06-14-13: Mima's Nightmare - Orithan - 06-01-2013
Starting Friday 14th June 2013 between 8:00 PM and 10:00 PM CST (Saturday 15th June between 10:00 AM and Noon AEST), I will be starting (and hosting, as Guest DM) a small quest rather unrelated to the main story (2 sessions max, duration of each is undetermined as of yet) for our high-leveled players. I will wait for at least three players to join before starting the quest or I will pass the session over to my next available session time.
Location: Kakariko Village
Story: A tragedy has befallen Kakariko Village - a young lady from Koholint by the name of Mima, who has begun setting up a music shop there, has fallen into a mysterious coma. This coma has been induced by a evil spirit called a Nightmare, an agent of the evil spirit known only as Dethl, which has invaded her dream at some point. If Mima is left in the state she is in, she will eventually die and this Nightmare will spread to other unfortunate victims. Hal seems to know her somehow and is capable of opening a way into her dream for a brave party of heroes to march come in and slay the Nightmare to save Mima.
Your objective: Defeat the Nightmare and leave the dream alive.
DM's Tip: If you have the Rupees, buy and equip the Holding On skill (brought from the Hylian Shop with 300 Rupees) for this quest - It will come in handy. To recoup for the loss of Magic when you activate that skill, bring along a couple of Green and/or Blue potions (brought with 75 and 200 Rupees respectively from the Hylian Shop).
Reward (subject to change based on Windstrike's decisions): 3 Reroll Points and one of Mima's magic instruments per player (ie. Ocariana, drums, etc...).
I will let players know if there will be a scheduling clash with my quest start time at least a day in advance.
Results:
A brave team of adventurers entered Mima's dream with the help of Hal singing the Ballad of the Windfish and entered the dungeon which the Nightmare lurked in. They encountered all sorts of oddities in there, ranging from Mario jumping out of pipes to Shy Guys casting magic at our heroes. They eventually defeated the monstrous Chenmope with a combination of traps and powerful magic spells.
However; the Nighmare managed to defeat Ramsey (sorta, he got back up midway), Fireblast and Shane before it went down to being fried in the inside.
RE: 14-06-13 : Mima's Nightmare - WindStrike - 06-01-2013
I've posted your quest on the ZURPG calendar, which I hope we'll start using. Though it does have a few issues that need to be worked out still.
Also, for the sake of consistency in the listing of the quest threads, could you change the date of this thread to month-day-year rather than day-month-year?
RE: 06-14-13 : Mima's Nightmare - Orithan - 06-14-2013
[enemy Power=20 Courage=27 Wisdom=10 Hearts=14/14 Magic=4/4]
Origin: The Ocarina of Time
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it does help resurrect its allies.
- When Stalfos dies, any equipped items are dropped as items, replacing the random item drop.
[box=Scale Katana][list]
[*] A long, green sword forged entirely out of snake scales. It scores hits with ease. It hits 1 target.[list]
[*] [dice type-a=Courage type-b=Courage] / Successes increased by 3.
[*] If the attack is unsuccessful, you lose 3 [Courage] dice until the end of your turn one round later.[/list][/list][/box]
[box=Scale Buckler][list]
[*] A large, round green shield made out of snake scales that can handle heavy blows and magic easily, but weak to light, faster attacks.[list]
[*] When defending, increase your [Power] dice by 5 and [Wisdom] dice by 2
[*]However, reduce your [Courage] dice by 3.[/list][/list][/box]
- If Stalfos is killed with -3 to 0 Hearts while there is a dead ally, Stalfos' energies reanimate a dead allied body to 5 Hearts.
- Ally has -4 Power, Courage and Wisdom stats while reanimated.
- Stalfos cannot reanimate each other or other Undead beings.
If Stalfos is killed with -4 or less Hearts while there is a dead ally, Stalfos' energies will not reanimate an ally.
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
- A long, green sword forged entirely out of snake scales. It scores hits with ease. It hits 1 target.
- Roll your Courage dice vs. targets' Courage dice / Successes increased by 3.
- If the attack is unsuccessful, you lose 3 Courage dice until the end of your turn one round later.
- A large, round green shield made out of snake scales that can handle heavy blows and magic easily, but weak to light, faster attacks.
- When defending, increase your Power dice by 5 and Wisdom dice by 2
- However, reduce your Courage dice by 3.
[enemy Power=29 Courage=21 Wisdom=13 Hearts=13/13 Magic=0/0] Origin: The Legend of Zelda
These snakes may be a little dumb and a little late to notice, but when they see you, they charge you with all they've got and finish you with a powerful whiplash from their heavy tails. Nature (Level: 3), Shadow (Level: 1)
- 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 1
- If the attack is unsuccessful, target gets an automatic counterattack.
- Rope lashes out with its tail at a target.
- Roll your Power +4 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=7 courage=31 wisdom=17 hearts=10/10 magic=10/10]
Origin: ZURPG
A variety of Keese that inhabit caves and mines. They often cause havoc in mines by snuffing out lights and cutting ropes.
- When defending, Keese’s roll is increased by 4 dice.
- Lightning attacks (Nature sub-type) gain 8 dice when attacking Keese.
- Keese slashes a target with its sharp wings.
- Roll your Courage dice vs. targets' Courage dice
- By consuming 2x extra Magic than normal when you use Magic to attack, you can multiply the damage caused by 1.5x if it hits. This damage increase is applied before the attack's damage modifier.
- Requires Shadow (Level: 2)
- Costs 2 Magic
- Keese moves through the air easily, absorbing light and slashing a target with Shadow affinity.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice.
[enemy power=16 courage=12 wisdom=28 hearts=13/13 magic=15/15]
Origin: Link's Awakening.
A mysterious person who wears a thick robe covering their entire body, bar the face. The face is hidden by a hard, mysterious mask that prevents other people from seeing their face. They specalise in using [dark] magic, but they also can heal their allies. Shadow (Level: 3), Nature (Level: 1)
- When Shy Guy dies, any equipped items are dropped as items, replacing the random item drop.
[box=Shy Guy Mask][list]
[*] A strange mask that Shy Guys wear to hide their faces. It reduces the amount of damage taken from melee weapons at the cost of accuracy.[list]
[*] Damage taken from melee attacks reduced by 2 from the frontside.
[*] When attacking, you roll is decreased by 2.
[*] The mask breaks after taking any damage from a [Power]-based attack, giving the wearer the [b]Shy[/b] [u]Affliction[/u]:[list][list]
[*]Your [Courage] stat is reduced by 3.
[*]You can not counterattack.
[*]You can not use any Cover skills.[/list]
[*][b]Shy[/b] lasts for the remainder of the battle.[/list]
[*]If 'broken', the mask will magically repair itself after the battle has ended.[/list][/list][/box]
[box=Shy Guy Staff][list]
[*]A [i]Two-Handed[/i] staff made specifically for use by Shy Guys. It raises your defending dice you if didn't attack during your last turn.[list]
[*]Your roll when defending is increased by 4 dice.[/list]
[*]It can also fire a concentrated blast of magic at one target.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom] / Damage increased by 1[/list][/list][/box]
- Slaps one target. If successful, the target takes minor damage and flinches from the recoil
- Roll your Power +3 dice vs. targets' Power dice/ Deals 1 Neutral damage.
- If the attack is successful, the target becomes afflicted with the Flinching Affliction:
- You can not move or attack and are forced to end their turn when it comes up.
Flinching lasts until the end of your turn one round later.
- Headbonks a target to inflict damage.
- Roll your Power dice vs. targets' Power dice / Damage is increased by 2.
- Requires 3 Magic, Shadow (Level: 2) and a Shy Guy Mask equipped.
- The Shy Guy briefly lifts its mask to let loose a pulse of shadows at one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice/ Damage increased by 1.
- Successful or not, you lose 1 Courage die for the remainder of the battle. This stacks indefinitely
- Level 10 and Shadow (Level: 3).
- Costs 7 Magic
- You cast a blast of Shadow magic at all enemies, causing any targets that get hit to cower.
- Roll your Wisdom -3 dice vs. targets' Wisdom dice/ Deals no damage.
- Each enemy that gets hit will be afflicted with the Cowering Affliction:
- Targets afflicted with Cowering loses 5 dice to all stats when attacking.
Cowering lasts for the remainder of the battle.
- Requires Nature (Level: 1)
- Costs 2 Magic
- Heal any target by 5 Hearts.
- A strange mask that Shy Guys wear to hide their faces. It reduces the amount of damage taken from melee weapons at the cost of accuracy.
- Damage taken from melee attacks reduced by 2 from the frontside.
- When attacking, you roll is decreased by 2.
- The mask breaks after taking any damage from a Power-based attack, giving the wearer the Shy Affliction:
- Your Courage stat is reduced by 3.
- You can not counterattack.
- You can not use any Cover skills.
Shy lasts for the remainder of the battle.
If 'broken', the mask will magically repair itself after the battle has ended.
- A Two-Handed staff made specifically for use by Shy Guys. It raises your defending dice you if didn't attack during your last turn.
- Your roll when defending is increased by 4 dice.
It can also fire a concentrated blast of magic at one target.
Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage increased by 1
[enemy power=39 courage=21 wisdom=10 hearts=15/15 magic=0/0]
Origin: Link's Awakening.
At first glance, they appear to be small, placid flowers. However, as you get close, they grow huge and attack you with their hordes of razor sharp teeth. They have a habit of growing out of pipes.
- The Piranha Plant attacks one target with a big chomp, assisted by its many razor sharp teeth.
- Roll your Power +4 dice vs. targets' Power dice.
- This is a cover skill. Only one cover skill may be active at any time. All others must set to (disabled).
- Piranha Plant chooses and ally to guard. It will automatically attack using Chomp at anyone who targets that ally with a direct physical attack, provided their action doesn't get canceled before they actually reach that ally.
- This cover lasts until Piranha Plant is unsuccessful at defending against an attack targeted at it or it uses this skill on another ally.
- Piranha Plant is on a short stalk, limiting its ability to attack targets directly.
- The successes of its Chomp attack when attacking a target directly are halved.
- The sap flowing through the Piranha Plant gives it some added protection from magic attacks.
- Reduces damage taken from spells by 3
[enemy power=55 courage=42 wisdom=24 hearts=32/32 magic=26/26]
Origin: ZURPG.
The nightmare who is haunting Mima's dream. It is a huge mutated Rope who developed a giant shell, arms and legs through Dethl's wicked powers. It is so big that it can barely fit in the mine tunnels when standing up. It is particularly careless when moving around, having caused tunnels to cave in just by stomping through on its newly-formed legs. Even its own minions are afraid of it. It, if allowed to roam in Mima's dream unchecked, will cause her to comatose and allow it to spread to more victims. Nature (Level: 5)
Shadow (Level: 2)
- Chenmope withdraws into its shell for safety.
- Chenmope takes no damage from all attacks except from Fire or Light affinity attacks/effects while it is in its shell.
- While defending Chenmope's dice are reduced by 10 in each stat, regardless of the enemy's attack's affinity.
- Chenmope can't roll against enemies who are attempting to escape battle.
- Chenmope can only use the Shell Slam ability while within the shell.
Shell Slam:
Requires Level 30, 7 Magic.
Chenmope, while in its shell, slams into a target at full force to cause massive damage.
Roll your Power dice vs. targets' Power dice / Damage is increased by 10.
If unsuccessful, Chenmope crashes into the wall, taking damage equal to the difference in successes, and remains in its shell until the end of its next turn later.
If successful, Chenmope automatically emerges from its shell.
- Requires Level 10 and 5 Magic
- Attack three times, choosing a random target each time.
- Select random targets with $3d#, where # is the number of participants in the battle defined by the turn order.
Roll your Power dice vs. targets' Power dice / successes are halved.
- A simple Power-based generic mele attack.
- Roll your Power dice vs. targets' Power dice.
- Reduces damage taken by 4.
- Roll $init1d5 for your inital roll.
- Chenmope is so big and bulky that it is unable to avoid traps
- Chenmope is unable to roll against traps.
- Chenmope struggles at stopping enemies from escaping.
- Chenmope's successes when rolling against an enemy who is attempting to escape are halved.
- Any status affliction or buff that Chenmope receives that doesn't deny it of any actions don't fade at the end of a battle.
- Requires Level 20, 10 Magic and Nature (Level: 3).
- Heal yourself by 10 + 1 for every 5 Wisdom dice Hearts.
Traps:
- A heavy boulder drops onto you.
- Roll your Power dice vs $23d10 / Damage is increased by 5.
- Amount: 1 use.
- Spikes shoot up at you.
- Roll your Courage dice vs $20d10.
- Amount: ∞ uses.
- A surge of flames erupts beneath your feet.
- Roll your Wisdom dice vs $27d10 / Deals Fire (Level: 5) effect damage.
- Amount: 1 use.
- A ball of strong vile gunk is hurled at you.
- Roll your Courage dice vs $18d10 / Damage is halved.
- If unsuccessful at dodging, you will be afflicted with the Power Down + status affliction:
- You lose 10 Power Dice.
- This affliction stacks with each hit by the gunk.
This affliction remains for the remainder of the battle.
Amount: ∞ uses.
RE: 06-14-13 : Mima's Nightmare - Orithan - 06-15-2013
Take only one of these items:
[box=Ocarina (Artifact)][list][*]A mystical blue flute-like instrument that can play magical songs.
[*]It can have songs placed into it.[/list][/box]
[box=Harp (Artifact)][list][*]A mystical harp that can play magical songs.
[*]It can have songs placed into it.[/list][/box]
[box=Flute (Artifact)][list][*]A mystical flute that can play magical songs.
[*]It can have songs placed into it.[/list][/box]
[box=Drums (Artifact)][list][*]A mystical set of drums that can play magical songs.
[*]It can have songs placed into it.[/list][/box]
[box=Violin (Artifact)][list][*]A mystical violin that can play magical songs.
[*]It can have songs placed into it.[/list][/box]
Ballad of the Windfish. Attach this to the bottom of your instrument box
[*][b]Ballad of the Windfish:[/b]
[list][*]Enables you to travel into people's dreams.
[*]Can only be used for RP purposes.[/list]
Eligible players to claim an instrument:
- Fireblast124 (Taken Flute)
- Mizer/Ramsey (Taken Ocarina)
- Sephiroth (Taken Drums)
- Darte Fellshard (Taken Harp)
- Shane (Taken Violin)
EDIT: STARTIN' UP GARAGE BAND!
RE: 06-14-13 : Mima's Nightmare - WindStrike - 06-16-2013
Great job by Orin XD on his first time DMing! I think it's safe to say we all enjoyed it, and wow at that boss, I think that trumps all of my attempts at making a good boss. Time for me to step things up!
Also, as a result of "Ballad of the Windfish"... I get the feeling people with that song are gonna cause inception in the future.
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