Post by Deleted on May 17, 2018 9:51:30 GMT -8
Darkest Expedition
Rogueport Sewers
Mission Creator: 'The Ancestor'
Rogueport Sewers
Mission Creator: 'The Ancestor'
Rolling Required? Y
Variant Rules: GET READY FOR THE MOST CONVOLUTED MISSION EVER
IN A NUTSHELL:
•Players have food, torches, and other items to use on the quest.
•Players, if everyone agrees, can camp and use mission-given skills to buff allies in camp.
•There's hallways with rolled lengths and traps!
•Lots of items will require interaction.
•There's stress! Don't hit 100 stress or you may go crazy!
•The mission can be abandoned if all users agree after the main objective is finished.
•There's a hidden boss! Snuff out your torches and seek the darkest halls to find it...
NOW FOR THE SPECIFICS! BE WARNED.• The team will have a shared inventory space of quest-specific items which are as follows.
- 24 Provisioned food items and batteries. Periodically (5% chance in hallway turns), the team will experience sudden hunger pangs (or power shortages if robotic), and will require consuming the food they have stored (or using the battery packs if machines). Food and batteries are also consumed when the Campfire is used.
- 1 Campfire kindling. Using the campfire will allow characters to activate their camping skills to buff, heal, de-stress, and aid their allies.(see below)
- 16 Torches, for use of lighting the way. The torches can be snuffed out to increase the darkness for a greater chance at loot, but also buffing the monsters in the dungeon. (See Torchlight)
- 1 Skeleton Key, which can open any lock without having to pass a DEX check. It could come in handy for some incredibly powerful lock, though...
- 4 Shovels, which can be used to open certain chests, locks, and to clear barriers that would otherwise require the team to attack.
- 4 of each salve. Bandages for curing bleed/mortal wounds, Antivenom for curing Poison, Medicinal herbs for taking care of debuffs and miscellaneous status effects, and Laudanum for curing Horror (see below)
• Each Party Member will have a 'stress bar'. It starts at 0, and maxes out at 100. When a party member reaches 100 Stress, they must roll a d20 WIS check. If the WIS check is below 10, they become 'afflicted'. Afflictions debuff the party member and will inflict negative conditions on their psyche depending on the affliction acquired. (Selfish, for example, is exactly how it sounds. Self-preservation becomes paramount). If the WIS check is over 10, they become Virtuous, and gain buffs and positive attributes in the opposite manner of Afflictions. Afflictions are removed when Stress reaches 25, and virtues reduce stress to 25, but will be removed when stress reaches 50. Certain actions will increase and decrease stress, including KO'ing enemies. Afflictions and virtues aren't quite changes in personality... They seem to be some sort of psychic influence caused by a lapse in the minds of those affected...
• Virtues are chosen at the discretion of the user, from the list of Virtues below. Afflictions are chosen at random with a roll.
• VIRTUES
- Powerful (Deals 10% damage and gains +1 Roll modifier to attacks)
- Courageous (Reduces stress of party by 5 every turn. Gains +1 to CON rolls.)
- Stalwart (Immune to status effects, gains +1 to all CHA rolls)
- Vigorous (Gains 5% extra healing from all sources, and heals 5% every turn in combat.)
- Focused (Gains 100% chance to disarm traps, and reduces party stress for every trap disarmed by 15 rather than 10)]
•Torchlight starts at 100 in the dungeon, and reduces by 8 for each turn the party takes within any room or hallway. Every 25 Torchlight removed will reduce the Light Level by 1, from Bright, Dim, Shadowy, and finally, Black as Pitch. Each torchlight level has its own attributes below
•AFFLICTIONS (roll 1-8 to determine affliction)
- Paranoid (Deals 10% less damage, +1 to all dodge rolls. Begins to hear whispers in head. Roll 1-10 WIS roll when healed, if below 5, rejects healing)
- Selfish (Act as sees fit. Character becomes obsessed with survival of themselves at all cost.)
- Irrational (Suffers permanent confusion status effect and cannot be cured by herbs.)
- Fearful (Roll 1-10 WIS every turn in combat. If below 4, act scared. If 1, loses all attack actions that turn. If below 4, causes 5 stress to party and self.)
- Hopeless (Roll 1-10 WIS during camping. If failed, will not eat and takes 10% damage. Forced to roll to disarm traps.)
- Abusive (Roll 1-15 WIS every post. If below 5, berate the team and cause 5 stress to self and allies.)
- Masochistic (-3 Roll to all dodges. Takes pride in getting hit, reduces stress by 1 for every hit taken)
- Rapturous (10% Damage, -2 roll mod for all dodges and attacks. Becomes angry at party members.)
- Bright: Chance to cause stun to monsters upon encountering them (10%). All stress damage is at base level here. Monsters do not spawn with items, but have a 50% chance to drop provisions on KO.
- Dim: Monsters deal 2% extra damage, and gain a +1 modifier to all attacks. Stress damage is 5 points more. Monsters have a 10% chance to spawn with items, and have a 50% chance to spawn provisions on KO.
- Shadowy: Monsters deal 5% extra damage, gain a +1 modifier to all attacks and dodges. Stress damage is increased by 7 points. Monsters have a 12% chance to spawn with items, and will spawn provisions on death, and have a 50% chance to spawn a skeleton key upon KO.
- Black as Pitch: Monsters deal 10% extra damage, gain a +2 modifier to attack and +1 to dodge rolls. Stress damage is doubled. Monsters have a 25% chance to spawn with items and guarantee provisions and skeleton keys on KO. Beware the Shambler.
• Every time the team enters a hallway room, a roll between 1-5 is given which determines the length of the hallway. A roll between 1-4 is rolled for each space in the hallway, which determines if enemies, traps, curios, or nothing will appear in them (See Mission Objects). Users will not be able to see these rolls if the dungeon is in the Black as Pitch lighting.
•In each room, a 1-10 roll is made. If 6 or higher, a mission objective is found. Another 1-5 roll is made. If the number is odd, then enemies will appear in the room.
• Mission objects refer to the Curios and traps that can be found in the sewers, and as such, can be interacted with. An d20 INT-Check will be rolled to determine if the team can disarm the trap. A 5 or higher disarms traps and reduces stress by 10 for all party members. Other checks can be used to determine how to interact with curios, as the player sees fit, and even to that point, provisions such as the shovel, skeleton key, and Laudanum can be used on curios for interesting effects.
• Characters that reach their 150% HP threshold will not be KO'd, and instead, are given the status effect 'Death's Door'. Every time an ally is hit while at Death's Door, they are forced to roll a d20 CON roll.
•Party members can use the Campfire item to establish a ground of healing and safety. They gain the option to eat food and recover health during this phase, healing themselves to full health, and removing 50 Stress upon use. Each character, when the campfire is agreed to be used by all members, will gain special skills to use at the campfire. Successful rolling with them can yield powerful buffs.
TEAM NAME: Fight and Flight
• Groose
• Captain Falcon
• Revali
• Arle
Mission Brief: "I reach from beyond the veil of antediluvian evils to share with you my knowledge on hidden secrets and wonders among the tenebrous corners of Li. The sewers will contain the answers you seek and riches you deserve. Fight through the hordes of enemies, familiar and fresh, but beware what lurks deep in the halls of the maddening tunnels during the blackest darkness. The passages of the sewers have been twisted to the designs of pure evil, and contain rooms that might hold the caches of riches you so desire. Take to this mission at your own risk."
Objective: Secure 1 Cache of riches.
Sub-Objective: Secure 3 Caches of riches
?? Objective: Find the Ancestral Map (starts exclusive mission)
Mission Reward(s):
• Timer (1st Cache)
• Bag of Dragonite (2nd Cache)
• Riki Assist Trophy (3rd Cache)
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Last Edit:
May 17, 2018 11:21:04 GMT -8 by Deleted