Arcadian Pride Lands

Arcadian Pride Lands

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Post by Hal_Emmerich »

Arcadian Pride Lands

The Arcadian Pride Lands surround the Nocturnian Capital City, an expansive savanna like grouping of plateau plates separated by fissures cause by the detonation of a component of Installation 15 during the opening of it's time gate. As a result, the ground is both lush yet unstable. In 1704, King Rathbone ceded control of the West Nocturne District to the dragon enclave from the Valence Mountains in exchange for acceptance of Arcadia's general sovereignty over the area. Much of the area has been marked as designated hunting grounds for the enclave. In general, it is a fairly safe area, although there are outlaw dragons ('Rogues') who prey upon hunters. Dragon True Form is expressly permitted.

Daytime Hunt: No Change
Nighttime Hunt: Monsters use their Starscourge stats, providing greater rewards...at greater peril. Certain monsters only appear at night and some monsters behave differently.

Monsters: Rock Porring, Mountain Rabbite, Bandersnatch, Dread Blossom Swarm, Great Lion, Dragon Rogue, Dragon Rogue Party
Rare Monsters: Mysidian Rabbit, Quizmaster
Area Guardian: None
Epic Encounter: Yes

Event Table

NOTE: When you roll an enemy encounter, the hunting party leader rolls luck. If a 901+ is rolled, it becomes a Special Encounter, in which a rare enemy is added to the enemy party.

(1d21)

1: Ambush!!: Roll 1d3 events at once and find the nearest encounters to those rolls. Dragon Rogue Party cannot be duplicated here.
2: Event: Lost: You lose your path. Leaving the area will require an extra 1d3 event rolls.
3: Encounter: Rock Porring
4: Encounter: Mountain Rabbite
5: Event: Land Shift: Part of the plate you are on shifts. You enter your next combat with a -5 to all physical rolls for the next 1d3 rounds.
6: Encounter: Bandersnatch
7: Encounter: Dread Blossom Swarm
8: Event: Game Trail: You stumble upon a game trail populated with game such as deer and bison, easy prey for warriors such as yourself. You may opt to hunt the game to eat (restore 25% hp/mp), for resale (1d5 Bison Steaks worth 200 gil each, and 1d3 stewable deer meat which may be used to boost a cooking recipe's hp recovery by 5% (a max of 2 may be used in one meal).
9: Event: Sylkis Green Patch: You encounter a lush green patch of long reeds. A Botany check of 125 allows you to extract these herbs to produce a garden. Sylkis greens will prevent a chocobo from running for 2 rounds. If the chocobo is alone at the end of a round and occupied, you may capture the chocobo!
10: Encounter: Mysidian Rabbit (Only when raining)
11: Encounter: Great Lion
12: Chocobo! (It's Okay..)
13: Event: Landslide: You wander too close to the edge of a plate that has been weakened by shifting ground. An entire section of the plate gives way and slips, causing you to slip into a canyon. This adds a whopping 1d6 event rolls before you are able to leave. Watch out for those bandersnatches...
14: Event: Downpour: A violent downpour of thunder, lightning and rain that makes it difficult to track monsters. Those that have grown in this environment may have an easier time tracking you however (-10 to party rolls, increases enemy initiative die by 100, replaces rain)
15: Encounter: Dragon Rogue
16: Event: Game Trail: You stumble upon a game trail populated with game such as deer and bison, easy prey for warriors such as yourself. You may opt to hunt the game to eat (restore 25% hp/mp), for resale (1d7 Bison Steaks worth 140 gil each, and 1d5 stewable deer meat which may be used to boost a cooking recipe's hp recovery by 5% (a max of 2 may be used in one meal).
17: Encounter: Dragon Rogue Party
18: Chocobo! (Pretty good one)
19: Rare Encounter: 1d5, 1-3 = Event 1, 4-5 = Quizmaster (Only at night)
20: Epic Encounter (Must occur after a Land Shift)
21: Jackpot: You encounter a stash of buried treasure hidden in a fissure, guarded by (1d3 other encounters, follow the ambush rule). The treasure contains 6d10000 gil, 1d2 Beta Elixirs, 1d4 M-Potions, and a random spell (roll for type, then level up to level 7, then the spell, like the Mysidia Rabbit reward)
Last edited by Strato on July 22nd, 2021, 5:17 pm, edited 3 times in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

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Post by Hal_Emmerich »

{Starscourge stats are in these brackets.}

Name:
Rock Porring

Encounter: 1d3
Flee: Athletics DC 5{10}
Intention(1d100)
1-100: Should a character lose to a Rock Porring, it simply removes the lowest item of value from a characters inventory.

Reward (1d100)
81-100 - 1d2 Smooth Stone: Smooth Stones look pretty and can be sold for 40 gil.
1-80 - 1d4 Porring Gel: Porring gel is a common, pink, strawberry substance that can be sold for 15 gil. Alternatively, 5 can be refined into a potion.

{Starscourge Rewards}
81-100: 1d2 Earth Stone(Can use 5 of these on the creation of a weapon(grants natural property 'Geostrike') or armor(grants natural property 'Earth Ward').) Can be sold for 100 gil apiece.
1-80: 2d4 Porring Gel: Porring gel is a common, pink, strawberry substance that can be sold for 15 gil. Alternatively, 5 can be refined into a potion.

Description:Rock Porrings are the grey, slightly more aggressive versions of the cute and harmless Porring. They are commonly found in areas near mountains. Earth Elemental in nature, these porrings possess weak magic.


Initiative: 150

HP: 5000{15000}
MP: 1000{2000}
Dodge: 1d50+20{1d150+70}
Physical Soak: 20{100}
Magical Soak: 10{50}
Element:Earth

Attack Behavior: 1d13

1-7: Porring Bite - 1d60+25{1d160+75}: Rock Porrings are capable of using their teeth to bite into a target. Although not overly threatening, it can be painful. 1,500{3,000} physical damage.
8-12: Quake (10 MP) - 1d70+30{1d170+80}: A large rock falls on a single target. 2,000{4,000} magical earth-elemental damage.
13: Terraga (250 MP) - 1d70+30{1d170+80}: Mud, debris, and quicksand surround a single target to make movement extremely difficult. Deals 8,000{16,000} magic earth-elemental damage, & inflicts Acute "Clog" status. (250 MP) (40 SpP)
Last edited by Strato on July 19th, 2021, 11:33 pm, edited 1 time in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

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Post by Hal_Emmerich »

{Starscourge stats are in these brackets.}

Name:
Mountain Rabbite

Encounter: 1d3
Flee: Athletics DC 10
Intention(1d100)
1-100: It hops away. You think it may be laughing.

Reward (1d100)
15-100 - Rabbite Fur: Soft, silky smooth fur that can be sold for 150 gil.

Description:The mountain rabbite is a slightly more rugged brother to the rabbite. It's dark brown fur is thicker and it's fangs appear slightly sharper. Despite this, it likely still poses minimal threat.

Initiative: 200{250}

HP: 13000{20000}
MP: 0
Physical Soak: 1000{2000}
Mental Soak: 500{1000}
Earth Element (Weak to Wind)

Dodge Roll: 1d80+35{1d180+85}

Attack Behavior:
**SPECIAL**
It's cute.

Bite - 1d70+30{1d170+80} (2500){5000}: The rabite bites you. Ouch. You'll probably live though. Unless you don't.
Last edited by Strato on July 19th, 2021, 11:34 pm, edited 1 time in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

Quote

Post by Hal_Emmerich »

{Starscourge stats are in these brackets.}

Name:
Bandersnatch

Encounter: 3d4
Flee: Athletics DC 25 Per Bandersnatch
Intention(1d100)
6-100: The Bandersnatch decides you aren't edible enough to prove interesting and wanders off.
1-5: Unfortunately, the monster seems to be unusually hungry. Fate point for you

Reward (1d100)
91-100 - 1d4 Ice Crystals: Worth 400 gil, or 5 can be used during item creation to make a given item/weapon/armor Water Ward/strike
41-90 - 1d3 Hi-Potions
11-40 - 1d4 Bandersnatch Pelts (200 gil apiece)

{Starscourge Rewards}
91-100: 2d4 Ice Crystals
41-90: 1d3 Cryo Rations
11-40: 2d5 Bandersnatch Pelts (200 gil apiece)

Description: A bandersnatch is a vicious wolf like opponent with a long canine tongue and thick golden mane on a steel grey body. These pack hunters are capable of summoning reinforcements - so dispatch them quickly or you may wind up on the dinner menu. Droves of Bandersnatches wander populated areas looking for prey, and generally attack targets in groups. Not overly difficult to dispatch individually, but with numbers can be difficult.

Initiative: 250{300}

HP: 10000{20000}
MP: 0
Dodge: 1d110+50{1d210+100}
Physical Soak: 1000{2500}
Magical Soak: 500{1000}
Element: Water

Attack Behavior: 1d4
**SPECIAL**
Bandersnatches have a special combat theme: https://www.youtube.com/watch?v=CdOtJyGFOdM
Each additional bandersnatch on the field (not counting the first 3) grants a +10 to rolls that doesn't go away during the fight (8 bandersnatches = +50)

1-2: Bite - 1d110+50{1d210+100} 1d2 hits of 2000{3000} unsoakable damage: The bandersnatches teeth are quite potent, and capable of taking a chunk out of your body, armored or not. Has a 25% (76-100 on 1d100) chance of inflicting mild confuse on the victim.
3-4: Claw Swipe - 1d100+45{1d200+95} (1d3 hits of 3000{5000}): The bandersnatch uses it's powerful claws to tear into it's prey.
Last edited by Strato on July 19th, 2021, 11:36 pm, edited 2 times in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

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Post by Hal_Emmerich »

{Starscourge stats are in these brackets.}

Name:
Dread Blossom Swarm

Encounter: 1d5 swarms
Flee: Athletics DC 100 + 20 per Swarm
Intention(1d100)
11-100: You're luck to be alive. A band of friendly dragons stumbled across you and returned you to safety.
1-10: It...gets messy. Fate point.


Reward (1d100)
91-100 - 1 Dread Blossom Pollen Extract: If one is lucky enough to collect an intact Dread Blossom, the pollen of 5 can be carefully extracted into a fine powder that, when used in armor, provides Moderate Shock-Barrier to any armor it is applied to, or Moderate Shock Strike to any weapon, or one will sell for 2000 gil on the black market to possible assassins.
41-90 - 1d3 Dread Blossom Petal Bundles: The soft red petals of the Dread Blossom are quite valuable, if difficult to collect. They are worth 750 gil per bundle, or 30 can be refined by a botanist into a potion that cures Acute Shock.

{Starscourge Rewards}
91-100: 1d3 Dread Blossom Pollen Extract
41-90: 1d4+1 Dread Blossom Petal Bundles

Description: The Dread Blossom Swarm appears innocuous enough, like a field of roses. So inoccuous in fact, that if nobody passes a perception check of 150{200} (75{100} if they've encountered the monster before), they roll an initiative of 1000{1200}, virtually guaranteeing their first action. Dread Blossoms appear dormant until their vines are disrupted, causing the field to actively attempt to incapacitate their prey with poison before they strike. While they are dangerous in individual fields, they are lethal in colonies with up to four swarms dwelling together, taking to the air by flapping their petals, relying on razor sharp stalks to end their prey, letting the vines digest what is left.

Initiative: 200{250} (normal) / 1000{1200} (Surprise)

HP: 15000{20000}
MP: 0
Dodge: 1d150+70{1d250+120}
Physical Soak: 0
Magical Soak: 2000{3000}
Element: Earth

Attack Behavior: 1d4
**SPECIAL**
Dread Blossom Swarms are immune to most magic. Interestingly, despite their affinity, they have a weakness to Fire and Water. They also take 50% damage from physical attacks that do not have spread/AoE (anything except a shotgun, flamethrower, rapid fire weapon, etc that could affect an entire field of flowers)

At the end of every round, anyone fighting the Swarm must make a health check, DC 70. If they fail, they have Acute Shock for the round.

Enemies gain +10 to rolls for each enemy beyond 3 that are present.

1-3: Razor Stem - 1d160+75{1d260+125} (2500{4000} Unsoakable): The Razor stem only hits once per field, but it is a sharp prong like attack that both cuts and weakens a victim, causing Mild Pain effect.
4: Razor Stems - 1d160+75{1d260+125} (1d3x2500{4000} Unsoakable): Several razor stems come down at once in a combo attack.
Last edited by Strato on July 19th, 2021, 11:35 pm, edited 1 time in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

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Post by Hal_Emmerich »

{Starscourge stats are listed in these brackets.}

Name:
Mysidian Rabbit

Flee: Athletics DC 0
Intention(1d100)
1-100: The Mysidian Rabbit wanders off and leaves the party at 1 hp and 0 mp, it will never kill the party. It seems to be doing this for either practice or amusement.

Reward (1d100)
96-100 - Random Scrolls: The Mysidian Rabbit drops 1d3 scrolls, randomly selected from any of its following spells: Apocalypse, Blizzaga IV, Thunderstorm, Meteorga, Ultima. These items are one-use.
76-95 - Random Spell Tome: Roll 1d9.
1-Divine Arcana(Roll 1d4+5 to determine spell level & select spell randomly.)
2-Druidic Arcana(Roll 1d4+5 to determine spell level & select spell randomly.)
3-Ether Magic(Roll 1d4+5 to determine spell level & select spell randomly.)
4-General Magic(FF/Valkyrie Profile)(Roll 1d4+5 to determine spell level & select spell randomly.)
5-Necromancy(Roll 1d4+5 to determine spell level & select spell randomly.)
6-Bardic Arcana(Roll 1d4+5 to determine spell level & select spell randomly.)
7-Sorceror's Arcana(Roll 1d4+5 to determine spell level & select spell randomly.)
8-Weapon Arcana(Roll 1d4+5 to determine spell level & select spell randomly.)
9-Support/Advanced Magic Materia(Roll 1d2. 1 - Select a random Advanced Magic Materia. 2 - Select a random Support Materia with a 1d3 roll. 1 - Elemental, 2 - Added Effect, 3 - Widecast. This materia is treated as if it's level 2.)
51-75 - Random Spell Tome: Roll 1d10.
1-Divine Arcana(Roll 1d3+4 to determine spell level & select spell randomly.)
2-Druidic Arcana(Roll 1d3+4 to determine spell level & select spell randomly.)
3-Ether Magic(Roll 1d3+4 to determine spell level & select spell randomly.)
4-General Magic(FF/Valkyrie Profile)(Roll 1d3+4 to determine spell level & select spell randomly.)
5-Necromancy(Roll 1d3+4 to determine spell level & select spell randomly.)
6-Bardic Arcana(Roll 1d3+4 to determine spell level & select spell randomly.)
7-Sorceror's Arcana(Roll 1d3+4 to determine spell level & select spell randomly.)
8-Weapon Arcana(Roll 1d3+4 to determine spell level & select spell randomly.)
9-Mastered Basic Magic Materia(Roll 1d28 to select a random Basic Magic Materia, already mastered.)
10-Support/Advanced Magic Materia(Roll 1d2. 1 - Select a random Advanced Magic Materia. 2 - Select a random Support Materia with a 1d3 roll. 1 - Elemental, 2 - Added Effect, 3 - Widecast.)
26-50 - 1 Beta Megalixirs
1-25 - 1 Beta Elixir

{Starscourge Rewards}
(91-100) - Random Scrolls: The Mysidian Rabbit drops 1d5 scrolls, randomly selected from any of its following spells: Apocalypse, Blizzaga IV, Thunderstorm, Meteorga, Ultima. These items are one-use.
(51-90) - 2 Random Spell Tomes: Roll 1d9.
1-Divine Arcana(Roll 1d3+6 to determine spell level & select spell randomly.)
2-Druidic Arcana(Roll 1d3+6 to determine spell level & select spell randomly.)
3-Ether Magic(Roll 1d3+6 to determine spell level & select spell randomly.)
4-General Magic(FF/Valkyrie Profile)(Roll 1d3+6 to determine spell level & select spell randomly.)
5-Necromancy(Roll 1d3+6 to determine spell level & select spell randomly.)
6-Bardic Arcana(Roll 1d3+6 to determine spell level & select spell randomly.)
7-Sorceror's Arcana(Roll 1d3+6 to determine spell level & select spell randomly.)
8-Weapon Arcana(Roll 1d3+6 to determine spell level & select spell randomly.)
9-Support/Advanced Magic Materia(Roll 1d2. 1 - Select a random Advanced Magic Materia. 2 - Select a random Support Materia with a 1d3 roll. 1 - Elemental, 2 - Added Effect, 3 - Widecast. This materia is treated as if it's level 2.)
(26-50) - 2 Random Spell Tomes: Roll 1d10.
1-Divine Arcana(Roll 1d2+5 to determine spell level & select spell randomly.)
2-Druidic Arcana(Roll 1d2+5 to determine spell level & select spell randomly.)
3-Ether Magic(Roll 1d2+5 to determine spell level & select spell randomly.)
4-General Magic(FF/Valkyrie Profile)(Roll 1d8-1 to determine spell level & select spell randomly.)
5-Necromancy(Roll 1d2+5 to determine spell level & select spell randomly.)
6-Bardic Arcana(Roll 1d2+5 to determine spell level & select spell randomly.)
7-Sorceror's Arcana(Roll 1d2+5 to determine spell level & select spell randomly.)
8-Weapon Arcana(Roll 1d2+5 to determine spell level & select spell randomly.)
9-Mastered Basic Magic Materia(Roll 1d28 to select a random Basic Magic Materia, already mastered.)
10-Support/Advanced Magic Materia(Roll 1d2. 1 - Select a random Advanced Magic Materia. 2 - Select a random Support Materia with a 1d3 roll. 1 - Elemental, 2 - Added Effect, 3 - Widecast.)
(11-25) - 1 Delta Megalixir
(1-10) - 1 Delta Elixir

Description:The Mysidian Rabbit is quite a rare monster. At first glimpse, it appears a simple white rabbit with pink ears, wearing the traditional robes of a black mage, complete with Straw Hat. It hops around seemingly aimlessly, no one is quite sure exactly what it is doing or why it is doing it. Despite it's cute nature, it is a powerful monster that possesses considerable magic strength. When beaten, it runs of dropping goodies. It has a perpetual magic shield that protects it from all physical attack

Initiative: 400{600}

HP: 500000{1000000}
MP: 25000{50000}
Dodge: 1d300+145{1d400+195}
Physical Soak: Mysidian Rabbit is immune to physical attacks, even if they're normally unsoakable.
Magical Soak: 3000{5000}
Element: None

Attack Behavior: 1d17
**SPECIAL**
The Mysidian Rabbit is never 'killed', it simply wanders off. Should it have insufficient MP to cast a spell, it immediately uses it's turn to flee the combat instead. The Mysidian Rabbit can also be ran from at any time. Per its intention above, any knocked out party members remain knocked out and don't bleed out; if the party is wiped they are left with 1 HP and 0 MP.

All spell casts are rolled at 1d310+150{1d410+200} unless otherwise indicated.

1: Fire (10 mp) - 4000{6000}: A small fireball is launched at an opponent
2: Burn (160 MP) - 8000{12000}: Spiritual energy sticks to and burns a target. Causes moderate weak
3: Apocalypse (810 MP) - Targets all (25000){40000}: A powerful blast of flames rains from the sky, annihilating all targets.
4: Blizzard (10 MP) - (4000){6000}: A single ball of ice dropped on an enemy.
5: Frost (160 MP) - (8000){12000}: A powerful chilled wave of air causes frost to build on an opponent. Causes moderate slow for 1d5 rounds.
6: Blizzaga IV (1000 MP) - Targets 5 (25000){40000}: The strongest conventional ice magic, the air around up to 5 opponents flash freezes before the ground snaps open in many, many jagged ice crystals
7: Water (10 MP) - (4000){6000}: A large ball of water crashes into a foe
8: Aquaga (250 MP) - (10000){15000}: The air around a single target grows dense, encased in a bubble of spiritual water. Inflicts Acute "Soaked" status for 1d5 rounds.
9: Waterga III (810 MP) - 3 targets (25000){40000}: 3 targets are blasted by a powerful geyser to the point of shooting upwards into the air before falling back downwards.
10: Thunder (10 MP) - (4000){6000}: A single bold of lightning crashes from the sky
11: Shock (160 MP) - (8000){12000}: A powerful electric current is forced into a target, also inflicting Acute Magnetize for 1d5 rounds.
12: Thunderstorm (1200 MP) - Targets all (20000{25000} per hit): A continual effect spell. The sky darkens and lightning continuously rains down from the party every round until the Mysidian Rabbit is defeated or he retreats. Every action a character takes, they must first roll to dodge his roll or risk being hit, losing their turn and taking damage and Terminal Shock for 1d5 rounds.
13: Meteorga (1200 MP) - 1d350+170{1d450+220} vs All (30000){50000}: A colossal rain of meteorites comes down from the skies as the Mysidian Rabbit grows bored of the fight. Should the party survive this, it will follow up the following round with Ultima.
14: Ultima (1500 MP) - 1d400+195{1d500+245} vs All (75000){100000}: A small scale magical nuke detonated immediately in the center of his opposition, the Mysidian Rabbit effectively grows bored and ends your hunting trip early. Once it casts Ultima once, it will ONLY cast Ultima until the party is defeated.
15-17: Flee - The rabbit runs from combat. Whoops!
Last edited by Strato on March 10th, 2022, 4:22 am, edited 3 times in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

Quote

Post by Hal_Emmerich »

{Starscourge stats are listed in these brackets.}

Name:
Great Lion

Encounter: 1d2
Flee: Athletics DC 50 per lion
Intention(1d100)
6-100: The lion, having defended its territory, opts to leave you alone - you aren't all that edible.
1-5: The hungry lion decides to have you for dinner.

Reward (1d100)
81-100 - 1d3 Rib Eye Great Lion Steaks: A Great Lion steak can be resold to any gourmet chef for 5000 gil or added to any meal to double any strength bonus given by the meal.
1-80 - 1 Stuffed Great Lion: Defeating a Great Lion is no small feat. Collectors will buy these for 5000 gil each to display as ornaments.

{Starscourge Rewards}
81-100: 1d5 Rib Eye Great Lion Steaks
1-80: 1d3 Stuffed Great Lions

Description:One of the alpha predators of the Arcadian Pridelands, the Great Lion is a colossal beast, roughly the size of an SUV with powerful legs. It is no joking matter, with smooth orange fur and a thick brown mane. Most are well advised to run from such a threat - they evolved to be capable of taking down a full dragon, you are a snack.

Initiative: 250{400}

HP: 250000{400000}
MP: 0
Dodge: 1d260+125{1d360+175}
Physical Soak: 5000{7000}
Magical Soak: 2000{4000}
Element: Fire (see Special)

Attack Behavior: 1d6

***When encountering a Great Lion, roll a 1d100 for the pack. If the roll is 91+ they are albino and possess Ice Affinity and an Ice Breath Weapon instead. Instead of Burning and Melt, it deals Acute slow and Acute Freeze. The gil value for an albino Great Lion item is worth 5x normal value.***

1-3: Bite - 1d310+150{1d410+200} (10000){15000} unsoakable: A powerful bite with it's metal crushing jaws deals unsoakable damage.
4-5: Claw Swipe - 1d310+150{1d410+200} (1x2 x 15000{20000}): The creatures powerful front claws maul into it's prey for 15,000 damage per hit.
6: Breath Weapon - 1d300+145{1d400+195} (15000{20000} Unsoakable): A powerful stream of fire that deals 15,000 unsoakable to one target, as well as causing acute melt and burning for 1d5 rounds.
Last edited by Strato on July 19th, 2021, 11:40 pm, edited 2 times in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

Quote

Post by Hal_Emmerich »

Chocobo!
____________________________________________________________________________________________________________________________________________________________________________________________

You've encountered a chocobo! Roll 2 encounters for the 'It's OK' chocobo or 3 for the 'Pretty Good' chocobo. Should the party defeat these enemies before the chocobo is able to run (A chocobo has a 50% chance of running + 20% for every round of combat that passes undistracted on it's turn), they will be able to go Chocobo Mining. For more information on Chocobo's including their initiatives and what they do to dumb people who attack them, check that post.

Chocobo Mines for the Pride Lands: ARCADIA_01
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

Quote

Post by Hal_Emmerich »

{Starscourge stats are listed in these brackets.}

Name:
Dragon Rogue

Encounter: Roll 1d3. 1 - 1d3 White Mages, 2 - 1d5 Rangers, 3 - 1d2 Axe Men
Flee: Athletics DC 50{60} per Rogue
Intention(1d100)
70-100:The bandit removes 10% of your gil and flees, leaving you for dead
20-69:The bandit removes a random piece of your equipment and leaves you for dead. This may be recovered by encountering this type of rogue again.
2-19:This bandit steals 20% of your gil and leaves you for dead
1:Deciding they simply want everything, the bandit executes you.

Reward (1d100)
96-100 - Dragon-Specific: White Mage: Divine Amulet - Auto-Protect(gain protect for 1d5 rounds at start of battle)(Worth 15000 gil), Ranger: Archers Resin - Improves bow mod by *2 and accuracy by +10(Worth 15000 gil), Axeman: Rage Juice - Raises limit/trance gauge by 25%. Can only be done once per gauge - a limit must be executed before it can be used again(Worth 15000 gil), cannot be used if Fury Juice has already been used for current gauge.
76-95 - 1d4 Dragon Scales: 2 scales of a dragon rogue may be applied to an armor to raise it's physical and magic soak by 20% when crafting. Alternatively, they can be sold for 7500 gil each.
1-75 - 1d20000 Gil: A surprisingly full sack of gil!

{Starscourge Rewards}
96-100 - Dragon-Specific: White Mage: Divine Amulet II - SOS Wall(gain Wall status for 1d5 rounds when at 25% HP or below)(Worth 30000 gil), Ranger: Improved Archers Resin - Improves bow mod by *3 and accuracy by +12(Worth 30000 gil), Axeman: Fury Juice - Raises limit/trance gauge by 50%. Can only be done once per gauge - a limit must be executed before it can be used again(Worth 30000 gil), cannot be used if Rage Juice has already been used for current gauge.
76-95 - 2d4 Dragon Scales: 2 scales of a dragon rogue may be applied to an armor to raise it's physical and magic soak by 20% when crafting. Alternatively, they can be sold for 7500 gil each.
1-75 - 1d30000 Gil: A surprisingly full sack of gil!

Description:You are greeted by a less than friendly dragon in heavy armor, obviously intent on a fight. It's specific equipment depends on what kind of dragon rogue you have encountered. Several possible classes of dragon rogues roam the Arcadian Pride Lands, with White Mage, Ranger, and Axeman being the most common.These are powerful bandits who slay hunters and rob them, and should not be underestimated. They hunt in 'draconic' form for most mobility, rarely using their larger, more easily spotted dragon form.

Initiative: 1d300{1d400} (WM) 1d400{1d500} (Ranger) 1d200{1d300} (Axeman)

White Mage
HP: 200000{300000}
MP: 30000{50000}
Dodge: 1d320+155{1d380+185}
Physical Soak: 2000{4000}
Magical Soak: 6000{8000}
Element: Holy

Ranger
HP: 300000{450000}
MP: 0
Dodge: 1d330+160{1d390+190}
Physical Soak: 4000{6000}
Magical Soak: 4000{6000}
Element: None

Axeman
HP: 400000{600000}
MP: 0
Dodge: 1d300+145{1d360+175}
Physical Soak: 6000{8000}
Magical Soak: 2000{4000}
Element: None

Attack Behavior: See Below
**SPECIAL**
For the ranger and the axeman, roll 1d3 (Fire, Ice, Shadow) to determine the element of it's breath weapon

The white mage enters the fight with protect.

The axeman gains an additional 5000 damage per hit when his hp is below 15%.

Should the hunting party simply pay the 10% gil fee for losing, the rogues will flee from the fight.

White Mage (1d10)

1-3:(WM) Magic Spark - 1d310+150{1d370+180} (10000){12500}: A simple blitz of magic sparks (unblockable) directed towards an opponent.
4:(WM) Cure - N/A (10000{12500} HP): The White Mage cures a random ally
5:(WM) Cure III - N/A (10000{12500} HP): The White Mage cures 3 random allies
6:(WM) Wall - N/A (N/A): The White Mage casts Wall on an ally, halving all damage it takes for 1d5 rounds.
7:(WM) White Wind - N/A (N/A): The White Mage erases all negative statuses on it's party and gives them Chronic Regen & Defense for 1d5 rounds.
8:(WM) Grace of the Champion - N/A (N/A): The White Mage casts one spell that causes Acute Enholy, Mild Sharpen, Mid haste, and Chronic Defense, as well as increasing critical rate to 10%. Lasts 1d5 rounds.
9: (WM) Arise: Revives a fallen ally with 50% of their maximum hp.
10:(Any) Breath Weapon - 1d280+135{1d340+165} (15000{20000} Unsoakable): The most lethal of the dragon rogues arsenal - the draconic breath weapon deals unsoakable damage and an effect depending on the element of the dragon

Holy: Moderate Pain (The White Mage is ALWAYS Holy)
Fire: Moderate Melt (increases +1 severity per additional hit)
Ice: Moderate Freeze (increases +1 severity per additional hit)
Shadow: Acute Curse (Curse does not go away with time, even post mission. It MUST be magically cured)

Ranger (1d7)

1-3:(RNG) Arrow - 1d340+165{1d400+195} (12000{15000}): The Ranger looses an arrow upon a hapless victim with a stern eye.
4-5:(RNG) Sweet Shot - 1d310+150{1d370+180} (36000{45000}): The Ranger takes careful aim, firing a shot straight at the heart of an opponent.
6:(RNG) Quad Arrow - 1d340+165{1d400+195} (1d4 x 12000{15000}): The ranger rapid fires four arrows from his long bow towards a single target.
7:(Any) Breath Weapon - 1d280+135{1d340+165} (15000{20000} Unsoakable): The most lethal of the dragon rogues arsenal - the draconic breath weapon deals unsoakable damage and an effect depending on the element of the dragon

Holy: Moderate Pain (The White Mage is ALWAYS Holy)
Fire: Moderate Melt (increases +1 severity per additional hit)
Ice: Moderate Freeze (increases +1 severity per additional hit)
Shadow: Acute Curse (Curse does not go away with time, even post mission. It MUST be magically cured)

Axeman (1d4)

1-2:(Axe) Axe Strike - 1d340+165{1d400+195} (1d2 x 20000{30000}): The axeman readies it's massive battle axe and brings it down upon the target twice. This causes moderate knockback and +2 severity levels of Enfeeblement per hit to the target.
3:(Axe) Triple Strike - 1d340+165{1d400+195} (1d3 x 20000{30000}): The axeman readies it's massive battle axe and brings it down upon the target up to three times. This causes moderate knockback and +2 severity levels of Enfeeblement per hit to the target.
4:(Any) Breath Weapon - 1d280+135{1d340+165} (15000{20000} Unsoakable): The most lethal of the dragon rogues arsenal - the draconic breath weapon deals unsoakable damage and an effect depending on the element of the dragon

Holy: Moderate Pain (The White Mage is ALWAYS Holy)
Fire: Moderate Melt (increases +1 severity per additional hit)
Ice: Moderate Freeze (increases +1 severity per additional hit)
Shadow: Acute Curse (Curse does not go away with time, even post mission. It MUST be magically cured)
Last edited by Strato on July 23rd, 2021, 7:28 am, edited 3 times in total.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Arcadian Pride Lands

Quote

Post by Hal_Emmerich »

Dragon Rogue Party

A worst fear realized. Your hunting party has drawn the attention of not one, but an entire squadron of dragon rogues bent on robbing you blind. Be prepared for a hard as nails fight. On the plus side, should you win, rewards are -tripled-. Unfortunately, whereas one Dragon Rogue is a problem, an entire party of them are catastrophe waiting to happen.

Battle Theme: https://www.youtube.com/watch?v=DaAIGnEHLmQ

2d3 White Mages
2d3 Rangers
2d2 Axemen
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am