The Northern Highlands

Going hunting for treasure and profit.
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The Northern Highlands

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Post by Miralana »

The Northern Highlands:

Far away to the north of Loc Lac(A city in the same world as Moga/the Deserted Island.) is a large mountain chain where quite a number of humans make their homes and hunters make their living chasing the creatures that live there. The plants that live in these mountains are hardy like the creatures that live there, managing to thrive in the hard soils. Streams, forested thickets, and cliffs are not uncommon, and the area is lousy with caves and burrows of various creatures of both beauty and nightmare. A fair temperature during the day, the nights are cold, and unseasonable snowstorms are not unheard of.


Daytime Hunt: Available
Nighttime Hunt: ????
Epic Encounter: Kirin


Event Table

1d20

1-3: Kelbi
The Hunting Party encounters 1d3 Kelbi, small brown or blue antelope type creatures. They can be dispatched at will. Roll 1d4, 1-3 get a raw steak. 4: Kelbi Hide, a soft wonderful material that can be sold for 1750 gil(Or turned into clothes) Cooking the Raw Steak from a Kelbi gives one a Well Done Steak. 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.

4: Fishing Stream
A small stream full of various fish that live in the Highlands. 1d4 quantity. Roll 1d5...
1. Dungfish: A putrid smelling fish that can be punctured to drive off a wyvern.
2. Sushifish: A delicious fish that is safe to eat raw or cooked for the same benefit(And vulnerability window) as a well done steak.
3. Sharpfish: A fish with rigid scales that can be used to sharpen a melee weapon, provides 1000 armor penetration against wyverns for one fight.
4. Goldenfish: A fish with beautiful scales, can be sold for 17,500 gil.
5. Bombfish: Through chemical processes best left to the imagination, with a little fiddling this fish can be thrown like a grenade and will explode on impact. 15000 damage, To avoid DC160(180 behind cover)


5: Thunderstorm Starts/Stops. Funny, it wasn't cloudy a moment ago... Every three rounds in combat or three Events, lightning will strike either a random thing(Enemies included) in combat, or a random party member. DC 120 to avoid, 8000 electric damage.

6: Gathering point! 1d3 items from the following list: 1. Herb(10% HP Heal) 2. Blue Mushroom(Combined with Herb to make Hunting Potion(25% HP Heal) 3. Honey(Combined with Hunting Potion to make Mega Hunting Potion(50% Heal). 4. A piece of ore 1d4 levels higher than Neosteel, 20% chance to be either Geo or Aerotainted, conveying natural earth/airstrike to weapons, or earth/airward to armor..

7-8: Fluffies! 1d4
1. 1d5 Hairookami
2. 2d4 Hairookami
3. 1d5 Hairookami, 1 Hairosama
4. 1 Arzuros

9: A Cliff Lay Ahead: It can either be avoided, or climbed with a DC 90 Acrobatics check. A successful climb will provide one item from the gathering point list. Flying is possible, but will count as bypassing/will not provide the reward.

10: Wyvern Boneyard. The location of quite a few wyvern corpses either predated by something larger and scarier or dead due to natural causes. Gain two carves from one of the following list: 1. Kelbi, 2 Hairookami, 3 Hairosama, 4 Arzuros, 5 Basarios, 6 Khezu, 7 Duramboros, 8 Gypceros.

11-14: Large Wyvern Encounter.

1. 2 Hairosama
2. Arzuros
3. Khezu
4. Basarios
5. Gypceros
6. Duramboros

15: Fishing Stream Part 2. Same as Above, but add:
6. Salmon: When combined with Honey creates a lure that can be used to attract 1d3 Arzuros. Use wisely.

16-17: Double Trouble. Roll twice on the Large Wyvern Encounter.

18: 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. 1d5 Items.
Herb: 10% of HP restored
Hunting Potion: 25% of HP restored
Hunting MegaPotion: 50% of HP restored
Psychoserum: Drinking this allows you to -choose- your specific encounter while on a Hunt. One Use only!
Ration: This delicious boxed lunch gives you a nice pick-me-up. 50% of MP restored.

19: Down the rabbit hole. You find a hole in the ground and may ignore it, or jump down. On jumping down, Acrobatics DC 100 to avoid 10% HP in fall damage. Roll again on the Event list, if it results in a fight, afterwards there will be a Gather Point.

20: The Hunting Party finds themselves in a fairly secluded area, where there is a notable lack of tracks and traces of larger wyverns. As thunder crackles mysteriously in the open air, they'll find themselves face to face with a Kirin.


Crafting Recipes:

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

Hairookami Gear(10 Hairookami Pelts,5 Hairookami Shells, 1 Hairookami Oil)
Weapons: Solinium level, natural Flamestrike
Casting Focus: Neosteel level, Natural Flamestrike
Accessory: Solinium level, Natural Flameward, Water deals 20% more damage.
Shield: Solinium level, Natural fire ward, 20% water weakness
Armor: Solinium, 50% fire resistance, 50% water weakness.

Hairoosama Gear(1 Hairokami Armor, 5 Hairookami Pelts, 5 Hairookami Shells, 5 Hairookami Oil, 1 Fuelgem.)
Weapons: Orichalcum level, Natural Flamerend, May be activated once a battle to add 4000 damage to physical attacks for three turns as a free action.
Casting Focus: Neosteel Level, Natural Flamerend & Burnstrike(Mild Burn)
Accessory Orichalcum Level, Natural Fire barrier, 20% Water weakness
Shield Orichalcum level, Natural Fire Barrier, 20% water weakness
Armor: Orichalcum, Fire immunity, 50% water weakness. May be ignited once a battle for three turns, adding 4000 fire damage to physical attacks.

Arzuros Gear(10 Arzuros Pelt, 5 Arzuros brace,5 Arzuros Carapace, 1 Arzuros Shell)
Weapons: Starmetal, Natural Autocast: Cure(Triggers only on a critical hit) & Sprainstrike(Mild Sprain)
Casting Focus: Neosteel, Natural Autocast: Cura (Triggers only on a critical cast.)
Accessory: Starmetal, Natural -10 to resist status effects & healing items have +50% effect. This added 50% is divided among the next 3 rounds.
Shield: Starmetal, Natural HP +10%, -10 to resist status effects.
Armor: Starmetal, +1000 physical defense, mild regen, -10 to rolls to resist status effects

Gypceros Gear(10 Gypceros hide, 10 Gypceros Claw, 5 Gypceros Membrane, 1 Gypceros light gem)
Weapons: Orichalcum, Natural Poisonstrike(Moderate Poison). Reduce mana costs by 5%, Reduce mana replenishment effectiveness 5%
Casting Focus: Neosteel, Natural Autocast: Prism (Triggers only on a critical cast), Poisonstrike(Moderate Poison)
Accessory: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce Mana replenishment 5%.
Shield: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce mana replenishment 5%.
Armor: Orichalcum, Reduce Mana costs by 15%, Immunity to mild and moderate poison, reduce effectiveness of mana replenishment by 20%.

Khezu Gear(10 Flabby Hide, 10 Pale Bone, 5 Electro Sac, 1 Thunder Pearl)
Weapons: Orichalcum, Natural Aerorend, Ignores mild/moderate invisibility
Casting Focus: Neosteel, Natural Aerorend & any lightning spells cast split their damage equally among all combatants in the same area, even allies.
Accessory: Orichalcum, Lightning Ward, Allows control over Khezu Armor's trait
Shield: Orichalcum, Lightning immunity, if there are allies in the same area then this lightning damage is split evenly among them instead.
Khezu armor: Orichalcum, Splits recovery items and spell effects evenly among nearby allies, Positive status effects are split, but reduced by one severity per extra person, minimum mild, Lightning Immunity, If there are allies nearby lightning damage is split evenly among them instead.

Basarios Gear(10 Basarios Shell, 10 Basarios Bone, 5 Basarios Wing, 1 Basarios Tear)
Weapons: Aetherium: Natural Flamerend, +10 Block/Dodge, -10 to hit.
Casting Focus: Duralloy, Natural Flamerend & Burnstrike (Moderate Burn).
Accessory: Aetherium: Natural Flame Ward, +10 Block/Dodge, -10 Athletics/Swimming/Acrobatics/Reaction
Shield: Aetherium: Natural Flame Ward, +15 to Hide checks in natural environments
Armor: Aetherium: 50% Fire Resist, +15 Defense/Dodge rolls, -15 Athletics/Swimming/Acrobatics/Reaction.

Duramboros Gear(10 Duramboros Shell, 10 Duramboros Tailbone, 5 Duramboros Horn, 1 Hard Mossplate)
Weapons: Aetherium: +2 Damage mod per KO suffered during mission, capping at three stacks. Knockdownstrike(Mild Off Guard), Unable to crit, only Divine.
Casting Focus: Duralloy: +1 Spell damage mod per KO suffered during mission, capping at three stacks. Unable to crit, only divine
Accessory: Aetherium, +1000 physical and magical soak per Ko suffered during mission, capping at three stacks. Unable to crit, only divine
Shield: Aetherium. Mild Endure to start a battle, usable once per mission. If you have previous KO bonuses from other Duramboros gear that are granting you bonuses, you can spend each 'KO' to increase the severity of this Endure by +1 per charge. Unable to crit, only divine.
Armor: Aetherium Armor, +10 to attack and defense rolls for each KO suffered during a mission, capping at three stacks, Mild Regeneration, makes it impossible to crit, only Divine.

Kirin Gear(10 Kirin Hide, 10 Kirin Mane, 5 Thunder Tail, 1 Kirin Horn)
Weapons: Amber: Natural Aerorend. Deals 10% extra damage as lightning.
Casting Focus: Amber: Natural Aerorend, +20 bonus to accuracy of lightning spells
Accessory: Amber: Lightning ward, Provides protection from extreme thunderstorms.
Shield: Amber: Lightning Ward, can block lightning-elemental attacks.
Armor: Amber, Lightning Immunity, Raises elemental damage by .5, Positive status effects last one less turn(Minimum one)

Platinum Kirin Gear(10 Shiny Kirin Hide, 10 Platinum Kirin Mane, 5 Shining tail, 1 Platinum Kirin Horn)
Weapons: Garnet, Natural Aerorend, once every 3 rounds it can be used like a Platinum Kirin's teleport charge, making the attack unsoakable.
Casting Focus: Amber, Natural Aerorend, gains a charge every time a lightning spell is cast, up to 5. Charges can be added to empower a lightning spell's spell damage (+1 to spell modifier for every charge spent).
Accessory: Garnet, Lightning Immunity, restores 1/50th of lightning damage absorbed as MP.
Shield: Garnet, Lightning Immunity, on successful defense against lightning, can redirect attack using original attack roll.
Armor: Garnet, Raises Elemental Damage by *1, Immune to Lightning/Lightning damage is absorbed up to 100,000 points which can then be unleashed to power up a physical or lightning elemental attack, -20% all other elemental resistances.

Kirin Colt:
Kirin Colt

Horn[+100]
Kick[+90]
Lightning[+110]

HP[25000 - 0%]25,000
MP[5000 - 0%] 5000
Dodge[120- 0%] 1d250+120
Phsical Soak[4000 - 0%] 4000
Magical Soak[6000 - 0%] 6000
Element: Elec/Wind (4)

Attack Behavior: 4/9 No Spells

1: Teleport Charge: Sparkling with energy the kirin does several horn charges, moving so fast it almost seems to disappear. 1d230+110, 1d3 hits of 8000 physical Damage

2 Back Kick: A two hoofed smash reminiscent of a more mundaine equine, inflicts moderate Off Guard where appropriate. 1d190+90, 9000 physical damage

3 Thunderbolt: The Kirin focuses energy and calls down a bolt of lightning from the sky on an enemy. 250MP, 1d230+110, 11,000 lightning damage

4 Thor's Hammer: Rather than blasting enemies one at a time, the Kirin concentrates and calls down a localized thunderstorm over an area. 1d230+110, 12,000 lightning damage
Last edited by Miralana on November 6th, 2016, 4:21 pm, edited 7 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Name: Hairookami

Flee: Athletics: DC:100
Intention(1d100)
1-95 The wolf sniffs you up, but decides you aren't worth eating.
96-100 It finishes you off, and carries you elsewhere to be food.

Reward 1d100 (2 Carves)
Hairookami Pelt 1-60 - The blue fire resistant leather of the fire wolf.
Hairookami Shell 61-90 - The flinty armored sections of the its body
Hairookami Oil 91-100 - The flammable liquid excreted by the wolf.

Description: A blue wolf with a flinty carapace covering the back of its body, glistening slightly with a dark hued substance. It has viscious, stony grey claws.

Weapon of Choice: Bite: 1d240+115 (6000 physical)

Initiative: 1x175

HP: 35000
MP: 0
Dodge: 1d240+115
Physical Soak: 4000
Magical Soak:2500
Element: Fire

Special: If the Hairookami is struck by a bladed weapon, or a fire attack, it will ignite the natural oils on its carapace. This adds 2000 damage to all of its attacks, and makes them fire elemental. Can be doused, otherwise lasts two turns or until it rolls.

Attack behavior: 1d5

1. Claw swipe: A basic claw atack, the wolf rearing up to swipe at an enemy. 1d240+115, 6000 damage
2. Bite: The wolf does what dogs are known to, and attempts to sink its teeth into its enemy..
3. Roll: The Hairookami curls up in a ball, hurling itself at an enemy, 1d240+115 to hit. If it hits, it will continue on to attack a second enemy with 1d220+105 accuracy. 5000 Physical Damage
4. Ignite: The Hairokami scratches at its own hide, causing sparks that ignite its natural oil, making the wolf burst into flames.
5. Howl for Help(one use): The wolf calls for another wolf to come help.
Last edited by Miralana on June 20th, 2016, 9:15 pm, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Hairosama:
Flee: Athletics: DC 120
1-95 The wolf sniffs you up, but decides you aren't worth eating.
96-100 It finishes you off, and carries you elsewhere to be food.

Reward 1d100 (4 Carves)
Hairookami Pelt 1-40 - The blue fire resistant leather of the fire wolf.
Hairookami Shell 41-80 - The flinty armored sections of the its body
Hairookami Oil 81-95 - The flammable liquid excreted by the wolf.
Hairookami Fuelgem 96-100 a crystal that rarely forms in the oil producing glands of exceptionally large Hairookamis.

Description: The Alpha of a Hairookami pack, its azure hide singed here and there from the intense heat generated by its own fire. Standing much larger than any canid should, it has found a new prey... You.

Weapon of Choice: Bite: 1d270+130

Initiative: 1x240

HP: 250,000
MP:
Dodge: 1d260+125
Physical Soak: 6000
Magical Soak: 4000
Element: Fire.

Carapace:
Hp 35,000
Mp:
Physical Soak: 7000
Magical Soak: 4000
Element: fire

Special: If the Hairosama is struck by a bladed weapon or fire attack, the natural oils in its carapace will ignite. This adds 4000 damage to all of its attacks, and makes them fire elemental. While burning, melee attackers need to make a DC140 reaction to not take 6000 fire damage for their trouble. Lasts three turns.
Special: If the Hairosama's carapace is broken, reduce its physical soak down to 4000. Reduce roll and explosion damage by 1000, ignite duration by 1. Damaging the carapace allows +10 to be added to one of the carve rolls.

Attack Behavior 1d5

1. Claw shred: Three rapid strikes with its massive claws. 1d3. 1d260+125. 7000 damage.
2. Takedown bite: The wolf lunges forward, attempting to bite its foe and slam it down to the ground. Inflicts knockdown. 8000 phsyical damage.
3. Roll: The Hairosama curls up and becomes an enormous bowling ball of potentially firey death. 1d260+125 against the first enemy, and if it hits 1d240+115 against the second. 6000 damage.
4. Howl for Help: The Hairosama calls for help. 1d6. 1-5 two Hairookami show up to help. 6, another Hairosama arrives.
5. Explosion: The Hairosama erupts into flames, bursts exploding all around it. 1d280+135, all enemies. 10000 fire damage. Causes the Hairosama to ignite.
Last edited by Miralana on June 20th, 2016, 9:17 pm, edited 4 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Name: Arzuros

Flee: Athletics: DC: 100
Intention:(1d100)
1-95 Seeing its enemy dead or playing dead, the bear wanders off.
96-100 Seeing the enemy dead or playing dead, the bear eats whatever edibles it can find on them before wandering off.

Reward: 1d100 (4 carves)
Arzuros Pelt 1-40 A large, durable hide section from the Arzuros
Arzuros Brace 41-70 The durable bony covering on the Arzuros' forelegs.
Arzuros Carapace 71-95 Fragments of the durable armor covering the Arzuros' body.
Arzuros Shell 96-100 An exceptionally large intact piece of the Arzuros' natural armor.


Description: A large ursine 'Fanged Beast'. It has an exceptionally large frame, anywhere from 16-20 feet long(Though rare specimens have been known to grow larger). The Arzuros's back is covered in thick bone segments creating a natural shell of powerful armor ending in a short, wide armored tail. Its stomach is covered in blue fur up to where its ribs begin, its chest being covered in tan scales that extend down its shoulders. Its forepaws have an exceptionally thick coating of armor, covered in spikes and leading down to its claws, which are a rusty orange and the size of dirks. Male Arzuros are also known to have tan to gold 'mutton chops' in a pattern that trails all the way back across its armored section all the way to its tail.

Weapon of Choice: Claw (1d270+130)

Initiative: 1x200 + 1x per 3 enemies.

HP: 300,000
MP: 0
Dodge: 1d260+125
Physical Soak: 6000
Magical Soak:3000
Element: None

Arm braces: 2
HP: 40,000
Dodge: Same as Arzuros
Physical Soak: 9000
Magical Soak: 3000
Special: For each claw damaged, reduce Claw Swipe damage by 1500, and accuracy by 15

Attack Behavior

1 Claw Swipe: The Arzuros lifts up onto its back legs and makes a series of swings at an enemy. 1d260+125, 1d3 hit count, 7000 physical.
2 Shoulder Tackle: The Arzuros charges on all fours and attempts to bowl its opponent over, knocking down on a success. 1d240+115
3 Bite: The Arzuros uses attempts to bite whatever poor sap is unfortunate to have angered a large armored bear. 1d24+115, 6000 unsoakable damage.
4 Grab: The Arzuros attempts to pick up an enemy and give them a good shaking. 1d260+125 to hit, one hit of 4000 unsoakable damage.

Special: if the Arzuros successfully grabs an enemy it will hold onto them and continue to shake them each round until either they either make a Strength/Athletics check DC80, die/fall unconsicous, or the Arzuros is delt more than a 1/4th of its HP. If attacked in melee, it will attempt to counterattack at claw accuracy using the person it is holding, doing their physical soak in damage. Arzuros will continue to target the person in its hands each round with +20 accuracy, tossing them away if Shoulder Tackle is rolled.
Last edited by Miralana on June 20th, 2016, 9:18 pm, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Name: Gypceros

Flee: Athletics DC 120
Intention(1d100)
1-95 the Gypceros throws some dirt on the wounds of its victim, but is quickly distracted by something shiny and takes off to go investigate.
96-100 In a fit of avian spitefulness the Gypceros finishes its enemy off.

Reward: 1d100 (4 carves)
Gypceros hide: 1-40 The durable grey hide of a gypceros.
Gypceros claw: 41-80 The sharp claws of the bird wyvern.
Gypceros membrane 81-95: Light but strong wing material from a Gypceros, a great binding agent.
Gypceros light gem: 96-100: The gemlike organ from the top of the Gypceros' head. It still seems to have a vague light.

The Gypceros is a large grey scaled bird wyvern. It has a clublike tail end, and a long boney ridge across its back, terminating in a large spike just before its neck. It has a large boney structure on the front of its face that curls upwards, and on the top of its head is a gemlike organ that can emit blindingly bright flashes. Gypceros range from eight meters to 13 meters in length.

Weapon of Choice: Bite

Initiative: 1x300 +1x per 3 enemies.
HP: 350,000
MP:
Dodge: 1d280+135
Physical Soak: 6000
Magical Soak: 5000
Element: Wind/Electric

Light Gem:
HP 30,000
Physical soak 10,000
Magical Soak 10,000

Special: If the Light Gem is destroyed, while it will still try to use the blinding flash move, it will be unable to, thus losing a round. Gain +10 to one carve roll.
Special: If a status effect that would disable or debuff the Gypceros fails, it will pretend it worked and enter a variant of the 'Play Dead' state where it pretends to be affected.

Attack Behavior 1d6

1: Bite - The wyvern snaps at its enemy, 1d280+135, 7000 unsoakable.
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, 6000 Soakable Damage
3: Charge - The giant wyvern runs at its foe and attempts to knock them over. 1d280+135, 7500 physical damage, inflicts Mild Off Guard.
4: Poison Burst- The Gypceros launches a glob of poison that bursts into a cloud on impact.Hits 1d3 people, Reaction DC 100 to avoid. 5000 damage, Moderate Poison.
5: Play Dead - Feigning a fatal wound, it falls to the ground. Spot DC 80 to see through it-- attacks from people that do not see through the game(And take appropriate caution) at this point will cause a retaliation with one of its other moves with a +50 to hit or to the DC.
6: Flash - Focusing, and flapping its wings as it takes a moment to charge, the Gypceros releases a blinding flash from its Light Gem. Hits everyone, DC 120 reaction to avoid stun for one round, and Moderate Blind until the end of combat.
Last edited by Miralana on June 20th, 2016, 9:19 pm, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Name: Khezu

Flee: Athletics DC: 100
Intention 1d100
1-95 the Khezu, exhausted from the fight limps off back to its lair.
96-100 The Khezu uses a paralyzing toxin on its victim and plants one of its young in their body to grow and eat.

Reward: 1d100 (4 carves)
Flabby Hide 1-40 The rubbery hide of a Khezu, impressively elastic.
Pale Bone 41-80 Highly conductive bones of the Khezu.
Electro Sac 81-95 The organ Khezu use to create their electical charge, it is then channeled out through the creature's skeleton.
Thunder Pearl 96-100 Small conductive stones that form in older Khezu, they still hold a charge and electricity seems to arch through them from time to time.


Decription: A large pale wyvern with no obvious eyes, it detects its prey with its sense of smell. It is eternally damp, and prefers to stay in dark moist caves to avoid drying out. Their tail is designed with something of a suction capability and can be used to grasp either the ceiling for attacks from above, or as grounding when it uses electrical attacks. Electricity can be seen coursing along its form and between its digits, periodically.

Weapon of Choice: Bite or Thunder Spit

Initiative: 1x300 + 1x per 3 enemies
HP: 400,000
Dodge 1d280+135
Physical Soak: 6000
Magical Soak: 7000
Element: Lightning
Weakness: Fire

Attack Behavior: 1d5

1 Bite: The Khezu stretches its neck out an almost improbable distance to bite at the enemy. 1d270+130, 6000 unsoakable
2 Tackle: The Khezu does a clumsy dash at its enemy, attempting to bowl them over for easier predation. 1d270+135, 7000 physical Mild Off-Guard(Knock down)
3 Thunder Spit: The Khezu launches a thick charged mucus that electrocutes its enemy. 1d270+135 8000 lightning damage. Mild Magnetize for 2 rounds.
4 Flip To/Off Ceiling. The Wyvern flies up to, or flops down from the ceiling. Flying up puts it out of melee range to non fliers(Or Exceptionally good jumpers Acrobatics DC 60) It can still use all of its attacks(Except Tackle) from the ceiling(If it bites, it can be attacked via melee for that round). If this move occurs the flop-down is an attack at 1d280+135, 8000 physical damage.
5: Charge up: Gives the Khezu an electric aura for three rounds, during which time it gains 5000 extra lightning damage to all of its attacks.
Last edited by Miralana on June 20th, 2016, 9:20 pm, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Name: Basarios
Flee: Athletics DC 90
Intention: (1d100)
1-95 The Basarios just wants to be left alone, and leaves to go find somewhere to recover.
96-100 The Basarios just wants to be left alone, and a lava beam later, is.

Reward: 1d100 (4 carves)
Basarios Shell 1-40 Rocklike armor of a Basarios, often containing hints and veining of the ores and minerals the wyven is known to eat.
Basarios Bone 41-80 Incredibly stout and durable to carry the Basarios, it is surprisingly colorful due to the wyvern's diet.
Basarios Wing 81-95 Both flexible, and incredibly sturdy, it has been traditionally used to create almost unbreakable leather.
Basarios Tear 96-100 A rare gem that sometimes condenses inside a basarios due to its ore rich diet.


Description: The Juivenile form of the Gravios, ranging in size from 12-18 meters long. Basarios are timid, and spend much of their time when not moving burrowed into the ground, using natural camoflage to look like nothing more than a large patch of rock. They have large wings and are capable of flight, but not for long distances. Rocklike protrusions of various shapes jut from their body at different locations, but almost always include a pair of horns forming a V above their eyes.

Weapon of choice: Fireballs

Initiative: 1x240 + 1x per 3 enemies.
HP: 500,000
MP:
Dodge: 1d320+155
Physical Soak: 10,000
Magical Soak: 10,000
Element: Fire

Armor:
HP: 50,000
Physical Soak: 12,000
Magical Soak: 12,000
Element: Fire

Special: If the Armor is destroyed, Basarios loses 4,000 to each soak type. +10 to one carve roll.

Attack Behavior 1d4

1 Charge: The Basarios hurls itself forward at its enemy, attempting to trample them. 1d300+145, 9000 physical damage. Mild Off-Guard(Knockdown)
2 Fireballs: A trio of fireballs shot at random people. 3 shots, each rolled at their own target at 1d300+135 8000 fire damage, Mild Burning.
3 Poison Burst: The Basarios vents a cloud of toxic fumes from its underbelly inflicting Moderate Poison to those nearby. Reaction DC 120, Moderate Poison.
4 The Big One: Not as powerful as an adult Gravios, it is still a force to be reconed with. The Basarios ejects a massive beam of fire, incinerating everything in its path. 1d340+165, 15,000 fire damage. Inflicts Acute Burning.
Last edited by Miralana on June 20th, 2016, 9:20 pm, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

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Post by Miralana »

Name: Duramboros

Flee: Athletics DC 80
Intention(1d100)
1-95 With its enemies neutralized, the large herbivore wanders off.
96-100 It raises its gigantic tail and finishes off the small would-be predator.

Reward 1d100 (4 carves)

Duramboros Shell 1-40 a heavy dermal deposit that acts as a natural armor for the giant monster.
Duramboros Tailbone 41-80 piece of the Duramboros' enormous tail club.
Duramboros Horn 81-95 One of the long curved horns of the Duramboros.
Hard Mossplate 96-100 an ultra thick segment of armor of an older, stronger Duramboros.


Description: Ranging in size from 13 to 26 meters in length, this Brute class wyvern is bipedal and flightless. It has two forelimbs used primarily for digging. Two giant curved horns curl down in front of its face, used for both self defense and to vie for dominance during mating season. Other features include giant layered sections of natural armor and two large hump structures that the Duramboros uses much like a camel, to store excess food energy. The most notable feature of the Duramboros is its tail, thick, long, and capped with an enormous bone club capable of shaking the ground. Larger, older, specimens have been known to gain a mossy coating.

Weapon of Choice: Head Swing

Initiative: 1x250 +1x per 3 enemies

HP: 600,000
MP:
Dodge 1d330+160
Physical Soak: 10,000
Magical Soak: 8,500
Element: Earth
Weakness: Fire

Tail club:
HP: 60,000
Physical Soak 10,000
Magical Soak: 8500
Element: Earth
Weakness: Fire

Special: When defeated, it fractures, reducing the tail's damage by 3000, and removing the earthquake effect from the tail slam.

Humps
HP: 60000
Physical Soak: 10,000
Magical Soak: 8500
Element: Earth
Weakness: Fire

Special: When destroyed, reduce the Duramboros and its part's soak by 4000.

Completing one or both specials allows a single carve roll to be made at +10

Attack Behavior:

1. Tail Slam - As the name suggests, the tail is raised and smashed into the ground(And target) repeatedly. 1d300+145, 10,000 physical damage. Requires everyone to make an Athletics check, DC 60, to avoid Mild Off Guard(Knockdown)
2. Horn Charge - A charge with the force of a mountain behind it, 1d280+135, 12000 physical damage, Threatens half of the hunting party.
3. Head Swing - The giant beast tries to gore its target with its horns. 1d280+135. 8000 Unsoakable Damage.
4. Whirlwind - A two turn move, The first turn involves the Duramboros spinning in a circle repeatedly. Threatening everyone nearby for 1d3 hits at 1d280+135, 9000 physical damage. The second round, after helicoptering itself it hurls itself through the air at a single target. 1d310+150, 20,000 physical damage. The Duramboros is stunned for one round after using this move.
5. Roar - The Duramboros roars, attempting to stun its foes for one round. DC 90 health check to avoid.
Last edited by Miralana on June 20th, 2016, 9:21 pm, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

Quote

Post by Miralana »

Name: Kirin

Flee: Athletics DC:150
Intention: 1d100
1-95 With its would be attackers incapacitated, it leaves.
96-100 It didn't know its own strength and obliterated its would be attackers rather than incapping them... Oh well.

Reward: 1d100 (6 carves)

Kirin Hide 1-38 The lustrous hide of a kirin.
Kirin Mane 39-76 The flowing white mane of the beast, the hairs still feel warm and charged.
Thunder Tail 77-91 The tail of a Kirin, its said that it can be fashioned into a whip that controls storms.
Kirin Horn 92-96 A long pearly horn used by both male and female Kirin to control lightning.
Kirin Charm 97-100 A small, beautiful talisman that allows its wearer to approach a kirin unmolested. The Kirin will then lead them either to its lair, where they can collect one carve of Kirin Materials, to another encounter(A la Psychoserum) or to a special encounter with the Platinum Kirin.


Description: The smallest Elder Wyvern, ranging from four to ten meters. It looks like a unicorn of fantasy, though its hide is made of white scales with blue electric patterns. It has a thick white mane and flowing tail that crackle with electricity. Both males and females have a single long spiral horn on their head.

Weapon of Choice: Back Kick or Teleport Charge

Initiative: 2x500 + 1x for every 4 enemies.

HP: 1,350,000
MP:
Dodge: 1d360+175
Physical SOak: 10,000
Mental Soak: 12,000
Element: Elec/Wind

Horn: Small enough to count as a Called Shot, otherwise same dodge as Kirin

HP: 100,000
Physical Soak: 6000
Mental Soak: 12,000
Element: Elec/Wind

Special: If the horn is destroyed the Kirin can no longer use Thor's Hammer, and all of its abilities except Back Kick get -20 to accuracy and -3000 to their damage. +10 to one carve roll.

Attack Behavior:

1,2 Teleport Charge: Sparkling with energy and leaving a trail of energy behind it the Kirin does a series of horn charges at its enemies moving so quickly it seems to teleport. 1d4 hits, 1d320+155, 15,000 physical damage.
3 Back Kick: A two foot smash with its rear legs. 1d340+165, 13000 physical damage, Mild Off Guard(Knockdown)
4 Thunderbolt: Lightning falls from the sky at 1d3 people, can fall on the same person twice. 1d320+155, 13000 Electrical damage.
5 Chain Lightning: A bolt of lightning that will hit up to three additional targets in a chain, as long as it keeps hitting successfully. 1d320+155, 15000 electrical damage. -10 accuracy, 1000 damage per movement on the chain.
6 Single Out: The Kirin picks one target, and until that target is removed from play all of its attacks, including multi attacks, will be aimed at them. Provoke overrides.
7 Thor's Hammer: Gathering up an absurd amount of energy, the Kirin bathes the area in a localized thunderstorm. 1d360+175 against all targets, 18000 damage.
Last edited by Miralana on October 20th, 2016, 10:14 pm, edited 3 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Northern Highlands

Quote

Post by Miralana »

Name: Platinum Kirin

Can only be fought with a Kirin Charm, ie, you can't use psychoserum to bypass the requirement, except so far as to take you to a normal Kirin, who in combination with the charm, will lead you to a Platinum Kirin.

Flee: Athletics DC:200
Intention: 1d100
1-95 With its would be attackers incapacitated, it leaves.
96-100 It didn't know its own strength and obliterated its would be attackers rather than incapping them... Oh well.

Reward: 1d100 (7 carves)

Shiny Kirin Hide 1-38 The almost metallic hide of a Platinum Kirin, still feeling faintly abuzz with energy.
Platinum Kirin Mane 39-78 This soft but deceptively strong metalic hair always has a static charge
Shining Tail 79-91 The tail of a Platinum Kirin, the long strands a perfect conductor.
Platinum Kirin Horn 92-96 A long silver horn, it is a natural superconductor and is said to be able to call down the wrath of heaven.
Kirin Colt 97-100 After defeating the Platinum Kirin you find a kirin youngling of indeterminate age. Stats listed above.


Description: It is unkown whether the Platinum Kirin is a subspecies, or simply a very old example of one of these elder dragons. They strongly resemble the normal Kirin, but have taken on a metallic sheen as the deposits that allow them to channel and control electricity grow thicker. Its eyes glow an electric blue, and lightning strokes across its mane with frightening regularity

Weapon of Choice: Teleport Charge or Double Back Kick

Initiative: 2x600 + 1x per 3 players

HP: 2,750,000
MP:
Dodge: 1d390+190
Physical SOak: 10,000
Mental Soak: 12,000
Element: Elec/Wind

Special: Every time the Kirin loses 500,000 health, it will go through one round of rage mode, during which its attacks gain an extra +30 to hit, and 3000 lightning, physical or unsoakable damage, depending on what damage they do.

Horn

MP: 250,000
Physical Soak: 6000
Mental Soak: 12,000
Element: Elec/Wind

Special: If the horn is destroyed the Kirin can no longer use Thor's Wrath, and all of its abilities except Back Kick get -40 to accuracy and -3000 to their damage. +10 to one carve roll.

Attack Behavior:

1,2 Teleport Charge: Sparkling with energy and leaving a trail of energy behind it the Kirin does a series of horn charges at its enemies moving so quickly it seems to teleport. 1d5 hits, 1d360+175, 5000 Unsoakable damage.
3 Double Back Kick: A two foot smash with its rear legs, if it hits, it will follow up with a second attack(Roll again) on that target. 1d340+165, 13000 physical damage, Mild Off Guard(Knockdown)
4 Lance of the Sky: The Platinum Kirin calls down lightning at up to 3 targets, 1d340+165, 10000 damage. Reduces lightning resistance/Adds lightning weakness by 50% for two rounds.
5 Forked Lightning: A bolt of lightning that after striking one target explodes out to strike up to three targets around it. 1d360+175, 15000 electrical damage. -10 accuracy, 1000 damage on the secondary targets.
6 Single Out: The Kirin picks one target, and until that target is removed from play all of its attacks, including multi attacks, will be aimed at them. Provoke overrides.
7 Thor's Wrath: The Platinum Kirin demonstrates its mastery over lightning and magnetism, rising up on its hind legs it unleashes a radiant field of explosive lightning, assaulting everyone and everything around it. 1d400+195 to avoid, 20,000 lightning damage. Inflicts Mild Magnetize.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

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