4-24-13: Improv Dungeon - WindStrike - 04-24-2013
[enemy Power=6 Courage=14 Wisdom=4 Hearts=1/1 Magic=0/0]
Nature (Level: 1), Shadow (Level: 1)
- Bees are extremely fast, and they have higher initiative rolls and increased evasiness.
- Roll $init 1d13 for initiative.
- Bees cannot get a bonus turn.
When defending, Bees’ roll is increased by 2 dice
Bees do not get this bonus when targeted by Light or Shadow attacks.
- Bees are only worth 3 experience.
- Requires Shadow (Level: 1)
- Bees sting a target, doing light damage but inflicting a stacking poison.
- Roll your Courage +4 dice vs. targets' Courage dice / Damage is halved
- If successful, target has Stung Affliction:
- While Stung, target takes 1 poison damage (neutral) at the start of every round
- Stung will stack infinitely until the target is dead
Stung lasts for the remainder of the battle
[enemy Power=10 Courage=8 Wisdom=3 Hearts=4/4 Magic=0/0]
- Roll $1d2 for initiative.
- If the result is a 1, Rope gets an extra bonus turn before the first round begins.
- The Rope’s bonus turn as a result of First Strike forces it to use Ramming Speed, charging towards a target at 88 mph.
- Roll your Courage +5 dice vs. targets' Courage dice / Damage decreased by 2
- If the attack is unsuccessful, target gets an automatic counterattack.
- Rope lashes out with its tail at a target.
- Roll your Power +3 dice vs. targets' Power dice / Increase damage by initiative roll #
- If the attack successful, Rope’s tail can hit another target on return at the same success rate.
- The damage done is halved and is not increased by initiative roll #.
If the attack is unsuccessful on either hit, respective target automatically gets a counterattack.
[enemy Power=4 Courage=4 Wisdom=9 Hearts=10/10 Magic=3/3]
Shadow (Level: 1), Fire (Level: 1)
- Eww, its skin is constantly oozing! It has increased resistance to spells and can trap melee attackers.
- If a player is successful in hitting Like Like in melee, Like Like automatically counterattacks target player.
- Damage from spells reduced by 2
- Like Like sucks up a target and then spits the target back out, stealing a held item.
- Roll your Wisdom +4 dice vs. targets' Power dice / Damage is halved
- If the attack is successful, steal an item that the player is carrying in his hands:
- When Like Like dies and has items, replace random item drop with all stolen items.
- For every item stolen, Like Like will drop 20 Rupees upon death.
- Requires Fire (Level: 1)
- Costs 3 Magic and 2 Hearts
- Like Like gets close to a target and superheats its skin in an attempt to melt the target.
- Roll your Wisdom +2 dice vs. targets' Courage dice / Increase damage by 2
- If successful, target gets the Burn Affliction:
- While Burned, target takes 2 burn damage (neutral) at the start of every round
Burn lasts for the remainder of the battle
[enemy Power=10 Courage=10 Wisdom=0 Hearts=10/10 Magic=0/0]
- Moldorm consists of five parts from head to tail. Each part has 2 Hearts and must be attacked starting from the tail. When the tail goes down, the next part becomes vulnerable, and so on until the head is the only one remaining. Moldorm only counts as one target.
- If a part takes more than 6 damage from a single hit, it does not carry over to the next part.
- An attack that hits multiple times simultaneously can hit multiple parts at once, but only if it kills them in that attack.
- If Moldorm has allies, opponents must hit and can only hit Moldorm until its dead. If there are multiple Moldorms, they can all be attacked.
- An attack that hits multiple targets cannot hit Moldorm’s allies until Moldorm is dead.
- Moldorm attacks all opponents, moving quickly to trample them all. Cannot be countered by melee.
- Roll your Power dice vs. targets' Courage dice
[enemy Power=0 Courage=7 Wisdom=16 Hearts=6/6 Magic=1/1]
Origin: The Legend of Zelda
(blah) Shadow (Level: 1), Fire (Level: 1)
- Physical damage taken is halved.
- If the attack already does half damage, it doesn’t get cut down a second time.
Light affinity damage taken is doubled.
- If Red Wizzrobe is hit by an attack and has at least half of its Maximum Hearts remaining, it can teleport away at the last moment.
- Hearts are reduced to 1 and Wisdom is reduced to 10.
- Costs 1 Magic
Escape Teleport can only be used once per battle.
- Requires Fire (Level: 1)
- Red Wizzrobe fires a bolt of Fire at a target from long range and can only be counterattacked from ranged attackss.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Burned Affliction:
- Target takes 1 burn damage (neutral) at the start of each round.
Burned lasts for the remainder of the battle.
- The rounded base of this wand rotates, giving the wielder two different casting modes.
- Can fire either a large but dispersed magic blast that hits all enemies, or a small but focused magic blast at a single target.
- Dispersed:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage is halved
Focused:
Roll your Wisdom +4 dice vs. targets' Wisdom dice
[enemy Power=8 Courage=11 Wisdom=7 Hearts=12/12 Magic=5/5]
Fire (Level: 1), Water (Level: 1)
- Red Patra is immune to all attacks classified as Offensive Spells.
- Damage taken is reduced by 2
- Red Patra has a ring of 4 smaller Red Patras surrounding it with 4 Hearts each. Until these Blue Patras are dead, Red Patra cannot take damage in any way.
- A multi-target attack can hit multiple Blue Patras, as each one counts as a separate target.
The Blue Patras’ Hearts are separate from Red Patra’s Hearts.
- When someone kills a Blue Patra, a jolt of energy is fired from the Red Patra to the attacker. Its successes are equal to the successes of the attack used to kill the Blue Patra.
- Target (the original attacker) rolls Wisdom to dodge.
- If the attack is successful, the target takes 2 shock damage (neutral).
- Requires at least one Blue Patra and Water (Level: 1)
- The ring of Blue Patras expand, hitting all enemies and increasing successes depending on the number of flies.
- Roll your Courage -2 dice vs. targets' Courage dice / Increase successes by # of Red Patras
- Requires Fire (Level: 1)
- Costs 1 Magic
- Red Patra fires a bolt of Fire at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- If the attack is successful, target takes an additional 1 burn damage (neutral).
Gurloz, Darte, Ramsey and Shane entered the depths of Shady's mind, where they fought off several waves of foes, with several circumstances. Against the Ropes and the Like-Like, water was filling the room, which lowered attack dice of melee attacks over time. Against the Moldorm and Red Wizzrobe, the floor was fragile, and several met their demise and met Zoidberg in the abyss that is Shady's mind.
The Red Patra was the final boss, and after several rounds, it was defeated with minimal losses. The treasure chest dropped a rare ring for each person along with either a Heart Container or Magic Container.
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