The Frozen Tundra

Going hunting for treasure and profit.

The Frozen Tundra

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Post by Miralana »

The Frozen Tundra:

Far from the safety of civilization where the world becomes cold and unforgiving is the Frozen Tundra. Bathed in seemingly eternal snowfall, ice covered cliffs and caves cover this barren landscape. The creatures that survive here are hardy, and have learned to both thrive and harness the local weather. Unwary travelers will only find a lonely death out in the snow... and their stuff will probably end up stolen by Felynes.


Daytime Hunt: Available.
Nighttime Hunt: ????

Epic Encounter: Oroshi Kirin

Event table:

1d20

1-3: Popo
The Hunting party encounters 1d3 Popo, large fluffy yak like creatures with huge tusks. Gentle in nature, they can be easily dispatched. For each killed roll 1d4. 1-2 provides a raw steak. 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. 3 provides a Popo Tongue, a delicacy which if eaten provides 25% cold resistance for one fight. 4 provides a huge fuzzy popo hide that can either be turned into fashionable clothes, or sold for 1750 gil.

4: Fishing Hole.
A small pond swimming with fish native to the Tundra... Roll 1d4 for Quantity, then 1d5 for types
1) Sushifish: A delicious fish that is safe to eat raw or cooked for the same benefit(And vulnerability window) as a well done steak.
2) Heatfish: Eating this fish provides a brief window of protection from freezing effects, either one event, or five rounds in combat.
3) Wirefish: A thin, silvery quick swimming fish that almost seems to vibrate in the water. Eating it causes a brief rush of energy, restoring 500 mana and preventing sleep effects for five rounds.
4) Goldenfish: A fish with beautiful scales, can be sold for 17,500 gil.
5) Screamyfish: When pulled from the water, it lets out a wyvernesque call for help. DC 100 reaction to avoid pulling it from the water, at which point it can be kept in a container(If you thought to bring one) or released. Otherwise, activate the Large Wyvern Encounter event. Presumed caught one at a time for purposes of getting mobbed by monsters, unless you really want it otherwise.

5: A Snowstorm begins...
Snow, wind, and cold. Survival DC 100 to avoid taking 1000 unsoakable cold damage and Mild Freeze. Can be waited out either by eating a Heatfish, or finding/erecting shelter.

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 Aqua or Lumintainted for natural Aqua/Lightstrike or resistance.


7-8: Baggis of Fun. 1d4
1. 1d5 Baggis
2. 2d4 Baggis
3. 1d5 Baggis 1 Great Baggi.
4. 2 Great Baggis.

9: No fish, but?...
The party finds a small pond of some kind with only a few fish in it, but what looks to be a cave in its depths. It can either be ignored, or if one is bold enough, they can dive into the cave below to see what treasures are beyond. Swimming DC100 to get through, inflicts mild freeze unless precautions are taken, failure will return the attempter(s) to the start point. Roll again on the event list, if it is a battle, there is a gather point afterwards. If it is a boneyard, get double rewards. Beware of party splitting, it takes 2 rounds for other party members to 'catch up' if there is a battle.

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 Great Baggi, 2) Lagombi, 3) Akura Shimo, 4) Giaorugu, 5) Barioth, 6) Grimclaw Tigrex, 7) Gigginox.

11-14: Large Wyvern Encounter

1. 2 Great Baggis
2. Lagombi
3. Akura Shimo
4. Giaorugu
5. Barioth
6. Grimclaw Tigrex
7. Gigginox

15: Shelter.
A warm spot where hunters can wait out a storm or gather their strength and remove status effects. Its run by small cat people called Felynes that request a small contribution in Gil to keep the shelter running properly...

Small Contribution xxxx gil: The Felynes thank you for your generosity and let you rest until you're feeling better.
Decent Contribution: xxxx Gil: The Felynes also feed you, restoring your health and mana.
Large Contribution: xxxxx Gil: The hunting party is showered with praise, food, and allowed to bathe in a secret hotspring for wealthy donors, the hot almost magical water gives the party resistance to weather(not monster) based freezing for the rest of the trip and after bathing the Felynes will give you directions to wherever you want to go.
Huge Contribution: xxxxx Gil: All of the above, every time the contributor comes out this way for the next 10 Hunting Trips.
Insane Contribution: ??????: Strato owns the place, all perks active all the time for everyone, for free baby

16-17: Double Trouble:
Roll twice on the Large Wyvern Encounter list, you just made that many new friends. And by friends I mean they're trying to eat you. Have fun.

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: Ambush Point?
Can be used or ignored. If used, roll on the Large Encounter list, then roll Stealth and use the result as a luck modifier for a luck roll. If 500+ You successfully ambush a wyvern, and are able to get the first attack on it, if your luck is poor however, you may find some wyverns quite aware of these points and ready to ambush you.

20: A cold wind blows as the party finds themselves in an icy field, snow drifts blowing back and forth in an unnatural wind. There are no traces of the passage of larger wyverns here, only delicate hoof prints. A shard of ice solidifies from the air, crashing into the ground, and the party finds themselves face to face with an Oroshi Kirin.


Baggi Armor: 10 Baggi Hide, 5 Baggi Scale, 1 Baggi Claw
Weapons: Neosteel, (Sleep)Touch Mild.
Casting Focus: Neosteel, (Sleep)Touch Mild.
Accessory: Neosteel, Water Ward
Shield: Neosteel, Sleep Ward
Armor: Neosteel, Water Ward, Sleep Barrier, Fire deals 20% more damage.

Great Baggi Armor: Baggi Armor, 5 Baggi Hide, 5 Baggi Scale, 5 Baggi Claw, 1 Sleep Sac
Weapons: Solinium, (Sleep)Strike Mild
Casting Focus: Neosteel, (Sleep)Strike Mild
Accessory: Solinium, Water Barrier
Shield: Solinium, Sleep Barrier
Armor: Solinium, Water Barrier, Sleep Antibody, Fire deals 50% more damage. Once per battle, can spit out a giant glob of sleeping toxin, DC150 React to avoid, causes Mild Sleep.

Lagombi Armor: 10 Lagombi Pelt, 10 Lagombi Claw, 5 Lagombi Plastron, 1 Lagombi Ear.
Weapons: Orichalcum, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Casting Focus: Neosteel, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Accessory: Orichalcum, Can be activated to summon a giant snowball. Using Wielder's attack roll, and inflicting 20,000 water damage and Chronic Soaked
Shield: Orichalcum, spreads status effects (positive and negative) to allies targetted with a cover action.
Armor: Orichalcum, Increases duration of items and effects by 2, Raises Athletics/Dodge/ by +15, fire deals 50% more damage.

Akura Shimo Armor: 10 Shimo Carapace, 10 Shimo Crystal, 5 Shimo Claw, 1 Shimo Crystal Gland
Weapons: Duralloy, Mild Clod(strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non-magnetic, +10% to sell price, -20 Stealth (GEMS)
Casting Focus: Duralloy, Mild Clod(Strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non Magnetic, +10% Sell price -20 Stealth(GEMS)
Accessory: Duralloy, Once per fight allows the owner to burrow suddenly into the ground for one round becoming untargettable and regenerating 50% of HP, at the cost of being unable to otherwise act.
Shield: Duralloy, Non-magnetic. Can be activated to Armor Up (requires using an action), granting +5000 physical soak for 1d3 rounds. +10% sell price, -20 Stealth(GEMS)
Armor: Duralloy: 50% resistance to Clod/Soaked, Non-Magnetic, +10% sell price, -20 to stealth checks(Due to GEMS)

Gigginox Armor: 10 Flabby Hide, 10 Uncanny Hide, 5 Unnerving Talon, 1 Fearsome Maw
Weapons: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Casting Focus: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Accessory: Duralloy, Thermographic vision, Spider Climb.
Shield: Duralloy, Can release a Moderate Poison as an alternative Counter (must still be rolled).
Armor: Duralloy, Poison Antibody, makes wearer's status effects 1 severity stronger, reduce maximum health by 15%

Barioth Armor: 10 Barioth Shell, 10 Barioth Pelt, 5 Barioth Claw, 1 Amber Tusk
Weapons: Amber, Water/Ice Rend, Freezetouch
Casting Focus: Amber, Water/Ice Rend, Freezetouch
Accessory: Amber, Activate to launch a frozen tornado at a group of 3 enemies, 1d410+200 accuracy, inflicts 20,000 cold damage, and inflicts mild freeze or increases severity of existing freeze by 1, and refreshes duration. May be done once per battle.
Shield: Amber: Can inflict moderate Freeze as an alternative Counter (must still be rolled).
Armor: Amber: 50% water Resist, environmental cold resistance, Off Guard(Barrier), fire deals +50% damage.

Giaorugu Armor, 10 Hide, 10 Horn, 5 Crest, 1 Tailblade
Weapons: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Casting Focus: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Accessory: Amber, While empty, provides +20 to resist an elemental attack, on success, is filled with enough of that element to imbue other Giaorugu equipment.
Shield: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip. This element can also be added to counterattacks and shield bashes.
Armor: Amber, If struck by an element 4 consecutive times gains a Barrier to that element, only one can be active at once.

Grimclaw Tigrex Armor: 10 GT Hide, 10 GT Claw, 5 GT fang, 1 GT Onyx
Weapons: Amber, Mild Sharpen at start of battle(1d5 rounds), Cleave attacks always hit maximum targets, adding allies if there aren't enough enemies.
Casting Focus: Amber, Mild Sharpen at start of battle(1d5 rounds), AoE spells always hit maximum targets, adding and including allies.
Accessory: Amber, Activated as a free action once per battle: Focus on a single enemy, gaining +15 to rolls against them, but cannot target anything else, and recieve -15 to defensive rolls against other targets. Willpower DC150 to escape effect before enemy is defeated. Effect wears off after the 'focused' enemy is defeated.
Shield: Amber, Can inflict Mild Provoke + Moderate Fury for 1d5 rounds as an alternative to Counter.
Armor: Amber, Reduces enemy attack rolls against allies by -5, Moderate Fury for 1d5 rounds at the start of battle, Double flee requirements

Oroshi Kirin Armor: 10 OK Hide, 10 OK Mane, 5 Frozen Tail, 1 Icehorn.
Weapons: Garnet, Water/IceRend, Deals 10% bonus damage as cold.
Casting Focus: Amber, Water/Icerend, adds +20 accuracy to ice based attacks.
Accessory: Garnet, Can be activated to raise an icy pillar from the ground, forcing enemies to make a DC120 reaction each round to avoid Mild Freeze and mild slow. Each additional pillar increases the DC by 30, and the severity by 1. Pillars have 50k health and 5k soaks. Can be used thrice per diem.
Shield: Garnet, Ice Ward, after blocking an ice attack, raises soaks by 2,000 until hit or until fire is blocked.
Armor: Garnet Water/Ice immunity, Immunity to environmental temperature, -100 to luck rolls
Last edited by Miralana on October 27th, 2016, 6:35 am, edited 4 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name: Baggi

Flee: Athletics: DC: 100
Intention(1d100)
1-40 the Baggi(s) nibble a bit before getting distracted and run off.
41-95 The Baggi(s) eat your food items, and don't leave a tip before running off, sated.
96-100 the Baggi(s) eat you.

Reward 1d100 (2 carves)

Baggi Hide 1-60 The Azure blue hide of a baggi.
Baggi Scale 61-90 Beautiful blue scales that are somehow not just hide. Don't look at me, its fluff.
Baggi Claw 91-100 The claw of Baggi.


Description: A small raptoroid with blue scales, baggi are pack hunters. They have a ridge on their head as well as small cranial spikes and a patch of furlike fuzz on their backs.

Weapon of choice: Claw, Bite

Initiative: 1x200

HP: 20,000
MP:
Dodge: 1d170+80
Physical Soak: 3000
Magical Soak: 3000

Special: As pack hunters, Baggi gain +5 to their dodge and accuracy per baggi, or 10 from a great Baggi.

Attack Behavior: 1d3-4

1: Claw: 1d150+70 A basic claw attack, 6000 physical damage
2: Bite: 1d160+75 Bite! Gnar! Yum, 3000 unsoakable.
3: Sleep spit: 1d180+85, a glob of powerful tranquilizer, causing Mild Sleep.
4: Support : Only used if a great Baggi is present, triggers all lesser baggi to attack the same target with 1-3.
Last edited by Miralana on October 27th, 2016, 6:26 am, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name: Great Baggi

Flee: Athletics: DC: 150

Intention(1d100)

1-95 Felynes manage to rescue you before it can make you its lunch
96-100 The Felynes don't get there in time. 1% greater chance of being eaten per lesser Baggi.

Reward 1d100 (3 Carves)

Baggi Hide 1-40 The Azure blue hide of a baggi.
Baggi Scale 41-80 Beautiful blue scales that are somehow not just hide. Don't look at me, its fluff.
Baggi Claw 81-95 The claw of Baggi.
Sleep Sac 96-100 The tranquilizing venom gland used by the Baggi to knock out its prey.

Description: The alpha of a Baggi pack, 8-14 meters long from snoot to tail, it is a deep azure and has a huge cranial crest it uses to attract mates.

Weapon of Choice: Claw, Bite

Initiative: 1x250

HP: 175,000
MP:
Dodge: 1d200+95
Physical Soak: 5000
Magical Soak: 5000

Special: As a pack hunter, the Great Baggi gains +5 to dodge and accuracy per Baggi, or +10 per great Baggi.

Head crest
HP: 40,000
Dodge: 1d200+95
Physical SOak: 5000
Magical Soak: 5000

Special: If the head crest is destroyed, all other baggis lose their team benefit, +10 to one carve roll.

Attack Behavior: 1d6

1 Claw: Why do raptoroids keep doing this? 1d220+105, 8000 physical damage
2 Bite: Omomnom... nom nom. 1d220+105, 6000 unsoakable damage
3 Sideswipe: The great baggi swings around and hurls itself side-first at the enemy group, 1d220+105 against whole group 8000 physical damage, causes Mild Off Guard
4 Tail: The Great Baggi swings its not unmentionably long tail at its foes. 1d210+100, 8000 physical damage.
5 Sleep Spit: Guaranteed to make your eyes baggi if it hits, causes Moderate Sleep. 1d230+110
6 Call for Help: Calls 1d4 baggi to help.
Last edited by Miralana on October 27th, 2016, 6:27 am, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name: Lagombi

Flee: Athletics DC: 125
Intention: 1d100
1-95 Snow bunny sees no reason to finish you off, and slides off on its business.
96-100 the Lagombi picks you up and tastes you, face first, in a decidedly fatal fashion.

Reward 1d100 (4 carves)

Lagombi Pelt 1-40 The floofy snuggly bunny pelt of the giant murderous snowbunny.
Lagombi Claw 41-80 Used for burrowing through permafrost, or uppity predators.
Lagombi Plastron 81-95 An intact lagombi chestplate, useful as armor or as a sled.
Lagombi Ear 96-100 Hypersensative to noise, these giant ears have been used as lucky charms for generations.


Description: A 'Fanged Beast' type wyvern, ranging from smallish, at 3 meters, to a whopping 16 meters at the higher end. It has small red eyes and a bony plate across the top of its head. Its ears are massive, almost a fourth as large as the creature itself. Its belly plate is made of a low friction material, which it uses to slide around the tundra at surprisingly quick speeds. It has a thick fur coat that keeps it warm even in the frozen areas it calls home.

Weapon of Choice: Claw

Initiative: 1x400 + 1 per 3 enemies.

HP: 300,000
MP:
Dodge: 1d280+135
Physical Soak: 5000
Magical Soak: 5000
Element: Ice

Ears:
HP 35,000
Dodge: 260+125
Physical Soak: 5000
Magical Soak: 5000

Special: If the ears are destroyed, reduce the Lagombi's dodge by 20. +10 to one loot roll.


Attack Behavior: 1d5

1 Claw Swipe: The Lagombi lifts up onto its back legs and makes a series of swings at an enemy. 1d260+125, 1d3 hit count, 7000 physical

2 Sled Time: The Lagombi throws itself forward on its stomach, sledding through its enemies. 1d260+125, 10000 physical, mild Off Guard on hit.

3 Sled Time mk2: The same as above, but the Lagombi throws up frost and snow on its path, twisting at the last minute to hit the enemy with a wave of sleet. 1d260+125, 10000 cold damage, mild freeze on hit, or +1 severity to existing freeze.

4 Rolling Snow: The Lagombi gathers up a giant ball of snow and rolls it at a group of enemies like a giant bowling ball. 1d290+140, all enemie, 12000 cold damage, mild freeze on hit, or +1 severity to existing freeze.

5 The Snow Dunk: The Lagombi gathers up a giant snowball, and leaps into the air, bringing it slamming down like an icy meteor into its foe. 1d290+140, 14000 cold damage, mild freeze on hit, or +1 severity to existing freeze.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name: Akura Shimo

Flee: Athletics DC 95
Intention: 1d100
1-80: It catches the scent of larger, tastier prey and wanders off.
81-95: It petrifies its victims, but thankfully they are found and returned in their stoned state to the Hunting Guild...
96-100: It petrifies its victims... and drags them down into its lair for devouring.

Reward 1d100 (4 Carves)

Shimo Carapace 1-40 The hard exoskeleton of an Akura Shimo.
Shimo Crystal 41-80 They shine like snowy diamonds and come in various sometimes unwieldly sizes.
Shimo Claw 81-95 A razor sharp claw of the crystalline scorpion.
Shimo Crystal Gland 96-100 Still full of the odd crystallizing substance... Can be broken down into 4 Shimo Crystals, if desired.

Description: Ranging from 16-26 meters long from claw to tailtip, this arctic hunter looks not unlike a very, very large scorpion. Crystalline growths shine like diamonds. They feed by covering prey in their crystals allowing the flesh to slowly petrify, and then devouring the nutrient rich result like oh so much crunchy bacon.

Weapon of Choice: Fancy Club, Claws

Initiative: 1x350 + 1 per 3 enemies

HP 420,000
MP:
Dodge: 1d320+155
Physical Soak: 6000
Magical Soak: 8000


Tail:
HP 40,000
Dodge: 1d250+120
Physical Soak: 6000
Magical Soak: 8000

Special:If the tail is destroyed, it cannot use Tail Beam, Fancy Club, or Armor Up. The tail will regenerate after three rounds if not restored via Burrowing.

Attack Behavior: 1d5

1-2. Claw: The Shimo attempts to bisect its enemy with its crystal encrusted claws. 1d300+145, Two hits 5000 Unsoakable
3. Fancy Club: The Akura Shimo attempts to club nearby enemies with its tail. 1d300+145, threatens half party. 9500 unsoakable.
4. Tail Beam: It just looks like a laser but is actually shooting high pressure fluids. Rapidly form crystals on touch, causing a variant of the 'Clod' status effect. Water is unhelpful with physical attacks made by not-a-Shimo taking its place. Each new application raises the severity. At Terminal, inflicts petrify. 1d300+145.
5. Armor Up: The Snowy Scorpion aims its tail... at itself, giving itself a makeshift crystal armoring. Raises its Physical Soak by 5000 for the next two physical attacks.
6. Burrow: The Shimo burrows into the earth for a round, regenerating its tail if missing, and regenerating 50,000 health if not. Its next action will invariably be to burst out from the ground under an enemy. ReactionDC150 to avoid(100 if target has some means of detecting subterranean doom) 10,000 unsoakable damage.
Last edited by Miralana on October 27th, 2016, 6:29 am, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name: Barioth

Flee: Athletics DC 150

Intention: 1d100
1-80 Felynes whisk you away before it can do more than defeat you.
81-95 It freezes you solid before you can be rescued, you survive but some of your gear may be damaged during rethawing
96-100 Nomnomnom Snowcat eat tasty mortal

Reward 1d100 (4 carves)

Barioth Shell 1-40 A white shell segment of the Barioth, strong and durable, but very light.
Barioth Pelt 41-80 A silky smooth white pelt with excellent shock absorption properties
Barioth Claw 81-95 A tremendously sharp claw used by the barrioth to scale walls of ice.
Amber Tusks 96-100 The orange hued tusks of a Barioth, several feet in length.

Description: A catlike giant wyvern, ranging from 15 to 22 meters long. It is quadrupedal, with its front limbs housing both catlike claws, and wings. The Barioth is covered with icy white plates and spikes along its neck, spine and tail, which it uses for traction as it acrobatically moves about snowy areas. It has two large orange tusks not unlike a saber toothed cat.

Initiative: 2x500 + 1 per 3 enemies

HP: 550,000
MP:
Dodge: 1d410+200
Physical Soak: 5000
Magical Soak: 6000


Arm Spikes:
HP: 50,000
Dodge: 1d290+140
Physical Soak: 5000
Magical Soak: 6000

Tail:
HP: 50,000
Dodge: 1d290+140
Physical Soak: 5000
Magical Soak: 6000


Special: If the Arm Spikes are damaged, lower dodge by 20 and Claw, Sideswipe and Tackle Combo accuracy by 15, as the Barioth struggles to compensate for its loss of traction. +10 to one loot roll. If Tail is severed, reduce tail accuracy by 15. +15 to one loot roll


Attack Behavior: 1d5

1 Claw, the barioth leaps and swings its claws at a target. 1d370+180, 10000 physical.
2 Sideswipe, the barioth turns its side to the enemy and hurls its whole mass at them. 1d370+180
3 Tailswing, a broad, low sweep of the tail, kicking up snow and ice at the enemy as well as the immediate threat of spiky death. 1d330+160, all targets, 10000 physical damage, inflicts mild freeze or increases severity of existing freeze by 1 and refreshes duration.
4 Frozen Breath, the Barioth launches a ball of cold energy that causes a freezing tornado in an area. 1d330+160, 12,000 cold damage, inflicts mild freeze or increases severity of existing freeze by 1 and refreshes duration.
5 Tackle Combo, snowcat the snowy leaps across the battlefield in rapid succession, slashing and clawing everything in its path. 1d4 hits, 1d330+160, 10000 physical.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name: Gigginox

Flee: Athletics DC: 125

Intention: 1d100
1-80 The Giganox plans on killing you, but you are rescued by Felynes before it can succeed.
81-95 It leaves you stuck in a glob of egg sludge for its children, but you manage to escape before they can eat you.
96-100 It sucks you dry. Not in a good way.

Reward: 1d100 (4 carves)

Flabby Hide 1-40 Gross, but durable and remarkably stretchy.
Uncanny Hide 41-80 Color changing sections of gigginox hide.
Unnerving Talon 81-95 a Gigginoxian claw, used for scaling walls and ceilings.
Fearsome Maw 96-100 An intact Gigginox mouthpart.


Description: A horribly flabby creature, it undulates like a giant winged slug. It doesn't have obvious eyes, but its head still follows its prey using heat sensitive eye spots. Its mouth is circular with no real jaw, ringed with teeth like a lamprey.

Weapon of choice: Tackle

Initiative: 1x400+ 1 per 3 enemies

HP: 400,000
MP:
Dodge: 1d320+155
Physical Soak: 7000
Magical Soak: 7000


Eyespotsx2

HP: 40,000 each
Dodge: 1d300+145
Physical Soak: 5000
Magical Soak: 5000

Special: For each eyespot destroyed, reduce the Gigginox's accuracy with everything but its poison attack by 10. Add +10 to one loot roll if both are destroyed.


Attack Behavior:

Ground: 1d6

1: Tackle: The gigginox attempts to overrun the enemy, crashing into them and knocking them over. 1d300+145, 9000 physical damage to all enemies +Mild Off Guard

2: Poison cloud: The gigginox concentrates for a moment then unleashes a giant cloud of poisonous gas at the party. Reaction 140 to avoid, causes moderate poison.

3: Horrible Shout: The gigginox lets out a horrific shriek, loud enough to stun. DC100 Health check or suffer Mild off Guard

4: OmNomNom: Stretching to obscene proportions the Gigginox bites for an enemy. 1d320+155. If caught, requires an Athletics check DC100 to try to escape, otherwise the character is held, and takes 6000 unsoakable immediately, then once in place of each of the gigginoxes actions, the gigginox healing three times that. breaking an eyespot or dealing 50k damage will cause it to release the hold.

5: Onward and Upward... The Gigginox jumps up to a higher surface, taking it out of melee range.

6: Getting Layed: The Gigginox lays either 1) a wriggling eggsack with 30,000 health from which many tiny Giggis(Baby Gigginoxes) emerge, one per round until the eggsack is destroyed. or 2) A toxic bomb that will explode on the Gigginox's next turn, hitting everyone in melee range of the gigginox if they cant make a Reaction DC 175, causes Moderate Poison.

Above: 1d4

1: Poison barrage: The gigginox spits three globs of concentrated venom at foes. 1d320+155, targets up to three people, 10,000 physical damage, moderate poison.

2: Sweep: The gigginox cranes down, stretching absurdly and swiping across the battlefield to try to knock enemies down. 1d320+155, 7500 physical damage + Mild Off Guard. If it hits a target, it will always follow up next round with an attempt at Omnomnom.

3: OmNomNom: As above, while it is nomming someone, it is in melee range.

4: Comes Tumbling Down: A clumsily acrobatic move, the Gigginox twisting in the air to come crashing down onto the heads of its enemies. 1d320+155, 12000 physical damage.
Last edited by Miralana on October 27th, 2016, 6:30 am, edited 3 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

This was an accidental repeat, and has been removed for convenience. Apologies.
Last edited by Miralana on October 27th, 2016, 6:30 am, edited 1 time in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

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Post by Miralana »

Name Giaorugu

Flee: Athletics DC 125

Intention: 1d100
1-95 The Felynes save you before it can eat you.
96-100 They aren't fast enough.

Reward 1d100 (4 carves)

Giaorugu Hide 1-40
Giaorugu Horn 41-80
Giaorugu Crest 81-95
Giaorugu Tailblade 96-100


A wingless "Brute Wyvern" that ranges from 13-18 meters long from tail to snout, it is a beautiful azure color with an array of spinal plates and spikes all across its back. It has a blueish white underbelly all the way back to its long, slim, tail, reminiscent of a blade. There is a large spiked crest on its head, and in a similar vein there are spikes all around its impressive jaw.

Weapon of Choice: Claw, Saber Tail

Initiative: 1x400 +1 per 3 enemies

HP: 650,000
MP:
Dodge: 1d360+175
Physical Soak: 10,000
Magical Soak: 5,000
Element: Ice/water

Tail
HP: 75,000
Dodge: 1d300+145
Physical Soak: 10,000
Magical Soak: 5,000
Element: Ice/water

Special: When the tail is damaged, reduce tail accuracy by 15 and damage by 3000, remove ability to make ice blades. +15 to one loot roll.

Attack Behavior: 1d7


1. Claw. Because it wouldn't be a wyvern fight if the monster couldn't do this. 1d360+175,1d3 hits 9,000 physical damage.
2. Roll Out: The Giaorugu curls up into a ball, and bowls its way through anyone not quick enough to get out of its way. 1d360+175 all enemies. 12,000 physical damage.
3. The BOULDER: Attempts to bury an enemy in a rockalanche. 1d360+175, 12,000 earth damage.
4. Ice Beam: It breathes a shining ray of unbelievable cold, 1d330+160, up to 3 targets, 10,000 cold damage and causes Moderate Freeze.
5. Saber Tail. A quick series of lashes with its tail, meant to dice a target up. 1d360+175, 1d3 hits, 10,000 physical damage.
6. Blade Dance: Not content to just give its taily love to one person, it spins around to give some to everyone. 1d350+170, all nearby targets. 10,000 physical.
7. Let There Be Ice: The Giaorugu slams its tail into nearby ice or snowpack and draws it back out covered in a thick layer of ice. For its duration tail attacks gain +10 accuracy, and 4000 damage. While active the tail cannot be damaged, lasts until the icy shell has been hit with 30,000 damage.
Last edited by Miralana on October 27th, 2016, 6:31 am, edited 2 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am

Re: The Frozen Tundra(Not Cleared for Launch)

Quote

Post by Miralana »

Name: Grimclaw Tigrex

Flee: Athletics DC 120

Reward: 1d100 (4 carves)

Grim Tigrex Hide 1-40 Beautiful blue and gold hide, you can almost feel the hate still running through it.
Grim Tigrex Claw 41-80 Massive, one can only wonder how many prey beasts fell to these.
Grim Tigrex Fang 81-95 The only thing worse than a Tigrex' bark is its bite
Grim Tigrex Onyx 96-100 A rare gem that solidifies in this Tigrex subspecies.


The Grimclaw Tigrex is a Deviant Tigrex with blue colorations on its head and winged forelimbs and pulsing blue veins across its wings and body. At 20-23 meters in length they only have one size, large. Their head is reminiscent of a tyranosaur with more teeth than sense and a jaw that can put them through just about anything.

Weapon of Choice: Grimclaw, Bite

Initiative: 1x400 +1 per 3 enemies

HP: 750,000
MP:
Dodge: 1d390+190
Physical Soak: 8000
Magical Soak: 6000


Claws:
HP: 60,000
Dodge: 1d300+145
Physical Soak: 8000
Magical Soak: 6000

Tail:
HP: 70,000
Dodge: 1d300+145
Physical Soak: 8000
Magical Soak: 6000

Special: If Claws are destroyed reduce accuracy of Grimclaw, Rockand Roll, Snow and Roll, Spin, and Energy Claw by 15 and damage by 2000 . Gain +10 to a carve roll
Special: If Tail is severed, reduce accuracy of Spin by 20 and damage by 2000 . Gain +15 to a carve roll


Attack Behavior: 1d7

1: Grimclaw: Say hello to the creature's namesake as it tries to take your innards and make them outards. 1d390+190, 1d3 hits, 10,000 physical damage.
2: Rock and Roll: The Grimclaw Tigrex digs its claw into the ground and hurls a boulder at some poor shmuck. 1d390+190, 12,000 physical damage
3: Snow and Roll: As above, just with snow, ice damage, and inflicting mild freeze.
4: Spin: Tigrex does a series of rapid spins, claws, teeth and tail, striking out at all foes. 1d400+195 10000 physical Damage
5: Bite: The Tigrex attempts to put its teeth to good use. 1d390+190, 8000 unsoakable
6: Energy claw: Or is this where it gets its namesake? The Grimclaw Tigrex smashes one of its claws into the ground, creating three pillars of golden energy that destroy the ground in front of it before disappearing. 1d390+190, 14,000 physical/energy damage against up to 3 targets.
7: Enrage: The blue veins start to glow red instead, and its eyes likewise change color to display just how upset it is. For 3 rounds, it gains 50% extra damage, thankfully having 15 less accuracy.
Last edited by Miralana on October 27th, 2016, 6:32 am, edited 2 times in total.
Miralana
Posts: 33
Joined: October 24th, 2015, 1:26 am