The Northern Highlands
Posted: May 20th, 2016, 12:50 am
The Northern Highlands:
Far away to the north of Loc Lac(A city in the same world as Moga/the Deserted Island.) is a large mountain chain where quite a number of humans make their homes and hunters make their living chasing the creatures that live there. The plants that live in these mountains are hardy like the creatures that live there, managing to thrive in the hard soils. Streams, forested thickets, and cliffs are not uncommon, and the area is lousy with caves and burrows of various creatures of both beauty and nightmare. A fair temperature during the day, the nights are cold, and unseasonable snowstorms are not unheard of.
Daytime Hunt: Available
Nighttime Hunt: ????
Epic Encounter: Kirin
Event Table
1d20
1-3: Kelbi
The Hunting Party encounters 1d3 Kelbi, small brown or blue antelope type creatures. They can be dispatched at will. Roll 1d4, 1-3 get a raw steak. 4: Kelbi Hide, a soft wonderful material that can be sold for 1750 gil(Or turned into clothes) Cooking the Raw Steak from a Kelbi gives one a Well Done Steak. Eating these takes a -full- turn, but doing so leaves you vulnerable in combat. (You cannot dodge or block.) However, doing so restores 3000 HP and 1000 MP.
4: Fishing Stream
A small stream full of various fish that live in the Highlands. 1d4 quantity. Roll 1d5...
1. Dungfish: A putrid smelling fish that can be punctured to drive off a wyvern.
2. Sushifish: A delicious fish that is safe to eat raw or cooked for the same benefit(And vulnerability window) as a well done steak.
3. Sharpfish: A fish with rigid scales that can be used to sharpen a melee weapon, provides 1000 armor penetration against wyverns for one fight.
4. Goldenfish: A fish with beautiful scales, can be sold for 17,500 gil.
5. Bombfish: Through chemical processes best left to the imagination, with a little fiddling this fish can be thrown like a grenade and will explode on impact. 15000 damage, To avoid DC160(180 behind cover)
5: Thunderstorm Starts/Stops. Funny, it wasn't cloudy a moment ago... Every three rounds in combat or three Events, lightning will strike either a random thing(Enemies included) in combat, or a random party member. DC 120 to avoid, 8000 electric damage.
6: Gathering point! 1d3 items from the following list: 1. Herb(10% HP Heal) 2. Blue Mushroom(Combined with Herb to make Hunting Potion(25% HP Heal) 3. Honey(Combined with Hunting Potion to make Mega Hunting Potion(50% Heal). 4. A piece of ore 1d4 levels higher than Neosteel, 20% chance to be either Geo or Aerotainted, conveying natural earth/airstrike to weapons, or earth/airward to armor..
7-8: Fluffies! 1d4
1. 1d5 Hairookami
2. 2d4 Hairookami
3. 1d5 Hairookami, 1 Hairosama
4. 1 Arzuros
9: A Cliff Lay Ahead: It can either be avoided, or climbed with a DC 90 Acrobatics check. A successful climb will provide one item from the gathering point list. Flying is possible, but will count as bypassing/will not provide the reward.
10: Wyvern Boneyard. The location of quite a few wyvern corpses either predated by something larger and scarier or dead due to natural causes. Gain two carves from one of the following list: 1. Kelbi, 2 Hairookami, 3 Hairosama, 4 Arzuros, 5 Basarios, 6 Khezu, 7 Duramboros, 8 Gypceros.
11-14: Large Wyvern Encounter.
1. 2 Hairosama
2. Arzuros
3. Khezu
4. Basarios
5. Gypceros
6. Duramboros
15: Fishing Stream Part 2. Same as Above, but add:
6. Salmon: When combined with Honey creates a lure that can be used to attract 1d3 Arzuros. Use wisely.
16-17: Double Trouble. Roll twice on the Large Wyvern Encounter.
18: Veggie Elder: You Find the Veggie Elder! A short, pleasant Wyverian with a hiking stick and a pack, who gifts the party with a handful of items from this list. 1d5 Items.
Herb: 10% of HP restored
Hunting Potion: 25% of HP restored
Hunting MegaPotion: 50% of HP restored
Psychoserum: Drinking this allows you to -choose- your specific encounter while on a Hunt. One Use only!
Ration: This delicious boxed lunch gives you a nice pick-me-up. 50% of MP restored.
19: Down the rabbit hole. You find a hole in the ground and may ignore it, or jump down. On jumping down, Acrobatics DC 100 to avoid 10% HP in fall damage. Roll again on the Event list, if it results in a fight, afterwards there will be a Gather Point.
20: The Hunting Party finds themselves in a fairly secluded area, where there is a notable lack of tracks and traces of larger wyverns. As thunder crackles mysteriously in the open air, they'll find themselves face to face with a Kirin.
Crafting Recipes:
As a note, the following are to be natural properties and take up no augmentation slots.
Hairookami Gear(10 Hairookami Pelts,5 Hairookami Shells, 1 Hairookami Oil)
Weapons: Solinium level, natural Flamestrike
Casting Focus: Neosteel level, Natural Flamestrike
Accessory: Solinium level, Natural Flameward, Water deals 20% more damage.
Shield: Solinium level, Natural fire ward, 20% water weakness
Armor: Solinium, 50% fire resistance, 50% water weakness.
Hairoosama Gear(1 Hairokami Armor, 5 Hairookami Pelts, 5 Hairookami Shells, 5 Hairookami Oil, 1 Fuelgem.)
Weapons: Orichalcum level, Natural Flamerend, May be activated once a battle to add 4000 damage to physical attacks for three turns as a free action.
Casting Focus: Neosteel Level, Natural Flamerend & Burnstrike(Mild Burn)
Accessory Orichalcum Level, Natural Fire barrier, 20% Water weakness
Shield Orichalcum level, Natural Fire Barrier, 20% water weakness
Armor: Orichalcum, Fire immunity, 50% water weakness. May be ignited once a battle for three turns, adding 4000 fire damage to physical attacks.
Arzuros Gear(10 Arzuros Pelt, 5 Arzuros brace,5 Arzuros Carapace, 1 Arzuros Shell)
Weapons: Starmetal, Natural Autocast: Cure(Triggers only on a critical hit) & Sprainstrike(Mild Sprain)
Casting Focus: Neosteel, Natural Autocast: Cura (Triggers only on a critical cast.)
Accessory: Starmetal, Natural -10 to resist status effects & healing items have +50% effect. This added 50% is divided among the next 3 rounds.
Shield: Starmetal, Natural HP +10%, -10 to resist status effects.
Armor: Starmetal, +1000 physical defense, mild regen, -10 to rolls to resist status effects
Gypceros Gear(10 Gypceros hide, 10 Gypceros Claw, 5 Gypceros Membrane, 1 Gypceros light gem)
Weapons: Orichalcum, Natural Poisonstrike(Moderate Poison). Reduce mana costs by 5%, Reduce mana replenishment effectiveness 5%
Casting Focus: Neosteel, Natural Autocast: Prism (Triggers only on a critical cast), Poisonstrike(Moderate Poison)
Accessory: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce Mana replenishment 5%.
Shield: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce mana replenishment 5%.
Armor: Orichalcum, Reduce Mana costs by 15%, Immunity to mild and moderate poison, reduce effectiveness of mana replenishment by 20%.
Khezu Gear(10 Flabby Hide, 10 Pale Bone, 5 Electro Sac, 1 Thunder Pearl)
Weapons: Orichalcum, Natural Aerorend, Ignores mild/moderate invisibility
Casting Focus: Neosteel, Natural Aerorend & any lightning spells cast split their damage equally among all combatants in the same area, even allies.
Accessory: Orichalcum, Lightning Ward, Allows control over Khezu Armor's trait
Shield: Orichalcum, Lightning immunity, if there are allies in the same area then this lightning damage is split evenly among them instead.
Khezu armor: Orichalcum, Splits recovery items and spell effects evenly among nearby allies, Positive status effects are split, but reduced by one severity per extra person, minimum mild, Lightning Immunity, If there are allies nearby lightning damage is split evenly among them instead.
Basarios Gear(10 Basarios Shell, 10 Basarios Bone, 5 Basarios Wing, 1 Basarios Tear)
Weapons: Aetherium: Natural Flamerend, +10 Block/Dodge, -10 to hit.
Casting Focus: Duralloy, Natural Flamerend & Burnstrike (Moderate Burn).
Accessory: Aetherium: Natural Flame Ward, +10 Block/Dodge, -10 Athletics/Swimming/Acrobatics/Reaction
Shield: Aetherium: Natural Flame Ward, +15 to Hide checks in natural environments
Armor: Aetherium: 50% Fire Resist, +15 Defense/Dodge rolls, -15 Athletics/Swimming/Acrobatics/Reaction.
Duramboros Gear(10 Duramboros Shell, 10 Duramboros Tailbone, 5 Duramboros Horn, 1 Hard Mossplate)
Weapons: Aetherium: +2 Damage mod per KO suffered during mission, capping at three stacks. Knockdownstrike(Mild Off Guard), Unable to crit, only Divine.
Casting Focus: Duralloy: +1 Spell damage mod per KO suffered during mission, capping at three stacks. Unable to crit, only divine
Accessory: Aetherium, +1000 physical and magical soak per Ko suffered during mission, capping at three stacks. Unable to crit, only divine
Shield: Aetherium. Mild Endure to start a battle, usable once per mission. If you have previous KO bonuses from other Duramboros gear that are granting you bonuses, you can spend each 'KO' to increase the severity of this Endure by +1 per charge. Unable to crit, only divine.
Armor: Aetherium Armor, +10 to attack and defense rolls for each KO suffered during a mission, capping at three stacks, Mild Regeneration, makes it impossible to crit, only Divine.
Kirin Gear(10 Kirin Hide, 10 Kirin Mane, 5 Thunder Tail, 1 Kirin Horn)
Weapons: Amber: Natural Aerorend. Deals 10% extra damage as lightning.
Casting Focus: Amber: Natural Aerorend, +20 bonus to accuracy of lightning spells
Accessory: Amber: Lightning ward, Provides protection from extreme thunderstorms.
Shield: Amber: Lightning Ward, can block lightning-elemental attacks.
Armor: Amber, Lightning Immunity, Raises elemental damage by .5, Positive status effects last one less turn(Minimum one)
Platinum Kirin Gear(10 Shiny Kirin Hide, 10 Platinum Kirin Mane, 5 Shining tail, 1 Platinum Kirin Horn)
Weapons: Garnet, Natural Aerorend, once every 3 rounds it can be used like a Platinum Kirin's teleport charge, making the attack unsoakable.
Casting Focus: Amber, Natural Aerorend, gains a charge every time a lightning spell is cast, up to 5. Charges can be added to empower a lightning spell's spell damage (+1 to spell modifier for every charge spent).
Accessory: Garnet, Lightning Immunity, restores 1/50th of lightning damage absorbed as MP.
Shield: Garnet, Lightning Immunity, on successful defense against lightning, can redirect attack using original attack roll.
Armor: Garnet, Raises Elemental Damage by *1, Immune to Lightning/Lightning damage is absorbed up to 100,000 points which can then be unleashed to power up a physical or lightning elemental attack, -20% all other elemental resistances.
Kirin Colt:
Far away to the north of Loc Lac(A city in the same world as Moga/the Deserted Island.) is a large mountain chain where quite a number of humans make their homes and hunters make their living chasing the creatures that live there. The plants that live in these mountains are hardy like the creatures that live there, managing to thrive in the hard soils. Streams, forested thickets, and cliffs are not uncommon, and the area is lousy with caves and burrows of various creatures of both beauty and nightmare. A fair temperature during the day, the nights are cold, and unseasonable snowstorms are not unheard of.
Daytime Hunt: Available
Nighttime Hunt: ????
Epic Encounter: Kirin
Event Table
1d20
1-3: Kelbi
The Hunting Party encounters 1d3 Kelbi, small brown or blue antelope type creatures. They can be dispatched at will. Roll 1d4, 1-3 get a raw steak. 4: Kelbi Hide, a soft wonderful material that can be sold for 1750 gil(Or turned into clothes) Cooking the Raw Steak from a Kelbi gives one a Well Done Steak. Eating these takes a -full- turn, but doing so leaves you vulnerable in combat. (You cannot dodge or block.) However, doing so restores 3000 HP and 1000 MP.
4: Fishing Stream
A small stream full of various fish that live in the Highlands. 1d4 quantity. Roll 1d5...
1. Dungfish: A putrid smelling fish that can be punctured to drive off a wyvern.
2. Sushifish: A delicious fish that is safe to eat raw or cooked for the same benefit(And vulnerability window) as a well done steak.
3. Sharpfish: A fish with rigid scales that can be used to sharpen a melee weapon, provides 1000 armor penetration against wyverns for one fight.
4. Goldenfish: A fish with beautiful scales, can be sold for 17,500 gil.
5. Bombfish: Through chemical processes best left to the imagination, with a little fiddling this fish can be thrown like a grenade and will explode on impact. 15000 damage, To avoid DC160(180 behind cover)
5: Thunderstorm Starts/Stops. Funny, it wasn't cloudy a moment ago... Every three rounds in combat or three Events, lightning will strike either a random thing(Enemies included) in combat, or a random party member. DC 120 to avoid, 8000 electric damage.
6: Gathering point! 1d3 items from the following list: 1. Herb(10% HP Heal) 2. Blue Mushroom(Combined with Herb to make Hunting Potion(25% HP Heal) 3. Honey(Combined with Hunting Potion to make Mega Hunting Potion(50% Heal). 4. A piece of ore 1d4 levels higher than Neosteel, 20% chance to be either Geo or Aerotainted, conveying natural earth/airstrike to weapons, or earth/airward to armor..
7-8: Fluffies! 1d4
1. 1d5 Hairookami
2. 2d4 Hairookami
3. 1d5 Hairookami, 1 Hairosama
4. 1 Arzuros
9: A Cliff Lay Ahead: It can either be avoided, or climbed with a DC 90 Acrobatics check. A successful climb will provide one item from the gathering point list. Flying is possible, but will count as bypassing/will not provide the reward.
10: Wyvern Boneyard. The location of quite a few wyvern corpses either predated by something larger and scarier or dead due to natural causes. Gain two carves from one of the following list: 1. Kelbi, 2 Hairookami, 3 Hairosama, 4 Arzuros, 5 Basarios, 6 Khezu, 7 Duramboros, 8 Gypceros.
11-14: Large Wyvern Encounter.
1. 2 Hairosama
2. Arzuros
3. Khezu
4. Basarios
5. Gypceros
6. Duramboros
15: Fishing Stream Part 2. Same as Above, but add:
6. Salmon: When combined with Honey creates a lure that can be used to attract 1d3 Arzuros. Use wisely.
16-17: Double Trouble. Roll twice on the Large Wyvern Encounter.
18: Veggie Elder: You Find the Veggie Elder! A short, pleasant Wyverian with a hiking stick and a pack, who gifts the party with a handful of items from this list. 1d5 Items.
Herb: 10% of HP restored
Hunting Potion: 25% of HP restored
Hunting MegaPotion: 50% of HP restored
Psychoserum: Drinking this allows you to -choose- your specific encounter while on a Hunt. One Use only!
Ration: This delicious boxed lunch gives you a nice pick-me-up. 50% of MP restored.
19: Down the rabbit hole. You find a hole in the ground and may ignore it, or jump down. On jumping down, Acrobatics DC 100 to avoid 10% HP in fall damage. Roll again on the Event list, if it results in a fight, afterwards there will be a Gather Point.
20: The Hunting Party finds themselves in a fairly secluded area, where there is a notable lack of tracks and traces of larger wyverns. As thunder crackles mysteriously in the open air, they'll find themselves face to face with a Kirin.
Crafting Recipes:
As a note, the following are to be natural properties and take up no augmentation slots.
Hairookami Gear(10 Hairookami Pelts,5 Hairookami Shells, 1 Hairookami Oil)
Weapons: Solinium level, natural Flamestrike
Casting Focus: Neosteel level, Natural Flamestrike
Accessory: Solinium level, Natural Flameward, Water deals 20% more damage.
Shield: Solinium level, Natural fire ward, 20% water weakness
Armor: Solinium, 50% fire resistance, 50% water weakness.
Hairoosama Gear(1 Hairokami Armor, 5 Hairookami Pelts, 5 Hairookami Shells, 5 Hairookami Oil, 1 Fuelgem.)
Weapons: Orichalcum level, Natural Flamerend, May be activated once a battle to add 4000 damage to physical attacks for three turns as a free action.
Casting Focus: Neosteel Level, Natural Flamerend & Burnstrike(Mild Burn)
Accessory Orichalcum Level, Natural Fire barrier, 20% Water weakness
Shield Orichalcum level, Natural Fire Barrier, 20% water weakness
Armor: Orichalcum, Fire immunity, 50% water weakness. May be ignited once a battle for three turns, adding 4000 fire damage to physical attacks.
Arzuros Gear(10 Arzuros Pelt, 5 Arzuros brace,5 Arzuros Carapace, 1 Arzuros Shell)
Weapons: Starmetal, Natural Autocast: Cure(Triggers only on a critical hit) & Sprainstrike(Mild Sprain)
Casting Focus: Neosteel, Natural Autocast: Cura (Triggers only on a critical cast.)
Accessory: Starmetal, Natural -10 to resist status effects & healing items have +50% effect. This added 50% is divided among the next 3 rounds.
Shield: Starmetal, Natural HP +10%, -10 to resist status effects.
Armor: Starmetal, +1000 physical defense, mild regen, -10 to rolls to resist status effects
Gypceros Gear(10 Gypceros hide, 10 Gypceros Claw, 5 Gypceros Membrane, 1 Gypceros light gem)
Weapons: Orichalcum, Natural Poisonstrike(Moderate Poison). Reduce mana costs by 5%, Reduce mana replenishment effectiveness 5%
Casting Focus: Neosteel, Natural Autocast: Prism (Triggers only on a critical cast), Poisonstrike(Moderate Poison)
Accessory: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce Mana replenishment 5%.
Shield: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce mana replenishment 5%.
Armor: Orichalcum, Reduce Mana costs by 15%, Immunity to mild and moderate poison, reduce effectiveness of mana replenishment by 20%.
Khezu Gear(10 Flabby Hide, 10 Pale Bone, 5 Electro Sac, 1 Thunder Pearl)
Weapons: Orichalcum, Natural Aerorend, Ignores mild/moderate invisibility
Casting Focus: Neosteel, Natural Aerorend & any lightning spells cast split their damage equally among all combatants in the same area, even allies.
Accessory: Orichalcum, Lightning Ward, Allows control over Khezu Armor's trait
Shield: Orichalcum, Lightning immunity, if there are allies in the same area then this lightning damage is split evenly among them instead.
Khezu armor: Orichalcum, Splits recovery items and spell effects evenly among nearby allies, Positive status effects are split, but reduced by one severity per extra person, minimum mild, Lightning Immunity, If there are allies nearby lightning damage is split evenly among them instead.
Basarios Gear(10 Basarios Shell, 10 Basarios Bone, 5 Basarios Wing, 1 Basarios Tear)
Weapons: Aetherium: Natural Flamerend, +10 Block/Dodge, -10 to hit.
Casting Focus: Duralloy, Natural Flamerend & Burnstrike (Moderate Burn).
Accessory: Aetherium: Natural Flame Ward, +10 Block/Dodge, -10 Athletics/Swimming/Acrobatics/Reaction
Shield: Aetherium: Natural Flame Ward, +15 to Hide checks in natural environments
Armor: Aetherium: 50% Fire Resist, +15 Defense/Dodge rolls, -15 Athletics/Swimming/Acrobatics/Reaction.
Duramboros Gear(10 Duramboros Shell, 10 Duramboros Tailbone, 5 Duramboros Horn, 1 Hard Mossplate)
Weapons: Aetherium: +2 Damage mod per KO suffered during mission, capping at three stacks. Knockdownstrike(Mild Off Guard), Unable to crit, only Divine.
Casting Focus: Duralloy: +1 Spell damage mod per KO suffered during mission, capping at three stacks. Unable to crit, only divine
Accessory: Aetherium, +1000 physical and magical soak per Ko suffered during mission, capping at three stacks. Unable to crit, only divine
Shield: Aetherium. Mild Endure to start a battle, usable once per mission. If you have previous KO bonuses from other Duramboros gear that are granting you bonuses, you can spend each 'KO' to increase the severity of this Endure by +1 per charge. Unable to crit, only divine.
Armor: Aetherium Armor, +10 to attack and defense rolls for each KO suffered during a mission, capping at three stacks, Mild Regeneration, makes it impossible to crit, only Divine.
Kirin Gear(10 Kirin Hide, 10 Kirin Mane, 5 Thunder Tail, 1 Kirin Horn)
Weapons: Amber: Natural Aerorend. Deals 10% extra damage as lightning.
Casting Focus: Amber: Natural Aerorend, +20 bonus to accuracy of lightning spells
Accessory: Amber: Lightning ward, Provides protection from extreme thunderstorms.
Shield: Amber: Lightning Ward, can block lightning-elemental attacks.
Armor: Amber, Lightning Immunity, Raises elemental damage by .5, Positive status effects last one less turn(Minimum one)
Platinum Kirin Gear(10 Shiny Kirin Hide, 10 Platinum Kirin Mane, 5 Shining tail, 1 Platinum Kirin Horn)
Weapons: Garnet, Natural Aerorend, once every 3 rounds it can be used like a Platinum Kirin's teleport charge, making the attack unsoakable.
Casting Focus: Amber, Natural Aerorend, gains a charge every time a lightning spell is cast, up to 5. Charges can be added to empower a lightning spell's spell damage (+1 to spell modifier for every charge spent).
Accessory: Garnet, Lightning Immunity, restores 1/50th of lightning damage absorbed as MP.
Shield: Garnet, Lightning Immunity, on successful defense against lightning, can redirect attack using original attack roll.
Armor: Garnet, Raises Elemental Damage by *1, Immune to Lightning/Lightning damage is absorbed up to 100,000 points which can then be unleashed to power up a physical or lightning elemental attack, -20% all other elemental resistances.
Kirin Colt: