Forested Plains

Forested Plains

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Post by Hal_Emmerich »

Forested Plains

The forests in the southern regions of the country line the mountain range. Entry is restricted to those with travel visas due to the danger the Lunar Cry has brought to the area - though the plains themselves are home to monsters an average warrior could easily tame.. mostly. Few environmental
challenges and a reasonably high rate of return make this a great area for novice hunters.

Daytime Hunt: No Change
Nighttime Hunt: Monsters have a +10 to their rolls. Certain monsters only appear at night and some monsters behave differently.

Monsters: Gigas Worm, Forest Spider, Wild Wolves, PoPorring, Troll, River Cobra, Dire Wolves, Troll Hunting Party
Rare Monsters: Rock Lizard
Area Guardian: None
Epic Encounter: Yes

Event Table



(1d20)

1: Ambush!!: Roll 1d4 events at once and find the nearest encounters to those rolls.
2: Encounter: Gigas Worm
3: Event: Gentle Stream: You encounter a clean flowing river that restores your hp by 5% when you drink from it. (10% if it is raining)
4: Environment: Rainfall: Rain starts (or stops). Certain monsters only appear during the rain. While raining, characters have a -5 to melee attacks or dodging.
5: Encounter: Forest Spider
6: Obstacle: Living Branches: The branches of a particularly angry tree attempt to secure you, requiring a strength roll of 30 to get free. After 3 attempts, monsters will come to investigate the struggling (roll event, find the nearest monster), starting your battle with mild paralysis.
7: Encounter: Wild Wolves
8: Event: Forest Stash: You encounter a pile of (1d1750) gil and (1d3) potions buried beneath a tree, the potion flask neck sticking up from the ground.
9: Encounter: PoPorring
10: Ambush!!: Roll 1d3 events at once and find the nearest encounters to those rolls.
11: Encounter: Troll
12: Event: Weak Ground: The path behind you collapses. Any rolls for your next encounter are at -5, and you must spend 1 extra event to leave.
13: Encounter: River Cobra
14: Obstacle: Stone Crossing - A path of stones leads across a river, requiring 2 jump checks to cross (DC 40) or two events to move around.
15: Encounter: Dire Wolves
16: Environment: Fog: Fog prevents the party from sensing monsters. All monsters will automatically have first attack.
17: Encounter: Troll Hunting Party
18: Event: Lost: You lose your path. Leaving the forest will require an extra 2 events.
19: Encounter: Rock Lizard [Night Only, reroll otherwise]
20: Epic Encounter [Must be night, must be rain, must be fog, reroll otherwise]
Hal_Emmerich
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Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Gigas Worm (1d4)

Flee: Athletics DC 5
Intention (1d100):
1-5: It was hungry and you looked like a snack. You are dead.
6-100: Surprisingly, the worm has decided you do not look appetizing. Your items on the other hand do. Lose a random consumable item.

Reward (1d100):
1-95: 1d4 Worm Teeth: (300 gil) - 10 Worm Teeth will give a compatible weapon the Serrated Edge augment when crafting an item.
96-100: 1d8 worm teeth, 1 Worm Scale (1000 gil) - 1 Worm Scale will bestow Earth Ward on armor

Description:

Weapon of Choice: Bite (2000 hp)
Initiative: 100

HP: 13000
MP: 0
Physical Soak: 1000
Mental Soak: 500
Earth Element (Weak to Wind)

Dodge Roll: 1d120+55

Attack Behavior:1d5

1, 2: Bite Attack (1d120+55)
3: Sink into the ground (become invincible until the following round, can't bite but can use Quakra)
4: Poison Fang: (1d120+55) Inflicts mild poison if the target is hit
5: Quakra (1d140+65) Inflicts 4000 Earth Damage

Gigas Worm
Hal_Emmerich
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Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Forest Spider

Flee: Athletics DC 45
Intention(1d100)
3-100:While a spiders intention is to kill, it's capacity to do so is limited. The odds of a human being trapped long enough to die before being found are remote at best, and you are discovered
1-2:You are unfortunately not so lucky

Reward (1d100:
86-100 - Spider Venom (1d2):A sickly brown tar that, in quantities of five, will apply a 10% chance of mild poison on the target
1-85 - Spider Silk (1d4):Thin yet durable twine like material spiders use in their webs. 10 will give a weapon a 10% chance of causing mild slow

Description:While ordinarily the rule is smaller spiders tend to be the more dangerous, you may not want to say that around these forest predators. A forest spider is a furry brown arachnid of comparable size to an average human with sharp fangs and deadly venom. They are often found in impressively designed webs that can span between several trees, orbs of captured creatures hanging from their webs.

A spider engaged in combat will attempt to first ensnare its victim before moving in for the kill. These creatures are not to be taken lightly.


Weapon of Choice:
Poison Bite - 1d130+60 (1500)

HP: 14000
MP:0
Dodge:1d140+65
Physical Soak:750
Magical Soak:750
Element:Earth

Attack Behavior: 1d4

1, 2, 3:Web Shot - 1d140+65 (No Damage): A spiders first priority is to ensnare it's victims. If the target is hit, they are inflicted with "Stop". Any target already ensared will instead be subject to a venom bite.
4:Venom Bite - 1d130+60 (2500 damage): The spiders venom carries a lethal potency, though it's efficiency on humans is lacking. This inflicts mild poison on a target.
Hal_Emmerich
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Posts: 355
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Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Wild Wolves

Flee: Athletics DC 80
Intention(1d100)
4-100:You are lucky. The wolves engaged you out of territorial reasons and have opted to leave you beaten. You are found and returned to camp.
0-3:These wolves desired dinner, you will do nicely.


Reward (1d100:
76-100: Wolf Pelt (1):Sells for 70 gil per pelt. 3 can be used to reduce the DC to make the Climate Control armor mod by 5% (the DC can never drop below 15%), as well as the price by 8750 gil (never below 35000 gil)
1-75: Wolf Fang (1d10):Sells for 35 gil per fang


Description:Natural predators in the forest environment, these brown furred wolves are natural pack hunters, intelligent and fiercely territorial. What they in technological advancement they make up for in fierce instinct, swarming prey for quick finishing blows. Their fur is prized as insulation and even their fangs fetch a fair price for those brave enough to attempt to extract them.

Although ordinarily not particularly threatening to humans, the recent events in the Galeron region have rendered these wolves desperate, making them dangerous opponents.


Weapon of Choice:
Fangs - 1d150+70 (1d3 x 2500)
Claws - 1d140+65 (1d2 x 3000)


HP: 16000
MP:0
Dodge:1d130+60
Physical Soak:1500
Magical Soak:1000
Element:None

Attack Behavior: 1d3
**SPECIAL**
One wolf in each battle acts as an alpha, possessing 20,000 hp and +5 to it's rolls. Should it fall, all wolves suffer a -5 to their attack and dodge for loss of morale.

1,2:Fangs - 1d150+70 (1d3 x 2500): A wolves fangs are razor sharp, capable of ignoring light armor. Should all 3 bites land, the victim will be placed in mild shock for 1d5 rounds.
3:Claws - 1d140+65 (1d2 x 3000): Wolves are capable of using their powerful front claws as fierce weapons that ignore light armor. Should both paws hit, a wolf will tackle an opponent to the ground (knockdown), and will deal double damage against that target until they stand.
Hal_Emmerich
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Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Poporing

Flee: Athletics DC 30
Intention(1d100)
10-100:The poporring steals 3 of your consumables at random (roll your item slots, reroll if the item is non consumable)
1-9:This poporing was particularly hungry.. or stupid. It has mistaken one of your non consumable items (materia, equipment, etc) as food and wandered off with it.


Reward (1d100)
97-100 - Garlet (1d3): An expensive stone which can be sold for 700 gil. 5 Garlets will add 10% magic soak to any armor they are crafted into.
1-96 - Sticky Mucus (1d4): A green, slimy mucus substance left over from the Poporing which can be sold for 7 gil per vial. 3 may be refined into a free high potion by a potions master.


Description:The grown up, evolved version of the poring, the poporing frequents marshy areas and heavily forested regions. As opposed to it's relatively non threatening cousin, poporings can be rather vicious (though never lethal). They use a special non-lethal poison which can paralyze and knock a victim unconsious, during which time they pilfer edible items off of the body, injected from two visible fangs on either side of it's mouth.

When no one is paying attention, they can sometimes be heard singing...


Weapon of Choice:
Poison Fangs - 1d150+70 (1000)
Initiative: 140

HP: 18000
MP:N/A
Dodge:1d150+70
Physical Soak:2000
Magical Soak:3000
Attack Behavior: 1d2

1:Poison Fang - 1d150+70 (1000): Although the damage is minimal, the Poporings poison fang causes moderate poison until healed and mild shock for 1d5 rounds.
2:Headbutt - 1d140+65 (500): No one ever said Poporings were powerful warriors...
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Troll

Flee: Athletics DC 50
Intention(1d100)
50-100:The troll is distracted by a shiny object in the distance and forgets all about you
4-49:The troll is distracted by a shiny object on your person and takes a random consumable
2-3:The troll is distracted by a very shiny object on your person and takes the highest valued item on you at the time. You must encounter another troll in 1d3 days to retrieve this item.
1:You are taken back to the troll camp for dinner. Well, as the dinner anyway. Tough luck.

Reward (1d100)
20-100 - Troll Hair (1d5): Troll hair sells for 70 gil per 'chunk' on the market. Exactly why someone would want troll hair, you don't know. (You don't want to know).

Description:Trolls are among the most dimwitted and brutish of creatures. Relying on their potent strength, Trolls are capable of overpowering most of their prey - and often do - before they even know why they went through the effort. Trolls hunt for sport, for food, out of boredom, or just for the sake of clobbering something with their powerful clubs. Although the monsters are hellishly strong, they are generally not intelligent enough to beat a target to death (beyond knowing that it stopped moving), although they have excellent recipes for cooking all sorts of creatures.

Just don't ask them how to split the tip.


Weapon of Choice:
Rock Club - 1d150+70 (4x5000)

Initiative: 150

HP: 24000
MP:0
Dodge:1d130+60
Physical Soak:4000
Magical Soak:3000
Element:Earth

Attack Behavior: 1d1
**SPECIAL**
Trolls regenerate 4000 hp per turn

1: Smash it - 1d150+70 (4 x 5000): Trolls really only know the one attack, bashing it with their club. It's their lot in life, and they do it well.
Hal_Emmerich
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Posts: 355
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Re: Forested Plains

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Post by Hal_Emmerich »

Name:
River Cobra

Flee: Athletics DC 25
Intention(1d100)
8-100:The snake renders you unconscious but is chased away by another predator before it can enjoy its meal
0-7:The snake slowly devours you over a matter of an hour. Not a pleasant way to go.

Reward (1d100)
90-100 - Drop of Antivenom: Rarely, a snakes blood can be refined by a potionsmaster to produce a potent serum capable of curing all levels of poison, worth 1750 gil before refinement and 17500 afterwards. The refinement DC is 1000.
54-89 - Serpent Scale (1d3): A large scale plied from the River Cobra. Sells for 140 gil or 10 can be used to add 'Poison Ward' to an armor you are crafting

Description:Despite it's name, the River Cobra could be better described as a forest anaconda, dark navy blue and dark green scales give it a natural camoflauge in all but shallow streams, and it's twin fins on either side make for easy swimming through the water. River Cobra are generally only fought in small numbers and usually are not pack animals. They use their long white fangs to inject deadly venom deep into their victims. These are dangerous animals.

Weapon of Choice:
Venom Fang - 1d150+70 (4000)

Initiative: 120

HP: 21000
MP:0
Dodge:1d150+72
Physical Soak:2000
Magical Soak:2500
Element:Earth

Attack Behavior: 1d3
**SPECIAL**
A river cobra, once it constricts a target, will only attack that target until it falls.


1, 2:Constrict - 1d160+75 (3000): A river cobra will attempt to coil around it's victim if given the opportunity, trying to both crush the life out of it and providing ample opportunity to inject it's venom. Crush inflicts mild shock and bleeds (damage continues) for 1d3 rounds. If an enemy is already constricted, this becomes a venom bite.
3:Venom Bite - 1d150+70 (4000): Venom Bite ignores light armor and punctures through to the skin, inflicting terminal poison (venom) until cured.
Hal_Emmerich
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Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Dire Wolf

Flee: Athletics DC 120 + 10 per wolf beyond 3
Intention(1d100)
20-100:The dire wolf, having protected its territory, marks you as property and moves on to more worthy opponents
1-19:The hungry dire wolf decides not to wait, instead devouring its prey

Reward (1d100)
90-100 - Wolf Ribs (1d2): Juicy dire wolf ribs, which can be sold for 1500 gil or used in cooking the main course 'Hot Wolf Ribs' (1 for ration, 4 for banquet) to provide triple effect (Meat)
4-89 - Wolf Flank (1d3): A surprisingly tender flank of wolf, which can be sold for 1000 gil or used in cooking (1 for ration, 4 for banquet) to provide double effect (Meat)

Description:A much larger and more dangerous wolf, a typical dire wolf stands proud at four feet tall, nine feet long with a coat of grey and white fur. Feared predators, dire wolves are among the top of many food chains for good reason, armed with powerful claws and bone crushing jaws that can rend armor to shreds. While one dire wolf can be a challenge, they can sometimes attack in packs as large as eight, employing the tactics of their smaller cousins to great effect.

Animal or not, Dire Wolves are not to be treated lightly.


Weapon of Choice:
Dire Fangs - 1d180+85 (1d2 x 6000)
Dire Claws - 1d160+75 (1d3 x 8000)

Initiative: 160

HP: 32000
MP:0
Dodge:1d200+95
Physical Soak:2500
Magical Soak:2000
Element:None

Attack Behavior: 1d3
**SPECIAL**
If there are any more than four in an encounter, one will be an alpha. The Alpha has an extra 10,000 hp and a +10 bonus to all rolls. Furthermore, it gives a +5 to all rolls the rest of the pack makes. Should it die, these bonuses disappear

1:Fearful Howl - 1d140+65 (Will) (Inflicts Moderate Stop (Fear)): The loud howl of a dire wolf has been known to trigger stampedes of animals and has been compared to the war cry of armies. Many simply run in terror from it
2:Dire Fangs - 1d180+85 (1d2 x 6000): The fangs of a dire wolf, powered by it's bone crushing jaws, are capable of rendering anything beneath heavy armor useless for the remainder of the battle. If both bites land, the target gains mild shock for 1d5 rounds.
3:Dire Claws - 1d160+75 (1d3 x 8000): As fearsome as it's jaws are, a dire wolf will often employ it's claws to great effect in a left-right-left combo that can knock its target to the ground should any more than one hit.
Hal_Emmerich
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Re: Forested Plains

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Post by Hal_Emmerich »

Troll Hunting Party

A mighty horn blow lets you know of the impending danger. Through the thicket, 2d6 trolls and 1d3 dire wolves emerge hunting for their latest conquest. Each is decked out in decorative armor and war paint. The sound of their footsteps thunders in the distance as they prepare to slaughter their catch

2d6 Trolls
1d3 Dire Wolves

Flee DC: Athletics 200
Intentions: The Troll intention table is used
In addition to the reward for each individual troll and wolf, the following rewards (1d100)

91-100 - Spoils Bag: You find a leather bag containing 1d2 treasures every monster in the forest beneath the Troll Hunting Party in the event chart.
61-90 - Troll War Banner: A large flag mounted on a pole with a tribal emblem on it's front. The Galerian Empire will pay 20000 gil for the recovery of one intact
1-60 - Troll Hunting Map: You find a map, crudely drawn, for the next three event rolls, allows you to choose to encounter any monster you choose as opposed to rolling. The herds quickly shift however, this map is only valid for this trip.
Hal_Emmerich
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Re: Forested Plains

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Post by Hal_Emmerich »

Name:
Rock Lizard

Flee: Athletics DC 1
Intention(1d100)
0-100:If it didn't already turn you to stone, you are fine. It's not exactly hostile...

Reward (1d100)
90-100 - Pure Essence of Stone: A liquid which must be refined by a potionsmaster (DC 350) from the scales of the Rock Lizard. This essence can be used when refining armor to add Earth Barrier and Slow/Petrify Barrier
49-89 - Essence of Stone: A liquid which must be refined by a potionsmaster (DC 200) from the scales of the Rock Lizard. This essence can be used when refining armor to add Earth Ward and Slow/Petrify Ward

Description:Such a rare and dangerous lizard for such a small thing, the rock lizard is a fast and ordinarily docile monster that is sought after for the liquid that can be refined from it's scales. While it isn't physically threatening, the bite of the lizard when provoked is incredibly potent. The rock lizard is approximately the size of a human hand, and as such is easily killed.. if you can catch it.

Weapon of Choice:
Bite - 1d250+120 (1)

Initiative: 300

HP: 1
MP:0
Dodge:1d400+195
Physical Soak:0
Magical Soak:0
Element:Earth

Attack Behavior: 1d5
**SPECIAL**
Should the battle end with the party petrified (and with no way to cure it), they will remain there until someone else encounters the Rock Lizard (and the statue), or 1d5 days at which point a ranger finds them and returns them to camp.

1,2,3,4:Bite - 1d250+120 (1): The bite of the rock lizard immediately spreads its essence into the wound, infecting the target with slow petrify - in 1d5 rounds, the victim will be a stone statue
5: Flee - N/A (N/A): The lizard disappears into the brush.. whoops
Hal_Emmerich
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