Termina Quest - WindStrike - 11-03-2011
Since Sephiroth is changing to a different residence this weekend and taking his bot along with him, I'm deciding not to run a session this weekend (11/5-11/6).
Next weekend (11/12-11/13), I will be running Termina, and rather than do the original split idea, you're free to join both Termina and the Subrosia quest that follows the weekend after (11/19-11/20). Note that I'm likely to run split quests for Termina, one in the afternoon and the other focusing on those that are typically up past midnight (for me). This divide would be "pick one or the other".
Heads up, Thanksgiving weekend (11/22-11/27), I'm not doing anything ZURPG related. I might pop on IRC for chat's sake, but that's it. However, that isn't to say nothing is happening in that time period. If someone wants to run a quest then while I'm out, lemme know by the time I DM Termina stuff. I might also be unavailable the following weekend (12/3-12/4) due to studying for finals, so once again, that weekend is open to someone running their own quest.
Warnings about WindStrike's quests - WindStrike - 11-04-2011
Although I'm still experimenting with DM stuff, I'm going to make a few warnings and notes about all future quests from me:
- If the whole party dies, you don't respawn and go back in time to a previous point. Instead, you come back to life (somehow) at a later point in time, at which point things will have changed because you lost a battle, and apparently, other adventurer/traveler NPCs didn't clean up for you.
- There may be enemies that are clearly too strong for you to fight. I'll try to ensure that it's possible to win, just highly unlikely. May I remind you that there is an Escape action:
- Roll your Courage dice vs. targets' Wisdom dice
- Must roll against all opponents. If you're successful against all of them, you (specifically) can escape the battle.
Roleplaying is a requirement. There will be decisions that must be made, and if you aren't interacting, things will be decided for you whether you like it or not. You don't need to be the greatest RPer (I'm not the greatest DM), just... don't simply be there for battles only. And a reminder, if the party splits up during a quest, I can only handle one side at a time.
Technically, just because a potentially catastrophic event is going on, it doesn't mean you have to take care of it. I mean, look at Link. How much side tracking did that guy do before he finally took care of things?
Easy mode and free rerolls are now off. You die by random chance, then you die by random chance.
There is an option to enable Hard Mode. Plus side is that you all get 100% experience, regardless of the number of members in your party. Downside, you can't see the enemies' stats, and they will focus fire you down.
Regarding the Termina quest, if you try going somewhere and you run into enemies that are well above your level, chances are that the enemies beyond that point will be even stronger, which means you probably shouldn't try to keep going that way if you keep dying over and over.
Session start time will be 3:00pm EST on Saturday, 11/12. Regarding nighttime session, I'll only start one if there's enough players around that WEREN'T in the afternoon session. More than likely, the sessions will carry over into Sunday.
RE: Termina Quest - WindStrike - 11-20-2011
A list of all enemies from the quest. I believe a few of them were not used.
[enemy Power=9 Courage=5 Wisdom=4 Hearts=6/6 Magic=0/0]
Tunneling:
- Passive
- When it is not the Leever's turn, it will be underground and reduce damage taken by 2.
Spike:
- Leever spikes a target from underground.
- Roll your Power dice vs. targets' Wisdom dice
- If the attack is unsuccessful, it can be counterattacked.
- Any move can be used to counterattack (except a charge up).
[enemy Power=16 Courage=4 Wisdom=0 Hearts=2/2 Magic=0/0]
Slow Start:
- Roll $1d5 for initiative.
Explosion:
- Upon death (by enemy attack), explode and deal moderate damage to everyone.
- Roll your Power dice vs. targets' Power dice / -1 damage
Seek:
- Roll your Power dice vs. targets' Power dice / +3 damage
- Bombchu explodes upon attack (it just dies, it doesn't use explosion).
[enemy power=7 courage=7 wisdom=7 hearts=7/7 magic=7/7]
Goo:
- Unless it will die in that hit, ChuChus take no damage from physical attacks.
Glomp:
- Roll your Courage +2 dice vs. targets' Courage dice / Deals damage equal to your current Hearts
- If successful, drain 3 Hearts and 2 Magic from the target.
Siphon:
- Green ChuChu is able to transfer Magic to an ally.
- Cannot transfer more than 4 Magic in a single Siphon.
[enemy Power=9 Courage=12 Wisdom=6 Hearts=6/6 Magic=0/0]
Flock x3:
- Passive
- For every 2 Hearts lost, a Guay in the flock dies. The collective flock's stats drop down by -3 Power, -4 Courage, and -2 Wisdom.
- If there are multiple flocks, they can use an action to merge and get their stats back to full. A "Guay Flock x3" will max at x3, a "Guay Flock x5" will max at x5, and so on.
- An attack that hits all targets will only hit the "Guay Flock x3" as one target.
Dive-Bomb:
- Shadow
- Roll your Courage dice vs. targets' Courage dice / +(# in flock) damage
[enemy Power=11 Courage=7 Wisdom=6 Hearts=6/6 Magic=0/0]
Tunneling:
- Passive
- When it is not the Spin Leever's turn, it will be underground and reduce damage taken by 2.
Spinning:
- Leever pops up from underground and spins violently towards a target.
- Roll your Power dice vs. targets' Courage dice
- If the attack is unsuccessful, it can be counterattacked.
[enemy power=15 courage=10 wisdom=9 hearts=10/10 magic=4/4]
Dragon Skin:
- Passive
- Reduces damage by 3
Tail:
- Passive
- If an opponent is successful in attacking the Dodongo, he can opt to null the attack and roll a second time. If the second attack is successful, Dodongo takes full damage. If the second attack is unsuccessful, Dodongo counterattacks with Tail Whack
- Roll your Power +2 dice vs. targets' Power dice / +1 damage
Fire Breath:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Instantly destroys any item susceptible to destruction by burn damage
Explosion:
- Upon death, it will cause an explosion that hits everyone
- Roll your Courage dice vs. targets' Courage dice / +1
Inferno:
- Fire
- Charge the first turn. On your next turn, let loose a blazing fire that engulfs all enemies in flames.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Half damage
- All targets hit suffer 2 burn damage (neutral) at the start of their turns until the end of your turn two rounds later
- Costs 4 Magic
[enemy power=4 courage=8 wisdom=8 hearts=6/6 magic=0/0]
Blue Flames:
- Passive
- Blue Flames constantly surround Blue Bubble, doing considerable burn damage to anyone that comes close.
- Anyone who attacks a Blue Bubble by melee (successful or not) will take 2 burn damage (neutral).
- If Blue Bubble is hit by Bash, the one that used Bash will not be burned and the Blue Flames will remain inactive for the remainder of the battle.
Disable:
- Roll your Courage dice vs. targets' Wisdom dice
- If successful, target cannot use any weapons (Bash is still usable) until the end of your turn next round.
[enemy power=6 courage=10 wisdom=5 hearts=8/8 magic=0/0]
Chomp:
- Roll your Courage dice vs. targets' Courage dice / +2 damage
Replaced Drop:
- When a Deku Baba dies, instead of doing a random item drop roll, it drops Deku Nuts.
Baba Vulnerability:
- Swords do double damage to Deku Babas (calculation done after damage reduction).
- If Deku Baba is killed by a sword, it drops a Deku Stick (not Deku Nuts) and only gives 3 exp.
[enemy power=12 courage=9 wisdom=4 hearts=7/7 magic=0/0]
Spiked Boomerang:
- Provides a Passive defensive bonus
- If an enemy is unsuccessful in hitting the Goriya in melee combat, enemy takes 2 damage.
Roll your Power dice vs. targets' Power dice
If successful the boomerang directs itself towards another target with -3 dice to the attack stat before returning to its owner. Stacks until it fails. Golden Throw:
- Charges the first turn. On the second turn, your boomerang is thrown and teleports, hitting an enemy from behind.
- Roll your Power dice vs. targets' Wisdom -2 dice / +2 damage
[enemy Power=13 Courage=10 Wisdom=0 Hearts=8/8 Magic=0/0]
Stone Armor:
- Reduces physical damage by 2
- Reduces spell damage by 1
Reaction:
- The Armos does not have a standard attack. Instead, it counterattacks every time it is hit.
- Roll your Power dice vs. targets' Power dice / +2 damage
Self-Destruct:
- When the Armos is destroyed, it explodes and hits all other combatants.
- If the Armos is destroyed with -4 to -7 hearts, it does not self-destruct.
- If the Armos is destroyed with -8 hearts or less, it supernovas dealing $2d6 damage to all other combatants.
Roll your Power dice vs. targets' Power dice / Deals $1d3 damage ($2d6 if supernova) [enemy Power=11 Courage=10 Wisdom=4 Hearts=9/9 Magic=0/0]
Jagged Edged Sword:
- Roll your Courage +2 dice vs. targets' Courage dice / Does half damage
- If successful, causes bleeding:
- Ignores standard stacking rules
- Inflicts 1 bleed damage (neutral) at the start of all target's turns for the remainder of the battle.
- Bleed damage stacks infinitely.
Round Shield: [enemy power=13 courage=7 wisdom=7 hearts=8/8 magic=3/3]
Slimy Skin:
- Passive
- Damage taken reduced by 2 against non-Storm affinity attacks
- Damage taken doubled from Storm affinity attacks
Cannon-Mouth:
- Roll your Power +2 dice vs. targets' Power dice
Water Blast:
- Water
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
[enemy Power=0 Courage=8 Wisdom=20 Hearts=6/6 Magic=1/1]
Shadow (Level: 1), Fire (Level: 1) Phasing:
- Physical damage taken reduced to half damage
- If the attack already does half damage, it doesn’t get cut down a second time.
Takes double damage from Light affinity attacks
Escape Teleport:
- If hit by an attack, it can teleport away at the last moment.
- Hearts reduced to 1. Cannot be used if Hearts are already at 1.
- Costs 1 Magic
Fire Bolt:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice
- If successful, target takes 1 burn damage (neutral) at the start of each of his turns for his next two turns
- Can only be counterattacked from range
[enemy Power=8 Courage=15 Wisdom=6 Hearts=8/8 Magic=4/4]
Thick Hide:
- Passive
- Physical damage reduced by 2
- Magic damage reduced by 1
Fierce Combat:
- Activates when Hearts are at or less than 3.
- Courage increased by 3, Power increased by 2, Wisdom increased by 1
- Light Blast costs 1 Magic
Silver Trident:
- Roll your Courage +2 dice vs. targets' Courage dice
- Provides a Passive +1 dice when defending
Light Blast:
- Light
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- If successful, target is partially blinded until the end if your turn one round later
- Target loses -3 Courage
- Target rolls $1d3 when attacking. If it is a 1, the attack automatically misses.
Costs 2 Magic [enemy Power=16 Courage=12 Wisdom=2 Hearts=10/10 Magic=4/4]
Claymore:
- The Darknut wields a might claymore in one hand, effectively using it to deal great damage to opponents.
- Roll your Power dice vs. targets' Power dice / +2 damage
Tower Shield:
- When attacked from the front, Darknut has +3 defending dice +2 damage reduction
- When attacked from the side, Darknut has +2 defending dice
- When attacked from the back, Darknut has -2 defending dice.
- You are defaulted to attacking the front side. When making an attack, you can roll Courage vs. Courage to move to the side. You can attempt to roll again to move to the back. If the roll fails on either, then you’ll have to attack on the front.
Collision:
- Darknut charges at an enemy with its shield.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals half damage
- If successful, target’s next turn is skipped
- If unsuccessful, Darknut is automatically turned away for whoever attacks it next.
Charge, Level 1:
- Support Spell
- Increase the damage of all your attacks by 1 for the duration of the battle
- Does not include neutral damage
Costs 2 Magic [enemy Power=5 Courage=6 Wisdom=14 Hearts=6/6 Magic=15/15]
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns
Warp Shield:
- When damage is taken, Stormrobe can expend 1 Magic for any 1 Heart lost in its place.
Lightning Bolt:
- Storm
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals $1d8 Storm damage
- Costs 3 Magic
Thunderspark:
- Storm
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- If successful, deal 1 shock damage (neutral) to the target for every point of damage reduction the target has.
- Costs 2 Magic
Lightning Storm:
- Storm
- Summons a Lightning Storm that hits two random targets at the start of every round until the Stormrobe dies.
- Roll Wisdom. Every time Lightning strikes, it will have this success count. Targets must roll Wisdom to defend.
- To determine which targets are hit, roll $2d#, where number = number of players. The # selected corresponds to the players in the turn order. If both numbers are the same, one of the lightning strikes automatically misses.
- Damage is $1d8.
- Costs 8 Magic
[enemy Power=15 Courage=12 Wisdom=6 Hearts=14/14 Magic=3/3]
Shield of Despair:
- Everyone attacking Gil have -1 successes
Unfriendly Sword:
- THIS SWORD JUST WANTS TO BEFRIEND YOU
- Roll your Courage +2 dice vs. targets' Courage dice
- If target dies by this sword, it’s revived to GIL’s control with 1 Heart remaining.
Soldier Platemail:
- Reduce damage by 1
- Depressing Aura:
- Passive
- Affects everyone in the battle except GIL. All Magic costs are increased by 1.
Double Turn:
- Roll $init 2d9 for initiative.
Crushing Hug:
- BE MY FRIEND!
- Roll your Power dice vs. targets' Power dice / +1 damage
- If unsuccessful, GIL takes 1 damage (neutral). ;_;.
Sadface:
- MY FACE GIVES ME SUPER DEFENSE
- When being attacked, GIL can expend 1 Magic to increase his defending successes by +1.
[enemy Power=7 Courage=5 Wisdom=15 Hearts=20/20 Magic=3/3]
Random Teleportation:
- When being attacked, roll $1d4. If the result is a 1, automatically dodge the attack.
- Seeker attacks bypass this.
Phasing:
- Physical damage taken reduced to half damage
- If the attack already does half damage, it doesn’t get cut down a second time.
Takes double damage from Light affinity attacks Summon:
- Roll $1d# of quest creatures
- Assume that the creature at the top is #1 and those below ascend consecutively. The # chosen from $1d# will correspond to the list and be summoned.
- The summoned creature’s turn is tacked on at the end of the round.
- The Summoner’s affinity changes to a Level 2 affinity of what was last summoned.
- Costs 1 Magic
Blast:
- Roll your Wisdom dice vs. targets' Wisdom dice
QUEST OVERVIEW:
- Lots of items and rupees were found, including a Magic Lamp, Longshot, Magic Boomerang, and the Poe Whistle.
- The shadowy guy turned out to be a happy-go-lucky Subrosian Poe, who can be called upon with the Poe Whistle to bring in his shop.
- GIL appeared and was defeated. HE WILL RETURN.
- The summoner was defeated as well.
- A Stormrobe not only struck itself with lightning and got a rolloff between itself and itself, but it somehow counterattacked itself, thus killing itself due to confusion by mechanics.
- A warp has been opened up between Termina and Hyrule! Soon, the realms will cross, and many awesome things will result from it!
|