2-28-14: Dungeon of Dungeon Floor 0-A - Forgotten Third Eye - 02-25-2014
Anyone remember Creepers?
(Waiting on for Level 9-14 characters)
Some points that are being made for this session:
- This is Floor 0-A, good luck.
- This session is NOT for the dungeon contest, but the next floor will be.
- It is possible that there MAY be a second session, or this session may be extended.
- The maximum amount of players will be three while the minimum will be two. Emilica will not be joining in.
- It is recommended that you have some items, spells, or skills that can heal or buff, ESPECIALLY for the boss.
- Green Potions are likely going to be needed.
- Since the boss is probably going to be difficult as it is, you probably should get at least one armor or shield that has a higher benefit than what you currently own. This applies mainly for those who are at Level 9 or 10 by the time the quest starts.
- Those of you will extremely low P/C/W stats have a HIGHER CHANCE of dying at the boss. You should be fine if you have at least 14 base stats or higher.
- If the only two players are Green Enrics and Firiann Fellshard, the enemies (and boss) will be altered to fit the players' level of difficulty.
- Those of you with Light affinity, have fun with the enemies and the boss.
- I can tell you right now that the boss is depressing. Literally.
- I am actually nice enough to spit out some helpful information and tips for this quest, but do not expect this to happen with every quest I DM.
A group of three players were teleported to an alternate dimension. Their names are Ares Flaron, Green Enrics, and Harvey. After getting teleported, a huge building is in front of them. It was called the Dungeon of Dungeon. The first room the party came in contained pots. A Dark Fairy came out of a pot, and that pot became an enemy. Later on, they went into a dark room, in which Harvey lit up. Within the room, there were Rupee Likes and an Enderman.
After the horrifying battle against the Enderman and the two Like-Likes, Ares returned to the previous room and a bottled red potion drops on the floor. When she recovered her health, an Enderman spoke and startled her, but the Enderman quickly disappeared.
The party entered the next room, and there a chest contained Heart Containers for everyone. There was an open passage with an incredibly steep slope downwards. Everyone was forced into the next room, which contains a Fairy Fountain and a checkpoint.
* Ares looks around and sees that pot.
<Ares> Ah hah!
<Green_Enrics> Calm yourself
* Ares goes to grab the pot and tries to pick it up. (Do I need to roll Power to pick it up?)
<Green_Enrics> (If you do, then that 2 power screwed you over.)
<DragonMind> (Roll power against...)
<DragonMind> $3d10
<Tatl> DragonMind: You rolled 3 Dice with 10 Sides. Result: 7, 9 and 2. Total: 18. Successes: 2.
<Ares> $2d10
<Tatl> Ares: You rolled 2 Dice with 10 Sides. Result: 7 and 4. Total: 11. Successes: 1.
[...]
<Ares> Grrrrrr....... GGGGGRRRRRRRRRRRRRRR!
<DragonMind> You attempt to lift the pot, but the pot seems unamused by your lack of power.
* Green_Enrics picks up the pot and Ares.
* Ares tries to hang onto the pot...... but her drug addiction is not strong enough.
<Ares> Grrrrrrr, p-put me d-down! I need this pot to b-bottle a f-fairy, cause I don't have a GRRRRRR bottle!
<DragonMind> The put suddenly moves
<Green_Enrics> Let go of the pot then.
<Green_Enrics> (THE WHAT)
<Ares> No!
<Green_Enrics> (AHAAHAHAHAHAHAA)
<Green_Enrics> I was just going to break it for you.
<Ares> No! No no no NO! I NEED IT
<DragonMind> A Dark Fairy comes out of the pot. Uh oh, looks like this is a bad time for something.
<Harvey> Ah!
* Green_Enrics puts both the pot and ares down.
<Ares> MEEP!
<Green_Enrics> (Guys, if we were fighting the pot.)
<DragonMind> (Coming up)
<Ares> (oh my god)
<Ares> (no, the pot had better not become an enemy)
<Ares> (if it does, I'm commiting seppuku on the spot)
* XoX is now known as Pot
<Green_Enrics> (WindStrike, remember, though)
<Green_Enrics> (It's the Dungeon of Dungeons.)
<Green_Enrics> (Freaky [CENSORED] happens)
<Ares> (....... if that thing rolls for initiative......)
<Green_Enrics> (DO EEEEEEEEEET)
<Pot> $init 1d10
<Tatl> Pot: Your initiative roll has been entered. You rolled: 1.
<Ares> ........
[...]
* Ares looks at the Pot, wondering what it is and what it's doing.
<Harvey> Okay, time to die you rotten Fairy!
* Harvey swings his axe at Dark_Fairy (Roll Power!)
<Green_Enrics> Harvey!
<Green_Enrics> The pot's a bigger threat.
<Green_Enrics> It keeps twitching
<Dark_Fairy> $9d10
<Tatl> Dark_Fairy: You rolled 9 Dice with 10 Sides. Result: 10, 7, 10, 6, 10, 4, 8, 7 and 6. Total: 68. Successes: 11.
<Ares> ("It keeps twitching"... it's streaming)
<Harvey> $20d10
<Tatl> Harvey: You rolled 20 Dice with 10 Sides. Result: 4, 2, 10, 1, 9, 9, 2, 10, 5, 6, 8, 1, 7, 1, 4, 1, 10, 9, 7 and 6. Total: 112. Successes: 15.
<Green_Enrics> (Stooooooooooooooooooooooooooop)
<Harvey> +3 successes
<Harvey> 18-11+2 = 9 damage - Defense
[LATER...]
* Pot spends all of that nine damage as Magic to keep it alive
<Ares> woah
<Ares> wooooaaaaaah
<Green_Enrics> See?!
<Ares> Duuuuuude, that Pot is DANGEROUS!
* DragonMind breaks the pot
<Green_Enrics> (rofl)
<Pot> $removeme
<Tatl> Pot has removed theirself from battle.
<Tatl> ROUND 1: Dark_Fairy (4), Harvey (3), Ares (2) and Green_Enrics (2).
<Harvey> $endturn
<Green_Enrics> (Awwwww)
[...]
* Dark_Fairy spends all of that damage as magic
<Ares> NOOOOOO! POT! I NEED THAT POT SO I CAN POT UP THE FAIRY!
<Green_Enrics> (I wanted to see a dangerous pot in action.)
* Green_Enrics finally notices the Dark Fairy's existence.
<Green_Enrics> Alright, you're going down!
* Green_Enrics claws at the Dark Fairy. (Roll Power)
[...]
* Dark_Fairy dies in a horrible death, surely, the light was never there to begin with.
* Ares gets back up... and heads into the previous room.
<DragonMind> Ares, you head back to the room before, and you don't see any pots...
* Ares looks for the fairies.
<DragonMind> You attempt to look for fairies, but there doesn't seem to be any in the room.
<DragonMind> Suddenly, a bottle of red potion drops on the floor.
<DragonMind> Surprisingly, it didn't break.
<Ares> *Ares' eyes widen.*
* Ares picks up the bottle and guzzles the bloo- I mean red potion.
<DragonMind> You drink all the blood-red liquid
<Enderman> You recovered full health.
<Ares> Yuuum- AH!
* Ares hears the Enderman's voice.
<DragonMind> The door opens to the next room. Should you enter it, you may gain a surprise.
<Ares> (hmm, I wonder if I ever changed that rule or not......
<Ares> (nope, never did, nvm me)
* Ares dashes into the next room, revived and full of energy. She does a full, speedy dash!
<Ares> $29d10
<Tatl> Ares: You rolled 29 Dice with 10 Sides. Result: 1, 4, 5, 4, 3, 4, 8, 10, 2, 7, 10, 2, 3, 5, 6, 5, 9, 4, 10, 3, 5, 2, 7, 8, 3, 2, 6, 9 and 5. Total: 152. Successes: 19.
* DeadMeat is now known as Chest
<Chest> $15d10
<Tatl> Chest: You rolled 15 Dice with 10 Sides. Result: 6, 6, 1, 5, 8, 5, 2, 4, 6, 2, 9, 3, 3, 5 and 3. Total: 68. Successes: 8.
* Chest gets bounced back by Ares's dash, but doesn't open.
<Ares> Ack!
* Chest has its mouth opened.
<Ares> OHMYGODITSASHARK
<Ares> Wait what?
<DragonMind> A mysterious force pushes Green_Enrics down the slope.
<Green_Enrics> Waaaaaah!
<Ares> (You know Green, you could attempt to roll Power against that force)
<Ares> (See if you manage to hold your own)
<Green_Enrics> $24d10
<Tatl> Green_Enrics: You rolled 24 Dice with 10 Sides. Result: 6, 7, 1, 4, 10, 10, 5, 9, 8, 6, 10, 8, 3, 2, 7, 10, 9, 5, 3, 8, 4, 3, 4 and 2. Total: 144. Successes: 19.
<DragonMind> $55d10
<Tatl> DragonMind: You rolled 55 Dice with 10 Sides. Total: 320. Successes: 43.
* Green_Enrics continues sliding
<Green_Enrics> Ack!
<DragonMind> The power of force forces you into the next room as you are forced to go down.
[...]
<Ares> (The power of force forces?
<DragonMind> (The power of force forced Green_Enrics to go into the next room by the laws of force)
<Ares> (orly)
<DragonMind> Suddenly, a big screen comes up
<Ares> LE-GASP!
<DragonMind> "Welcome to the fairy fountain! This is the currently halfway mark of this dungeon."
<DragonMind> "..."
<Ares> Say whaaaaa?
<Ares> That's it, who built this darn dungeon?! And what keeps pushing us forward?
<DragonMind> Then the rooms starts to fade.
<Ares> NO, ROOM, COME BAAAACK! FOOOOOOOUUUUUUUUUUNTAAAAAAAAAAAIIIIIIIN!
<DragonMind> As the darkness fills the room, you are stuck in a waiting room...
RE: 2-28-14: Dungeon of Dungeon - Lightwulf - 02-28-2014
Hey, Fireblast124!
Not that I can join in on this (being not a high-enough level), but I just wanted to mention that the "Dungeon of Dungeon - An Improv Dungeon" link listed under "Upcoming Sessions" on the main page is restricted. I'm not sure if it's because you only give access to that page to those who PM you about it, or if you didn't realize that the page it linked to wasn't for public access.
(I know it's a bit "late in the game" to be mentioning this, since it happens today, but I didn't remember your thread was here to notify you before now. Sorry about that.)
Either way, good luck on it today!
RE: 2-28-14: Dungeon of Dungeon - Forgotten Third Eye - 02-28-2014
(02-28-2014, 02:11 PM)Lightwulf Wrote: Hey, Fireblast124!
Not that I can join in on this (being not a high-enough level), but I just wanted to mention that the "Dungeon of Dungeon - An Improv Dungeon" link listed under "Upcoming Sessions" on the main page is restricted.
I have actually known about this ever since I created the event. I blame the way the calendar system works. I also blame WindStrike, but that is beside the point.
EDIT: As of now, WindStrike has fixed the issue. It was set to unapproved, but whatever, the session is almost on its way.
RE: 2-28-14: Dungeon of Dungeon - Forgotten Third Eye - 02-28-2014
Enemies:
Origin: ZURPG
After Agahnim sealed all fairy fountains connected to the Great Fairy in Hyrule, he hunted down many of the existing fairies throughout the land and poured his dark energies into them, creating a poison-like fairy. Oddly enough, he stayed away from Kokiri fairies.
- If Dark Fairy is finished off by a Light spell attack, it transforms into a Fairy.
- Fairy:
- If you use the Fairy manually, you are recovered to Maximum Hearts.
- If you die, the Fairy will automatically be used and heal you to 3 Hearts.
[box=Fairy][list]
[*][Amount]1[/Amount]
[*]If you use the [b]Fairy[/b] manually, you are recovered to Maximum [Hearts].
[*]If you die, the [b]Fairy[/b] will automatically be used and heal you to [Hearts]3[/Hearts].[/list][/box]
- If Dark Fairy is killed by a melee attack, the attacker is infected with the Disease Affliction:
- The target takes 2 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 3.
Disease lasts for the remainder of the battle.
- When Dark Fairy would take damage, it can expend 1 Magic for any 1 Heart that it would lose in its place.
- Dark Fairy can willingly end its life, transfering its remaning lifeforce and will into an ally.
- Target's Hearts are restored by an amount equal to your Current Magic, prior to death.
- Target gains Wisdom equal to your Current Hearts, prior to death.
You fade away in a sparkle of shadows, and in your place spawns a Fairy.
Anyone can use an action cost to either bottle the Fairy or use it immediately.
This IS the item drop. It simply occurs immediately rather than after the battle.
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Dark Fairy can partially transfer its Disease skill to an ally. The next attacker that attacks that ally in melee gets the Disease Affliction:
- The target takes 1 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 2.
Disease lasts for the remainder of the battle.
- Requires Shadow (Level: 3)
- Costs 5 Magic
- Heal yourself and all allies by 5 Hearts.
- You and all of your allies gain 2 bonus dice when defending.
- This lasts until the end of your turn one round later.
Origin: Minecraft
He is relentless. He will find you. He will hunt you. He may flee, but he will return. And he won't stop until you're dead.
- When Enderman dies, he drops an Ender Pearl.
[box=Ender Pearls][list]
[*][Amount]1[/Amount]
[*]A rare pearl that looks like a turquoise void trapped in a bubble. Can be thrown at one target.[list]
[*][dice type-a=Courage amount-a=+2 type-b=Courage] / Deals no damage
[*]If the attack is successful, you are teleported to the target's location, taking damage equal to the difference in successes. However, you get to attack the target with any non-charge move.[list]
[*]The target's dice roll on this defense is halved.[/list]
[*]If the attack is unsucessful, you are teleported to wherever the Ender Pearl actually hits, taking damage equal to the difference in successes.[/list][/list][/box]
- Enderman moves very quickly, almost to the point of shifting out of reality at times.
- When defending against ranged attacks, roll $1d2.
- If the result is a 1, your defense against the attack is increased by 2 successes.
- If the result is a 2, your defense against the attack is increased by 5 successes.
When defending against any physical attack, you can attempt to have it phase through you entirely by rolling $1d3.
If the result is a 1, the attack can materialize inside of you, increasing the attack's successes by * 1.5.
If the result is a 2, you partially phase out of the way, increasing your defense by 3 successes.
If the result is a 3, you phase out of the physical realm of existence for a brief period of time.
You rematerialize at the start of your next turn.
- When Enderman is targeted for an attack, he can teleport and switch with an ally before the roll is made.
- This decision must be made before a Phase Shift roll.
Enderman can only use Swap once per round.
- Enderman is allergic to Water and takes an extra +3 damage from Water attacks.
- If it starts raining, Enderman will automatically flee from the battle, exhausting itself from using repeated teleports to escape.
- It WILL return though.
- Requires Shadow (Level: 3)
- Enderman teleports up to a target, striking him quickly and then quickly backing out. Hits one target.
- Roll your Courage +5 dice vs. targets' Wisdom dice
- If the attack is unsuccessful and the target gets to counterattack, the counterattack will be reduced by 3 successes.
- If the target's counterattack fails, Enderman will automatically counterattack the target again with Telestrike.
- Using his phase shifting hands, Enderman picks up a block of whatever the nearby terrain is and throws it at a target.
- Roll your Courage dice vs. targets' Courage dice
- It is up to the DM (or co-DM) what bonuses are applied to the block of terrain, depending on what it is.
Origin: The Minish Cap
They may not be disgusting like their elder oozing fellows, but they still bring of void of doom to suck their foes into a metallic grinder of Rupees.
- When Rupee Like dies, its remains materialize into an armor.
- Rupee Armor:
- A dull, magnetic-plated armor that attracts Rupees to make it shiny. Bring on the bling, yo!
- At the start of each round, roll $#d#, where the first # is your total affinity levels, and the second number is your current level.
- These Rupees are automatically drawn from your wallet and pulled onto the armor, reflecting your richness... or poverty.
Damage taken is reduced by #, where # = your total affinity levels.
At the end of the battle, all of the Rupees on your armor explode, and the Rupee drop roll (specifically for you) is increased.
The number of dice rolled is increased by the total amount of damage reduced by this armor from the battle.
[box=Rupee Armor][list]
[*]A dull, magnetic-plated armor that attracts [Rupees] to make it shiny. Bring on the bling, yo![list]
[*]At the start of each round, roll $#d#, where the first # is your total affinity levels, and the second number is your current level.[list]
[*]These [Rupees] are automatically drawn from your wallet and pulled onto the armor, reflecting your richness... or poverty.[/list]
[*]Damage taken is reduced by #, where # = your total affinity levels.
[*]At the end of the battle, all of the [Rupees] on your armor explode, and the [Rupee] drop roll (specifically for you) is increased.[list]
[*]The number of dice rolled is increased by the total amount of damage reduced by this armor from the battle.[/list][/list][/list][/box]
- Rupee Like has a hard skin made of Rupees.
- Damage taken is reduced by 3.
- For every point of damage taken that’s reduced by Rupee Skin, Rupee Like will drop an extra 10 Rupees upon death for each player.
- Rupee Like sucks up a target and then spits the target back out, stealing Rupees.
- Roll your Power +2 dice vs. targets' Power dice / Damage increased by 1
- If the attack is successful, steal Rupees equal to the amount of damage done * 10.
- These Rupees will be returned if Rupee Like dies.
- Rupee Like sheds a layer of its Rupee Skin, firing Rupees at all players.
- Roll your Courage +4 dice vs. targets' Courage dice
- After Rupee Explosion is used, Rupee Skin is affected:
- All targets gain 50 Rupees whether they were hit or not.
- Rupee Skin has its damage reduction decreased by 2.
- When Rupee Skin drops to 0 damage reduction, Rupee Like automatically dies.
Items:
- Amount: 1
- A bottle of blood. What it does? I have no idea.
- It can either have an effect on something, or have no effect.
RE: 2-28-14: Dungeon of Dungeon - Forgotten Third Eye - 03-09-2014
Mid-bosses/Bosses/Extra:
It's a Pot. This Pot was on pot. And now the Pot is a mid-boss. What.
- This pot has a strong shell that attempts to protect itself from all kinds of damage.
- The pot gains +2 dice when defending.
- All physical damage is reduced by 7.
- All spell damage is reduced by 5.
- In addition, the Pot is immune to all neutral damage (Including Poke) and all spell effect damage.
- Any traps that would have hit the Pot doesn't affect the Pot.
- The Pot grows a pair of wings and lifts off of the ground.
- When the Pot is in the air, it gains +2 successes when defending.
- The Pot can use Cover on an ally when it is flying.
This last the remainder of the battle.
- The Pot grows two big, muscular arms.
- The Pot can use Punch and Throw.
- When the Pot uses any of the above actions, it gains +6 dice.
This last the remainder of the battle.
- Your Magic stat is increased by #, where # = your total affinity levels.
- Level 10 and Arcane (Level: 1)
- The Magic Costs of your Spells are reduced by 1 (minimum cost of 1 Magic).
- Requires Arcane (Level: 1)
- Costs 3 Magic
- Fire a blast of arcane that splits in half, hitting two targets.
- Roll your Wisdom dice vs. targets' Wisdom dice / Damage decreased by 2
- Requires Arcane (Level: 1) and 2 Turns to charge
- Costs 4 Magic
- Begin charging by amassing a large amount of energy in your hands. Once charged, send the large burst of energy at a target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Damage increased by 4
- If the attack is successful, target gets the No Charge Affliction:
- Target may not charge up.
- Additionally, if the target was already charging up, the charge is cancelled.
No Charge lasts until the end of your turn two rounds later.
- Level 10 and Arcane (Level: 2)
- Costs 5 Magic
- Fire a beam of Magic at a target, channeling that target's Magic into the beam.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, transfer Magic from the target equal to the difference in successes to the beam.
- This amount can't exceed 7 Magic.
The beam then bounces to another target, amplified by the extra Magic.
Roll your Wisdom +2 dice vs. targets' Wisdom dice
The attack's damage is increased by an amount equal to the Magic drained from the first target.
- Level 10 and Arcane (Level: 2)
- Costs 4 Magic
- Create a bond between two targets, giving both of them the Covalent Bond Buff:
- When either target recovers Hearts, the other target recovers 1 Heart.
- When either target recovers Magic, the other target recovers 1 Magic.
- These effects do not proc themselves.
Additionally, either target can use each other's Magic for anything that costs Magic.
Covalent Bond lasts until the end of your turn two rounds later.
- Level 10 and Arcane (Level: 2)
- Costs 3 Magic
- Lower your Arcane affinity level by 2 and target someone.
- Temporarily negate one of the target's Status Effects that has an original Magic Cost of 5 or less.
Negation lasts until the end of your turn one round later.
When Negation is gone, your Arcane affinity level is increased by 2.
- Level 10 and Arcane (Level: 2)
- Costs 5 Magic
- Give you or an ally the Status Shell Buff:
- The next Status Effect the target gets is negated, wiping Status Shell.
- If the next Status Effect stacks and there are previous stacks of it on the target, all of those stacks are wiped as well.
Status Shell lasts until the end of your turn two rounds later.
- Level 10 and Arcane (Level: 3)
- Costs any amount of Magic
- Give someone the Drain Protector Buff:
- Target gains a barrier that specifically absorbs abilities and Status Effects that siphon or drain Magic or Hearts from the target.
- The barrier can absorb a total amount equal to the Magic cost of Drain Protector.
Drain Protector lasts for the remainder of the battle.
Origin: ZURPG
He has returned. After what feels like many years of being defeated by a group of travelers, GIL has returned. GIL has been even more depressed than last time, be careful.
- Roll $init 2d9 for initiative.
- A huge hug will be given upon the target.
- BE MY FRIEND!
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- If the attack is unsuccessful, GIL takes 2 damage (neutral). ;_;
- Requires Shadow (Level: 4)
- A very depressive aura infests the area with gloomy feeling. Affects everyone except for GIL.
- All Magic costs are increased by 2.
- In addition, all of GIL's Magic costs are decreased by 1 (minimum cost of 1).
- MY FROWNING FACE CAN GIVE ME DEFENSE!
- When being attacked, GIL can spend 1 Magic to increase his defending successes by +1.
- Level 10 and Shadow (Level: 3)
- Costs 4 Magic
- Imbue any physical weapon with the Infect Buff:
- Poison is applied onto the physical weapon. When the weapon successfully hits a target, target gets the Diseased Affliction:
- The target takes 2 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 3.
Diseased lasts for the remainder of the battle.
Infect lasts until the end of your turn two rounds later.
- Level 20 and Shadow (Level: 3)
- Costs 5 Magic
- Give a target the Death Leech Affliction:
- When that target dies, you (the caster) gain 11 Hearts and 5 Magic.
Death Leech lasts for the remainder of the battle or when either the target or caster dies.
- Level 20 and Shadow (Level: 3)
- Costs 3 Magic
- Attack a target's mind directly through telepathy, ignoring damage reduction and lowering the target's Wisdom.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target gets the Repressed Affliction:
- Target's Wisdom stat is reduced by 6
Repressed lasts for the remainder of the battle.
- Level 20 and Shadow (Level: 4)
- Costs 7 Magic
- Intensify the darkness surrounding a target, suffocating the Light until the target disappears. Shadow targets are immune to this spell.
- Roll your Wisdom dice vs. targets' Wisdom -4 dice / Deals no damage
- If the attack is successful, target gets the Suffocating Veil Affliction:
- Target takes 2 poison damage (neutral) at the start of the next round, 4 damage on the one after, then 8, then 16, and so on (2^# power, where # = number of rounds passed since the spell was cast)
- During this time, target cannot use supports spells.
Suffocating Veil lasts until the target dies.
- A sword that does not seem friendly, yet it seems like it needs a friend.
- THIS SWORD JUST WANTS TO BEFRIEND YOU.
- Slice:
- Roll your Courage +4 dice vs. targets' Courage dice
Stab:
Roll your Courage dice vs. targets' Courage dice / Damage increased by 4
If the attack is unsuccessful, target automatically gets to counterattack you.
If the target is slaughtered by this sword, the target is revived under GIL's command with 2 Hearts remaining.
Feint:
Requires Shadow (Level: 2)
Shadows dance around your weapon, and when you strike, it allows you dance with the shadows.
When you successfully hit with this weapon, you can feint, revoking the result of the attack.
Select a different target to attack.
When you attack the new target, he loses 3 dice when defending against that attack.
- A shield that holds despair to everyone but the wielder.
- When defending, your roll is increased by 1 dice.
- Everyone attacking GIL gets -2 successes.
- Damage taken is reduced by 2.
Extra:
Origin: ZURPG
Spawned from a giant crystalline Wolfos, Crystal Minions continue to run rampant throughout Kokiri Forest. It's unknown if a different Nayru's Love shard is still spawning them or if they're just remnants. Light (Level: 2), Shadow (Level: 2)
- A crystalline armor protects the Crystal Minions from non-crystalline attacks.
- Damage taken reduced by 3
- When Crystal Minion is successful in defending against anything, Crystal Minion automatically leaps back at the attacker as a counterattack. Leap can also be used manually to hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
- Requires Shadow (Level: 1) and Light (Level: 1)
- Crystal Minion's claws are laced with crystal fragments, imbedding its victims with the fragments.
- Roll your Courage +2 dice vs. targets' Courage dice
- If the attack is successful, target gets the Crystalline Shadows Affliction:
- Target's shadow begins to crystallize. For each stack of Crystalline Shadows, target's dice when attacking and defending are decreased by 3.
- Target's attacks become crystalline as well, increasing damage dealt by 2 for each stack.
- This stacks up to 3 times. On the fourth time, the target turns to crystal and shatters, dying instantly.
Crystalline Shadows lasts for the remainder of the battle.
- Requires Shadow (Level: 1)
- Costs 2 Magic
- Strike a target with a ranged, physical Shadow attack. Does not count as spell damage.
- Roll your Courage -2 dice vs. targets' Wisdom dice / Damage increased by 1
- Requires Shadow (Level: 2)
- Costs 4 Magic
- Give a target the Death Leech Affliction:
- When that target dies, you (the caster) gain 8 Hearts and 4 Magic.
Death Leech lasts for the remainder of the battle or when either the target or caster dies.
RE: 2-28-14: Dungeon of Dungeon - Forgotten Third Eye - 04-02-2014
Planning to run a session or two this week in hopes to finish this quest. I might have to nerf the boss down a bit depending on how many players show up.
After this is done, I will start up trying to schedule for the Dungeon of Dungeon Floor 0-B bit, which is for the Dungeon Contest. Further information for this floor will be posted in a new thread.
EDIT: The next session was supposed to run today (Wednesday) at 20:00 (8:00 PM) CST, but since nobody showed up, I will attempt to run it tomorrow (Thursday) at the same time.
EDIT2: Quest over. Next quest thread will be posted at least two weeks before the first session.
Also, for Orithan's character, you get 190 rupees, +46 EXP, and one HC.
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