Quest 1-20-12 - WindStrike - 01-17-2012
If Radien and I finish stuff up, it'll be a fully set up quest. Otherwise, expect a half-improv'd quest.
Start time:
- High Level Quest, 4:00pm EST Friday, 1/20/12
- Low Level Quest, 8:30pm EST Friday, 1/20/12
Maximum session length, 3 hours. Depending on which quest it is, it'll either go one session or multiple.
Subrosia Caves - WindStrike - 01-20-2012
Subrosia Caves quest
Enemy List:
[enemy Power=24 Courage=8 Wisdom=0 Hearts=5/5 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 / -2 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=6 Courage=20 Wisdom=10 Hearts=8/8 Magic=0/0]
Wreath of Flames:
- Passive
- Anyone who attacks a Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
Fire Slash:
- Fire
- Roll your Courage dice vs. targets' Courage dice
Incinerate:
- Fire
- Roll your Courage +4 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
[enemy power=8 courage=7 wisdom=19 hearts=7/7 magic=12/12]
Source: None
Dark Souls are souls that have been corrupted over time and serve the one corrupting them. They are casters and often amp their allies with support spells, both defensive and offensive. They can also hide in allied bodies, boosting their Wisdom stats by a bit. Hide:
- Hide inside of an ally's body, boosting his Wisdom stat by +5.
- If the host body dies while hiding in it, the Dark Soul will also die.
- Dark Soul cannot use any other actions while hiding.
- Does not count as action, but costs 1 Magic to hide and no Magic to leave a body. Cannot hide and leave the body within the same turn.
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Boost:
- Support Spell
- Give a "+3 dice when attacking" buff to an ally for the remainder of the battle.
- Costs 4 Magic
Guard:
- Support Spell
- Give a "+3 dice when defending" buff to an ally for the remainder of the battle.
- Costs 4 Magic
Blast:
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
[enemy Power=12 Courage=12 Wisdom=12 Hearts=10/10 Magic=9/9]
Shock Goo:
- Reduces damage taken by 1
- Anyone that attempts to attack ChuChu in melee (successful or not) takes 1 shock (neutral) damage
Shock Counter:
- Storm
- If an attacker attacks ChuChu with a melee attack and fails, ChuChu automatically counterattacks with Shock Counter
- Roll your Wisdom dice vs. targets' Power dice / +1 damage
- If successful, target's armor has 1 less damage reduction for the remainder of the battle. Stacks until armor has no damage reduction.
Lightning Counter:
- Storm
- If an attacker attacks ChuChu with a ranged attack and fails, ChuChu automatically counterattacks with Lightning Bolt
- Storm
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals $1d8 Storm damage
- Costs 3 Magic
[enemy Power=13 Courage=19 Wisdom=11 Hearts=11/11 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 4.
- Courage increased by 4, Power increased by 3, Wisdom increased by 2
- 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=8 courage=11 wisdom=24 hearts=9/9 magic=12/12]
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Fireball:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
Shockwave:
- Fire
- Hits all enemies
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- Costs 5 Magic
Siphon:
- Firerobe is able to transfer some of its Magic to an ally.
- Cannot siphon more than 4 Magic at once.
- Costs an additional 1 Magic per siphon.
[enemy Power=15 Courage=11 Wisdom=16 Hearts=12/12 Magic=6/6]
Gooey Skin:
- The heat from the Firetorok's body causes its skin to melt a bit and be gooey.
- Spell damage reduced by 2
- If hit by a melee attack but not killed by that hit, the attacker gets stuck to the Firetorok.
- Anytime the Firetorok would take damage (excluding neutral), players stuck to the Firetorok take half that damage.
- To get free of the Firetorok's skin, the player must roll his base Courage stat against Firetorok's base Courage stat. Uses an action for the attempt.
Fire Bolt:
- Fire
- Roll your Power dice vs. targets' Power dice
- If successful, inflict an additonal 1 burn (neutral) damage to the target
Flame Spewer:
- Firetorok lets loose a massive amount of flames from its cannon, hitting all enemies
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If successful, players hit by the Flame Spewer take 2 burn damage (neutral) at the start of each of their turns for the remainder of the battle
- Costs 4 Magic
[enemy power=18 courage=14 wisdom=10 hearts=14/14 magic=4/4]
Dragon Skin:
- Passive
- Reduces damage by 3
Tail Whack:
- 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's takes full damage. If the second attack is unsuccessful, Dodongo automatically 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 damage
Inferno:
- Fire
- Charge Buffer: 10. Costs 4 Magic. Charge one turn. On your next turn, let loose an inferno 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=18 Courage=16 Wisdom=11 Hearts=22/22 Magic=11/11]
Plated Dragonhide:
- Reduce physical damage by 3
- Reduce magic damage by 2
Fire Bolts:
- Fire
- Target up to three enemies at once.
- Roll your Power +2 dice vs. targets' Power dice / -2 damage
- Costs 1 Magic
Dive:
- Aquamentus uses part of its lifeforce to super-speed itself and dive into a target
- Roll your Courage dice vs. targets' Courage dice / +4 successes
- Costs 5 Hearts
Flame Ring:
- Fire
- Aquamentus surrounds a target with a ring of flames that attacks the player for the remainder of the battle
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage
- If successful, the ring of flames attacks the target with the same success rate at the start of target’s turns for the remainder of the battle.
- Target must roll Wisdom to defend
- If target is unsuccessful, target takes 2 burn damage (neutral) and skips turn
Costs 4 Magic
RE: Quest 1-20-12 - WindStrike - 01-22-2012
[enemy Power=4 Courage=7 Wisdom=1 Hearts=3/3 Magic=0/0]
Leap:
- Nature
- Roll your Courage dice vs. targets' Courage dice
Power Leap:
- Charge for a turn. On your next turn, attack with a powerful leap attack.
- Roll your Power +6 dice vs. targets' Power dice / +1 damage
[enemy power=7 courage=5 wisdom=3 hearts=3/3 magic=3/3]
Hard Skin:
- Passive
- Reduces damage by 1
Leap:
- Roll your Power +1 dice vs. targets' Power dice
Explosion:
- Upon death, it will cause an explosion that hits everyone.
- Roll your Courage dice vs. targets' Courage 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
- Costs 1 Magic
[enemy Power=1 Courage=8 Wisdom=3 Hearts=4/4 Magic=0/0]
Wreath of Flames:
- Passive
- Anyone who attacks a Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
Fire Slash:
- Fire
- Roll your Courage dice vs. targets' Courage dice
Incinerate:
- Fire
- Roll your Courage +3 dice vs. targets' Courage dice
- At the end of the attack, Fire Keese incinerates and dies.
[enemy Power=6 Courage=8 Wisdom=4 Hearts=4/4 Magic=0/0]
Flock x2:
- 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 x2" will max at x2, a "Guay Flock x3" will max at x3, and so on.
- An attack that hits all targets will only hit the "Guay Flock x2" as one target.
Dive-Bomb:
- Shadow
- Roll your Courage dice vs. targets' Courage dice / +(# in flock) damage
[enemy power=0 courage=8 wisdom=7 hearts=2/2 magic=2/2]
Speedy:
- Passive
- Gives Hue an extra line of defense that enables it to override any defending stat with Courage.
- Costs 1 Magic
Phase Through:
- Hue goes through a target, attacking the target's soul on the way through.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Ignores all damage reduction.
[enemy power=7 courage=5 wisdom=4 hearts=5/5 magic=2/2]
Slimy Skin:
- Passive
- Damage taken reduced by 1 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=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=3 courage=5 wisdom=10 hearts=8/8 magic=5/5]
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Firebolt:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
Shockwave:
- Fire
- Hits all enemies
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- Costs 4 Magic
RE: Quest 1-20-12 - WindStrike - 02-04-2012
More Subrosia
Enemy List:
[enemy Power=28 Courage=8 Wisdom=0 Hearts=5/5 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 / -2 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=20 Courage=11 Wisdom=8 Hearts=14/14 Magic=0/0]
Tunneling:
- Passive
- When it is not the Leever's turn, it will be underground and reduce damage taken by 3.
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=6 Courage=22 Wisdom=11 Hearts=8/8 Magic=0/0]
Wreath of Flames:
- Passive
- Anyone who attacks a Fire Keese by melee (successful or not) will take 1 burn damage (neutral).
Fire Slash:
- Fire
- Roll your Courage dice vs. targets' Courage dice
Incinerate:
- Fire
- Roll your Courage +4 dice vs. targets' Courage dice / +1 damage
- At the end of the attack, Fire Keese incinerates and dies.
[enemy Power=5 Courage=5 Wisdom=15 Hearts=8/8 Magic=15/15]
Disease:
- If Dark Fairy is killed by a melee attack, the attacker is infected with a disease for the remainder of the battle:
- The target takes 2 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -3
Feedback Pulse:
- If Dark Fairy is killed by a ranged attack, a feedback pulse is sent back at the attacker at the same success rate.
- Hearts damage from the feedback pulse is capped at 6.
Disease Shield:
- Can partially transfer its Disease skill to an ally. The next attacker that attacks that ally in melee gets the following:
- The target takes 1 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -2
Costs 4 Magic
Feedback Shield:
- Can partially transfer its Feedback Pulse skill to an ally. The next attacker that attacks that ally in ranged gets a feedback pulse that is sent back at the attacker at the same success rate.
- Hearts damage from the feedback pulse is capped at 5.
- Costs 4 Magic
Friendly Shadows:
- Heal yourself and all allies by 4 Hearts
- Costs 5 Magic
[enemy Power=13 Courage=13 Wisdom=13 Hearts=10/10 Magic=9/9]
Shock Goo:
- Reduces damage taken by 1
- Anyone that attempts to attack ChuChu in melee (successful or not) takes 1 shock (neutral) damage
Shock Counter:
- Storm
- If an attacker attacks ChuChu with a melee attack and fails, ChuChu automatically counterattacks with Shock Counter
- Roll your Wisdom dice vs. targets' Power dice / +1 damage
- If successful, target's armor has 1 less damage reduction for the remainder of the battle. Stacks until armor has no damage reduction.
Lightning Counter:
- Storm
- If an attacker attacks ChuChu with a ranged attack and fails, ChuChu automatically counterattacks with Lightning Bolt
- Storm
- Roll your Wisdom +2 dice vs. targets' Wisdom dice / Deals $1d8 Storm damage
- Costs 3 Magic
[enemy Power=14 Courage=21 Wisdom=11 Hearts=11/11 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 4.
- Courage increased by 4, Power increased by 3, Wisdom increased by 2
- 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=8 courage=10 wisdom=18 hearts=8/8 magic=12/12]
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Fireball:
- Fire
- Roll your Wisdom dice vs. targets' Wisdom dice / +1 damage
- Costs 1 Magic
Shockwave:
- Fire
- Hits all enemies
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- Costs 5 Magic
Siphon:
- Firerobe is able to transfer some of its Magic to an ally.
- Cannot siphon more than 4 Magic at once.
- Costs an additional 1 Magic per siphon.
[enemy Power=16 Courage=11 Wisdom=17 Hearts=12/12 Magic=6/6]
Gooey Skin:
- The heat from the Firetorok's body causes its skin to melt a bit and be gooey.
- Spell damage reduced by 2
- If hit by a melee attack but not killed by that hit, the attacker gets stuck to the Firetorok.
- Anytime the Firetorok would take damage (excluding neutral), players stuck to the Firetorok take half that damage.
- To get free of the Firetorok's skin, the player must roll his base Courage stat against Firetorok's base Courage stat. Uses an action for the attempt.
Fire Bolt:
- Fire
- Roll your Power dice vs. targets' Power dice
- If successful, inflict an additonal 1 burn (neutral) damage to the target
Flame Spewer:
- Firetorok lets loose a massive amount of flames from its cannon, hitting all enemies
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If successful, players hit by the Flame Spewer take 2 burn damage (neutral) at the start of each of their turns for the remainder of the battle
- Costs 4 Magic
[enemy power=19 courage=15 wisdom=10 hearts=14/14 magic=4/4]
Dragon Skin:
- Passive
- Reduces damage by 3
Tail Whack:
- 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's takes full damage. If the second attack is unsuccessful, Dodongo automatically 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 damage
Inferno:
- Fire
- Charge Buffer: 10. Costs 4 Magic. Charge one turn. On your next turn, let loose an inferno 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=15 Courage=15 Wisdom=15 Hearts=8/8 Magic=15/15]
Chargin’ Up:
- Passive
- When Blaaz gets hit by a spell, it gets channeled to his horn, and his next attack will be charged up with +2 successes.
- If Blaaz gets hit by multiple spells by his next attack, it’ll only count for one attack.
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns
Warp Shield:
- When damage is taken, Blaaz can expend 1 Magic for any 1 Heart lost in its place.
Horn Charge:
- Blaaz One charges at a target and impales the target with its horn
- Roll your Power dice vs. targets' Power dice
- If the attack is successful, Blaaz impales the target and keeps charging into another target, doing extra damage to both targets.
- New target rolls to defend; original is impaled and helpless
- Roll your Power dice vs. targets' Power dice / Deals a maximum of 3 damage to each target
Three-Pronged Attack:
- Fire
- Blaaz attacks a target with all three of its horns, eliminating buffs and dealing burn damage.
- Roll your Courage dice vs. targets' Courage dice
- If successful, all spell buffs on the target are eliminated, and the target takes burn damage (neutral) equal to the number of buffs eliminated.
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
Scorch:
- Fire
- Roll your Wisdom -3 dice vs. targets' Wisdom dice
- If successful, all enemies take 2 burn damage (neutral), including the target.
- Costs 4 Magic
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