Giza Plains - The Dry
Posted: March 22nd, 2018, 12:58 am
Giza Plains - The Dry
Daytime - Bright and sunny. Fire damage +10%; Water damage -10% due to dry weather.
Nighttime - Wildsnake's perception DC increases by 50. Enemy rolls +5.
Event Table
Nomad Village
(1d21)
1-2: Encounter - 5d3 Hyenas. Each pack of 3 hyenas will have an Alpha Hyena in it.
3-4: Encounter - 2d3 Sleipnir. Roll 1d100. On a 61+, encounter Nazarnir instead.
5-6: Encounter - 2d3 Wildnsnake. Party leader rolls perception, DC 100. On a failure, enemy gets first strike.
7-8: Encounter - 2d3 Werewolves.
9-10: Encounter - 2d3 Urstrix.
11: Encounter - 2d3 Slaven.
12: Encounter - Cluckatrice and 2d4 Chickatrice.
13: Encounter - Giza Rabbits
14: Encounter - Roaming Bandits. Roll 1d5.
1-1d2 Hume Paladin, 1d2 Hume Illusionist
2-1d2 Nu Mou White Mage, 1d2 Nu Mou Black Mage
3-1d2 Viera Archer, 1d2 Viera Elementalist
4-1d2 Bangaa Defender, 1d2 Bangaa Gladiator
5-1d2 Moogle Thief, 1d2 Moogle Time Mage
15: Encounter - Clan of Thieves. Roll 1d2 for each race/job from Roaming Bandits encounter. Upon victory, receive:
-An additional chest of 1d20000 gil for each defeated enemy
-1 random Final Fantasy spell of level 1d4+4
-1 random piece of gear (firearms included, can only acquire purchaseable item types) of grade 1d5, 1=Amber, 2=Garnet, 3=Jasper, 4=Pyrite, 5=Kunzite. Use this table: viewtopic.php?f=209&t=3903&p=5843#p5843
-1 random piece of ore(Roll 1d5. 1=Garnet, 2=Jasper, 3=Pyrite, 4=Kunzite, 5=Ruby)
-Roll 1d2. 1 = Elixir Beta, 2 = Remedy Beta
16: Shadestone - A passing child on errands offers a Shadestone at a price of 5,000 gil.
17: Dark Crystal - A large crystal jutting out of the earth that absorbs sunlight over the passing of time. If you possess a Shadestone, you may charge the shadestone by 10% * 1d3. When the shadestone reaches 50%, it becomes an eclipsestone; at 100% it becomes a sunstone. Eclipsestones can be sold for 10,000 gil, or one can be used to grant Brightstrike to a weapon or Light Ward to armor upon crafting. Sunstones can be sold for 20,000 gil, or one can be used to grant Brightrend to a weapon or Light Barrier to armor upon crafting.
18: Ambush - Roll 2d13 and use the encounters listed. You cannot enconter two Nazarnir in this manner.
19: Nomad Encounter - A passing nomadic merchant offers healing items for sale. Use current purchase levels.
20: Nomad Encampment - A settlement in the Giza Plains. The encampment is filled with nomads living in tents and maintaining a small chocobo farm. You can purchase healing items here as in the Nomad Encounter, and are offered food and drink that restores 15% of your HP/MP. You can also rent a chocobo here for 2500 gil, upon which you can bypass encounters on your next 3 event rolls. After the third event roll, the chocobo returns to the encampment.
21: Lost in the Wilderness - The hunting party is lost in the plains. You must roll 3 more events before you can leave.
Daytime - Bright and sunny. Fire damage +10%; Water damage -10% due to dry weather.
Nighttime - Wildsnake's perception DC increases by 50. Enemy rolls +5.
Event Table
Nomad Village
(1d21)
1-2: Encounter - 5d3 Hyenas. Each pack of 3 hyenas will have an Alpha Hyena in it.
3-4: Encounter - 2d3 Sleipnir. Roll 1d100. On a 61+, encounter Nazarnir instead.
5-6: Encounter - 2d3 Wildnsnake. Party leader rolls perception, DC 100. On a failure, enemy gets first strike.
7-8: Encounter - 2d3 Werewolves.
9-10: Encounter - 2d3 Urstrix.
11: Encounter - 2d3 Slaven.
12: Encounter - Cluckatrice and 2d4 Chickatrice.
13: Encounter - Giza Rabbits
14: Encounter - Roaming Bandits. Roll 1d5.
1-1d2 Hume Paladin, 1d2 Hume Illusionist
2-1d2 Nu Mou White Mage, 1d2 Nu Mou Black Mage
3-1d2 Viera Archer, 1d2 Viera Elementalist
4-1d2 Bangaa Defender, 1d2 Bangaa Gladiator
5-1d2 Moogle Thief, 1d2 Moogle Time Mage
15: Encounter - Clan of Thieves. Roll 1d2 for each race/job from Roaming Bandits encounter. Upon victory, receive:
-An additional chest of 1d20000 gil for each defeated enemy
-1 random Final Fantasy spell of level 1d4+4
-1 random piece of gear (firearms included, can only acquire purchaseable item types) of grade 1d5, 1=Amber, 2=Garnet, 3=Jasper, 4=Pyrite, 5=Kunzite. Use this table: viewtopic.php?f=209&t=3903&p=5843#p5843
-1 random piece of ore(Roll 1d5. 1=Garnet, 2=Jasper, 3=Pyrite, 4=Kunzite, 5=Ruby)
-Roll 1d2. 1 = Elixir Beta, 2 = Remedy Beta
16: Shadestone - A passing child on errands offers a Shadestone at a price of 5,000 gil.
17: Dark Crystal - A large crystal jutting out of the earth that absorbs sunlight over the passing of time. If you possess a Shadestone, you may charge the shadestone by 10% * 1d3. When the shadestone reaches 50%, it becomes an eclipsestone; at 100% it becomes a sunstone. Eclipsestones can be sold for 10,000 gil, or one can be used to grant Brightstrike to a weapon or Light Ward to armor upon crafting. Sunstones can be sold for 20,000 gil, or one can be used to grant Brightrend to a weapon or Light Barrier to armor upon crafting.
18: Ambush - Roll 2d13 and use the encounters listed. You cannot enconter two Nazarnir in this manner.
19: Nomad Encounter - A passing nomadic merchant offers healing items for sale. Use current purchase levels.
20: Nomad Encampment - A settlement in the Giza Plains. The encampment is filled with nomads living in tents and maintaining a small chocobo farm. You can purchase healing items here as in the Nomad Encounter, and are offered food and drink that restores 15% of your HP/MP. You can also rent a chocobo here for 2500 gil, upon which you can bypass encounters on your next 3 event rolls. After the third event roll, the chocobo returns to the encampment.
21: Lost in the Wilderness - The hunting party is lost in the plains. You must roll 3 more events before you can leave.