It starts as nothing more than a rumor before posters are plastered around the wards, flyers are passed in every tavern, and word of mouth becomes impossible to ignore. Wherever you heard it from, it's the city's most popular hot topic now. In the Land of Burnt Umber, a temporary settlement has sprung up around the Mirage Keep. Merchants, treasure hunters, bounty hunters, and even hopefuls in search of fame and fortune have come for one reason: to claim the treasure that supposedly sits at its peak. While rumors have long circulated that the keep can only be accessed on the night of a full moon, it, for now, sits stationary deep in the desert.
Many speak of the call coming to them in the form of a dream, while others claim to have heard a voice leading them to its entrance. Whatever the case, the task is clear. However, reaching the treasure proves to be a not-so-simple task for those who are brave enough to enter. Those who try to go alone find that they're unable to enter at all, an invisible force field barring them from entrance entirely.
A voice rings in their mind, though, with simple instructions: Only by working together can you discover what lies inside.
When done as instructed, anyone who follows the above directions may enter but find themselves unable to leave until either the completion of exploration or an untimely death from one of the many rooms they'll find themselves in. Though some who are familiar with the keep may find that some of the interior has much changed…
While the ground floor remains largely the same--an extravagant sitting room--the door at the far back leading to the upper floors now serves as a gateway to what can be aptly described as small pocket dimensions. When the door is opened, simply closing and shutting it won't change anything; you have to find your way to the next door to move forward. Each room is vastly different from the other, some leading to simple places you can walk through with relative ease, while others involve either fighting or solving your way out.
Whether or not your adventure will be an easy one is a simple matter of luck.
═══════════════════════════════════
A temporary encampment has settled around the Mirage Keep in Umber, for the sole purpose of helping the ongoing expeditions inside. People want to find the treasure and need the support to do so, so everyone's doing their part in hopes of a cut of the profit if it's found!
Merchant stalls, shops, campfires, restaurants, and bars are around to help people mingle with potential companions and stock up on some general adventuring supplies (swords, shields, staffs) before venturing in.
The Keep itself, while usually nothing but a large sand castle, has warped into a dungeon through some unknown means. Exploring by yourself is a no-go; you need a team to be able to go inside.
DUNGEON? HOW DOES IT WORK?
You cannot enter the dungeon by yourself. You must enter with at least one other person, but no more than four. Any attempts to enter by yourself will just result in you being blocked by an invisible force field.
When you enter the front door, the ground floor will always be the same: an extravagant sitting room where all furniture is made entirely of sand. It's the door at the back that leads to the real fun! As soon as you open it and step through, you'll be transported to another room.
Your adventure will always consist of five rooms, not including the ground floor and summit.
You have the option to use this picker wheel up to five times to select rooms or manually choose which rooms you want included in your adventure. We recommend leaving it entirely to chance for the best writing experience!
You can roll the same room multiple times!
You can find a list of rooms available to you here.
Whether you reach the peak or not is entirely up to you. We also encourage multiple runs!
If you die in the dungeon, you die in real life, you will linger as a ghost. You will be able to speak with team members, but you will be unable to use any items or touch any objects. Once your team leaves the dungeon, you will return to your body, as if you never died in the first place.
If all team members die in the dungeon, they will be immediately expelled, and the run will be over. You may try again, though!
All items gained inside the dungeon will not work outside of it, but they may be kept in your possession regardless.
Powers will not be fully unlocked for this event. Your current caps apply.
Ideally, we'd like people to form entirely random teams of characters/people they've either never interacted with before or interacted with only sparingly (about one or two times). If you do this, you (meaning everyone on the team) will each receive an extra 50 stars. This only applies to the first run you do for the event. It will not count for any teams created afterward.
You can form a team consisting of friends, but you won't get the above reward.
Consider creating a more curated ad when forming a team! What sorts of teammates is your character (or you yourself) looking for? Do they want characters with powers? Are they okay with non-combative people? Are all sorts of personalities okay? Does pacing matter? Phrase it like a sort of wanted ad!
After forming your team (and maybe choosing a team name), create a custom banner to receive another 50 stars for showing team spirit! This only applies to one team per character.
We encourage preliminary threads; get to know your teammates before you explore the dungeon with them! There are a couple of outside bars and restaurants where they can take place.
All extra star incentives will be done on an honor system. You do not need to submit proof. We trust our members to follow the guidelines listed to receive them.
This event will run from August 29th to September 19th, 11:59:59PM EST.