Giza Plains - The Dry

Going hunting for treasure and profit.

Giza Plains - The Dry

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Post by Strato »

Giza Plains - The Dry

Daytime - Bright and sunny. Fire damage +10%; Water damage -10% due to dry weather.
Nighttime - Wildsnake's perception DC increases by 50. Enemy rolls +5.

Event Table

Nomad Village

(1d21)

1-2: Encounter - 5d3 Hyenas. Each pack of 3 hyenas will have an Alpha Hyena in it.
3-4: Encounter - 2d3 Sleipnir. Roll 1d100. On a 61+, encounter Nazarnir instead.
5-6: Encounter - 2d3 Wildnsnake. Party leader rolls perception, DC 100. On a failure, enemy gets first strike.
7-8: Encounter - 2d3 Werewolves.
9-10: Encounter - 2d3 Urstrix.
11: Encounter - 2d3 Slaven.
12: Encounter - Cluckatrice and 2d4 Chickatrice.
13: Encounter - Giza Rabbits
14: Encounter - Roaming Bandits. Roll 1d5.
1-1d2 Hume Paladin, 1d2 Hume Illusionist
2-1d2 Nu Mou White Mage, 1d2 Nu Mou Black Mage
3-1d2 Viera Archer, 1d2 Viera Elementalist
4-1d2 Bangaa Defender, 1d2 Bangaa Gladiator
5-1d2 Moogle Thief, 1d2 Moogle Time Mage
15: Encounter - Clan of Thieves. Roll 1d2 for each race/job from Roaming Bandits encounter. Upon victory, receive:
-An additional chest of 1d20000 gil for each defeated enemy
-1 random Final Fantasy spell of level 1d4+4
-1 random piece of gear (firearms included, can only acquire purchaseable item types) of grade 1d5, 1=Amber, 2=Garnet, 3=Jasper, 4=Pyrite, 5=Kunzite. Use this table: viewtopic.php?f=209&t=3903&p=5843#p5843
-1 random piece of ore(Roll 1d5. 1=Garnet, 2=Jasper, 3=Pyrite, 4=Kunzite, 5=Ruby)
-Roll 1d2. 1 = Elixir Beta, 2 = Remedy Beta
16: Shadestone - A passing child on errands offers a Shadestone at a price of 5,000 gil.
17: Dark Crystal - A large crystal jutting out of the earth that absorbs sunlight over the passing of time. If you possess a Shadestone, you may charge the shadestone by 10% * 1d3. When the shadestone reaches 50%, it becomes an eclipsestone; at 100% it becomes a sunstone. Eclipsestones can be sold for 10,000 gil, or one can be used to grant Brightstrike to a weapon or Light Ward to armor upon crafting. Sunstones can be sold for 20,000 gil, or one can be used to grant Brightrend to a weapon or Light Barrier to armor upon crafting.
18: Ambush - Roll 2d13 and use the encounters listed. You cannot enconter two Nazarnir in this manner.
19: Nomad Encounter - A passing nomadic merchant offers healing items for sale. Use current purchase levels.
20: Nomad Encampment - A settlement in the Giza Plains. The encampment is filled with nomads living in tents and maintaining a small chocobo farm. You can purchase healing items here as in the Nomad Encounter, and are offered food and drink that restores 15% of your HP/MP. You can also rent a chocobo here for 2500 gil, upon which you can bypass encounters on your next 3 event rolls. After the third event roll, the chocobo returns to the encampment.
21: Lost in the Wilderness - The hunting party is lost in the plains. You must roll 3 more events before you can leave.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Hyena

Special: For each hyena beyond 3 in the enemy party, they receive a +5 to their rolls.

Flee: Athletics DC 30
Intention(1d100)
6+: The hyena sniffs you and walks away.
1-5: The hyenas promptly drag you off to be ripped apart and eaten.

Reward(1d100)
41-80: Wolf Pelt(A pelt made of wolf's fur. Sells for 300 gil.)
81-95: Fire Stone(A small stone colored crimson with faint traces of fire magicks. Sells for 500 gil, or you can use 10 to grant Fire Ward to a suit of armor on creation as a natural property.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 2,500 gil.)

Description: A gifted hunter, possessed of sharp horns and fangs, reputed never to spare its quarry once sighted. The larger variety of these is known as the alpha hyena. They consume all manner of things from wee beasts to the largest of behemoths, and do not turn up their noses at the carrion flesh of similar. The horns growing from their snouts are used to impale larger opponents, and are sharp as well-honed blades. They excel in slipping past a foes defenses, whereupon they deliver a most telling blow to the vitals.
Image

Initiative: 1d200

HP: 20000
MP: 0
Dodge: 1d210+100
Physical Soak: 3000
Magical Soak: 2000

Attack Behavior: 1d3
1: Swipe(1d200+95) - The Hyena raises on its hind legs briefly and takes a couple of swipes at you. 4000 damage per hit, 1d2 hits.
2: Lunge(1d190+90) - The Hyena runs and collides into you! 5000 damage + Mild Off-Guard(Knockdown).
3: Bite(1d190+90) - The Hyena leans in, its fangs trying to tear at you. 6000 damage.

Name: Alpha Hyena

Flee: Athletics DC 40

Reward(1d100)
1-50: Wolf Pelt(A pelt made of wolf's fur. Sells for 300 gil.)
51-90: Fire Stone(A small stone colored crimson with faint traces of fire magicks. Sells for 500 gil, or you can use 10 to grant Fire Ward to a suit of armor on creation as a natural property.)
91+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Initiative: 1d300

HP: 50000
MP: 0
Dodge: 1d260+125
Physical Soak: 4000
Magical Soak: 3000

Attack Behavior: Attack, Lunge, Fangs, Rally
1: Swipe(1d250+120) - The Alpha Hyena raises on its hind legs briefly and takes a couple of swipes at you. 5000 damage per hit, 1d2 hits.
2: Lunge(1d240+115) - The Alpha Hyena runs and collides into you! 6000 damage + Mild Off-Guard(Knockdown).
3: Bite(1d240+115) - The Alpha Hyena leans in, its fangs trying to tear at you. 7500 damage.
4: Command - The Alpha Hyena commands its whole pack to focus on one target on its next turn.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Giza Rabbit
Intention - If you fall to a Giza Rabbit, it giggles and hops away.

Flee: Athletics DC 0

Reward(1d100)
11-60: Drab Wool(Sells for 300 gil.)
61-95: Water Stone(A small stone colored crimson with faint traces of water magicks. Sells for 500 gil, or you can use 10 to grant Water Ward to a suit of armor on creation as a natural property.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Description: Being a fiendish creature taking the form of an adorable bunny (for which, indeed, it is all the more fiendish), living in the dry savannah lands, such as can be found in Giza Plains during the Dry, or Ozmone Plain. The name of the beastie is given to change according to its location, so that those of Giza Plains are called giza rabbits, and those of Ozmone Plain called ozmone hares. They are wont to migrate during periods of inclement weather, and one may find that, depending on the season, a given specimen may be found in Giza Plains or Ozmone Plain.
Image

Initiative: 1d500

HP: 10000
MP: 10000
Dodge: 1d350+170
Physical Soak: 2000
Magical Soak: 5000

Attack Behavior:
[When the Giza Rabbit is alone or only with other Giza Rabbits]
On its turn, the giza rabbit will flee. You can give chase(Athletics DC 150), but you will trigger another event in the event table by attempting such.

[When the Giza Rabbit is accompanied by other monsters]
1d2
1-Cure(Heals 5000 HP)
2-Protect(1d5 rounds of Mild 'Defense')
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Sleipnir
Intention(1d100)
6+: Its prey defeated, the Sleipnir gallops off to new conquest.
1-5: Its prey defeated, the Sleipnir gallops off to new conquest...and promptly tramples you along the way.

Flee: Athletics DC 50

Reward(1d100)
11-50: Molting(Sells for 400 gil.)
51-80: Storm Stone(A small stone colored with faint traces of lightning magicks. Sells for 500 gil, or you can use 10 to grant 25% lightning resistance(specifically) to a suit of armor on creation as a natural property.)
81-95: Iron Carapace(The hard shell of the Sleipnir's horns. Sells for 1,000 gil, or you can use 5 to increase an armor's soak values by 100 upon creation.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Description: Being the result of much breeding in a now long forgotten land, the aim of which being the creation of a superior war charger around which to build a cavalry without equal in all Ivalice. In this time when a cavalry's strength meant victory or defeat, there was one knight whose feats in the saddle shone above all others. This hero among men named his horse "Sleipnir", a name later given to those steeds chosen by his disciples. In more recent days, the great cavalries of old are gone, their once proud steeds grown wild and feral at heart.
Image

Initiative: 1d400

HP: 105000
MP: 0
Dodge: 1d310+150
Physical Soak: 4500
Magical Soak: 2500

Attack Behavior: 1d2
1: Gore(1d310+150) - The Sleipnir charges into its enemy, ramming repeatedly with its large horn. 1d2 hits, 6500 damage per hit.
2: Kick(1d300+145) - The Sleipnir raises its rear legs and delivers a powerful kick. 8000 damage + Mild Knockback.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Nazarnir
Intention(1d100)
11+: The Nazarnir, his prey defeated, gallops off.
1-10: The Nazarnir tramples over you as it gallops off.

Flee: Athletics DC 200

Reward(1d100)
1-50: Destrier Mane(The metallic lining upon a Nazarnir's mane known to be a spell reagent. Sells for 10,000 gil, or you may use 3 of them in the creation of a staff or casting aid to grant a natural property of +5 to casting rolls.)
51-95: Storm Magicite(A stone with traces of thunder magicks. Sells for 25,000 gil, or you can use 5 to grant 50% lightning resistance(specifically) to a suit of armor on creation as a natural property.
96+: High Arcana(A very rare gemstone formed from the residual spiritual energies of powerful beasts. Sells for 50,000 gil.)

Description: Variety of sleipnir once felled by the legendary hunter Nazarnir. Hunted in Giza Plains during the Dry.
Image

Special: Nazarnir is immune to status ailments.

Initiative: 2d500

HP: 500000
MP: 25000
Dodge: 1d400+195
Physical Soak: 6000
Magical Soak: 4000

Attack Behavior: 1d5
1: Gore(1d410+200) - The Nazarnir charges into its enemy, ramming repeatedly with its large horn. 1d2 hits, 8500 damage per hit.
2: Kick(1d400+195) - The Nazarnir raises its rear legs and delivers a powerful kick. 10000 damage + Mild Knockback.
3: Thundaga(1d390+190) - 10000 thunder damage.
4: Thundaga II(1d390+190) - 12000 thunder damage to 2 party members.
5: Ixion's Charge(1d400+195) - Nazarnir rushes a party member, goring them with its electrically-charged horn. 15000 physical lightning-elemental damage & Moderate 'Shock'.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Wildsnake

Flee: Athletics DC 40
Intention(1d100)
6+: The snake slithers away.
1-5: The snake slithers toward you and devours you.

Reward(1d100)
1-50: Snake Skin(A skin shed from the Giza wildsnake. Sells for 300 gil.)
51-95: Wind Stone(A small stone colored crimson with faint traces of wind magicks. Sells for 500 gil, or you can use 10 to grant Wind Ward to a suit of armor on creation as a natural property.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Description: Being a curious creature having a serpentine body wherefrom grow six blades. They are known to dig holes in the ground and to lie in wait for prey therein. In antiquity, these were said to possess large mouths decked with prominent fangs, these having since receded in concert with the gradual flattening of the creature's form, and after splaying sideward to form the aforementioned blades. Indurate scales covereth the snake's body, which are so shaped to permit rapid movement over all manner of terrain.
Image

Initiative: 1d250

HP: 40000
MP: 0
Dodge: 1d350+170
Physical Soak: 2000
Magical Soak: 2000

Attack Behavior: 1d6
1-2: Tail Whip(1d300+145) - The wildsnake lashes out with its tail. 5000 damage.
3-4: Poisonous Bite(1d300+145) - The wildsnake sinks its fangs into its prey. 6000 damage & Moderate Poison.
5: Venomous Bite(1d300+145) - A more potent venom from the snake's bite. 6000 damage & Acute Poison.
6: Constrict(1d290+140) - The wildsnake coils and constricts around a target. The target takes a -25 penalty to all actions when constricted, and on their turn, must pass a Strength check, DC 75, to break free. Wildsnake releases the target on its own volition only if it attacks another.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Werewolf
Intention(1d100)
6+: Finding no further sport in the fight, the werewolf skulks away.
1-5: The werewolf impales you upon a sharp stick to warn others who would dare trespass.

Flee: Athletics DC 50

Reward(1d100)
1-50: Earth Stone(A small stone with faint traces of earth magicks. Sells for 500 gil, or you can use 10 to grant Earth Ward to a suit of armor on creation as a natural property.)
51-90: Quality Hide(Pelt that sells for 2,000 gil.)
91-97: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)
98+: Gemini Gem(A scarce stone with the Gemini symbol etched upon it. Sells for 20,000 gil, or you may use 1 to grant a bow +10 to its roll bonus upon crafting.)

Description: The story of this strange, man-like creature began it is said, when a group of bandits ate the corrupted flesh of a wolf, becoming infected and changing form. Indeed, like the wolf, these afflicted beings are known to feed with relish upon rotting meat. As carrion-feeders oft develop strong resistance to illness, some natural philosophers have urged detailed study of the creature in hopes of culling reagents for medicants from their flesh.
Image

Initiative: 1d300

HP: 150000
MP: 0
Dodge: 1d320+155
Physical Soak: 7500
Magical Soak: 3000

Attack Behavior: 1d3
1-Triple Strike(1d320+155) - 1d3 punches of 9000 damage apiece.
2-Ram(1d300+145) - The werewolf charges into its opponent. 15000 damage + Mild Knockback.
3-Berserker Rage - The werewolf gains Mild Berserk status for 1d5 rounds. Reroll attack behavior if werewolf is already in Mild Berserk.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Urstrix
Intention(1d100)
6+: The pack disperses after leaving you for dead.
1-5: The pack converges upon you to finish you off.

Flee: Athletics DC 45

Reward(1d100)
1-50: Earth Stone(A small stone with faint traces of earth magicks. Sells for 500 gil, or you can use 10 to grant Earth Ward to a suit of armor on creation as a natural property.)
51-95: 1d3 Large Feathers(Feather from an Urstrix's wing. Sells for 1,000 gil apiece.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Description: Being the progeny of wildfowl taken into the magicite mines to ascertain the presence of noxious fumes. On occasion of a mining accident, these birds would be exposed to great quantities of Mist, under the influence of which they would at length give birth to chicks with stunted wings of most peculiar shape. Perplexed, the hens discarded their unwanted, flightless brood, these becoming the feral urstrix.
Image

Initiative: 1d300

HP: 70000
MP: 5000
Dodge: 1d300+145
Physical Soak: 4500
Magical Soak: 2500

Attack Behavior: 1d2
1-Slap(1d310+150) - The Urstrix slaps an attacker with its large wings. 1d2 hits for 7000 damage per hit.
2-Protect - Mild 'Defense' for 1d5 rounds for a random ally.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Slaven
Intention(1d100)
6+: They march off and leave their fallen prey alone.
1-5: You are trampled underfoot as it walks away.

Flee: Athletics DC 50

Reward(1d100)
1-50: Earth Stone(A small stone with faint traces of earth magicks. Sells for 500 gil, or you can use 10 to grant Earth Ward to a suit of armor on creation as a natural property.)
51-95: Tanned Hide(A slaven's hide. Sells for 2,000 gil.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Description: Valued through much of history for their size and great locomotive power as beasts of burden, recent advances in transport tecknologies have seen this noble beast fall by the wayside. Rare have their trainers become withal, such that only a few still remain alive in Ivalice today. While some argue that the breed should be preserved as part of our cultural heritage, most modern specimens are thoroughly feral, beyond pacification by even a skilled trainer.
Image

Initiative: 1d350

HP: 90000
MP: 0
Dodge: 1d310+150
Physical Soak: 5000
Magical Soak: 3000

Attack Behavior:
1-Gnaw(1d310+150) - The slaven chomps into an attacker for 10000 damage.
2-Kick(1d310+150) - The slaven kicks with its huge legs. 1d2 hits at 8000 damage apiece.
2-Stomp(1d300+145) - The slaven tries to simply crush an opponent with its huge foot. 12000 damage + Mild 'Off-Guard'(Knockdown).
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm

Re: Giza Plains - The Dry

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Post by Strato »

Name: Chickatrice/Cluckatrice
Intention(1d100)
6+: The flock leaves you for dead.
1-5: The flock decides they need you to feed its young...

Flee:

Reward(1d100)
[Cluckatrice]
1-50: 3 Small Feathers
51-95: 3 Large Feathers
96+: Taurus Gem(A gemstone with the Taurus symbol etched upon its surface. Sells for 20,000 gil, or you may use one on a weapon on crafting to grant it Petrify Touch as a natural property.)
[Chickatrice]
1-50: Small Feather(A plume from a chickatrice. Worth 500 gil.)
51-95: Large Feather(A larger plume. Worth 1000 gil.)
96+: Arcana(A rare gemstone made of a monster's residual spiritual energy. Sells for 5,000 gil.)

Description: Being the adult form of the Chickatrice, grown Fat and Many in Number thanks to the Rich Abundance of Animal Life available for the Eating in Giza Plains. Recently, their Environs have been sorely taxed by their voracious appetite, and thus have concerned Villagers posted this Mark. It is rumored that these Creatures first lived in western Lands, and were brought here by a Merchant of little Scrupples, who released them into Giza for Reasons unknown.
Image

Being the Fledgling of the Cluckatrice, named the Chickatrice until fully grown, possessing a steel-like beak and voracious Appetite from the
Day it hatches. Currently considered a dire Threat to the Balance of Nature in Giza Plains, and therefore recognized as a Mark along with the adult Cluckatrice.
Image

Initiative: 1d250/1d350

HP: 30,000/300,000
MP: 0
Dodge: 1d250+120/1d300+145
Physical Soak: 2000/4000
Magical Soak: 2000/4000

Special: Cluckatrice has Petrify Touch. When struck by one of its physical attacks, 25% chance of Mild Petrify.

Attack Behavior:
[Cluckatrice] 1d5
1: Peck(1d300+145) - The Cluckatrice pecks at you with its sharp beak! 1d3 hits, 8000 damage per hit.
2: Poke(1d320+155) - A quicker poke of its beak. 1 hit, 10000 damage.
3: Mucus(1d300+145) - A glob of mucus is fires out of its beak. 6000 damage and Mild Slow.
4: Stone Gaze(1d200+95, will resist) - The Cluckatrice's glare inflicts Mild Petrify.
5: Command - All Chickatrice will focus their attacks on a specific party member on their next turn.
[Chickatrice] 1d2
1: Peck(1d250+120) - The Chickatrice pecks with its sharp beak! 1d2 hits, 6000 damage per hit.
2: Poke(1d270+130) - A quicker poke of its beak. 1 hit, 8000 damage.
Strato
Posts: 374
Joined: December 31st, 2008, 10:08 pm