9-28-13: Hermit's Hole - Orithan - 09-26-2013
Starting on Saturday 28th September 1-2 PM (Sun 29th September 5:30-6:00 AM AEST), I will be hosting a small miniquest for the players in the Level 23-28 range consisting of one 2-3 hour session. As usual, I will wait for three players to join or I will pass the session over to my next available timeslot. However, there will be up to 5 players joining this quest at the max.
Client: Nikos
Location: Hyrule Field.
Story: "There is a weird hermit living in a strange hole towards the entrance to the path to Zora's Fountain. The Zoras are discontent at him because there are rumors that he has a large army of little soldiers.
It is also advisable to bring things that can hit multiple targets because of these rumors so you can kill them quickly. Super Bombs would be optimal for this job." ~ Nikos
Your objective: Defeat the Hermit living inside his hole.
Reward: Each participating player is given 2 Reroll points and 600 Rupees.
If there is a scheduling clash with this quest, I will notify everyone at least a day before this quest is scheduled to start.
RE: 9-28-13: Hermit's Hole - Orithan - 09-28-2013
[enemy Power=38 Courage=20 Wisdom=35 Hearts=30/30 Magic=0/0]
Origin: Pikmin.
If you thought warthogs were dangerous, the Fiery Blowhog seems almos lethal especially considering it can actually spew fire through its elongated snout.
- Fiery Blowhog naturally has thick skin, greatly reducing the amount of damage done to it through physical attacks.
- Physical damage is reduced by 4.
- Spell damage taken is increased by 2.
- Nature attacks get double the counter loss when fired at Firey Blowhog.
- Fiery Blowhog is capable of counterattacking any successful melee attack that it gets hit by violently throwing itself forward in a huge bucking motion.
- Roll your Power dice vs. targets' Power dice / Damage is halved.
- This skill can be used twice per round.
- Requires Fire (Level: 3).
- By mixing combustible liquids in its stomach together, Fiery Blowhog shoots out a fierce stream of flames from its red-ringed snout at one target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice.
- If successful, the target takes an additional 3 burn damage (neutral.)
Requires Fire (Level: 3)
- Fiery Blowhog cloaks its body in fire and charges at one target to do considerable damage.
- Roll your Power -4 dice vs. targets' Power dice / Damage is increased by 4.
[enemy Power=33 Courage=39 Wisdom=29 Hearts=24/24 Magic=0/0]
Origin: Pikmin.
Small slug-like creatures that inhabit water. While they are slow, they often come in groups and gang up on larger creatures.
- All groups of Water Dumples share one collective turn and only get one action total. As such, only one initiative roll is made for all Water Dimples.
- Each group of Water Dumples counts as a separate target.
- Water Dumples come in groups of three. As a result, a Water Dumple dies for every 8 Hearts lost by the group.
- The Water Dumples disperse and bite multiple enemies on separate attacks.
- Roll your Courage -2 dice vs. targets' Courage dice / Damage is halved.
- The total number of attacks made depends on the number of Water Dumples in the swarm (ie. If there are two groups with three, they make 6 separate attacks)
- Requires Water (Level: 4).
- The Water Dumples in the swarm gather together and squirt jets of water at one target in an attack for each group.
- Roll your Power +2 dice vs. targets' Wisdom dice / Damage increased by the number of Water Dumples in the group*2.
[enemy Power=50 Courage=27 Wisdom=39 Hearts=48/48 Magic=15/15]
Orign: ZURPG.
The hermit living in the cave. Fire (Level: 2) Water (Level: 3) Nature (Level: 2)
- When Arder is defeated his equipped items are dropped, replacing his random item drop.
[box=Megaton Hammer][list]
[*][Level=30] and 50 Base [Power][list]
[*]Can be used [i]Two-Handed[/i] for only 30 Base [Power][/list]
[*]A small, but extremely heavy hammer made from some of the strongest metals that causes tremors on hit. Hits one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 6
[*]If the attack is successful, target gets the [b]Shaky[/b] [u]Affliction[/u]:[list][list]
[*]Target becomes extremely shaky and is unable to hold items in his hands.[/list]
[*][b]Shaky[/b] lasts until the end of your turn one round later.[/list]
[*]If the attack is unsuccessful, you miss and hit the ground, sending a tremor that hits everyone (except you).[list]
[*][dice type-a=Power type-b=Courage] / Deals no damage
[*]If the attack is successful, target(s) lose 5 successes on their next action.[/list][/list]
[*][b]Electrocute Bonus:[/b][list]
[*]Requires [Nature 2]
[*]Gives the weapon [Nature] affinity
[*]When you successfully hit a target, target gets the [b]Electrified[/b] [u]Affliction[/u]:[list]
[*]Target's armor loses 1 damage reduction.
[*]Target's armor cannot have negative damage reduction.[/list]
[*][b]Electrified[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Siphoning Wand]
[i]Souls... give me your SOULS![/i][list]
[*][Level=10]
[*]While it doesn't have much power, it makes up for it by allowing its beam to siphon [Magic] from one to another. Hits one target.[list]
[*][dice type-a=Wisdom amount-a=+3 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, you can siphon up to [Magic]5[/Magic] from the target to you or another target.[list]
[*]Alternatively, you can transfer up to [Magic]5[/Magic] from you to the target.[/list][/list]
[*][b]Searing Flames Bonus:[/b][list]
[*]Requires [Fire 1]
[*]Gives the weapon [Fire] affinity.
[*]If weapon's attack is successful, do 1 extra burn damage (neutral).[/list][/list][/box]
[box=Backlash Shield][list]
[*][i]Requires Level 10[/i]
[*]The shield provides mediocre defense, but what it lacks is made up for with attack.[list]
[*]When defending, your roll is increased by 2 dice.
[*]If you’re successful when defending, you automatically get to counterattack using this shield.[list]
[*][dice type-a=Power amount-a=+3 type-b=Courage] / Deals 6 damage
[*]If the attack is not successful, you take the difference in successes as damage.[/list][/list]
[*][b]Ring Appraisal Emblem:[/b][list]
[*][Level=10]
[*]Allows you to wear up to two rings at a time.[list]
[*]The item must be equipped while wearing both rings. If it is ever unequipped during this time frame, the rings' power will overwhelm you and kill you by the end of the battle you enter.[/list]
[*]Wearing multiple ring emblems does not stack the effect.[/list][/list][/box]
[box=Heal Armor][list]
[*][Level=10]
[*]A green-tinted armor patched with a red plus sign... this makes you look gimmicky.[list]
[*]Damage taken is reduced by 2[/list]
[*][b]Revitalize:[/b][list]
[*]Costs [Magic]1[/Magic]
[*]Heal yourself by [Hearts]8[/Hearts]
[*]This ability can only be used during a battle.[/list]
[*][b]Thorns Bonus:[/b][list]
[*]Requires [Nature 1]
[*]When a melee attack successfully hits you, the attacker takes [nature-color]2 Nature Effect Damage[/nature-color].[/list][/list][/box]
[box=White Ring][list]
[*][Level=10]
[*]A ring of pure white.
[*]Damage taken is reduced by 2.
[*]Breaks after use in 3 battles.[list]
[*][Amount]1[/Amount] Battles[/list][/list][/box]
[box=Shiny Ring][list]
[*]A shiny silver-coloured ring.
[*]At the start of each round, recover [Hearts]2[/Hearts] and [Magic]1[/Magic].
[*]Breaks after use in 3 battles.[list]
[*][Amount]1[/Amount] Battles[/list][/list][/box]
[box=Cane of Dekri][list][*][level=20]
[*]Costs [magic]3[/magic] to use.
[*]An enigmatic green cane created by the mysterious Dryad Dekri. It can target one enemy and can strip off their affinities.[list]
[*][dice type-a=Wisdom amount-a=-2 type-b=Wisdom] / Deals no damage.
[*]If successful, choose one affinity your target has and reduce it by 1 level.[/list][/list][/box]
- Arder is commanding the Pikmin and, as a result, gets an extra action in which to command his Pikmin army during his turn.
- This extra action can be used to use any of the following skills: Command Pikmin or Call Pikmin.
- These skills can only be used with this extra action.
- Arder orders his Pikmin to attack enemies. For more information about this, look up the Attack! skill on the Pikmin enemies.
- No more than 50 Pikmin can attack a single target.
- Arder runs up to one of his onions to call out up to 40 Pikmin from that onion.
- No more than 100 Pikmin can be in the army at once.
- Each onion has 100 Pikmin in them.
- Arder grabs a Pikmin and throws it at one target in an affinity-based attack.
- Roll your Power +3 dice vs. targets' Power dice / Deals affinity effect damage based on what colour Pikmin thrown.
- Level 30, Nature (Level: 2), Shadow (Level: 2), and/or Fire (Level: 2)
- You only need two of the list affinities to use this spell.
Costs 11 Magic
Cause a target's flesh to rot and burn.
Roll your Wisdom +8 dice vs. targets' Wisdom dice / Deals no damage
If the attack is successful, target gets the Rotting Flesh Affliction:
Target takes 3 burn damage (neutral) and 3 poison damage (neutral) at the start of each round.
Target's allies are affected by the smell from Rotting Flesh, and they lose 4 successes on attacking and defending.
When the target dies, the corpse decomposes entirely.
Rotting Flesh lasts for the remainder of the battle.
- Level 30 and 50 Base Power
- Can be used Two-Handed for only 30 Base Power
A small, but extremely heavy hammer made from some of the strongest metals that causes tremors on hit. Hits one target.
Roll your Power dice vs. targets' Power dice / Damage increased by 6
If the attack is successful, target gets the Shaky Affliction:
Target becomes extremely shaky and is unable to hold items in his hands.
Shaky lasts until the end of your turn one round later.
If the attack is unsuccessful, you miss and hit the ground, sending a tremor that hits everyone (except you).
Roll your Power dice vs. targets' Courage dice / Deals no damage
If the attack is successful, target(s) lose 5 successes on their next action.
Electrocute Bonus:
Requires Nature (Level: 2)
Gives the weapon Nature affinity
When you successfully hit a target, target gets the Electrified Affliction:
Target's armor loses 1 damage reduction.
Target's armor cannot have negative damage reduction.
Electrified lasts for the remainder of the battle.
Souls... give me your SOULS!
- Level 10
- While it doesn't have much power, it makes up for it by allowing its beam to siphon Magic from one to another. Hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, you can siphon up to 5 Magic from the target to you or another target.
- Alternatively, you can transfer up to 5 Magic from you to the target.
Searing Flames Bonus:
Requires Fire (Level: 1)
Gives the weapon Fire affinity.
If weapon's attack is successful, do 1 extra burn damage (neutral).
- Requires Level 10
- The shield provides mediocre defense, but what it lacks is made up for with attack.
- When defending, your roll is increased by 2 dice.
- If you’re successful when defending, you automatically get to counterattack using this shield.
- Roll your Power +3 dice vs. targets' Courage dice / Deals 6 damage
- If the attack is not successful, you take the difference in successes as damage.
Ring Appraisal Emblem:
Level 10
Allows you to wear up to two rings at a time.
The item must be equipped while wearing both rings. If it is ever unequipped during this time frame, the rings' power will overwhelm you and kill you by the end of the battle you enter.
Wearing multiple ring emblems does not stack the effect.
- Level 10
- A green-tinted armor patched with a red plus sign... this makes you look gimmicky.
- Damage taken is reduced by 2
Revitalize:
Costs 1 Magic
Heal yourself by 8 Hearts
This ability can only be used during a battle.
Thorns Bonus:
Requires Nature (Level: 1)
When a melee attack successfully hits you, the attacker takes 2 Nature Effect Damage.
- Level 10
- A ring of pure white.
- Damage taken is reduced by 2.
- Breaks after use in 3 battles.
- Amount: 0 Battles
- A shiny silver-coloured ring.
- At the start of each round, recover 2 Hearts and 1 Magic.
- Breaks after use in 3 battles.
- Amount: 0 Battles
- Level 20
- Costs 3 Magic to use.
- An enigmatic green cane created by the mysterious Dryad Dekri. It can target one enemy and can strip off their affinities.
- Roll your Wisdom -2 dice vs. targets' Wisdom dice / Deals no damage.
- If successful, choose one affinity your target has and reduce it by 1 level.
[enemy Power=35 Courage=35 Wisdom=35 Hearts=33/33 Magic=0/0]
Orign: Pikmin.
While small and look cute, they are fierce and dangerous warriors when under the command of their masters and when in large numbers. These Pikmin are red in colour and sport a long nose. Their attacks are Fire based.
- All Pikmin of all colours congregate into one giant army consisting of up to 100 Pikmin.
- All Pikmin Swarms and their commander share one collective turn and thus a single initiative roll.
- Each swarm counts as an individual target.
- Each swarm's attacking dice are equal to the number of Pikmin present in the army.
- For every 1 Hearts lost, this swarm loses 1 Pikmin.
- Pikmin Swarms take double damage from bomb explosions.
- The Pikmin Army congregates around targets to attack them with a flurry of powerful bats using the leaves growing out of their heads.
- Roll dice equal to the number of Pikmin being commanded to attack each target. Targets roll their highest stat to defend.
- No more than 50 Pikmin can attack an individual target at the same time.
[enemy Power=35 Courage=35 Wisdom=35 Hearts=34/34 Magic=0/0]
Orign: Pikmin.
While small and look cute, they are fierce and dangerous warriors when under the command of their masters and when in large numbers. These Pikmin are blue in colour and seem to have gills on their heads. Their attacks are Water based.
- All Pikmin of all colours congregate into one giant army consisting of up to 100 Pikmin.
- All Pikmin Swarms and their commander share one collective turn and thus a single initiative roll.
- Each swarm counts as an individual target.
- Each swarm's attacking dice are equal to the number of Pikmin present in the army.
- For every 1 Hearts lost, this swarm loses 1 Pikmin.
- Pikmin Swarms take double damage from bomb explosions.
- The Pikmin Army congregates around targets to attack them with a flurry of powerful bats using the leaves growing out of their heads.
- Roll dice equal to the number of Pikmin being commanded to attack each target. Targets roll their highest stat to defend.
- No more than 50 Pikmin can attack an individual target at the same time.
[enemy Power=35 Courage=35 Wisdom=35 Hearts=33/33 Magic=0/0]
Orign: Pikmin.
While small and look cute, they are fierce and dangerous warriors when under the command of their masters and when in large numbers. These Pikmin are yellow in colour and have really big ears. Their attacks are Lightning (Nature sub-type) based.
- All Pikmin of all colours congregate into one giant army consisting of up to 100 Pikmin.
- All Pikmin Swarms and their commander share one collective turn and thus a single initiative roll.
- Each swarm counts as an individual target.
- Each swarm's attacking dice are equal to the number of Pikmin present in the army.
- For every 1 Hearts lost, this swarm loses 1 Pikmin.
- Pikmin Swarms take double damage from bomb explosions.
- The Pikmin Army congregates around targets to attack them with a flurry of powerful bats using the leaves growing out of their heads.
- Roll dice equal to the number of Pikmin being commanded to attack each target. Targets roll their highest stat to defend.
- No more than 50 Pikmin can attack an individual target at the same time.
RE: 9-28-13: Hermit's Hole - Orithan - 09-29-2013
Results:
A team of Hal, Silker, Fireblast and Sephiroth went into the hole to fight Arder. They encountered a Firey Blowhog and 6 Water Dumples, which they defeated with relative ease, on their way.
They defeated Arder and his army of Pikmin without much trouble and apprehended him in the process.
Arder's bounty has been distributed. The following characters can receive an extra 500 Rupees each:
- Hal (Taken)
- Silker (Taken)
- Fireblast
- Sephiroth
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