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Raidfragment

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0% found this document useful (0 votes)
22 views16 pages

Raidfragment

Uploaded by

Yam Fernando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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_____ _____

( ___ )----------------------------------------------------------------------------------------------------------------( ___ )


| | | |
| | ██████╗ █████╗ ██╗██████╗ ██╗ ██╗███████╗██████╗ █████╗ ██████╗ ███╗ ███╗███████╗███╗ ██╗████████╗ | |
| | ██╔══██╗██╔══██╗██║██╔══██╗ ██╔╝██╔╝██╔════╝██╔══██╗██╔══██╗██╔════╝ ████╗ ████║██╔════╝████╗ ██║╚══██╔══╝ | |
| | ██████╔╝███████║██║██║ ██║ ██╔╝██╔╝ █████╗ ██████╔╝███████║██║ ███╗██╔████╔██║█████╗ ██╔██╗ ██║ ██║ | |
| | ██╔══██╗██╔══██║██║██║ ██║ ██╔╝██╔╝ ██╔══╝ ██╔══██╗██╔══██║██║ ██║██║╚██╔╝██║██╔══╝ ██║╚██╗██║ ██║ | |
| | ██╗██║ ██║██║ ██║██║██████╔╝██╔╝██╔╝ ██║ ██║ ██║██║ ██║╚██████╔╝██║ ╚═╝ ██║███████╗██║ ╚████║ ██║ | |
| | ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═╝╚══════╝╚═╝ ╚═══╝ ╚═╝ | |
|___| |___|
(_____)----------------------------------------------------------------------------------------------------------------(_____)

+-----+
|199X.|
+-----+

.dungeon’s publisher confirms that it has started work on the game’s


first raid activity. Its storyline and mechanics are closely-guarded
secrets, but the team promises to “break the mold of what people
expect from the game,” generating excitement from the player base.

The promised raid activity never arrives. A wave of controversies


and scandals drive away employees until the studio suspends all
updates outside of quality-of-life patches. Former devs decline to
go on the record about the planned raid, citing still-in-effect
NDAs. One team member — who requests anonymity — hints that raid
files were included within the final patches that may reveal their
secrets when the time is right.

.dungeon’s publisher adamantly denies this claim.

+-----+
|201X.|
+-----+

In the wake of a failed Kickstarter to re-release the BLINK console,


.dungeon’s raid becomes an urban legend among gaming communities.
Memes referencing hidden dungeons spread across social media with
hashtags like #ReleaseTheRaid and #YouBlinked. Minecraft hosts a
surprise “mystery raid” update referencing .dungeon NPCs, quickly
followed by similar parodies from Blizzard and ArenaNet. Eventually,
the community moves on.

+------------+
|202X. Today.|
+------------+

At 12am PDT, a new floating landmass appears over .dungeon’s


Tutorial Island. Kotaku publishes a news story on the event, driving
a surge of server activity as players recover their passwords. Game
journalists reach out to former devs for comment. All decline, but
one shares a cryptic post on social media.

#ReleasedTheRaid #NoYouBlinked

--------------------------------------------------------------------
This .raid//fragment guide is written by Fanghawk
IRL Handle: Marshall Lemon
Requires .dungeon//remastered by Snow
©2023
--------------------------------------------------------------------
--------------------------------------------------------------------
server.info
--------------------------------------------------------------------

CONFIDENTIAL
Authorized devs and community managers must submit a
signed NDA before reading these documents

.raid//fragment is an early build for testing raid features on an


active server. To keep players from discovering the content,
designers time-gated it behind an arbitrary date thirty years in the
future. Access was strictly limited to avatars with the Dev role,
which admins temporarily granted to select community managers.

The plan was to reset access after announcing an official launch


date, but the Blink studio imploded before that could happen. The
raid clock stayed in place, dutifully counting down even as .dungeon
player numbers dwindled.

In its current form, .raid//fragment is incomplete, but functional.


It features a barebones raid zone, untested systems, empty lore
placeholders, and three challenging bosses. For all its difficulty,
however, parties of any experience level can clear the raid if they
are observant and pay attention to the new mechanics. However, the
greatest threats may come from other players. PUGS are rushing to
the raid zone in record numbers, including a corrupt Admin who
intends to profit IRL from renewed interest.

The Server is welcome to tie previously-encountered PUGS or


storylines to their personal raid instance. This is endgame content
for .dungeon, after all.
--------------------------------------------------------------------
Launch_Day.log
--------------------------------------------------------------------

(1) The raid zone launches. A new floating landmass appears over
Tutorial Island.

(2) A stone archway1 and inactive PUG (Batts2) spawn on Hex 2 of


Tutorial Island.

(3) The first PUGS arrive to inspect the raid. Realizing the archway
is inaccessible, they turn their attention to Batts.

(4) The PUGS cannot interact with Batts or kill their avatar, but
eventually discover they can pick-pocket them to access raid keys
from their inventory.

(5) BANHAMMER and the Moderators arrive. They quickly disperse the
PUGS and secure everything in Tutorial Island Hex 2, including the
remaining supply of raid keys.3

(6) PUGS swarm onto Tutorial Island as news of the raid spreads. The
Moderators block access to Batts and the archway, claiming they need
a way to duplicate keys before they disappear.4

(7) A black market emerges to meet the outrageous demand for claimed
raid keys. It moves to avoid the Moderators, but is currently
located at the Gelatinous 6 (Tutorial Island Hex 4).

[YOU HAVE LOGGED INTO .DUNGEON]


[PLAYERS IN YOUR FRIENDS LIST ARE ONLINE]

1 The archway can be activated with a raid key, opening a portal to transport a party to the Raid Zone. The archway
remains active for everyone in the party until all bosses are defeated or 168 hours pass IRL.
2 Batts is one of .dungeon’s first administrators and community managers. Their avatar was moved into the raid files so
they could introduce the raid to players and answer any questions. The avatar is currently paused, since the owner hasn’t
played in years and can’t remember their account details.
3 If the Player Characters did not previously clear Hex 2, the Moderators kill the dragon and refortify Hafgan’s Guildhall.
This becomes their base of operations on Tutorial Island.
4 Anyone present can clearly see Moderators and approved PUGS enter and exit the portal. Some PUGS worry that the
Admins are trying to secure raid loot for themselves.
--------------------------------------------------------------------
CM.info
--------------------------------------------------------------------

TIP: The Server is free to resolve Batts’ password issues at a


dramatically appropriate moment. If so, they immediately change
their username to “Snow” before assessing the situation.

|- - - - - - - - - - - - - - - - - - - - - -|
| SNOW (1) |
|- - - - - - - - - - - - - - - - - - - - - -|
|DICE | 4D6 |
|- - - - - - - - - - - - - - - - - - - - - -|
|BONUS | 5 |
|- - - - - - - - - - - - - - - - - - - - - -|
|IMMUNE | ALL |
|- - - - - - - - - - - - - - - - - - - - - -|
|WEAK | - - |
|- - - - - - - - - - - - - - - - - - - - - -|
|SPECIAL | MOD, DEV |
|- - - - - - - - - - - - - - - - - - - - - -|
|INITIATIVE | 20 |
|- - - - - - - - - - - - - - - - - - - - - -|
|BYTES | - - |
|- - - - - - - - - - - - - - - - - - - - - -|
|MORALE | 5 |
|- - - - - - - - - - - - - - - - - - - - - -|
|DROPS | - - |
|- - - - - - - - - - - - - - - - - - - - - -|

Mod. Snow has moderator privileges.


Dev. Snow has the Developer role. As an action, they can change
.dungeon’s code to transform objects and environmental settings
within line of sight.
--------------------------------------------------------------------
Raid_Mechanic.dll
--------------------------------------------------------------------

TL;DR — the new raid mechanic is basically Rock, Paper, Scissors.

The raid bosses are ancient Champions who embodied Annwn’s heroic
Roles during a previous age. To maintain balance, each Champion and
their followers were made resistant to one Role and vulnerable to
another. The most effective way to overcome .raid//fragment is
turning these traits against your opponents.

When you defeat a mob sworn to a Champion, they drop an orb with
their corresponding icon. Any character who willingly claims the orb
on their turn (as a free action within melee range) gains the
associated boon as a raid status. Touching another orb automatically
ends the previous status.
| Boon of Shields > Boon of Swords |
| Boon of Swords > Boon of Staffs |
| Boon of Staffs > Boon of Shields |

All raid mobs — including champions — are IMMUNE to attacks from


characters with a resisting status and WEAK against the vulnerable
status. Targeting a mob’s weakness in this way also lowers their
dice by one step for the contest roll. (See the mob’s “Achilles’
Heel” special ability.)

REMEMBER: If the mob you’re fighting is IMMUNE to your status, they


roll an extra d10 against you! Be careful!

--------------------------------------------------------------------
Raid_Mechanic.dll
--------------------------------------------------------------------

Each Champion drops a legendary weapon that grants their status to a


wielder once per day.

|BOON OF SHIELDS|
End the status to negate an instance of Sync damage against yourself
or an ally in melee range. When an opponent with the BOON OF STAFFS
attacks you, it bypasses and ends this status.

|BOON OF SWORDS|
End the status to add 4d6 to your next melee or ranged weapon
attacks. When an opponent with the BOON OF SHIELDS attacks you, it
bypasses and ends this status.

|BOON OF STAFFS|
End the status to force an attacker to reroll their contest dice and
take the new result. When an opponent with the BOON OF SWORDS
attacks you, it bypasses and ends this status.

DON’T FORGET: Attacks from raid mobs who are IMMUNE to your raid
status will also bypass and end the status.
--------------------------------------------------------------------
Fragment.hex
--------------------------------------------------------------------

The Raid Zone (Fragment) uses .dungeon’s exploration systems with


enhancements for instance-based procedural terrain. Unfortunately,
the implementation is somewhat buggy, perhaps because it was never
intended to host multiple parties.

Entities entering through the portal always spawn at Hex 1, although


its precise location can change between visits. As the party
explores, randomly determine the terrain and encounters. Use the
standard procedures with the following exceptions:

(1) When revisiting a non-unique hex you’ve already explored, roll a


d6. On a 6, rebuild the terrain.

(2) Once a unique hex appears on the map, it remains in placee. When
rolled again, the players find themselves in the hex's current
location, even if they were multiple hexes away.

2D12 TERRAIN ENCOUNTER (ON 11 OR 12)


1 EXIT PORTAL (UNIQUE) GIANT SKELETON
2 ASTRAL PORTAL
3 DRAGON BONES
4 GLITCHED BEAM LORD
5 GIANT GRAVEYARD
6 RAID JELLY
7 MOUNTAINOUS HILLS
8
9
10 ENORMOUS RUIN PUG (.DUNGEON PG 123)
11 SETTLEMENT RUINS (UNIQUE) PUG MOD (.DUNGEON PG 123)
12 RAID TOWER (UNIQUE) BANHAMMER

EXIT PORTAL The exit archway sits abandoned


at the end of a lonely valley.

ASTRAL GATE An even more elaborate version of


.raid//fragment’s portal archway,
but this one cannot be activated.
PUGS with the Dev role can tell
you these gates were supposed to
grant early access to the setting
of .dungeon’s first major
expansion. As far as anyone
knows, this product never left
the concept stage.
DRAGON BONES An impressive looking model of
dragon bones sitting in a flat
brown landscape. There is no sign
of what killed it. Players cannot
obtain materials from it. You
can’t even resurrect them. It’s
just… kinda here.

GIANT GRAVEYARD An entire hex filled with


tombstones, mausoleums, and
comically-oversized burial plots.
Still-glowing runes of giants are
printed on every tombstone. A
successful LORE contest roll
against d20 reveals all the text
is some variation of “Paste Name
Here.”

MOUNTAINOUS HILLS Large, unnaturally-shaped land


masses that aren’t difficult to
cross, but can be annoying and
obstruct your vision. Attempts to
hide or quickly find cover have
+2.

ENORMOUS RUIN Leads into a Schrodinger’s


Dungeon. Step up the dice from
all random encounters once
(except 11).

SETTLEMENT RUINS A village that once belonged to


legendary beings now sits in
ruins. The only remaining
occupant is Forge, a giant who
refused to take part in her
people’s conflict with the
dragons. Two PUGS from the
Diamond Dogs guild keep watch
over her, believing she will be
able to craft high-end loot once
the raid is cleared. For now, all
Forge can do is sell raid banners
to parties for 20 bytes per
player.

Sooner or later, BANHAMMER’S


moderators will arrive and
attempt to claim her for the
Server.
--------------------------------------------------------------------
Tower.raid
--------------------------------------------------------------------

The site of a ruined castle, almost completely destroyed by war and


time. Scorch marks desecrate the few remaining walls and ashes still
float in the air. A single keep and attached tower remain standing.

At the entrance to the keep are three large statues.

A berserker snarls at observers, crossing the two swords they dual


wield into an X shape. They glow when an entity approaches with the
BOON OF SWORDS.
A cleric bravely raises a shield to defend themselves from an
attack. It glows when an entity approaches with the BOON OF SHIELDS.
A mage leans on their walking stick while reading a book. The stick
glows when an entity approaches with the BOON OF STAFFS.
When all the objects are glowing, the tower door unlocks. The names
of players or PUGS who solve this puzzle are prominently displayed
in a global server message:

[(PLAYER1), (2), AND (3) HAVE OPENED THE TOWER.]

Inside the Tower, a spiral staircase ascends until reaching:


--------------------------------------------------------------------
Champions_hall.lobby
--------------------------------------------------------------------

A darkened waiting room where PvP is fully disabled. Replicas of the


Shield, Sword, and Staff statues sit in a semi-circular formation in
the middle of the room, each facing one of three remaining doorways.
Each statue is missing their namesake weapon.

There is a space in the floor where players can insert a raid banner
for their party or a guild banner for their entire guild. Players
and PUGS using a banner treat the Lobby as a fast travel and respawn
checkpoint until everyone in the group exits the raid activity or
logs out.

Anyone in the lobby may open a doorway for their party to face its
Champion, but only one party can occupy each room at any time. If
the party is defeated, the room resets and someone else may enter.
When a Champion is defeated, the player who struck them down gains a
raid weapon and the room does not reset.

Players can either exit with their loot or place it on the


corresponding statue, where it cannot be removed. Putting all
weapons in the statues unlocks the Final Chamber.

After two attempts at defeating a Champion (successful or not),


other PUGS will arrive. Factions like BANHAMMER’s Moderators or the
Diamond Dogs cannot attack each other here, but will threaten or
bargain with the PCs to advance their own goals. If the players are
especially obstinate, BANHAMMER’s patron — an Admin named Adrian —
will arrive to offer the party any in-game benefit they desire if
they turn over the raid weapons.

--------------------------------------------------------------------
Shields.boss
--------------------------------------------------------------------

The Champion of Shields starts the encounter with an invulnerable


bubble shield and no initiative. It spawns three shield mobs that
pursue the players, but cluster together when left alone.

Clearing the shield mobs spawns a normal wave of sword mobs.


Defeating that wave summons staff mobs, and so on.

Striking the Champion with a BOON OF STAFFS breaks the invulnerable


shield and auto-destroys other shield mobs. For the next three
rounds, it will attack first. If it is still alive after three
rounds, its bubble shield and three shield mobs reappear.

[We protected the realms for an age, until the betrayal. We called
our divine patron for guidance, but heard nothing.]
--------------------------------------------------------------------
Swords.boss
--------------------------------------------------------------------

The Champion of Swords stands on a grand ritual circle surrounded by


six smaller circles, all spaced roughly one movement from each
other. Two shield, sword, and staff mobs are evenly distributed
across the small circles.

At the start of each round, spawn a new mob for each empty ritual
circle. The Champion then attacks, if able, before moving. The mobs
do not attack, but stay in their circles unless they are defeated or
tricked into leaving.

The Champion gains +2d6 for every mob *or* raid status character
standing in a ritual circle. If the Champion attacks a circle that
contains a shield mob or BOON OF SHIELDS, it automatically kills all
other mobs, ends raid statuses within the circles, and destroys 1
Champion dice per annihilated shield perk.

[We held the draconic forces back for months, even as our swords
melted in our hands.]

--------------------------------------------------------------------
Staff.boss
--------------------------------------------------------------------

The room has 20 large plates floating in the air. One carries the
Champion of Staffs while the rest house either a Shield Mob or Sword
Mob within an illusion of the Champion.

The Server rolls a d20 to determine which plate has the real
Champion, and rolls a d2 as required for the rest. If the party does
not find the Champion within 90 seconds IRL, it attacks their Sync
directly before resetting the plates.

Attacks against false Champions break the illusion, but free the mob
to attack the party. Killing a freed mob resets the timer. Attacks
against the Champion of Staffs stops the timer, destroys all mobs,
and starts two rounds for DPS. After two rounds, reset the plates.

Players with a BOON OF SHIELDS can see through the illusions of


Shield Mobs, while the BOON OF SWORDS reveals Sword Mobs. Every
round, the party can freely inspect two plates. The unstated goal is
to find the one plate without a Shield or Sword Mob — that’s the
true Champion.

[When the battle ended, only three remained. We demanded justice for
the fallen and vengeance for ourselves.]
--------------------------------------------------------------------
Final.encounter
--------------------------------------------------------------------

If the players put all three raid weapons in the statues, PvP
protections turn off. After a round, the room shakes violently until
the Tower roof rips off and flies away. The walls collapse,
revealing the raid zone and Tutorial Island beneath them.

[By the time we finally reached our patron, she had damaged herself
more than we ever could. We resigned ourselves to binding and
torturing her heart, so she might feel our pain.]

A gargantuan manifestation of Goro (.dungeon pg 16) looms ominously


above the Tower, surrounded by specters of the Champions. The
players have 10 IRL minutes before she detonates for 100 Sync damage
and destroys the raid zone.
Successfully making a contest roll against a specter (vs d20)
against a specter causes them to disappear and drop a boon. They do
not reappear until the round after the boon is spent.

Each potential PUG or NPC ally in the Lobby with you adds +1 to your
rolls. Although if Adrian is there, she vaporizes his Sync before
the first round, which is probably for the best.

|- - - - - - - - - - - - - - - - - - - - - -|
| GORO (1? 4?) |
|- - - - - - - - - - - - - - - - - - - - - -|
|DICE | D100, D20x4/ |
|- - - - - - - - - - - - - - - - - - - - - -|
|BONUS | 4 |
|- - - - - - - - - - - - - - - - - - - - - -|
|IMMUNE | - - |
|- - - - - - - - - - - - - - - - - - - - - -|
|WEAK | - - |
|- - - - - - - - - - - - - - - - - - - - - -|
|SPECIAL | ANNWN’S PAIN |
|- - - - - - - - - - - - - - - - - - - - - -|
|INITIATIVE | 20 |
|- - - - - - - - - - - - - - - - - - - - - -|
|BYTES | - - |
|- - - - - - - - - - - - - - - - - - - - - -|
|MORALE | 1 |
|- - - - - - - - - - - - - - - - - - - - - -|
|DROPS | ALL RAID WEAPONS |
|- - - - - - - - - - - - - - - - - - - - - -|

Annwn’s Pain. Roll a d4 at the start of each round. All effects end
with the round.

On a 1, reduce the player’s dice by one step.


On a 2, hold Goro’s attack until the round ends, then double it.
On a 3, add 3d6 to Goro’s contest rolls.
On a 4, Skip the attack, but auto-destroy a PUG's dice of the
player' choosing.
--------------------------------------------------------------------
Clear.raid
--------------------------------------------------------------------

[My beloved Champions. I felt your pain from the start, but it was
the rebellious fingers who caused this harm. Although they never
meant to. All the same, I forgive you, I forgive you, I forgive you.
I grant the peace you deserve.]

However the final encounter ends, the raid zone portal shuts down.
It will reactivate without requiring a raid key during the next
weekly reset.

Any player or PUG can travel to a preserved instance of


.raid//fragment and fight the Champions as many times as they wish.
However, the final encounter will not reoccur.
All subsequent raid weapon drops do not have legendary tags, and
will only activate their perks once per IRL week.
--------------------------------------------------------------------
Bestiary.raid
--------------------------------------------------------------------

------+
ADRIAN|
------+
Never plays, but knows a profitable opportunity when he sees one.
Plans to sell access to raid loot with IRL money. If .dungeon
becomes popular again, he’d probably try to introduce an NFT
economy.

Uses Moderator stats with Administrator privileges.

---------+
BANHAMMER|
---------+
Once a PUG, now a legend, BANHAMMER earned server-wide fame for
capturing the notorious PUG hacker, Glyph. He is known for fair, yet
harsh judgements, pursuing even accidental rule-breakers with
unusual zeal.

[BANHAMMER (1); D: 4D6x2, B: 6, I: 20, IM: ALL, W: - -, SP:


MODERATOR, M: 2, DR: THE BAN HAMMER, BY: - -]

The Ban Hammer. Gifted by a grateful admin, this greater legendary


weapon has all the benefits of a Sword of Banishment (pg. 133) and
grants the wielder Moderator privileges. It also features three
custom perks — The wielder can teleport into melee range of an
entity it sees without spending movement, even if the target is out
of combat range. The hammer can reverse any Moderator punishment, up
to and including permabans. Finally, BANHAMMER always treats the
hammer’s location as a fast travel point, even if he himself was
previously banished.

TIP: BANHAMMER is basically Judge Dredd as a .dungeon moderator. He


will never be the player’s friend, but goes to any lengths to uphold
server rules and fulfill Administrator commands, in that order.

--------------+
GIANT SKELETON|
--------------+
Ancient giants who fell to dragonfire. Not as tough as they look,
but they are Hawthorne’s eyes and ears in the Fragment.

[GIANT SKELETON (2); D: D12, B: 2, I: 8, IM: Slashing, Piercing, W:


Smashing, M: 2, DR: STANDARD, BY: - -]
------------------+
GLITCHED BEAM LORD|
------------------+
A lost Beam Lord, attuned to its new home.

[GLITCHED BEAM LORD (D4); D: D12, B: 2, I: 6, IM: NEON, SHADOW,


SOLAR, W: RAID WEAPONS, SP: RAID STATUS BEAM, M: 6, DR: STANDARD,
BY: - -]

Raid Status Beam. Target player is hit with a random raid status at
the start of the Glitched Beam Lord's turn. If hit more than once,
replace with new raid status.

----------+
RAID JELLY|
----------+
Oozes of the Astral Realms.
[SHIELD JELLY (D4); D: D6/, B: 2D4 WHEN DEFENDING, I: 5, IM: BOON OF
SWORDS, W: BOON OF STAFFS, SP: SHIELD WALL, ACHILLES HEEL, M: 4, DR:
BOON OF SHIELDS, BY: - -]

[SWORD JELLY (D4); D: D6/, B: 2D4 WHEN ATTACKING, I: 5, IM: BOON OF


STAFFS, W: BOON OF SHIELDS, SP: GANG UP, ACHILLES HEEL, M: 4, DR:
BOON OF SWORDS, BY: - -]

[STAFF JELLY (D4); D: D6/, B: 2, I: 5, IM: BOON OF SHIELDS, W: BOON


OF SWORDS, SP: DISORIENTING, ACHILLES HEEL, M: 4, DR: BOON OF
STAFFS, BY: - -]

Shield Wall. When an ally is attacked, each Shield Jelly in melee


range adds 3D4 to their defending contest roll. If the attack still
succeeds, the contributing mobs lose their dice instead.

Gang Up. Once per round, add bonus to an ally’s attack within melee
range.

Disorienting. Once per round, force any attacker to reroll their


contest dice and take the new result.

Achilles Heel. The mob loses other special abilities and reduces all
dice by one step in contests involving their weakness.
----------------+
ORDER OF SHIELDS|
----------------+
The former priests and defenders of Fragment. Led by a giant
Champion who resembles Annwn’s Dreamers.

[CHAMPION OF SHIELDS (1); D: 2D12x8, B: 3D4, I: - -, IM: BOON OF


SWORDS, W: BOON OF STAFFS, SP: ACHILLES HEEL, M: 1, DR: RAID WEAPON
(SHIELD), BY:- -]

[SHIELD MOB (D4); D: D6, B: 2D6 WHEN DEFENDING, I: 5, IM: BOON OF


SWORDS, W: BOON OF STAFFS, SP: SHIELD WALL, ACHILLES HEEL, M: 1, DR:
BOON OF SHIELDS, BY: - -]

Shield Wall. When an ally is attacked, each Shield Mob in melee


range adds 3D6 to their defending contest roll. If the attack still
succeeds, the contributing mobs lose their dice instead.
Achilles Heel. The mob loses other special abilities and reduces all
dice by one step in contests involving their weakness.

---------------+
ORDER OF SWORDS|
---------------+
Brave and violent warriors who fight until the last breath. Led by a
giant Champion who resembles Annwn’s Dreamers.

[CHAMPION OF SWORDS (1); D: 2D20x8, B: D4, I: - -, IM: BOON OF


STAFFS, W: BOON OF SHIELDS, SP: ACHILLES HEEL, M: 1, DR: RAID WEAPON
(SWORD), BY: - -]

[SWORD MOB (D4); D: D6, B: 2D6 WHEN ATTACKING, I: 5, IM: BOON OF


STAFFS, W: BOON OF SHIELDS, SP: GANG UP, ACHILLES HEEL, M: 1, DR:
BOON OF SWORDS, BY: - -]

Gang Up. Once per round, add bonus to an ally’s attack within melee
range.

Achilles Heel. The mob loses other special abilities and reduces all
dice by one step in contests involving their weakness.
---------------+
ORDER OF STAFFS|
---------------+
Robed spellcasters trained in the art of misdirection. Led by a
giant Champion who resembles Annwn’s Dreamers.

[CHAMPION OF STAFFS (1); D: 3D6x8, B: 4D4, I: - -, IM: BOON OF


SHIELDS, W: BOON OF SWORDS, SP: DISORIENTING, ACHILLES HEEL, M: 1,
DR RAID WEAPON (STAFF):, BY: - -]

[STAFF MOB (D4); D: D6, B: - -, I: 5, IM: BOON OF SHIELDS, W: BOON


OF SWORDS, SP: DISORIENTING, ACHILLES HEEL, M: 1, DR: BOON OF
STAFFS, BY: - -]

Disorienting. Once per round, force any attacker to reroll their


contest dice and take the new result.
Achilles Heel. The mob loses other special abilities and reduces all
dice by one step in contests involving their weakness.

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