The Jhen Mohran

Going hunting for treasure and profit.
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The Jhen Mohran

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Post by Miralana »

The desert city of Loc Lac has sent out a call. A Jhen Mohran has been spotted far in the distance. Creatures of great bounty and great destruction, they need all available hunters to help them take the great beast down. Those who answer the call to arms are brought aboard one of the great sand ships designed by the people of Loc Lac for the purpose of hunting these great beasts.

The Jhen Mohran itself would dwarf the greatest whales, swimming through the desert sand like it is water. The great wyvern looks almost like a tan whale encrusted in minerals, though it has powerful, armored, feet where the whale has flippers, a massive stony ridge going down its spine, and two horns the size of goal posts jutting out from the front of its face. It is at least twice the size of the dragon ship...

The Dragon Ship is a large sand ship that swiftly moves through the desert, brought in chase of the great Jhen Mohran. It is the platform from which the Mohran is fought, and has several key features to help bring the great wyvern down. That said it is not invulnerable, and excess damage can destroy it. It is accompanied by two much smaller sand boats that assist but do not join in the fight. An Artisan: Vehicle DC100 can be used prior to the battle to give it a small boost to overall health. The Dragon Ship has by default, 40 AP worth of health, the vehicle boost brings it up to 50 AP for this battle.

Cannons: The Ship has one stationary cannon on each side. The Mohran is large enough that a shot from the cannon will always hit with no real skill requirement, but each cannon can only be shot once per person a round. They do 50,000 damage to the Mohran by default. During the Pre-fight an engineer can make an Gunsmithing check DC 100 to double the damage of one of the cannons for the duration of the fight.

Ballistas: Mounted ballistae on rotating platforms, They do more damage, but have to be aimed to be effective(Mounted Weapon/Heavy Weapons/Crossbow, or either Heavy Land or Heavy Ship piloting for the shooting). There is one on each side, and it does 75,000 damage per shot. Every four rounds the normal ballista shot can be switched out with a "Binder" that triggers a number of harpoons and cables from both the dragonship, and the assist boats to hold the Mohran down, preventing a single action from the Mohran. A DC 150 engineering check during the pre-fight can be used to double its damage for the duration of the fight.

Dragon Gong: A massive gong located on the main mast of the ship, it can be activated once every five rounds With a Reaction Check (DC:150) to interrupt an attack by the Jhen Mohran.

Dragonator: A gigantic drill spike that can be used once per stage to do 500,000 damage to the Mohran and interrupting an action. Does double damage if the Mohran is currently held down by the Ballista Binder. Can be upgraded by a Blacksmithing check(DC: 200) to do 750,000 base damage. Always hits as long as the Mohran is next to the ship.

Ship's Wheel: Usually manned by an NPC, a PC with enough piloting skill(Large Land, or Large Water) (And a Speechcraft Check DC100(can be teamworked), unless they've piloted a dragonship before, successfully) can take over, for certain benefits that can't be gained otherwise. Benefits include: Being able to follow, or avoid the Mohran's attacks.

Loot: Six carves per person on success, three per person on a repel, none if the ship is destroyed. If tusks are both destroyed, everyone gets one 'Free' Sturdy Fang.
Jhen Mohran Carapace 1-50 Hide sections of a Jhen Mohran
Jhen Mohran Brace 51-80 The durable plating from the arm of the Jhen Mohran.
Sturdy Fang 81-93 Large piece of the enormous tusks of the Jhen Mohran, used in folk remedies, said to contain its strength.
Earth Dragongem 94-99 A rare mineral that occasionally condenses deep in the body of a gigantic earth wyvern
Elder Dragon Blood. Natural 100 The powerful blood of an ancient wyvern.

Jhen Mohran Gear:
10 Mohran Carapace
5 Mohran Brace
2 Sturdy Fang
1 Earth Dragongem
Optional: Partridge in a pear tree

Jhen Mohran Gear:

As a note, the following are to be natural properties and take up no augmentation slots.

Armor: Amber Quality, 20% Earth Resist, When Ore is found, Make a luck roll, on 750+ it is one quality higher, -10 to Artisan Skills
Weapon Amber Quality, Earthstrike, Improved Critical,
Casting Focus: Amber Quality, Earthstrike, Improved Critical
Accessory: Amber Quality, Can be used to 'swim' through sand and soil, allowing swimming to be used in place of athletics... does not provide oxygen. Immunity to sound based status effects.
Shield: Amber Quality, 50% Earth Resist, 50% Wind Weakness, can block 20,000 HP worth of otherwise unsoakable/unblockable damage before being sundered and requiring repairs.

May be upgraded with parts from the ?????

Jhen Mohran Weaponry: To be announced.

Jhen Mohran
HP: 10,000,000
MP: ????(THIS MANY)
Dodge: 1d340+165
Physical Soak: 6000
Magical Soak:5000
Element: None

Tusks: 2
HP: 500,000
Physical Soak: 5000
Magical Soak: 5000

Special:
1)If the fight is not ended in 20 rounds, the Mohran will dive into the earth and flee underground.
2)While not as illustrious as a kill, there are still some rewards given by the ship's crew for surviving the fight.
3)If someone falls off the Mohran into the sand, one of the smaller sand boats will catch them, and spend a round carrying them back. Someone with the digging or another movement feat can get back the same round.
4)The Mohran can take damage from Status Effects, but only up to a maximum of 1 million damage. For damage over time purposes, hold this HP separately(So 1/10th HP lost per round would take 100,000 per round.)

Stage 1: The dragon ship heads out, gliding across the sand like a ship at sea, the desert air is sweltering. The ship passes through a small school of delox, sail finned sandfish, and a usual sign of a Mohran's passing... There is no sign of the great wyvern at first, but then the ground thunders, and suddenly the almost four hundred foot long leviathan of the desert comes exploding from the earth, doing a curling jump over the ship... landing into the sand on the other side, and surfacing up to swim alongside the ship... You have its attention.


Near: The Mohran is alongside the dragonship, and can be attacked by melee attacks, or be climbed onto. with a <Acrobatics check: DC 60>, or flight. There are 2-4 mineral nodes on its back that can be mined, though each requires a turn to do so(each is 1d4 better than Neosteel, subject to change). A PC captain can make a piloting check(DC:80) to move away from the Mohran to reach Far distance.

1) Side Swipe: The Mohran briefly pulls away from the ship, and then comes slamming back into it.Causing medium damage to the ship, and a chance to hit anyone who was in melee range. The jolt shakes anyone on its back, that need to make an <Acrobatics check: DC 100> to stay on. Piloting DC 90 to avoid if there is a PC captain. Deals 3 AP Damage to the Dragon Ship
2) Horn Swipe: The Mohran cocks its head to one side, and sweeps its tusks across the deck of the ship, doing light damage to the ship, and good damage to anyone hit by it. If the tusks have been destroyed, The damage and chance to hit are reduced. 2AP damage to the Dragonship, 1AP damage if horns are broken. 1d310+150 against the people on deck, 13000 physical damage. -2000 physical damage, and 20 attack bonus per broken horn.
3) Rock Shot: The Mohran launches 1d3 rocks from its blowhole, aimed at people still on the ship. 1d300+145, 9000 Physical damage.
4)Massive Slam: The Mohran sinks down low, then rises high and attempts to curl over to smash into the ship for massive damage. People on the Mohran's back need to make an <Acrobatics Check: DC120> to stay on the Mohran. 4 AP damage to the ship. 1d310+155 to hit people onboard, 12000 damage.Piloting DC: 120 to avoid.
5)Swim away: The Mohran swims one area away from the ship.

Far: The Mohran is one area away, out of melee range except for people with either flight, or are currently on its back. A Piloting Check DC:80 can be made to close the distance.

1) Delox Swarm: 1d3 Delox, large finned sand fish leap aboard the vessel, to harass/attack the hunters. (Weak-ish monsters)
2) Shake: The Mohran shakes powerfully, attempting to dislodge anyone currently on its back, requiring an <Acrobatics Check: DC 100> to stay on.
3) Rock Shot: The Mohran launches 1d3 rocks from its blowhole, aimed at people still on the ship. 1d300+145, 9000 Physical damage.
4) Swim close: The Mohran swims back alongside the ship, reaching the 'Near' distance.
5) Jump over the ship: The Mohran throws itself up out of the desert, cresting over the dragon ship... and landing at 'Near' distance on the other side. An <Acrobatics Check: DC 60> can be made to jump from its back down to the ship during this time, or <Acrobatics Check: DC 140> one to stay on its back during the big flip.

Name: Delox
HP: 25000
MP: Not so much
Dodge: 1d230+110
Physical Soak: 1000
Magical Soak: 1000
Element: None

1,2) Bite: The Delox flipperwiggles up to someone and attempts to bite their leg off. 1d240+115, 3000 unsoakable.
3) Ram: The Delox attempts to tackle someone. 1d260+125. On a hit, causes knockdown.
4) Retreat: The Delox would rather be back in the sand and jumps back off the dragon ship.

Stage 2: Starting at the beginning of Round 11 until the end of round 20. The captain of the Dragon Ship(If NPC) boxes the Jhen Mohran into a small canyon, using the Dragonship to trap it there... A PC captain can opt not to, and continue the Stage One type battle, though the fight will still end after Round 20. The Mohran, without anywhere to run turns back to face the ship that has boxed it in, roaring in defiance, the ancient wyvern takes one powerful step forward on its short, but powerful legs. At the start the Mohran is three areas away from the Dragonship, and moves one area closer per round. Doing more than 500,000 damage in a round will cause it to retreat one area. The Gong will also cause it to retreat one area. Planks are lowered so people on the ship can approach the Mohran at their discretion.

1) The Mohran launches 1d3 rocks from its blowhole at random party members. 1d300+145, 9000 Physical damage.
2) Horn Swipe: The Mohran cocks its head to one side and sweeps its tusks in front of it, threatening everything nearby, including the ship if it is within one area. If the tusks have been destroyed, the damage and chance to hit are reduced.2AP damage to the Dragonship, 1AP damage if horns are broken. 1d310+150 agaist the people nearby, 12000 physical damage. -2000 physical damage, and 20 attack bonus per broken horn. Pilot DC 100 to avoid.
3) Ear Shatterer: The Mohran gathers air and lets out an intense scream, stunning anyone that doesn't resist for one round.DC100 Health check to avoid.
4) Massive Slam: The Mohran sinks low, then rises high before slamming down into the ground in front of it, threatening anyone nearby and the dragon ship if it is within one area. If interrupted by the gong during this move, the Mohran is stunned for one turn on top of failing to hit. 4 AP damage to the ship. 1d320+155 to hit people onboard, 12000 damage.

At the end of Round 20, the Mohran, injured and desperate gulps down some air, and burrows into the ground, disappearing into the earth.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

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