The Cave of the Ancients
Posted: Mon May 30, 2011 2:20 pm
*Vaellar stands up on a table and begins to address anyone who wishes to listen*
"I have been hearing talk about venturing into the cave of the ancients. With that in mind I think all those who have knowledge about the cave should share this knowledge. Sorry Darthesis, but I am going to give all the information I have about the cave away for free.
Here is what I know about the Cave:
1. The cave is a creature of order or chaos...Im not sure which.
2. The cave moves to various locations around the world. I believe it moves on a monthly basis.
3. The cave will only allow 8 living people to enter it at one time. Chaos and order aligned beings do not seem to be counted towards this limit. However, living beings still trapped in the cave from previous adventures have counted in the past limiting the number Midway could send in even more.
4. The cave itself radiates fear. The fear increases the further into the cave you go. I dont recall the exact fear itself, Daniel may be able to provide more specific info on that.
5. Each "Level" of the cave is broken into 3 parts. The first half, a midway trial, and then the second half. Any spells, potions or effects that have a "combat" duration will end at each of these points. So you will need 3 of them in order to have the effect for one full level of the cave.
6. The creatures which are fought within the cave seems to be somewhat random but usually includes undead, golems, and monsters which do not need to eat to stay alive. This is not always the case, but is a tendancy.
7. At the end of each level is a door which is locked and usually trapped rather heavily. The difficulty to open the lock increases as you go deeper into the cave.
8. On the first level of the cave be prepared to fight things that swing 10-12 dagger blows regularly or 5-8 dagger blows or armor piercing or unblockable damage. Also be prepared for them to be slaying and possible even a few death blows. These number increase by around 25% for every HALF level deep you go. So on level 3 expect things to attack for 25-30 dagger blows or 15-20 with some special ability such as vorpal, crush, drain, or even steal.
9. When you leave the cave you will be assaulted by the spectral guardian. The strength of the guardian is generally about twice that of the average creature on the level you got to. So if you clear level 1, unlock the door and open up level 2...the guardian will be around twice the strength of the average monster from level 2. The locked doors seem to be somewhat related to the strength of the guardian. I have seen reports where clearing a level will sometimes cause the guardian not to challenge adventurers upon exiting, but I have seen other reports where he does challenge them regardless of them clearing the level. Of course its always possible they missed a hidden creature or something of that nature.
That is all I can remember at this time. I encourage others to add what information they have to this list.
I would also suggest that when forming groups you not simply gather 8 individuals. A well balanced party is invaluable within the cave. My suggestion would be to form groups as follows.
1. - Warrior
2. - Warrior
3. - Mage
4. - Trap Rogue
5. - Loremaster/riddle person
6. - Healer
7. - Offensive geared Warrior/Assassin
8. - utility/Oh shit guy - this is your fallback in case the main person of that role cant do it. They ideally can step into any of the other roles on a limited basis and usually will have some "tricks" to help cover the unforseen.
In addition I also recommend that anyone going into the cave have 10 or more expendable items of a tier equal to the level of the cave your entering into. So an 8 person team going into level 1 of the cave should probably have 80 potions/scrolls/one shot items that are on par with tier 1 or 2 magical spells. Examples would be Resist pain potions, healing potions, 50-100pt armor potions.
I would also suggest that the group hire an outside mage or alchemist who is not going with them to provide buffs to the group so that they go into the cave at full strength. I know some groups in the past have gone so far as to offer a half share of any treasure found to those who provide significant amounts of support without joining in the crawl itself.
If you dont have these sorts of resources...I suggest you talk to Mr. Green quickly. Be prepared to spend coin...the cave will reward you for it if you are prepared. If you step in without being fully prepared you not only endanger yourself but the other 7 people counting on you to be fully prepared.
I hope this information proves useful in your endeavor and wish you the best of luck. If anyone has other information about the cave, or contrary information then I have provided please speak up I make no guarantees that my information is fact and am fairly certain it is not 100% accurate.
*Vaellar steps down from the table, takes a long drink from his mug glancing around at the faces of those gathered whom he considers friends and allies and appears genuinely worried.*
"I have been hearing talk about venturing into the cave of the ancients. With that in mind I think all those who have knowledge about the cave should share this knowledge. Sorry Darthesis, but I am going to give all the information I have about the cave away for free.
Here is what I know about the Cave:
1. The cave is a creature of order or chaos...Im not sure which.
2. The cave moves to various locations around the world. I believe it moves on a monthly basis.
3. The cave will only allow 8 living people to enter it at one time. Chaos and order aligned beings do not seem to be counted towards this limit. However, living beings still trapped in the cave from previous adventures have counted in the past limiting the number Midway could send in even more.
4. The cave itself radiates fear. The fear increases the further into the cave you go. I dont recall the exact fear itself, Daniel may be able to provide more specific info on that.
5. Each "Level" of the cave is broken into 3 parts. The first half, a midway trial, and then the second half. Any spells, potions or effects that have a "combat" duration will end at each of these points. So you will need 3 of them in order to have the effect for one full level of the cave.
6. The creatures which are fought within the cave seems to be somewhat random but usually includes undead, golems, and monsters which do not need to eat to stay alive. This is not always the case, but is a tendancy.
7. At the end of each level is a door which is locked and usually trapped rather heavily. The difficulty to open the lock increases as you go deeper into the cave.
8. On the first level of the cave be prepared to fight things that swing 10-12 dagger blows regularly or 5-8 dagger blows or armor piercing or unblockable damage. Also be prepared for them to be slaying and possible even a few death blows. These number increase by around 25% for every HALF level deep you go. So on level 3 expect things to attack for 25-30 dagger blows or 15-20 with some special ability such as vorpal, crush, drain, or even steal.
9. When you leave the cave you will be assaulted by the spectral guardian. The strength of the guardian is generally about twice that of the average creature on the level you got to. So if you clear level 1, unlock the door and open up level 2...the guardian will be around twice the strength of the average monster from level 2. The locked doors seem to be somewhat related to the strength of the guardian. I have seen reports where clearing a level will sometimes cause the guardian not to challenge adventurers upon exiting, but I have seen other reports where he does challenge them regardless of them clearing the level. Of course its always possible they missed a hidden creature or something of that nature.
That is all I can remember at this time. I encourage others to add what information they have to this list.
I would also suggest that when forming groups you not simply gather 8 individuals. A well balanced party is invaluable within the cave. My suggestion would be to form groups as follows.
1. - Warrior
2. - Warrior
3. - Mage
4. - Trap Rogue
5. - Loremaster/riddle person
6. - Healer
7. - Offensive geared Warrior/Assassin
8. - utility/Oh shit guy - this is your fallback in case the main person of that role cant do it. They ideally can step into any of the other roles on a limited basis and usually will have some "tricks" to help cover the unforseen.
In addition I also recommend that anyone going into the cave have 10 or more expendable items of a tier equal to the level of the cave your entering into. So an 8 person team going into level 1 of the cave should probably have 80 potions/scrolls/one shot items that are on par with tier 1 or 2 magical spells. Examples would be Resist pain potions, healing potions, 50-100pt armor potions.
I would also suggest that the group hire an outside mage or alchemist who is not going with them to provide buffs to the group so that they go into the cave at full strength. I know some groups in the past have gone so far as to offer a half share of any treasure found to those who provide significant amounts of support without joining in the crawl itself.
If you dont have these sorts of resources...I suggest you talk to Mr. Green quickly. Be prepared to spend coin...the cave will reward you for it if you are prepared. If you step in without being fully prepared you not only endanger yourself but the other 7 people counting on you to be fully prepared.
I hope this information proves useful in your endeavor and wish you the best of luck. If anyone has other information about the cave, or contrary information then I have provided please speak up I make no guarantees that my information is fact and am fairly certain it is not 100% accurate.
*Vaellar steps down from the table, takes a long drink from his mug glancing around at the faces of those gathered whom he considers friends and allies and appears genuinely worried.*