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Quest Idea: The Three Beasts


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Azide, Rebekah, and I are currently in a thread where I created this creature, but I wanted to put it up for submission to see if you guys could make use/adapt it for a quest line. I wanted to suggest it because it also incorporates to a sense a "range" mechanic that would change up combat a little bit.

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Quest: Ziz, the Air Monster (Three Beasts Quest Line)

Legend speaks of three beasts that once roamed the floors, causing havoc and destruction in their wake. It is said that if anyone were to ever encounter such a beast on their own, it is unlikely they would survive. They were the lords of their various realms: Ziz, a multi-winged giant eagle that conquered the skies and heavens. Behemoth, the prowler of the lands whose horns and teeth mowed through anything in its path. Leviathan, the sea serpent whose mighty roar can create tidal waves that raze the land.

These creatures have never been encountered in the past, but it appears that as of late some players have been encountering late in the night a group of summoners in the field zones of the third floor, casting some kind of ritual. Normally they eliminated them before they could complete their work, but there's rumors that have been spreading of a group of players that let the casting complete, spawning a powerful field boss, and possibly the first of more to come.

Requirements:
- <<Ziz, the Air Monster>> must be defeated
- Entire thread must be at least 2 pages (21 posts) or more.
- Must be undertaken as a group (Summoners will not appear for a single player)

Rewards:
- Access to the second part of the quest line (Behemoth, Prowler of the Land)
- 3 Skill Points
- Ziz's Clipped Wings (+2 Evasion / +1 Accuracy)

Boss Stats:
latest?cb=20130802211236

500 HP
50 MIT
Ziz targets all players within a certain range with it's attacks. Hate-affecting skills like Howl and Fighting Spirit does not change the target.

Wing Beat (Constant Effect):
The strong winds of Ziz's wings causes and effect that could possibly prevent you from attacking. Rolls of the CD (on your turn) determine the effect:
6 and up: Success, no effect
3-5: Unable to take action this turn. Cannot attack, but you don't get blown back.
1-2: Blown Back. Get pushed away this turn, and must take a post to get back into striking range. 

Reposition (Chance Action):
Ziz changes position, forcing players to have to move back into striking range to attack. Rolls of the LD determine the result:
11 and up: Ziz doesn't change position
1-10: Ziz moved further away. Treated the same way as the Blown Back condition.

Talon Strike:
Ziz strikes at the ground with its talons, attempting to rip at players below. Rolls of 11 and up on the LD result in this attack.
When in striking range of Ziz, players are targeted. Players out of striking range do not get targeted.
60 DMG

Feather Barrage:
Ziz flaps its wings forward, sending a barrage of sharp feathers at those it cannot attack with its talons. Rolls of 1-10 on the LD result in this attack.
When out of striking range of Ziz, players are targeted. Players within striking range do not get targeted.
45 DMG and Blown Back condition persists due to being temporarily pinned by the feathers

Edited by Calrex
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