02/16/16 - Improv Dungeon - Sephiroth - 02-03-2016
I will be running an improv dungeon mainly to ... test my DMing skills, but also to provide some additional game-time for others.
Date: February 16th, 2016
Time: 4:30 PM to 7:30 PM CST
Player Cap: 4
Interested in participating? Please post times that could work for you. I'd even consider shifting the date.
- Nimono
- Orithan
- Forgotten Third Eye
- DoubleEx
The Hall of Doors is the hallway south of the Vile Fountain room within the dungeon's basement floor. When entering the Hall of Doors, players enter from the North. There's 8 other doors total, 4 on the Western wall, and 4 on the Eastern wall. The doors are numbered from North to South.
Prison room. 2 cells in the back of the room, with a Skeleton inside one of the two cells. There's also a desk in the middle of the room with some blank paper and a pencil or two on the top of it.
A large cavernous room. How it managed to make its way into this dungeon, I have no idea. But its walls are nothing like the walls in the rest of the dungeon. Instead of fine aging marble, its coarse rock. There is a pile of bones in the center of the room.
There's a clue on the floor in the middle of the room. The clue reads "2N".
A bedroom of sorts. There's a large mirror in the back of the room, along with a cozy-looking bed along the south wall. There's also a chair next to a bookcase on the north wall of the room. A large circular rug is on the floor. The symbols on the rug are actually reversed unless looked upon in the mirror in the room. It reads "5W".
The floor is missing from this room. Entering it causes you to fall to the void, taking 1 Neutral Damage and respawning at the north entrance of the Hall of Doors.
A rather tall room with a staircase leading upwards towards a wall on the east side. The wall here appears to be a bit weak. There's also a balcony circling the room with a large fancy chandelier hanging from the ceiling. I bet that thing cost 600 rupees! Upon entering the room, you see a Tumbleweed roll across the floor. ... Guess this room hasn't seen much use. This room connects back to the entrance of the dungeon.
Door 3E mysteriously slides upwards into the wall unlike the rest of the doors which operated as standard hinged doors. I wonder what sorcery causes this? Inside the room appears to be ... a room made of metal? There's all sorts of flashing lights and symbols dancing on the walls too. You can't really understand what it is, but it appears to be machinery of some kind. After shenanigans, a clue was revealed in this room. "1E"
Room of Illusions; The party easily guessed their way through this one. The clue from this room is "6N".
RE: 02/16/16 - Improv Dungeon - Sephiroth - 02-16-2016
- Power: 20 (+0)
- Courage: 24 (+0)
- Wisdom: 16 (+0)
- Hearts: 25/25 (+0)
- Magic: 25/25 (+0)
- Initiative: $init 2d9
- Attack Dice: 5
- Defense Dice: 5
- Armor: 0
Affinities: Shadow
After finally being released from its prison of armors and wrappings, Hyper Redead emerges. Its actually about the same size as most people, but unlike a slow, normal Redead, this one moves swiftly about the battlefield, attacking with ease and taking only glancing blows. Initially, it’s nearly invulnerable, but as the energy from being released subsides, it moves slower and slower. However, its stench is also more poisonous in its current state.
- Innate:
- At the start of each round, Hyper Redead automatically siphons 3 Hearts from everyone else, ignoring Armor.
- At the end of each round, Hyper Redead loses 3 Power, Courage, & Wisdom.
Passives:
Once per round, at any time, you can remove one stack of an Affliction you have.
Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
Once this is used, it cannot be reused until the delayed damage is taken.
Counterattack is Death Swipes.
If Hyper Redead dies, it has a team drop of 1000 Rupees, a Fairy, a Spell Scroll, and 1 Stat Point. It also runs a random item drop of $5d3 for everyone. Drops can be acquired here.
- RESTRICTIONS: This is an Innate Skill. Only Hyper Redead can learn and use this skill.
- DESCRIPTION: Even with the wrappings gone and the beast being much smaller, the stench doesn’t kill focus, but it does accelerate the poison. Hyper Redead is also able to absorb the poison back, healing itself.
- EFFECT: At the start of each round, Hyper Redead automatically siphons 3 Hearts from everyone else, ignoring Armor.
- RESTRICTIONS: This is an Innate Skill. Only Hyper Redead can learn and use this skill.
- DESCRIPTION: Hyper Redead moves at incredible rates, but the energy bundled from being trapped inside those wrappings only lasts so long, decaying over time.
- Initiative: 2d9
- Attack Dice & Defense Dice: +5
- EFFECT: At the end of each round, Hyper Redead loses 3 Power, Courage, & Wisdom.
- Point Cost: 4
- DESCRIPTION: A cleansing bubble surrounds you, periodically protecting you from various effects.
- EFFECT: Once per round, at any time, you can remove one stack of an Affliction you have.
- Point Cost: 4
- DESCRIPTION: Time warps around you, delaying the damage you would take.
- EFFECT: Once per turn, if you would take damage, you can activate Damage Delay to delay all damage taken that turn until the end of your next turn.
- Once this is used, it cannot be reused until the delayed damage is taken.
- RESTRICTIONS: This is a Counterattack Skill. You may only have one Counterattack Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: This gives you the ability to counterattack people with a specific attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using Death Swipes.
- DESCRIPTION: Hyper Redead lets out a painful and piercing shriek, hitting everyone else.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Anyone hit gets the Petrified Affliction:
- Target cannot use Combat Actions or use any Action that involves moving.
- DURATION: This lasts for one round.
- DESCRIPTION: Hyper Redead quickly appears before a target, swiping with its claws, which are wreathed in the souls of the dead themselves.
- Roll your Courage dice vs. targets' Courage dice
- Damage: +4
- EFFECT: If it hits, siphon 2 Courage from the target to you.
- DESCRIPTION: Hyper Redead takes its time to absorb some of the poison in, recovering a lot of its health, but losing some energy as well.
- EFFECT 1: You recover 12 Hearts.
- EFFECT 2: You also lose 2 Power, Courage, & Wisdom.
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Shadow
- COSTS: 7 Magic
- DESCRIPTION: Accelerate a target a using a shadow dancing around the battle, buffing their speed.
- EFFECT: Target gains 3 Attack Dice & Defense Dice
- REQUIREMENTS: Shadow
- COSTS: 8 Magic
- DESCRIPTION: Surround a target with the mystic energies of flashy lights. Shadow-based lights. Cause that totally makes sense.
- EFFECT: Give a target 1 stack of the Shallow Grave Buff:
- Target's Hearts cannot be reduced below 1 Heart, no matter what.
- Once target's Hearts are reduced to 1, any Damage the target would take instead results in losing Magic.
- DURATION: Shallow Grave lasts for one round.
- DESCRIPTION: A Bloodied Notecard found in the hand of a dead Skeleton. There's so much blood on the notecard that whatever was written on it is illegible.
[spoiler=Bloodied Notecard][list][*][b]DESCRIPTION[/b]: A Bloodied Notecard found in the hand of a dead [b]Skeleton[/b]. There's so much blood on the notecard that whatever was written on it is illegible.[/list][/spoiler]
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: It's water so pure and clear, you can't even tell it's there, yet it's capable of completely revitalizing you.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
[box=Super Ultra Pure Water][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]200[/Rupees]
[*][b]DESCRIPTION[/b]: It's water so pure and clear, you can't even tell it's there, yet it's capable of completely revitalizing you.[list]
[*][b]EFFECT[/b]: Consume this to recover to your [b]Maximum [Hearts] & [Magic][/b].
[/list][/list][/box]
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