The Collapsed Dormitories

While these areas have been intensely studied by the teachers, many remain a mystery, and so far, the elevator to the other floors beyond the first is out of commission. The facts known, however, suggest that the Collapsed Dormitories and its parallel dimension may be entered through the bathroom in the lobby of this world’s dorms. Entering the bathroom and then promptly exiting without washing one’s hands results in a spill into the alternate reality. For this reason, ALL EMPLOYEES MUST WASH THEIR HANDS BEFORE RETURNING TO WORK.

Upon entrance to the Collapsed Dormitories, students will notice that the sky outside is perpetually twilight. The drapes and carpeting is a rich, royal purple, and the shadows are odd and heavy in the hallways. Any attempt to leave the building results in the student reappearing at the bathroom door. However, one may exit by choosing a dorm room.

The dorm rooms are numbered 101-107 and each have contained the last dream of the occupant before the Ascendant Protocol. The students entering are dumped into the dream and must complete the challenge explained by the dreamer. In addition, the students must also protect the dreamer or suffer failure and be booted from the alternate dimension and back into the hallway. Entering after a Dreamer has been killed, however, brings the characters back to the beginning of the dream with the Dreamer intact. Completing the challenge with the Dreamer intact is the only way to escape the Collapsed Dormitories.



Challenges
Room 101: American Civil War

Dustin has been reading too many American Civil War stories for History lately, and as a result, his dreams are peppered with images from the past. The group must don the wear of Union soldiers (blues) and push the front of their battle ¼ mile to complete the challenge. - Powers may be used to board approved specifications. - Twenty Union (including party and Dustin) and thirty Confederate soldiers. - A maximum of four NPCs may be modded per post. (Allies and other including kills and wounded.) - Every participant receives a rifle and a saber.

Room 102: V for Vendetta

Amy thinks the latest DVD she’s watched is the greatest. In her wildest dreams, she wishes she could swoop about London as the notorious V from the movie. However, she needs the party’s help to push her fantastic agenda to fruition. To complete the challenge, each character must assassinate her chosen antagonist and regroup at Parliament for an explosive conclusion. - Powers may be used to board approved specifications. - Each player splits from the group to take on their chosen antagonist. - One round of posts to assassinate the antagonist, and one to return to Parliament. - Protect Amy (V) from her deadly sais fight with fifteen government fighters. - Up to four NPCs may be modded within reason per post.

Room 103: First Date

Jim’s been playing too many Japanese dating video games lately and now finds himself dreaming of…well…his dream girl. Unfortunately, like most games, there are five he has to choose from and woo. To the party, it seems everything is up to them to push shy Jim onto the path to romance to complete this challenge. - No powers. - Each round of posts is a vote toward whichever scenario Jim will choose. - Party must rely on persuasive arguments to help Jim as only he can see and interact with them. - One round to choose a girl, One round to choose a date, and one round to pucker up and kiss or get slapped and rejected. - Any female party members might be recruited as Jim’s dream girls. If so, that character cannot sense the others until the end. - A successful first date nets the prizes.

Room 104: The Naked Dream

Don’s got a big speech for his class coming up. Unfortunately, someone recommended he thinks of the audience naked. Now, he keeps dreaming that everyone’s naked while he gives his speech for a book report. Helping Don get through his challenge without dying of embarrassment is the only way to make it. - Keep this PG, kids. No descriptions of body parts. - No powers. - Don will try to back out or leave the room. The party MUST get him to finish his book report.

Room 105: Flying

Mary’s dreaming about flying again, and while it’s exhilarating, she keeps thinking that something else is at work in her mind. She’s having a hard time staying aloft and a crash could be fatal. Help her figure out what’s disrupting her flight mentally. - Everyone can fly, however, the ability is synced to Mary’s current condition. If she is confident, everyone stays aloft. If not, everyone starts to take a mile-long nose dive. - No powers.

Room 106: EvoZoo Revisited

Stan keeps remembering the events of the EvoZoo. Unfortunately, he wasn’t really there, and his imagination is going wild. Animals are attacking humans, Evos and each other alike while soldiers fire tranquilizers at the escaping captives. Get him to the helicopter for safety. - Powers may be used to board specifications. - Up to four NPCs may be controlled per post. (animals or humans) - The helicopter will touch down in the middle of the field in the second round of posts.

Room 107: The School Bully

Kevin hates being the weakest of the lot, picked on by others with better powers. When he dreams he suddenly gains everyone’s ability, he decides to use the stolen powers on the party. Disable Kevin to teach him the error of his ways, but don’t kill him. - Powers may be used to board specifications. - Kevin can use any of the party’s collective abilities. - Disable Kevin or get him to stop fighting to win the challenge.

Area Enemies

 * Khull: Invisible creatures that cruise the hallways of the dormitories. They can be felt as a sudden drop of temperature that increases as they grow nearer to their prey. When visible to students with spiritual sensing abilities, these appear as white sheets, flying and twisting in the air. While considered dangerous, these creatures can only attack weakened prey. Using a surge of magic, the Kull envelopes its target and rips the soul free, trapping it in the folds of the sheet.


 * Whin Ghost: A malevolent spirit of a long dead race, the Whin use the shadows of the hallway to travel, melting with the shadow and disappearing until they leap to attack. When attacking, the Whin Ghost becomes visible. A thin, muscular humanoid with a pair of black silhouetted wings, only the eyes appear surreal, pure white. The Whin Ghost uses the wings to rip at its target, wounding it for a swarm of Kull to finish. Light of any sort can deter a Whin Ghost, causing it to retreat until the offending obstacle has vanished; however, they can and will circumvent spotlights to get to prey. Lanterns are encouraged.


 * Spirit Guides: On very rare occasion, an animal made of pure light will appear to aid the party against a swarm of Whin Ghosts and Kull. The student counterpart of the animal guide will gain a faint glow about them, warding off any direct attacks, and the animal will rush the attackers to push them away from the rest of the party. The effect lasts for five minutes (one to two posts) and the guide and protective aura fade immediately afterward. This can only be used once per Limbus run.


 * Adderwasps: 18" long crimson snakes, they have vestigial forelegs occasionally used to grip weakly while the body coils around. Powerful little jaws house two rows of sharp teeth and four elongated, hollow fangs that extract blood from their prey. Gold scales around the snout and paws and a variety of colors, Adderwasps are as attractive as they are deadly in large numbers. The scent of blood draws them out, instilling a frenzy to feed, and it takes a swarm of hundreds mere seconds to drain a gazelle. Fortunately, these ethereal beasts are in small numbers along the halls of the Collapsed Dormitories.

Vorpal Beasts
None have been discovered at this time.

Area Rules
Requirements to Participate: Limbus Bracelet, Minimum of Two participants with one character each, and up to Four participants with one character each.

Area Goals:  Complete each challenge in the dorm rooms to obtain a reward. The challenge is completed when the area becomes a plain dormitory with a chest in the middle containing prizes. Protect the room’s NPC to successfully complete the challenge.

Select Your difficulty: There are two difficulty levels in this area. Both require good communication with your teammates to complete the challenges in each room. Be sure that all of you have agreed to the same room or the Limbus area will boot you back into the hallway and waste time.

- Easy Run Through: A limit of up to four characters can enter the Collapsed Dorms at a time. The party receives one character controlled by the Limbus Area Manager (LAM) to aid them in any challenge they face. They must go through and complete one room in order to exit and achieve prizes. A limit of ten rounds will complete the mission fully with regular posting intervals of twice a week determined by the LAM. Using the LAM character to eliminate obstacles results in a zero to bonus Credits; however, prizes can still be awarded. Characters must protect the Dreamer NPC. Death of the NPC results in a boot from the area to the hallway to restart the challenge room. Each room can be repeated multiple times, but only the prizes obtained in that specific room appear each time. To achieve new prizes, new rooms must be explored. Monster NPCs cannot be modded where room specific rules allow the modding of dream NPCs. Normal board rules apply except where specific rooms have conflicting rules.

- Insane Run Through: A limit of up to four characters can enter the Collapsed Dorms at a time. The party receives no aid. Spirit Guide abilities are reduced to half of their effects and duration. Three rooms must be completed fully to achieve Credits and prizes. Twelve rounds will complete the missions broken into three rooms: One round of posts for entering the Collapsed Dorms and choosing a room, Three rounds of posts for completing the challenge of the first room chosen, One round of posts for choosing another room, Three rounds of posts to complete the second room, One round of posts to choose a third room, and Three rounds of posts to complete the third room. Posting rounds will be twice a week determined by the LAM. Failure to finish all three rooms in the allotted time will result in a penalty to bonus Credits equivalent to the rooms missed. However, items achieved through the completed rooms are not penalized and remain in the characters’ inventories. Characters must protect the Dreamer NPC. Death of the NPC results in a boot from the area into the hallway to restart the challenge room. The group must choose different rooms for each challenge. No repeating rooms during the course of the challenge. Monster NPCs cannot be modded where room specific rules allow the modding of dream NPCs. Normal board rules apply except where specific rooms have conflicting rules.

- Treasure Hunter Mode A limit of up to four characters can enter the Collapsed Dorms at a time. The party receives no aid. Spirit Guide abilities are reduced to half of their effects and duration. Posting rounds will be twice a week determined by the LAM. Seven (7) rounds of posting will be allotted to the party. These rounds may be a free choice between hunting monsters in the corridor/rooms, completing room challenges or exploring the area. All party members must be in the same area (Hall or room) or the LAM will reset the challenge with a deduction of rounds equivalent to those spent during the attempt. Characters must protect the Dreamer NPC in the event of a room challenge. Death of the NPC results in a boot from the area into the hallway to restart the challenge room. The group must agree on which characters receive single prizes in the Credit Redemption Center after the completion of the run. The leader of the party will post the agreed distribution. Afterward, each player can post whether they will keep their items or exchange for Credits. Monster NPCs cannot be modded where room specific rules allow the modding of dream NPCs. Normal board rules apply except where specific rooms have conflicting rules. Bonus Credits will be awarded based on prizes dropped from enemies or obtained from rooms. After the run, each individual will be able to decide if they wish to trade in their prizes for Credits or retain the prizes.

Final Word - Once the Limbus Run Through begins, updates from the LAM will be on Tuesday and Saturday nights. Failure to miss one round of posts will result in deductions from overall Credit and prize achievements for the room the party is currently participating in or at the LAM's discretion when end prizes are awarded. Missing more than two (Easy) or three (Insane) rounds will result in elimination of the absent character from the Limbus area entirely. Failure on the LAM’s part to post will result in default to the challengers with the absence of Credits. Prizes earned before default remain in characters' treasuries and must be approved by LAM.

Limbus Armors
Found randomly in various locations and on Vorpal Beasts, these armors are fashioned from memories of Limbus's power and retain some of their ethereal origin. Three different pieces complete the sets and unlock a deeper power within. However, these pieces of ancient armor can not be attuned to different races' energy signals, rendering them useless outside of their respective races. Trading the armors to different characters will be allowed only once before the magic binding them to the real world loosens and shatters the artifacts.