Defining an MSP
Tomb of the Esteemed Elders
*A chrome ziggurat gleams in the depths of the jungle. Within lie the remains of an ancient king and his court of magicians, preserved in death with the secrets of the cosmos incased in their nerves.
An eccentric conjurer has contracted you to breach the tomb and recover the priceless knowledge within. For the good of all mankind, of course.*
This is good old-fashioned grave robbery, the bread and butter of adventurers. You are to pillage the cerebrospinal fluid of some dead wizards and exchange them for gold!
Dungeon Layout
- Map: 16×16 grid
- Objective: Retrieve at least 2 Fluid items and return to the starting tile.
Crypts & Hazards
- Crypts: Scattered across the tomb. Interacting with one gives a Fluid item.
Monsters
- Worms (Carrion Crawlers): Nerve parasites.
- Active only when they see a player
- Can paralyze.
- Cannibals (Ghouls): Attracted by the disturbance.
- Fast and strong.
- Track players by line of sight and pursue last seen location when evaded
Time Limit: The Awakening
After 5 rounds or when 2 crypts have been opened:
- The sealed central chamber opens
- The Guardian Beast awakens
Guardian Beast:
- Armored
- Long-range energy attack
- Knows the location of all players.
Lighting & Fog
- The tomb is dark.
- Units can see only within their Vision range unless illuminated.
- Torches and other light sources reveal hidden dangers.
Player Characters
You control:
- A Knight
- Strong, no magic.
- A Priest
- Divine magic.
- A Magician
- Occult magic.
Starting Items
Torch
- Light: Illuminate 3-radius
- The Flame Hungers (Arcane): Fire projectile
- The Flame Cleanses (Divine): Heal, purge poison
Sword
- Slash: Physical damage
- The Iron Imprisons (Arcane): Inflict paralysis
- The Iron Shelters (Divine): Grant armor
Staff
- Strike: Physical damage
- The Rod Rebukes (Arcane): Magic damage
- The Rod Abjures (Divine): Create inert stone block (blocks movement and LOS)