Deserted Island

Going hunting for treasure and profit.
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Deserted Island

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Post by Doxyc »

Deserted Island

A large, primal island in a faraway land. The small fishing village of Moga serving as the gateway to this location, during the day it is relatively tame, a pleasant place to fish, gather, and hunt. The climate is tropical temperate, not exceptionally hot or cold, with rare thunderstorms. Various creatures call this place home, from the humble Aptonoth to the Ruler of the Skies, Rathalos, though occasionally a hunter can find more powerful creatures creeping into the area.

Daytime Hunt: Available, Status effects capped at Chronic.
Nighttime Hunt: Unlocked! All Monsters HP is TRIPLED. Soaks and damages multiplied by 1.5x. Aptonoth Herd Event replced with Bad Luck. Carves x2. Status effects capped at Acute.

Monsters: Aptonoth, Jaggi, Jaggia, Velociprey
Rare Monsters: Yian-Kut-Ku, Great Jaggi, Rathian, Rathalos, Qurupeco
Area Guardian: ????
Epic Encounter: Lagiacrus

Event Table

1d20
1-5: Aptonoth Herd:
This encounter is 1d3 Aptonoth, these do not put up any threat. They’re the Monster Hunter’s personal preferred food...basically cows. Killing these and taking time to cook their meat gives you 1 Well Done Steak per Aptonoth. Eating these takes a -full- turn, but doing so leaves you vulnerable in combat. (You cannot dodge or block.) However, doing so restores 3000 HP and 1000 MP.

6: Gathering Point: You find either a mushroom, herb, or ore gathering point. Recieve some item! Roll 1d3 for number of items, then roll another d3 for each point of result: 1. Herb (10% Hp Heal) 2. Blue Mushroom. (Combine with Herb to make Potion.) 3. Mining Point! Find a chunk of ore 1d4 levels above denzium.

7-10: Small Monster Attack!:
This is one of three different encounters. 1d3 for the options. 1: Jaggi Hunters 2. Jaggi Pack 3. Velociprey Hunters.
1: Jaggi Hunters: 1d5 Jaggi
2. Jaggi Pack: 1d6 Jaggi, 1d3 Jaggia
3. Resting Jaggia: 1d6 Jaggia

11-15 Large Monster Encounter
This determines your current monster, generally(Not always) you will only find one monster out at a time...though that is not -always- the case…
1d10 Determines Monster: 1-2: 2 Great Jaggi 3-4: Great Jaggi, 3x Jaggi, 2x Jaggia 5-6: Quropeco 7-8: Yian-Kut-Ku 9: Rathian 10: Rathalos

16-17: Additional Monster: Bad Luck. Roll twice and encounter both monsters at once. This comes with a caveat. If your first monster is Rathian or Rathalos, the second will -always- be the other, and their stats will increase by 25% “Power of Love” for a mated pair.

18-19: Veggie Elder: You Find the Veggie Elder! A short, pleasant Wyverian with a hiking stick and a pack, who gifts the party with a handful of items from this list. 2 Items from the following list.(Roll 1d5 for each)
1) Herb: 10% of HP restored
2) Hunting Potion: 25% of HP restored
3) Hunting MegaPotion: 50% of HP restored
4) Psychoserum: Drinking this allows you to -choose- your specific encounter, including Monster Type, while on a Hunt. One Use only!
5) Ration: This delicious boxed lunch gives you a nice pick-me-up. 50% of MP restored.

20: The Lord of the Seas - Lagiacrus
This creature will always begin in the water, until it reaches 50% hp, you will have to use -swimming- to move in to attack….this -is- a difficult fight, and the moment this creature is defeated, the next Hunt location will be unlocked for the Dimensional Warriors!


Crafting Recipes:

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

Jaggi Gear(10x Jaggi Hide 10x Bird Wyvern Fang 3x Great Jaggi Hide 1x Great Jaggi Claw 1x Bird Wyvern Gem)
Armor: Solinium, +5% HP, +20% fire damage.
Weapon: Solinium, +10 to hit
Casting Focus: Neosteel, +10 to hit
Accessory: Solinium, +5 to any action ordered by an acknowledged superior/someone wearing the Velocidrome Accessory. +5% HP, +20% fire damage.
Shield: Solinium, +5 to block. If an ally is equipped with Great Jaggi gear, +20% fire damage.

Great Jaggi Gear(10x Jaggi Hide, 5x Great Jaggi Hide 2x Great Jaggi Claw, 1x King's Frill, 1x Bird Wyvern Gem)
Armor: Solinium +10 to dodge, +50% lightning damage
Weapon: Solinium: +5 to hit a target attacked by someone with a Jaggi weapon in the last round.
Casting Focus: Neosteel +5 to hit a target attacked by someone with a Jaggi casting focus in the last round.
Accessory: Solinium, Grants +5 to any action ordered to a subordinate/wearing any Jaggi Gear. This is one-shot, not cumulative.
Shield: Solinium, +5 Block for every ally in battle with a Jaggi Shield, capped at +15. +50% lightning damage.

Yian Kut-Ku Gear: 15x Yian Kut-Ku Hide 5x Yian Kut-Ku Claws 1x Large Beak
Armor: Starmetal, Fire Barrier, +20% Water/Wind damage.
Weapon Starmetal, additional 1500 Fire magic damage on each hit.
Casting Focus: Neosteel, Flamestrike.
Accessory: Starmetal, Once per diem, look so pathetic a target attacks a real threat instead. Activated as a free action.
Shield: Starmetal, +10 Perception. +20% Water/Wind damage.

Quropeco Gear: 7 Vivid Feater, 7 Flintstone, 7 Peco Down, 2 Strange Beak
Armor: Orichalcum, +10 Perform, +10 Diplomacy, +50% lightning damage
Weapon: Orichahlcum, Melodic: When achieving Maximum Combo, cast cure on self (10% heal).
Casting Focus: Neosteel, Musical: Spreads single-person buffs to a second target.
Accessory: Orichalcum, Call of the Wild: Summons another encounter worth of monsters on a hunt.
Shield: Orichalcum: Mild provoke on successful block, afflicting the attacker for 1d5 rounds.

Rathian Gear: 10x Rathian Hide 10x Rathian Spike 2x Inferno Sac 1x Rathian Ruby
Armor: Amber, Poison Immunity, Fire Barrier, +50% lightning damage
Weapon: Amber: Flamestrike, +5 bonus when paired with Rathalos Weapon.
Casting Focus: Amber, Flamerend, +5 Bonus when paired with Rathalos Weapon.
Accessory: Amber, may spend an action coating a weapon in Rathian poison, causing it to inflict Moderate Poison on next strike.
Shield: Amber, 50% Fire Resistance, +5 to protecting younger allies, +50% lightning damage

Rathalos Gear: 10x Rathalos Hide 10x Inferno Sac, 2x Rathalos Plate, 1x Rathalos Ruby
Armor: Amber: Fireproof, Ignore climate heat, take +100% damage from lightning.
Weapon: Amber, Flamerend, +5 Bonus when paired with Rathian weapon.
Casting Focus: Amber, Flamerend, +5 Bonus when paired with Rathian Weapon
Accessory: Amber, Spend 250 MP, cast a trio of fireballs at range suitable to character's normal attack, using their regular attack roll. 10,000 damage each, 1d3 hits.
Shield: Amber Fireproof, +5 when guarding someone in Rathian gear. Take +100% damage from lightning.

Lagiacrus Gear: 10x Lagiacrus Hide 10x Shell Shocker, 1x Lagiacrus Sapphire
Armor: Garnet, Lightningproof, +10 to swimming, +100% fire damage.
Weapon Garnet: Aerorend. When struck by a lightning-elemental attack, half of unmitigated lightning damage taken is added to damage done for 2 rounds.
Casting Focus: Amber. Aerorend. When struck by a lightning-elemental attack, half of unmitigated lightning damage taken is added to lightning spell damage for 2 rounds.
Accessory: Garnet. When struck by lightning, or activated using an action, gains a thunder charge, up to 4. May expend all thunder charges to launch a 1d410+200 attack, that fires one 20,000 damage thunderball per charge.
Shield: Garnet, When struck by lightning or activated using an action, gains a thunder charge, up to 4. May expend all thunder charges to electrify the shield, inflicting mild magnetize for chargelevel turns to attackers on a successful block. Lasts 2 rounds, shares charge pool with Lagiacrus accessory.
Last edited by Doxyc on October 26th, 2015, 2:04 am, edited 7 times in total.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Jaggi

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Post by Doxyc »

Name: Jaggi

Flee: Athletics: DC:50
Intention(1d100)
1-99 These are pathetic scavengers. They pick something shiny and worthless off of your unconcious form and scamper off.
100 Wow, they actually grab something useful! Lose one OUI.

Reward 1d100 (2 Carves)
Jaggi Hide 1-75 - Used for MH Crafting
Bird Wyvern Fang 75-100 - Used for MH Crafting

Description: A small, birdlike wyvern, bipedal with relatively useless forelimbs, long, slender tails and necks and small mouths lined with needle-sharp teeth for eating carrion.

Weapon of Choice: Claw: 1d180+85 (3500)


HP: 10,000
MP: 0
Dodge: 1d200+95
Physical Soak: 2000
Magical Soak:1000
Element: None

Init: 95

Attack Behavior: 1d4
1-3 Scratch! The Jaggi jumps forward and lashes out with one of it’s footclaws.
4 Flee! The Jaggi spends the turn running around in terror.
4* With a Great Jaggi Present, this turns into Organized Scratch. It waits till another jaggi attacks, then joins in, raising their to-hit to 1d200+95, with 5000 Damage
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Jaggia

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Post by Doxyc »

Name: Jaggia

Flee: Athletics: DC:80
Intention(1d100)
1-99 These are pathetic scavengers. They pick something shiny and worthless off of your unconcious form and scamper off.
100 Wow, they actually grab something useful! Lose one OUI.

Reward 1d100 (2 Carves)
Jaggi Hide 1-75 - Used for MH Crafting
Bird Wyvern Fang 75-97 - Used for MH Crafting
Bird Wyvern Gem 98-100 - Used for MH Crafting

Description: A small, birdlike wyvern, bipedal with relatively useless forelimbs, long, slender tails and necks and small mouths lined with needle-sharp teeth for eating carrion, this however is the female, a larger, more powerful creature with a floppy frill around her head.

Weapon of Choice: Claw: 1d180+85 (5000)


HP: 20,000
MP: 0
Dodge: 1d180+85
Physical Soak: 4000
Magical Soak:2000
Element: None

Init: 85

Attack Behavior: 1d4
1-2 Scratch! The Jaggia jumps forward and lashes out with one of it’s footclaws.
3-4 Hip Check The Jaggia turns sidelong and jumps sidelong at you, smashing into you with her bulk. DC 120 dodge to avoid being knocked down.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Velociprey

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Post by Doxyc »

Name: Velociprey

Flee: Athletics: DC:50
Intention(1d100)
1-90 These are hunters, they’re looking for food. If you are carrying something edible, they take it. If not, they move on.
90-100 You’re edible.

Reward 1d100 (2 Carves)
Velociprey Hide 1-75 - Used for MH Crafting
Bird Wyvern Fang 75-100 - Used for MH Crafting

Description: A brightly coloured bird wyvern, with a bright blue and black hide, yellow markings, and a brilliant red spot atop their head...much more savage than the jaggi, they are -never- seen alone.

Weapon of Choice: Claw: 1d120+55 (4000)


HP: 6000
MP: 0
Dodge: 1d190+90
Physical Soak: 3500
Magical Soak:1500
Element: None

Attack Behavior: 1d4
1-3 Scratch! The Velociprey jumps forward and lashes out with one of it’s footclaws.
4 Call for Partner: Once per fight, each Velociprey can call for backup, a second Velociprey joining the fight! After that, this becomes scratch as well.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Great Jaggi

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Post by Doxyc »

Name: Great Jaggi

Flee: Athletics: DC:100
Intention(1d100)
1-95 The Great Jaggi has proven dominion of it’s home. It moves on with it’s pack.
95-100 It attacks you while you’re down. It’s not done. (If this pushes you to DT, roll to live, if not, it moves on.)

Reward 1d100 (3 Carves)
G.Jaggi Hide 1-60 - Used for MH Crafting
G.Jaggi Claw 61-80 - Used for MH Crafting
King’s Frill 81-95 - Used for MH Crafting
Bird Wyvern Gem 96-100 - Used for MH Crafting

Description: The Alpha of the Jaggi Pack, a powerful hunter, it’s hide toughened by a life of trial and challenge, it’s form clad in leathery purple and red hide, with powerful claws, a savage maw, and a spiked tail...ready to defend it’s home!

Weapon of Choice: Claw: 1d240+115 (6000)


HP: 185,000
MP: 0
Dodge: 1d240+115
Physical Soak: 3500
Magical Soak:3500
Element: None
Init: 115

Attack Behavior: 1d5
1: Tail Whip - This will -always- be done twice. It’s a cleaving blow that threatens half the party with each swing. (Multiple threats due to extra attack are -not- counted.) 1d240+115, 7000 physical damage.
2. Claw Kick - Jaggi lashes out with it’s fierce claw!
3. Bite - Great Jaggi takes a bite out of you, this energizes the beast if it hits. 1d240+115, 4000 unsoakable damage. Heals Jaggi for as much as it deals.
4. Call of the Wild - Howling at it’s allies, it empowers all of the Jaggi and Jaggia in the battle, giving them a 50% boost to attack damage.
5. Call of the Pack - Howling and hooting, it replenishes it’s forces. Any Slain pack members are replaced. (Note: His pack -will- flee when he is slain.)
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Yian Kut-Ku

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Post by Doxyc »

Name: Yian Kut-Ku

Flee: Athletics: DC:100
Intention(1d100) Yian Kut-Ku is mostly harmless, once it defeats you, it will wait for you to wake up before fleeing, probably as it was nosing through your kit for snacks.


Reward 1d100 (4 Carves)
Yian Kut-Ku Hide 1-40
Yian Kut-Ku Claw 40-80
Large Beak 80-100

Description: A cheerful looking, inquisitive wyvern. Seeming larger than it is, mainly because of it’s flared ears, large beak and spread wings, it is a bit of a clumsy foe, though it -can- be threatening!

Weapon of Choice: Bite: 1d260+125 (6000)


HP: 250,000
MP: 0
Dodge: 1d260+125
Physical Soak: 5000
Magical Soak: 5000
Element: Fire
Init: 125

Attack Behavior: 1d5(6)
1. Rush! Yian Kut-Ku runs at you, stumbling and sliding into you. DC150 to dodge, 8000 physical damage + mild knockdown
2-3 Chomp - Yian Kut-Ku takes a bite out of his foe!
4. Fireball Charge. Yian Kut-Ku runs forward, spitting fireballs at his enemies. 1d250+120 (8000 Magic Damage, Inflicts Moderate burning)
5. Tail Whip - This will -always- be done twice. It’s a cleaving blow that threatens half the party with each swing. (Multiple threats due to extra attack are -not- counted.) 1d240+115, 6000 Physical Damage.
6. Flee - When below 25% hp, Yian Kut-Ku will fly away. A successful tracking check (DC-100) will allow you to follow it to it's nest to finish it off. If you do so, get +1 Carve.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Rathian

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Post by Doxyc »

Name: Rathian

Flee: Athletics: DC:120
Intention(1d100)
1-95 Rathian chuffs and flies away, her mastery of the land secure.
95-100 You’re roasted alive with fire.


Reward 1d100 (4 Carves)
Rathian Hide 1-40
Rathian Spike 40-80
Inferno Sac 80-95
Rathian Ruby 95-100

Description: The powerful, intimidation Queen of the Land. A massive emerald scaled wyvern with a large, spiked tail and heavily armored scales...she doesn’t fly nearly as much as her mate, relying more on her speed on the ground to deal damage to prey and invaders.

Weapon of Choice: Bite: 1d240+115 (7500)


HP: 350,000
MP: 0
Dodge: 1d280+135
Physical Soak: 5000
Magical Soak: 5000
Element: Fire
Init: 135

Attack Behavior: 1d4
1: Tail Whip - This will -always- be done twice. It’s a cleaving blow that threatens half the party with each swing. (Multiple threats due to extra attack are -not- counted.) 1d260+125, 9000 Physical Damage.
2. Fireball (1d2) Rathian Either spits one or three fireballs, each targeting a different opponent. 1d250+120 (8000 Magic Damage, Inflicts Acute Burning Status)
3. Backflip - Rathian does a backflip, striking at the enemy, 1d280+135, if this hits, it deals 1000 Unsoakable, Unbraceable damage (Fall damage from being thrown) and inflicts Moderate Poison (10% Per Round HP Drain.)
4. Roar - Rathian roars, stunning her foes for one round. DC80 Health check to avoid.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Rathalos

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Post by Doxyc »

Name: Rathalos

Flee: Athletics: DC:120
Intention(1d100)
1-95 Rathalos chuffs and flies away, his mastery of the skies secure.
95-100 You’re roasted alive with fire.


Reward 1d100 (4 Carves)
Rathalos Hide 1-50
Inferno Sac 51-79
Rathalos Plate 80-95
Rathalos Ruby 96-100

Description: The blazing hot Lord of the Skies, a crimson armored winged death from above, breathing flames to silence any pretender to the throne. His form clad in scales of black and red, with wings emblazoned with a flame design that is natural.

Weapon of Choice: Bite: 1d240+115 (7500)


HP: 400,000
MP: 0
Dodge: 1d300+145
Physical Soak: 6000
Magical Soak: 6000
Element: Fire
Init: 145

Attack Behavior: 1d4
1: Tail Whip - This will -always- be done twice. It’s a cleaving blow that threatens half the party with each swing. (Multiple threats due to extra attack are -not- counted.) 1d280+135, 7000 Physical Damage.
2. Fireball (1d2) Rathalos Either spits one or three fireballs, each targeting a different opponent. 1d270+130 (8000 Magic Damage, Inflicts Acute Burning Status)
3. Fly - Rathalos takes wing, flying around the battlefield for the turn, During this time he’s out of melee range. On his turn, 1d100 1-50 Fireball 50-90 Land 90-100 Dive Kick - He lunges down, kicking with his powerful footclaws, 1d280+135 to hit, damage: 8000, inflicts Moderate Poison
4. Roar - Rathalos roars, stunning his foes for one round. DC100 Health check to avoid.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Lagiacrus

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Post by Doxyc »

Name: Lagiacrus

Flee: Athletics: DC:120
Intention(1d100)
If in Water: 1-80 You wash ashore 80-100 You drown.
On Land: You’re left alone as it returns to the sea.

Reward 1d100 (6 Carves)
Lagiacrus Hide 1-40
Shell Shocker 40-95
Lagiacrus Sapphire 95-99
Deep Dragongem Natural 100 ONLY- A Special accessory made of a jewel only found in the deepest oceans, grants waterbreathing, 75% Water resistance, and Aquastrike.

Description:

Weapon of Choice: Bite: 1d280+135 (7500 Unsoakable)

HP: 750,000
MP: 0
Dodge: 1d300+145/1d280+135
Physical Soak: 6000/3000
Magical Soak: 5000/2500
Element: Thunder
Init: 145

Attack Behavior - Water 1d5
1: Torpedo Rush - Lagiacrus rushes, causing a current that pushes around it’s foes. (Swimming DC: 60 to Avoid Moves you 1 area away. 6000 Unsoakable Water Damage, must swim back to melee)
2: Bolt Spit - Lagiacrus spits an energized bolt of electrified water. 1d290+140 9000 Lightning Damage, Causes Chronic “Stop” status for 1d2 rounds (Paralysis)
3: Bite
4: Charge Up: Increases the effect of Shell Shock by 25%
5: Shell Shock - Lagiacrus roars, the armor of the sea wyvern glowing as he explodes with power, dealing 10,000 unsoakable magic lightning damage. DC 100 Swim check to avoid.

Attack Behavior - Land 1d3 - At 250,000 hp he goes ashore.
1: Bite
2: Tail Whip - This will -always- be done twice. It’s a cleaving blow that threatens half the party with each swing. (Multiple threats due to extra attack are -not- counted.) 1d280+135, 5000 Soakable Damage.
3: Bolt Spit - Lagiacrus spits an energized bolt of electrified water. 1d270+130 9000 Lightning Damage, Causes Chronic “Stop” status for 1d2 rounds (Paralysis)
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

Re: Deserted Island

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Post by Doxyc »

Ivory Lagiacrus

HP: 3,750,000
MP: 0
To Hit/Dodge: 1d310+150/1d280+135
Physical Soak: 7000
Magical Soak: 5000
Element: Thunder
Init: 2x150

Carves: Same as Lagiacrus but doubled.

Attack Behavior - Land
1: Bite - 7000 Unsoakable damage.
2: Tail Whip - This will -always- be done twice. It’s a cleaving blow that threatens half the party with each swing. (Multiple threats due to extra attack are -not- counted.) 1d280+135, 5000 Soakable Damage.
3: Bolt Spit - Lagiacrus spits an energized bolt of electrified water. 1d290+140 9000 Lightning Damage, Causes Chronic “Stop” status for 1d2 rounds (Paralysis)
4: Hip Check: Threatens the -entire- party. Lagiacrus throws it's body into an attack! If charged, will be done -twice-, Inflicts Knockdown.
5: Charge Up: Energizes all attacks to do 50% more damage can be done twice, but with a two-round cooldown.
6: Thunder Slam: Lagiacrus raises into the air, and spits a massive wave of electrified water onto the ground, DC 200 reaction check to avoid, If hit, causes "Lightning Blight". 50% bonus damage from lightning damage, and if struck in the same round as this attack, inflict Chronic Stop Status for 1d3 rounds.
Doxyc
Posts: 32
Joined: March 11th, 2010, 4:11 am

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