players can participate in this small-scale "quest" that takes roughly three hours to complete. This is a task-based quest that relies on good party balance and a breadth of available party skills. Players are strongly encouraged to bring a diverse group of professions, especially a cleric, an empath, a rogue, and a bard for maximum success. It is also suggested that players may want to group up with others close to their own level, as the creatures in the quest will be scaled to match the levels of group members. Also, don't forget to bring your blessed weapon, and have the ability to rebless! Race the clock to collect hidden artifacts before the undead rise to block your path!

Location

[Vornavis, Outlands Road] RNUM: 5481
A shallow depression in the plains, nothing is visible from here but wind-swept green rising gently toward the vastness of the sky. Only the wheel ruts, forming a pair of shallow grooves in the sea of grass, give any sign that more than nature has touched the land. You also see a large slate table with some stuff on it, a grassy path and a robust Vornavian guard.
Obvious paths: east, southwest, northwest

Prizes as of 3/27/2016

Item Purpose Stats
a dark obsidian runestone with emerald-inlaid symbols This is a tossable runestone with various imbedded symbols. Fun for gambling!
a plaid pleated kilt with a silver dagger pin This has a large number of customized actions that are appropriate for such a lovely garment.
a long antique brass spyglass This allows you to peer multiple areas away, if you have a straight shot. Good for seeing the creatures coming!
a polished blued steel spearhead pendant This enhancive item helps you out with your polearm skills, as well as making you stronger and more agile!
a polished white ora shield medallion inlaid with soulstone runes This enhancive item helps you recover your spiritual energy more quickly.
It provides a boost of 2 to Spirit Recovery.
It provides a boost of 3 to Max Spirit.
a pair of scuffed leather boots This enhancive footgear will help you stalk in the wilderness, as well as survive in the wilderness. They also help you be more agile and have more stamina.
a pale green leather hat topped with a bright golden plume This enhancive item will allow you to be an excellent marksman!
It provides a boost of 10 to Dexterity Bonus.
It provides a boost of 25 to Ranged Weapons Bonus.
It provides a boost of 15 to Perception Bonus.
a squat pale grey crystal bottle A number of pills reside within that make spelling yourself up so much easier!
a midnight blue mithglin tower shield This shield is five times enchanted, and has a harness for holding weapons.
a raven black spidersilk skirt with silver fringe This skirt has a number of actions involving bells!
a polished silver mithril greathelm covered with thin black rolaren scales This helmet has a number of actions, it is also heavily padded against critical injuries.
a glossy black mithril warblade edged with silvery rolaren This is enchanted once over vultite and disintegrates things quite well.
a rune-carved black ironwood staff capped with a bleached ivory skull This is a four times enchanted runestaff with the ability to change its appearance. It is also imbued with acuity.
a large black mithglin sledgehammer with polished rolaren caps on its head This is a zested up four times enchanted weapon of destruction, somewhat weighted to inflict more critical wounds.
a kelyn-spiked crimson ora morning star with a steel-linked chain This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.
a faenor-twined slender vultite pike with a thick ironwood shaft This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.
a carved dark orase runestaff capped with a glowing crimson orb This is a five times enchanted runestaff with a glowing orb attached! It can also disintegrate things. Careful!
a ray-incised orange and red sunstone bead mottled with black This is a lovely hair bauble with a number of actions!
a rolaren-edged dark blue mithglin gladius swirled with coppery inclusions This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.
a kelyn-edged black mithril waraxe with a leather-wrapped ironwood handle This is a highly zested four times enchanted waraxe, somewhat weighted to inflict more critical wounds.
a razern-edged golden vultite warblade This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.
a golden imflass pegasus symbol with polished lapis eyes This is a highly charged item holding the Mobility spell. A talented wizard could recharge it.
a clenched silver fist symbol gilded with eahnor This is a highly charged item holding the Strength spell. A talented wizard could recharge it.
a small ball of urnon This is... urnon!
a spherical black iron censer This is a highly scripted censer, useful in whatever ceremonies you have!
a suit of rolaren-studded brigandine This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.
a set of gold-linked vultite augmented chainmail This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.
a set of hooded black cotton robes with crimson silk-banded sleeves This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.
a polished crimson mithril cuirass trimmed with golden rolaren This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.
a brilliant golden topaz sunburst symbol inlaid with blue lapis This is a highly charged item holding the Phoen's Strength spell. A talented wizard could recharge it.
a thick brown leather belt with a polished silver fist buckle This enhancive item helps you to be stronger, be better at various combat manuvers, and be better in combat against multiple foes.
It provides a boost of 15 to Strength Bonus.
It provides a boost of 10 to Combat Maneuvers Bonus.
It provides a boost of 5 to Multi Opponent Combat Bonus.
a braided mithril and gold circlet set with a faceted crimson firestone This enhancive item helps you to aim spells better, increases magical power, and increase the rate at which said power returns.
a pair of thin black leather gloves with reinforced palms This enhancive item is perfect for the lockpicking and silver-gathering rogue.*
a flat black rolaren band inlaid with ruby veins This enhancive item gives a good bonus to constitution, your stamina, and the ability to recover more quickly.
It provides a boost of 20 to Stamina Recovery.
It provides a boost of 25 to Max Stamina.
It provides a boost of 10 to Constitution Bonus.
a gold-framed dark ironwood talisman This enhancive item gives a bonus to ones aura and magical power.
a ruby-eyed carved bone skull amulet inscribed with sigils This enhancive item is for the warrior who appreciates swinging a big two-handed weapon around a lot.
It provides a boost of 10 to Strength Bonus.
It provides a boost of 20 to Two-Handed Weapons Bonus.
It provides a boost of 10 to Multi Opponent Combat Bonus.
It provides a boost of 10 to Combat Maneuvers Bonus.
a pair of fingerless black leather gloves threaded with golvern This enhancive item is for the one who enjoys jumping out from shadows with a bladed weapon to strike in ambush.*

WARNING: Selecting one of the enhancive items will bind the item specifically to you. Nobody else. Period. Just you.

- *The sign describes leather gloves and black gloves - both sets of gloves are black leather - these may need to be swapped.

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