11-2-2013 - Improv Dungeon - Sephiroth - 11-02-2013
This session is pretty much a spur-of-the-moment kind of thing. I've been wanting to run one of these for some time, so its pretty much unplanned except for the enemies inside of it. This quest is set up for the lower-leveled group of adventurers, ranging from levels 4 to 7.
RE: 11-2-2013 - Improv Dungeon - Sephiroth - 11-02-2013
[enemy Power=10 Courage=12 Wisdom=8 Hearts=10/10 Magic=0/0]
Origin: Ocarina of Time
Skulltulas drop from the ceiling, hanging off a thread that's harder to break than a brick wall reinforced by steel. They do absolutely nothing but cover for their allies, counterattacking anyone who attacks them.
- Skulltula's frontside is covered in a hard shield that protects it from damage.
- Damage taken reduced by 5
Skulltula's backside is not covered by anything though.
- When anyone attacks Skulltula, successful or not, Skulltula swings backwards and then quickly retaliates with a counterattack at the attacker.
- Roll your Courage +4 dice vs. targets' Courage dice
If the attack is unsuccessful, Skulltula is automatically counterattacked.
For this counterattack, Skulltula is switched to its backside.
- Select a target to use Cover on.
- Anyone targeting the selected target will instead hit you.
- Attacks that hit multiple targets can bypass Cover.
If you are unsuccessful in defending any attack, Cover wears off.
Cover lasts until you're hit or until you use Cover on someone else.
[enemy Power=13 Courage=14 Wisdom=2 Hearts=10/10 Magic=0/0]
Origin: The Ocarina of Time
These undead, skeletal monsters could be mistaken for emaciated children, if they hadn't just burrowed from beneath your feet.
- He's made of bones and... bones. No heart, no brain, just a stack of bones.
- Stalchild's damage taken is reduced by 2
- If Stalchild is destroyed by a spell, he explodes, sending bone fragments at everyone.
- Roll your Courage dice vs. targets' Courage dice / Damage is halved
- Requires Shadow (Level: 2)
- Stalchild bites a target, lowering its stats and causing damage over time.
- Roll your Power dice vs. targets' Courage dice
- If the attack is successful, target has the Infected Affliction:
- The target takes 2 poison damage (neutral) at the start of each round.
- Target’s Courage, Power and Wisdom stats lower by 2 at the start of each round.
Infected lasts until the end of your turn two rounds later.
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.
- If Stalfos is killed while there is a dead ally, Stalfos' energies reanimate a dead allied body to 3 Hearts.
- Ally has -3 Power, Courage and Wisdom stats while reanimated.
- Stalfos cannot reanimate each other or other Undead beings.
- When Stalfos dies, any equipped items are dropped, replacing the random item drop.
[box=Jagged Edged Sword][list][*]A deadly blade with jagged edges, it causes its victims to bleed to death. Can hit one target.[list][*][dice type-a=Courage amount-a=+2 type-b=Courage] / Damage is halved[*]If the attack is successful, target gets the [b]Bleeding[/b] [u]Affliction[/u]:[list][*]Target takes 1 bleed damage (neutral) at the start of each round.[*][b]Bleeding[/b] stacks infinitely.[/list][*][b]Bleeding[/b] lasts for the remainder of the battle.[/list][/list][/box]
[box=Balanced Shield][list][*]A well built shield that should help protect against most attacks.[list][*]When defending, your roll is increased by 2 dice.[/list][/list][/box]
- 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
- Stalfos wields a deadly blade with jagged edges, causing its victims to bleed to death. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Bleeding lasts for the remainder of the battle.
- A well built shield that should help protect against most attacks.
- When defending, your roll is increased by 2 dice.
Origin: The Legend of Zelda
Probably the most central of the Wizzrobe family, the Red Wizzrobe teleports around from one place to another, blasting everything to oblivion with its wand.
- Physical damage taken is halved.
- If the attack already does half damage, it doesn’t get cut down a second time.
Light attacks fired at Red Wizzrobe get double the affinity bonus.
- If Red Wizzrobe is hit by an attack and has at least half of its Maximum Magic remaining, it can teleport away at the last moment.
- Hearts are reduced to 1 and Wisdom is reduced to 12.
- Costs all of Red Wizzrobe's Magic.
Escape Teleport can only be used once per battle.
- When Red Wizzrobe dies, any equipped items are dropped, replacing the random item drop.
[box=Wizzrobe Wand][list][*]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.[list][*][b]Dispersed:[/b][list][*][dice type-a=Wisdom amount-a=+1 type-b=Wisdom] / Damage is halved[/list][*][b]Focused:[/b][list][*][dice type-a=Wisdom amount-a=+4 type-b=Wisdom][/list][/list][/list][/box]
- Requires Shadow (Level: 2)
- Costs 4 Magic
- Red Wizzrobe phases into the body of a target in an attempt to take control of the target.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, Red Wizzrobe takes control of the target.
- At the start of target's turns, target may roll Power, Courage, or Wisdom against the original successes of the attack.
- If he is successful, the target breaks free of Control, and Red Wizzrobe takes neutral damage equal to the difference in successes.
Otherwise, target cannot take action, and Red Wizzrobe has full control of the target's actions on Red Wizzrobe's turn.
Control lasts until the end of your turn two rounds later.
- 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=14 Courage=10 Wisdom=8 Hearts=16/16 Magic=0/0]
Origin: The Legend of Zelda
The "standard dragon" of Zelda (so to speak), the Aquamentus is a boss-like foe that hits all of its enemies with nearly every strike. Given its massive size, even when it steps on someone, the Aquamentus shakes the earth. Its wings allows it to fly into the air, and its skin makes it resistant to all forms of attacks.
- Aquamentus' skin is highly resistant to attacks, though it is a bit weak to lightning and ice attacks.
- Damage taken is reduced by 2
- Burn and poison damage taken (neutral) is reduced by 1
- Frost and shock damage taken (neutral) is increased by 1
- Aquamentus can fly high into the air, preventing it from being hit by melee attacks and increasing its maneuverability.
- When defending, Aquamentus' dice are increased by 3
- If Aquamentus is hit while in Flight, he takes an additional 2 damage.
On the following turn, Aquamentus may then use Mega Stomp or Dive Bomb.
Mega Stomp:
Aquamentus falls from the sky and slams into the ground, taking 3 impact damage (neutral), but it causes a shockwave to ripple through the ground and hit everyone.
Roll your Power +2 dice vs. targets' Courage dice
If the attack is successful, target(s) will do 2 less damage on their next attack.
Dive Bomb:
Aquamentus dives directly at a target in an attempt to break the target under the sheer force and velocity of the attack.
Roll your Courage +4 dice vs. targets' Courage dice / Damage is increased by 2
- Requires Fire (Level: 3)
- Aquamentus fires a swarm of Fire bolts at up to three different targets. A target cannot be hit by multiple Fire bolts from a single swarm.
- Roll your Courage +2 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) takes 1 burn damage (neutral).
- With only a few seconds of flight (does not actually use Flight), Aquamentus stomps on a target, crushing the target into the ground.
- Roll your Power dice vs. targets' Power dice / Damage is increased by 2
- If the attack is successful, a small shockwave erupts and hits all enemies at the same success rate.
- Targets roll Courage to defend. Damage from the shockwave is halved.
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