Tiera - No Man's Land
Posted: February 3rd, 2016, 4:53 am
Tiera - The No Man's Land
While far from a traditional "hunter's visa," the No Man's Land of Tiera presents a unique set of challenges. A futuristic urban landscape set inside the anarchic and battle-gutted fallen, island city-state of Tiera, the No Man's Land is a wide ring of cityscape that falls between the five main sectors of the city that have been fought over and claimed by the five warring factions of the city. Streets are pockmarked with craters, buildings have collapsed, and city infrastructure is nonexistent.
The scavengers, raiders, and bandits that have inhabited the No Man's Land make their living off of the scraps left behind by The Collapse, forcing them into a constant back-and-forth of attacking, retreating, and stealing from one another to scrape together a living. The pirate, devil-may-care nature of the No Man's Land makes it a very risky place for anyone intending to brave the area, but many different states and international non-government organizations have put up bounties and rewards for people, items, or progress made in one of the most dangerous places on Lanzard III.
Daytime Hunt: No change.
Nighttime Hunt: During "Ambush!!" events, Bandits and Raiders get "First Strike," which is considered a Sneak Attack. Party members attacked with a Sneak Attack are restricted to flat-foot dodges for that attack.
Enemies: Scavengers, Bandits, Raiders, Raider Technicals
Rare Enemies: Quizmaster
Area Guardian: None
Epic Encounter: Yes
Event Table: (1d21)
1) Encounter - 3x Bandit
2) Event - A structure, weakened by battle, collapses on the street around the party. The party has to navigate the guts of the partially-demolished structure, meeting one Athletics (Dex) (Running) DC 100; one Acrobatics (Str) (Jumping) DC 80; and one Acrobatics (Dex) (Balance) DC 120 to escape. If the party is not out of the structure within 5 rounds, the structure will collapse, leaving each character remaining inside at 1 HP with Acute "Weak" status, requiring medical attention.
3) Environment - A heavy fog has rolled in from the sea, seeping in between the buildings like soup, making it more difficult to traverse the area. The next 3 Encounters will have "First Strike."
4) Ambush!! - Roll 1d4 immediately and choose the nearest Encounter.
5) Event - A wicked car chase! A group of Raiders in a Technical have descended upon the party, to chase them down through the streets. For 4 rounds, the Technical will chase down the party; a series of 4 Athletics (Dex) (Running) checks, DC 120, to escape. On a failure, the Technical deals 8,000 physical, non-elemental damage by ramming or shooting at the failed party member. After the 4 rounds, the Technical will drive away.
6) Encounter - 4x Raider
7) Encounter - 1x Raider Technical
8) Obstacle - A Bandit team has set up a wall of flames to cordon off access into a portion of the street ahead of the party.. A Search check, DC 180, must be met within 3 rounds in order to find a way to put out the fire, whether it's smothering it, cutting off the fuel, or dousing it in water from a main nearby. If the DC is not met within 3 rounds, each party member takes 10% Max HP physical Fire damage from the intense heat for each consecutive round.
9) Encounter - 1x Raider Technical
10) Event - A Scavenger's "treasure trove" is found in the ruins of a building near the party. Roll 1d5 for the "treasure trove" that's located.
11) Ambush!! - Roll 1d4, select the nearest Encounter.
12) Ambush!! - Roll 1d4, select the nearest Encounter.
13) Encounter - 3x Raider
14) Event - A group of armed Scavengers confronts the party. from a fortified location. The party can choose to either attack the Scavengers and take their "treasure trove;" negotiate for half of the "treasure trove," or leave. See the Scavenger listing for details. Roll 1d5 for the "treasure trove" if the party chooses to attack or negotiate.
15) Obstacle - A deadly trap has been laid by a group of Bandits in the form of a minefield that stretches 3 Areas ahead of the party. To cross the minefields, 3 consecutive Stealth (Move Slowly) DC 140 checks can be made. If a party member fails a check, they must make a Reaction, DC 160 to dodge a Semtex Mine (15,000 physical non-elemental damage). Alternately, Weapon Proficiency: Heavy Weapons, DC 140, checks can be made to disarm the mines. If that check is failed, the character attempting to disarm the mines takes the mine damage automatically.
16) Obstacle - A sleeping gas mine, hidden inside some rubble, has been tripped. Reaction check, DC 160, must be made by each party member, or that party member suffers Acute "Sleep" status. If a party is knocked out by the mine, the party will wake up to an Ambush!!.
17) Rare Encounter: 1d5, 1-3 = Event 1, 4-5 = Quizmaster (Only at night)
18) Ambush!! - Roll 1d4 and select the nearest Encounter.
19) Event - The party finds a Scavenger's "treasure trove." Roll 1d5 to select which one.
20) Epic Encounter
21) Jackpot! - You come across a fortification guarded by 9x Bandits and 9x Raiders. Inside the fortification is 4 out of 5 "treasure troves," roll 1d5 to see which one is left out.
Treasure Troves
Scattered throughout the No Man's Land are "treasure troves" that have been hoarded by Scavengers, Raiders, and Bandits.
1) Supply Pack - 4x M-Potion, 2x Cryo-Ration, 2x Delta Ether, 2x Expensive Art (worth 2500 gil to each party member).
2) Recon Pack - 4x Semtex Grenade, 1x Ammo Mod (1d11, see below); 2x Bounty (worth 5000 gil to each party member)
3) Survival Pack - 4x Phoenix Down, 4x Med-X, 2x Trauma Slap-Patch, 2x Bounty (worth 5000 gil to each party member).
4) Stash Pack - 4x Priceless Art (worth 7500 gil to each party member)
5) Assault Pack - 4x Semtex Grenade, 4x Phoenix Down, 2x Ammo Mods (2d11, see below), 2x M-Potion
Ammo Mods
Pistols & Submachine Guns - 1) Armor Piercing, 2) Hammerhead, 3) Cryo Rounds;
Shotguns - 4) SCMITR Flechettes; 5) Penetrating Slugs; 6) Snare Rounds;
Assault Rifles - 7) Sledgehammer; 8) Narco; 9) Whiplash Rounds;
Designated Marksman Rifles - 10) Match Rounds; 11) Shatter Rounds.
While far from a traditional "hunter's visa," the No Man's Land of Tiera presents a unique set of challenges. A futuristic urban landscape set inside the anarchic and battle-gutted fallen, island city-state of Tiera, the No Man's Land is a wide ring of cityscape that falls between the five main sectors of the city that have been fought over and claimed by the five warring factions of the city. Streets are pockmarked with craters, buildings have collapsed, and city infrastructure is nonexistent.
The scavengers, raiders, and bandits that have inhabited the No Man's Land make their living off of the scraps left behind by The Collapse, forcing them into a constant back-and-forth of attacking, retreating, and stealing from one another to scrape together a living. The pirate, devil-may-care nature of the No Man's Land makes it a very risky place for anyone intending to brave the area, but many different states and international non-government organizations have put up bounties and rewards for people, items, or progress made in one of the most dangerous places on Lanzard III.
Daytime Hunt: No change.
Nighttime Hunt: During "Ambush!!" events, Bandits and Raiders get "First Strike," which is considered a Sneak Attack. Party members attacked with a Sneak Attack are restricted to flat-foot dodges for that attack.
Enemies: Scavengers, Bandits, Raiders, Raider Technicals
Rare Enemies: Quizmaster
Area Guardian: None
Epic Encounter: Yes
Event Table: (1d21)
1) Encounter - 3x Bandit
2) Event - A structure, weakened by battle, collapses on the street around the party. The party has to navigate the guts of the partially-demolished structure, meeting one Athletics (Dex) (Running) DC 100; one Acrobatics (Str) (Jumping) DC 80; and one Acrobatics (Dex) (Balance) DC 120 to escape. If the party is not out of the structure within 5 rounds, the structure will collapse, leaving each character remaining inside at 1 HP with Acute "Weak" status, requiring medical attention.
3) Environment - A heavy fog has rolled in from the sea, seeping in between the buildings like soup, making it more difficult to traverse the area. The next 3 Encounters will have "First Strike."
4) Ambush!! - Roll 1d4 immediately and choose the nearest Encounter.
5) Event - A wicked car chase! A group of Raiders in a Technical have descended upon the party, to chase them down through the streets. For 4 rounds, the Technical will chase down the party; a series of 4 Athletics (Dex) (Running) checks, DC 120, to escape. On a failure, the Technical deals 8,000 physical, non-elemental damage by ramming or shooting at the failed party member. After the 4 rounds, the Technical will drive away.
6) Encounter - 4x Raider
7) Encounter - 1x Raider Technical
8) Obstacle - A Bandit team has set up a wall of flames to cordon off access into a portion of the street ahead of the party.. A Search check, DC 180, must be met within 3 rounds in order to find a way to put out the fire, whether it's smothering it, cutting off the fuel, or dousing it in water from a main nearby. If the DC is not met within 3 rounds, each party member takes 10% Max HP physical Fire damage from the intense heat for each consecutive round.
9) Encounter - 1x Raider Technical
10) Event - A Scavenger's "treasure trove" is found in the ruins of a building near the party. Roll 1d5 for the "treasure trove" that's located.
11) Ambush!! - Roll 1d4, select the nearest Encounter.
12) Ambush!! - Roll 1d4, select the nearest Encounter.
13) Encounter - 3x Raider
14) Event - A group of armed Scavengers confronts the party. from a fortified location. The party can choose to either attack the Scavengers and take their "treasure trove;" negotiate for half of the "treasure trove," or leave. See the Scavenger listing for details. Roll 1d5 for the "treasure trove" if the party chooses to attack or negotiate.
15) Obstacle - A deadly trap has been laid by a group of Bandits in the form of a minefield that stretches 3 Areas ahead of the party. To cross the minefields, 3 consecutive Stealth (Move Slowly) DC 140 checks can be made. If a party member fails a check, they must make a Reaction, DC 160 to dodge a Semtex Mine (15,000 physical non-elemental damage). Alternately, Weapon Proficiency: Heavy Weapons, DC 140, checks can be made to disarm the mines. If that check is failed, the character attempting to disarm the mines takes the mine damage automatically.
16) Obstacle - A sleeping gas mine, hidden inside some rubble, has been tripped. Reaction check, DC 160, must be made by each party member, or that party member suffers Acute "Sleep" status. If a party is knocked out by the mine, the party will wake up to an Ambush!!.
17) Rare Encounter: 1d5, 1-3 = Event 1, 4-5 = Quizmaster (Only at night)
18) Ambush!! - Roll 1d4 and select the nearest Encounter.
19) Event - The party finds a Scavenger's "treasure trove." Roll 1d5 to select which one.
20) Epic Encounter
21) Jackpot! - You come across a fortification guarded by 9x Bandits and 9x Raiders. Inside the fortification is 4 out of 5 "treasure troves," roll 1d5 to see which one is left out.
Treasure Troves
Scattered throughout the No Man's Land are "treasure troves" that have been hoarded by Scavengers, Raiders, and Bandits.
1) Supply Pack - 4x M-Potion, 2x Cryo-Ration, 2x Delta Ether, 2x Expensive Art (worth 2500 gil to each party member).
2) Recon Pack - 4x Semtex Grenade, 1x Ammo Mod (1d11, see below); 2x Bounty (worth 5000 gil to each party member)
3) Survival Pack - 4x Phoenix Down, 4x Med-X, 2x Trauma Slap-Patch, 2x Bounty (worth 5000 gil to each party member).
4) Stash Pack - 4x Priceless Art (worth 7500 gil to each party member)
5) Assault Pack - 4x Semtex Grenade, 4x Phoenix Down, 2x Ammo Mods (2d11, see below), 2x M-Potion
Ammo Mods
Pistols & Submachine Guns - 1) Armor Piercing, 2) Hammerhead, 3) Cryo Rounds;
Shotguns - 4) SCMITR Flechettes; 5) Penetrating Slugs; 6) Snare Rounds;
Assault Rifles - 7) Sledgehammer; 8) Narco; 9) Whiplash Rounds;
Designated Marksman Rifles - 10) Match Rounds; 11) Shatter Rounds.