10-27-13: Improv Dungeon - Orithan - 10-26-2013
On Sunday 27th October 2013 from 7:30 PM CST (11:30 AM AEST), I will be hosting a quick improvised dungeon that lasts for 2.5-3 hours. This improv dungeon will be for the players who are Levels 4-8. I will accept up to three players this time (if less than three turn up, I will bring in Harvey). Remember: First in, first served.
RE: 10-27-13: Improv Dungeon - Orithan - 10-27-2013
Just to inform you, I am going to be delaying this by an hour, to start at 8:30 PM CST (12:30 PM AEST) because of Public Transport shenanigans. I won't be home by the original starting time.
RE: 10-27-13: Improv Dungeon - Orithan - 10-27-2013
[enemy Power=16 Courage=13 Wisdom=8 Hearts=6/6 Magic=2/2]
Origin: The Ocarina of Time
Baby Dodongos are nowhere near as massive when young, though they still maintain their explosively vicious behavior.
- When Baby Dodongo dies, it drops a Bomb.
- Amount: 1
- Level 10
- A normal bomb that causes havoc and destruction when it explodes. Can hit one target.
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, the bomb explodes at the target's feet. Add the result of $1d4 for additional damage.
- If the attack is unsuccessful, the bomb explodes, dealing 3 damage to everyone.
- Explosions use original successes of the attack. Targets roll Power to defend.
[box=Bombs][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A normal bomb that causes havoc and destruction when it explodes. Can hit one target.[list]
[*][dice type-a=Power type-b=Power]
[*]If the attack is successful, the bomb explodes at the target's feet. Add the result of $1d4 for additional damage.
[*]If the attack is unsuccessful, the bomb explodes, dealing 3 damage to everyone.[list]
[*]Explosions use original successes of the attack. Targets roll [Power] to defend.[/list][/list][/list][/box]
- Damage taken is reduced by 2.
- Baby Dodongo leaps at a target, hitting with the full force of its weight.
- Roll your Power +2 dice vs. targets' Power dice
- Whether the attack is successful or not, Baby Dodongo loses 1 Heart.
- When Baby Dodongo dies, it explodes, which hits everyone.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 1
- Requires Fire (Level: 1)
- Costs 1 Magic
- Baby Dodongo breaths Fire at an enemy, dealing damage and burning destructible items.
- Roll your Courage dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, the attack instantly destroys any item susceptible to destruction by burn damage.
[enemy Power=9 Courage=13 Wisdom=7 Hearts=12/12 Magic=4/4]
Origin: The Legend of Zelda
With the head of a man and the body of a lion, these centaur-like creatures roam around mountains, hunting down unsuspecting prey. They carry tridents and are able to blind their foes with blasts of Light.
- Physical damage taken reduced by 1
- Spell damage taken reduced by 2
- When Lynel’s Hearts are less than or equal to 5, he is in Fierce Combat mode.
- Courage is increased by 4, Power is increased by 3, and Wisdom is increased by 2.
- Light Blast costs 1 Magic
- When Lynel dies, any equipped items are dropped, replacing the random item drop.
[box=Silver Trident][list]
[*][Level=10]
[*]A gleaming, [i]Two-Handed[/i] silver trident that helps block attacks.[list]
[*]When defending, your roll is increased by 2 dice.[/list]
[*]It also fires silver beams at a target target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage]
[*]If the attack is successful, target gets the [b]Silver Sliver[/b] [u]Status Effect[/u]:[list]
[*]The next person that attacks the target will recover [Hearts] equal to half of his Current [Hearts].
[*]As a result, the target will then take damage equal to half of that amount.[/list]
[*][b]Silver Sliver[/b] lasts until the end of your turn one round later.[/list][/list][/list][/box]
- Requires Light (Level: 2)
- Costs 3 Magic
- Lynel fires a blast of Light at a target, causing partial blindness.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If the attack is successful, target gets the Partial Blindness Affliction:
- Target's Courage stat is decreased by 3.
- If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d3 first. If the result is a 1, the action/counterattack misses.
- Actions or counterattacks that hit everyone on the field are not included.
Partial Blindness lasts until the end of your turn one round later.
- Level 10
- Lynel carries a gleaming, Two-Handed silver trident that helps it block attacks.
- When defending, your roll is increased by 2 dice.
It also fires silver beams that can hit one target.
Roll your Courage +2 dice vs. targets' Courage dice
If the attack is successful, target gets the Silver Sliver Status Effect:
The next person that attacks the target will recover Hearts equal to half of his Current Hearts.
As a result, the target will then take damage equal to half of that amount.
Silver Sliver lasts until the end of your turn one round later.
[/list]
[enemy Power=17 Courage=14 Wisdom=8 Hearts=14/14 Magic=6/6]
Origin: Lufia II: Rise of the Sinistrals.
A fully-grown Hydra, this massive 5-headed beast lumbers around on its four stubby legs, but its attacks are wide and sweeping, hitting everybody with nearly every strike.
- Hydra is very slow, reducing its $init roll and attacking dice.
- Hydra rolls $init 1d5 for its initiative roll.
- Hydra loses 2 dice when attacking and defending.
- Hydras have a thick layer of soft flesh that acts as a sponge for attacks. It is most effective against Magic attacks.
- Damage taken from spell attacks is reduced by 2.
- Damage taken from physical attacks is reduced by 1.
- Requires Shadow (Level: 2).
- Hydra leaps at one target and repeatedly snaps at it with its 5 heads while holding it down.
- Roll your Power -2 dice vs. targets' Power dice / Deals 4 damage initially.
- If successful, Hydra pins the target to the ground and begins snapping at it with all five heads, with each head's attack counting as a separate roll.
- Roll your Courage dice vs. targets' Courage -3 dice / Deals up to 5 damage per strike.
- If any strike is unsuccessful, Hydra is thrown off the target (cancelling the attack) and it gets an automatic counterattack.
If this leap is unsuccessful, the target gets an automatic counterattack.
- Hydra's heads sweep through the air and hit their targets head-on (APPLY DIRECTLY TO THE FOREHEAD!):
- Roll your Power +2 dice vs. targets' Power dice
- This attack can hit up to 5 targets.
- Requires Shadow (Level: 1)
- Costs 3 Magic to cast.
- You plunge a target into a pit of shadows, healing 5 Hearts and removing one affliction.
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