Low-Level Quest 2/2 - Darte Fellshard - 01-24-2012
I'll be running a quest this Saturday, the 28th, for low-level players. I'm planning on starting anytime from 8-10 PM EST, whenever two or more interested players show up. The session will run up to 1 AM EST at the latest, with a second session later if necessary.
EDIT: The quest began on the second of February. The party, consisting of Shadiya, Shane and Trik Dekal, witnessed the kidnapping of a farm girl in Hyrule Castle Town Market. They gave chase to the man and managed to catch him, dealing some heavy blows; the black-clad kidnapper managed to escape, however, and fled into the Temple of Time. The party pursued him into a grotto, which led to a desert locked in a sandstorm. After following the man into the sandstorm, the party fell into combat with monsters from the desert, losing sight of the kidnapper within the storm, and with no indicator of which way they had entered. Their only guide was a flagstaff flying a white flag, at the base of which was set a crude compass. The party decided to head in one of the directions pointed to by the compass, pointing mostly in the same direction as the wind. Doing so, they arrived at another nearly-identical staff and compass, flying a royal blue flag.
Enemy list incoming:
[enemy power=1 courage=2 wisdom=6 hearts=3/3 magic=2/2]
Warp Shield:
- When damage is taken, Wisp can expend 1 Magic for any 1 Heart lost in its place.
Light Orb:
- Shoots an orb of light out, hitting all enemies with a set damage
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Deals 1 Light damage
[enemy Power=8 Courage=2 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 / +2 damage
- Bombchu explodes upon attack (it just dies, it doesn't use explosion).
[enemy Power=6 Courage=4 Wisdom=3 Hearts=3/3 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=6 Courage=6 Wisdom=1 Hearts=5/5 Magic=0/0]
Bite:
- Roll your Courage dice vs. targets' Courage dice
- If successful, causes infection until end of your turn next round:
- The target takes 1 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -1
[enemy Power=6 Courage=5 Wisdom=1 Hearts=6/6 Magic=0/3]
Mummy Wrappings:
- Reduce damage taken by 1
- Fire attacks set the wrappings on Fire, burning them off. Gibdo (and any target it is latched to) takes 2 burn damage.
Leech:
- Gibdo attempts to latch onto a target in an effort to leech out its lifeforce
- Roll your Power +1 dice vs. targets' Power dice / Does half damage
- If successful, Gibdo manages to latch onto the target
- Target may attempt to roll out using base Power or base Courage stat against original successes of the attack. Consumes an action.
- If unsuccessful, Gibdo steals a bit of target's lifeforce by 2 Hearts and 1 Magic.
While latched onto a target, Gibdo cannot do anything.
Gibdo-fied!:
- If Gibdo has 3 Magic and is latched onto a target by the start of its turn, target is Gibdo-fied! and dies instantly.
- Gibdo's Magic counter cannot be modified by anything except Leech.
[enemy Power=2 Courage=1 Wisdom=9 Hearts=3/3 Magic=2/2]
Soul Lantern:
- Passive
- Gives Poe an extra line of defense that enables it to override any defending stat with Wisdom.
- Costs 1 Magic
Drain Blast:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- If successful, target loses 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=10 Courage=5 Wisdom=4 Hearts=6/6 Magic=2/2]
Tunneling:
- Passive
- When it is not Debirando's turn, it will be submerged by sand and have damage taken reduced by 2.
Prey:
- Debirando reaches out and grabs a victim to bring to its sinkhole
- Roll your Power +1 dice vs. targets' Power dice
- If successful, target is brought into its sinkhole
- Target takes 1 damage (neutral) at the start of each of its turns and has -1 Power, Courage, and Wisdom
- Target may only attack Debirando with either physical attacks or Nature spells. The tunneling effect is decreased inside the sinkhole, and Debirando only have damage taken reduced by 1
- Debirando cannot attack any target within its sinkhole
RE: Low-Level Quest 2/1 - Darte Fellshard - 02-01-2012
[enemy power=1 courage=2 wisdom=0 hearts=2/2 magic=0/0]
Hop:
- Roll your Courage dice vs. targets' Courage dice
[enemy power=0 courage=4 wisdom=2 hearts=2/2 magic=1/1]
Slash:
- Roll your Courage dice vs. targets' Courage dice
Wind Slash:
- Storm
- Roll your Wisdom dice vs. targets' Wisdom dice
- Costs 1 Magic
[enemy power=1 courage=4 wisdom=1 hearts=2/2 magic=0/0]
Source: Zelda II: The Adventure of Link
Ache are blue and are akin to Keese. They attack by swooping down to slash the opponent and can also transform into Acheman. Ache and Achemen cannot switch in the middle of a battle. Swarm:
- Passive
- For each additional Ache, +1 Courage each.
Slash:
- Roll your Courage dice vs. targets' Courage dice
[enemy power=4 courage=1 wisdom=1 hearts=2/2 magic=0/0]
Source: Zelda II: The Adventure of Link
The transformation of an Ache, the Acheman is a humanoid bat-form that can easily disguise itself as anyone else. It does not get the Swarm bonus of the Ache, but it does get a stronger attack. Ache and Achemen cannot switch in the middle of a battle. Strong Slash:
- Roll your Power dice vs. targets' Power dice / +1 damage
[enemy power=3 courage=5 wisdom=1 hearts=4/4 magic=1/1]
Spear:
- Roll your Courage +1 dice vs. targets' Courage dice
- Thrust:
- Roll your Power +3 dice vs. targets' Power dice
- Costs 1 Magic
Leather Armor:
- Reduce damage by 1
- Destroyed after 1 turn of burn damage.
Replaced Drop:
- If the Moblin died while still wearing the Leather Armor, random drop is replaced by Leather Armor.
[b]Leather Armor:[/b][list]
[*]Reduce damage by 1
[*]Destroyed after 1 turn of burn damage.[/list]
[enemy power=1 courage=2 wisdom=6 hearts=3/3 magic=2/2]
Warp Shield:
- When damage is taken, Wisp can expend 1 Magic for any 1 Heart lost in its place.
Light Orb:
- Shoots an orb of light out, hitting all enemies with a set damage
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Deals 1 Light damage
[enemy power=4 courage=4 wisdom=2 hearts=3/3 magic=0/0]
Source: Zelda II: Adventure of Link
A hyperactive soldier who hops about in an annoying manner. Easy to dispatch, but always come in groups or with other enemies. Short Dagger
- A short knife, ideal for quickly attacking.
- Roll your Courage +2 dice vs. targets' Courage dice / half damage.
Tin Armour
- Appropriately, the Tinsuit has a suit of armour, made of tin.
- Reduces damage taken by 1.
- Once the Tinsuit has been successfully attacked once, the armour is destroyed.
Quickstep
- Passive
- Initiative rolled is $init 1d11.
[enemy power=18 courage=13 wisdom=5 hearts=8/8 magic=4/4]
Hard Skin:
- Passive
- Reduces damage by 2
Leap:
- Roll your Power +2 dice vs. targets' Power dice
Explosion:
- Upon death, it will cause an explosion that hits everyone.
- Roll your Courage dice vs. targets' Courage dice / +3 damage
Fire Breath:
- Fire
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / +3 damage
- Instantly destroys any item susceptible to destruction by burn damage
- Costs 1 Magic
[enemy Power=16 Courage=16 Wisdom=3 Hearts=10/10 Magic=0/0]
Bite:
- Roll your Courage +1 dice vs. targets' Courage dice
- If successful, causes infection until end of your turn next round:
- The target takes 2 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -2
[enemy Power=4 Courage=4 Wisdom=3 Hearts=3/3 Magic=0/0]
Zzap! Shield:
- Passive
- Anyone who attacks a Static ChuChu by melee (successful or not) will take 1 Storm damage
Reaction:
- Storm
- The Static ChuChu does not have a standard attack. Instead, it counterattacks every time it is hit.
- Roll your Courage +1 dice vs. targets' Courage dice
[enemy Power=5 Courage=7 Wisdom=6 Hearts=3/3 Magic=0/0]
Spin:
- Roll your Courage dice vs. targets' Courage dice / +1 damage
Evasion:
- +2 dice when defending against ranged attacks and spells
Rotating Spikes:
- A ring of spikes constantly rotates around the larva, harming anyone that attacks its in close ranged combat.
- When a melee attack successful hits you, the opponent takes 2 damage.
[enemy Power=2 Courage=9 Wisdom=4 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=2 courage=3 wisdom=7 hearts=4/4 magic=4/4]
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 +3.
- 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
Regeneration:
- Passive
- +1 Magic gained at the start of each of its turns.
Boost:
- Support Spell
- Give a "+2 dice when attacking" buff to an ally for the remainder of the battle.
- Costs 2 Magic
Guard:
- Support Spell
- Give a "+2 dice when defending" buff to an ally for the remainder of the battle.
- Costs 2 Magic
Blast:
- Roll your Wisdom 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=24 Courage=15 Wisdom=0 Hearts=4/4 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 / -3 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=8 Wisdom=3 Hearts=5/5 Magic=0/0]
Bow:
- Enables you to shoot arrows
- Can only be counterattacked from range
Metal Tipped Arrows:
- Requires a bow to shoot
- Roll your Courage +1 dice vs. targets' Courage dice
Impact Arrows:
- Requires a bow to shoot
- These arrows are blunt but heavy and powerful. They can cause damage to armor, reducing effectiveness.
- Roll your Power +1 dice vs. targets' Power dice / Does half damage
- Ignores damage reduction. If successful, reduce target's damage reduction by 1
- Stacks until damage reduction drops to 0.
- Armor must be fixed in order to return to full effectiveness.
[enemy Power=6 Courage=7 Wisdom=9 Hearts=6/6 Magic=6/6]
Lightning Current:
- Passive
- Reduces damage by 1
- Anyone who attacks a Stinger by melee (successful or not) will take 1 shock damage
Swoop:
- Storm
- Roll your Courage +1 dice vs. targets' Courage dice / +1 damage
Water Shock:
- Fires a blast of electrified water at the opponent
- Water
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / +1 shock damage (neutral)
- Costs 2 Magic
[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 3 Magic
[enemy power=6 courage=7 wisdom=7 hearts=5/5 magic=5/5]
Goo:
- Unless it will die in that hit, ChuChus take a maximum of 2 damage from physical attacks.
Glomp:
- Roll your Courage +2 dice vs. targets' Courage dice / Deals no damage
- If successful, steal 2 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=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=6 courage=11 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 2 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=6 Courage=6 Wisdom=19 Hearts=8/8 Magic=3/3]
Soul Lantern:
- Passive
- Gives Poe an extra line of defense that enables it to override any defending stat with Wisdom.
- Costs 1 Magic
Drain Blast:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- If successful, target loses 2 Magic
[enemy Power=8 Courage=14 Wisdom=3 Hearts=7/7 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 +8 dice vs. targets' Power dice / +3 damage
[enemy power=0 courage=16 wisdom=14 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=14 courage=11 wisdom=5 hearts=8/8 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 -3 dice / +2 damage
[enemy power=14 courage=9 wisdom=7 hearts=9/9 magic=6/6]
Slimy Skin:
- Passive
- Damage taken reduced by 2 against non-Storm affinity attacks
- Damage taken increased by 2 from Storm affinity attacks
Cannon-Mouth:
- Roll your Power +3 dice vs. targets' Power dice
Water Blast:
- Water
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / +1 damage
- If successful, knock a target's shield away from them. Target must spend a turn to reacquire the shield (can still use a +50% cost support spell).
- Costs 2 Magic
[enemy Power=0 Courage=15 Wisdom=30 Hearts=30/30 Magic=15/15]
Pack Up:
- Every time Ghoul Pack loses 2 Hearts, it loses 1 Courage and 2 Wisdom.
Bite:
- Roll your Courage +1 dice vs. targets' Courage dice
- If successful, causes infection until end of your turn next round:
- The target takes 2 poison damage (neutral) at the start of its turns
- Courage, Power and Wisdom -2
Drain Blast:
- Roll your Wisdom +1 dice vs. targets' Wisdom dice
- If successful, target loses 2 Magic
[enemy Power=19 Courage=19 Wisdom=6 Hearts=20/20 Magic=8/8]
Hard Skin:
- Passive
- Physical damage reduced by 2
- Takes half damage from Fire affinity attacks
Maul:
- Roll your Power dice vs. targets' Power dice / +2 damage
Leap Attack:
- Charge one turn. On your next turn, attack using your primary weapon's standard attack. If successful, double the amount of weapon damage done.
- If your weapon has no weapon damage, instead multiply the damage by 150% (rounded up).
Crumbling Sword:
- The sword's attacks cause fragments of the blade to get stuck in the victims, dealing serious bleed damage.
- Roll your Courage +3 dice vs. targets' Courage dice / Deals half damage
- If successful, causes serious bleeding:
- Ignores standard stacking rules
- Inflicts 3 bleed damage (neutral) at the start of all target's turns for the remainder of the battle.
- Bleed damage stacks infinitely.
This sword breaks after three attack attempts. Fire Drive:
- Dinofol shoots a fireball that continues until it hits a target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / +4 damage
- If the fireball is unsuccessful (but not counterattacked), it goes towards the next target in the turn order.
- Costs 2 Magic
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