The Bridge to Nowhere

The multimillion dollar jewel connecting the Azura and Avalon project to Fukuoka has been destroyed from the harbor on the mainland to about halfway across the entire bridge. The remaining half is, somehow, worse due to the energies of Limbus attacking and altering it. Those who now walk on the twisted, blackened and broken bridge will find it always shifting and moving in high winds. The ground trembles with every step taken, and will break apart beneath your feet if you stand still too long. If one wishes to reach the end of the bridge, they will be forced to make a dangerous trek into the rafters and even under the belly of the bridge itself. The sky is always dark with a pink and purple aurora borealis floating in mockery of the sun. Below, the water seems to be blacker then oil, and those who stare at it too long will find it rising up to consume them. At the end of the bridge awaits a legendary smith captured by those who now control the bridge, and he will arm you with a weapon and an element as a reward for reaching him.



Challenges
Challenge 1: Goibniu's Goods

Whether it is the actual mythical Irish blacksmith or just Limbus's version of one, Gobibniu has been captured by this area's primary enemy, the Fomorii. He is currently stationed on the collapsed side of the bridge, right at the water's front. Your parties challenge is to reach Goibniu's location and defeat the Fomorii around you, so that the blacksmith may grant your party new powers to increase your magical strength. The bridge itself will be the main obstacle though, considering this area grants strength to every obstacle based on fear. The water is rising, the bridge is falling; be quick but brutal to claim new found power.

Area Enemies

 * Rafter Widow: This demonic insect holds a similar nature to the notorious Australian spiders in the fact that it is remarkably territorial and extremely aggressive. Unfortunately for the party, it’s about two hundred times the size of that particular predator as well. The Widows are 8ft tall and about twelve feet in length, or roughly the size of a large SUV. Their coloration is a mix of black and purple along the abdomen which shifts and changes so they may blend in with the background sky. Rafter Widows have surprisingly muscular legs, which allow them to make long leaps across the bridge rafters without needing a web. Their eight eyes are a cold icy blue while their fangs drip radioactive green colored poison. These creatures will hide with their environment while awaiting prey, they hang under the rafter on a stretch of webbing that looks like a broken steel cable, all the while their abdomen actively camouflages them against the sky and water. Once prey is smelled or produces sound by running, the spiders go on a relentless attack. The best ways to escape them is to either fight (which is VERY dangerous) or move as fast as possible and hope to outmaneuver them until the party can reach a safer part of the bridge. In fear of other enemies, they do not allow themselves to come down from the rafter territory no matter how hungry they are. The spiders have an incredibly strong poison lined set of fangs that will instantly kill a person (bump them out of the Limbus challenge) on a hit. All the poison needs to do is touch skin in order to be fatal. However, the poison only works on living beings, meaning that machines, the undead, and anything else have one less thing to fear from them. The fangs are reserved as a last resort though, because the widows lack any armor to defend their face abdomen or legs. These spiders instead chose to attack by using their superior leaping ability to get ahead of their opponents to cut them off, and then launch 12 gauge steel quality webbing that can either be scattered over a group to slow them down, or targeted on one person to wrap them up. Once a person is wrapped in the cold gray silk, the spider will draw them over and bite down immediately. Widows can communicate between each other, they do so in a series of horrid hisses that always sound threatening.


 * Baby Widows: These seemingly inappropriately named spider type insects are not a baby version of the Rafter Widows but a whole other species. They are still large when compared to most earth spiders, but these ones at maximum size only measure about six inches across and stand about four inches high. They are a milky gray color that makes them easy to notice, have no natural body armor, and have no webbing nor enhanced leg muscles to carry them further. Instead, the depend on a swarm mentality to approach a group, often enough close to a hundred of them will attack at once. These spiders lack any sort of fatal poison, but their own brand brings a fear enhancing hallucinogenic. If one of these spiders manage to bite you, the body will begin to increase the number of fear endorphins running through the brain. At first this will enhance the fear of heights, drowning, or falling from the broken ground of the bridge… but this spider’s strength is in clinging to its victim with a fierce grip until death. After two rounds of one spider’s injection, the body will have random shakes, and the fear endorphins will reach the point of true hallucinations. At three rounds, a person reaches a point of insanity where their fear drives them to suicidal stages (at three rounds of one spider’s injection, the party member is kicked from the Limbus area. It must be the same spider for those three rounds to cause the lethal effect, for whatever reason the spider’s venoms do not stack. These spiders do not attempt to suck blood or even inflict physical harm beyond their first bite, it is theorized they feed from the emotional energies of the fear they inflict. The name ‘Baby Widow’ comes from the cries these spiders make to signal the start of a swarm. If your party hears a baby crying, the best option is to run.


 * Fomorii: These are fabled demons of Celtic myth that were interpreted to have the heads of goats and the bodies of men. Perhaps Limbus merely sought to up the anti when he created these freakish shades, their only resemblance to a goat comes from the gold and brass plate helms that they wear being adorned with different horns. Otherwise, the creatures of this area are shades dressed in full plate armor or some type of bronze and gold covering with skin dark as space, and no actual face other then a pair of red eyes. All of these creatures are naturally trained warriors, but atop their relentless tenacity and joy of bloodshed, the Fomorii are highly intelligent and work together in groups. Their Blade-lords and Sadists will unleash an upfront attack, while the Desecrators will provide ranged support. In the meantime, the Blockaiders will attempt to sneak around and also make ranged attacks, until the frontal assault can no longer protect the Desecrators. At this point they draw blades and join the fray. Fomorii do not communicate with words, rather all are empathic and use their thoughts in order to create strategic attacks. In addition to empathic communication, the Fomorii gain physical strength around the emotion of fear. They go from being masterfully trained warriors into individual super forces to be reckoned with. A direct hit on a Fomorii that should damage does register, but they will not openly show it in any way. They do not bleed, bruise, cry out, or even stop for pain. Upon death, they simply fade, leaving an empty set of armor and weapons that quickly turn to ash. There are four different types of Fomorii warriors:
 * Blade-lords: These Fomorii wear golden ram horn helms and carry two augmented Khopesh. They also adorn full plate bronze with gold trim armor, making them incredibly hard to land an actual hit on.
 * Desecrators: Do not let the hood with small goat horns trick you, these Fomorii are very dangerous with their augmented Battlestaff. Their black leather cloaks cleverly hide bronze scale armor.
 * Sadists: These Fomorii wear mere brown robes to cover themselves, but wear the Darksteel augmented magi bracers on both their hands and feet. Every one of these fiends holds a mastery over a mixture of martial arts, making them dangerous at close range. Their face is mostly covered by a bronze mouth piece and leather helm that has long curved horns.
 * Blockaider: By far the most dangerous Fomorii due to shear versatility. They carry both a Styx Hex-gun and a Khopesh, and are adorned in half plate Darksteel armor with gold trim, and their plate helm has simple black spike demon horns. The Blockaider is normally the leader of the Fomorii attack, he coordinates from the distance while sneaking around an enemy to provide additional ranged support. If his front line fighters are taking damage, then the Blockaider will draw his own Khopesh and leap into the fray. His armor is lighter then the Blade-lord’s, but still as dense.

Vorpal Beasts
None have been discovered at the time

Area Rules
Requirements to Participate: Limbus Bracelet, Member of Avalon (or as a member of Azura have beaten the Petrified Forest). Must have a minimum of three members to start the challenge, max of five. Members do not need to be of equal strength, but the area will be tooled to make it a challenge for the strongest person.

Area Goals: The Bridge to Nowhere builds on two of the most common fears, heights and drowning. The goal is to overcome these fears by reaching the edge of the broken bridge that meets the water, where a blacksmith of legend will forge for you magical arms and elements to command with them. Beware though, aside from brutal enemies are only attempting to delay you long enough for the bridge to fall apart, or for the water to rise up and claim you.

Select Your difficulty: The person who submits a request for the party will be the one who selects the overall difficulty of the event they are taking (DO NOT FORCE YOUR GROUP TO DO SOMETHING THEY DO NOT WANT). Three difficulty levels are offered for this Limbus Challenge.

- Easy: This difficulty will provide you with 15 rounds before the water rises up and claims every party member. There will only be half the enemies of a normal Limbus challenge, so that the party may be introduced to the area. In addition to that, a staff level guide will be provided in order to help the party claim victory. (This area's party guide is Sabrina, the secretary of Wessix) While no bonus credits are obtainable, this area will yield a certified victory and net you the choice of one item and one augment.

-Normal: This difficulty provides 12 rounds to reach the water's edge end of the bridge before reality twists enough to send you swimming. The enemies in the area will grow stronger with fear, and are quiet capable at giving chase. Fight on the run is the idea here. The party may elect to have me bring one of my personal characters to help on this difficulty, and they will still be entitled to bonus credits (though my character may receive an item and an augment, they will not receive any bonus).

-Insane: Did you read the title of this difficulty? This is like the game of Dungeons and Dragons where the Dungeon Master does everything in their power to make you die horribly. Your party will have seven rounds to reach the water's edge end of the bridge, and somehow do it by getting through double the enemies and even more challenges then before. No support will be offered, but on the flip side the bonuses are rather heavy.

Final Word: Posting intervals - Once the Limbus challenge is created, the party will have however many rounds they selected to finish the challenge. EACH MEMBER MUST POST TWICE A WEEK (3 to 4 day intervals), but posting more frequently is encouraged for dual reasons. 1) Early Completion is more likely with a steady posting group, and 2) People are waiting to get in and start the challenge behind you! Another thing I might mention is that the longer you give me to think of a post, ESPECIALLY on the insane difficulty, the harder I will make it for you. IF I AS THE ADMIN MISS AN UPDATE WITHOUT WARNING THE PARTY, OR FALL BEHIND ON TWO UPDATES EVEN WITH WARNING THE PARTY, all characters automatically complete the challenge, but receive no bonus credits.

Area Prizes
The following is split into three segments, one covering the weapons themselves and another to cover the augments you may choose from. The three lists special pieces of equipment and or abilities that you may utilize (these replace choosing a weapon, meaning you may only choose these from the second run on). The same weapon can be chosen multiple times, but in things like the Khopesh that will simply justify a dual wield. You may also choose multiple elemental augments for your weapons, but without the multi-mixer special ability, you will have to chose which one the weapon specifically summons with. Even if you have multiple elements, the weapon will still require 24 hours to be recalled from the bracelet, but you will again have a choice of which augment you want. The bracers can also be taken multiple times for each pair of limbs you have (technically you could take more, but why?!) Lastly, all these weapons are summonable via the Limbus bracelet, and will return either on command or when they run out of magical energy. It takes 24 hours to recharge the magical energy so these may be summoned again.