ArseneLupin32

Fight Like An Egyptian

Jul 19th, 2018
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  1. **Title of Run:** Fight Like An Egyptian
  2. **Run/Event Summary:** A Reality Bender wakes various Task Force members from their sleep, forcing them to go outside where a pyramid has formed. They enter the pyramid dodging a trap or two until they finally make it to the main room where they find Anubis sitting on a throne with his scale nearby. He announces that they will be tested to be worthy of leaving alive through the game of kings. Dodge-ball. They face two teams of mummies in a tournament and lead to a final dodge-ball game against Anubis and Pharaohs for their lives. The Reality Bender's voice signals the close of the story, and they are transported back to the base with a piece of paper on it with a word written on it. 'Street'
  3. **Predicted Difficulty:** Predicted difficulty: Easy/Medium
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  5. **Run Description:** The run members are awakened in their beds by the sounds of lightning and heavy rain. This is strange because they're in a bunker underground. A voice of an elderly man echoes in their heads talking as if reading from a storybook, starting with once upon a time. He declares that it's a dark and stormy night, and the agents had been awakened for an important task. Something strange was happening on the surface, and so they went to investigate. Any attempts to wake any other sleeping people will fail, and any attempts to go anywhere other than the surface will end with them being led there anyways. Once they arrive at the surface, they will see a pyramid rise from the ground with a clear entrance. Once they enter, they will immediately be met with a tripwire trap with a Perception DC of 5 to see, and shoots darts as a Light Weapon with a +4 bonus to hit. They continue on, seeing hieroglyphics of a dog faced man holding an orb to the sky and various mummies bowing to him. There is a raised stone panel with a Perception DC of 6 that causes the floor to open up into a pit of quicksand that requires an Acrobatics roll with a DC of 5 to avoid. It only goes up to about someone's chest though, and they can get themselves out easily. Eventually they make it to the main chamber, where a dog headed man sits on a throne. A scale with a feather on it sits next to him alongside a pedestal with a metal orb on it. He announces that they have been brought here for one reason, to be judged for their sins. He stands and grabs the orb holding it aloft as he tells them there is only one way to be judged. Suddenly a childish voice will interject asking if it's a dodge-ball. The older voice will chuckle and say yes, it is a dodge-ball. Anubis will then continue and tell them that they must compete in the game of kings. Dodge-ball. They then proceed to compete in a tournament against teams of Mummies, ending in a match against Anubis and Pharaohs. Once they complete the tournament, they are judged to be worthy to live and are each handed a piece of papyrus with Reality Bender's Name on it before the pyramid and it's inhabitants dissolve. The mission is then complete. They are awarded 1 Equipment Point if they win the tournament.
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  8. Dodge-Ball Mechanics
  9. All participants in a game of Dodge-ball can take 3 hits or catches before they are considered out. Dodge-balls are not counted as weapons for the purposes of specs and can be thrown with the Ranged Stat. You can dodge with either Resilience or Acrobatics. If you beat the opposed roll by more than 2, you catch the ball. Once all members of a team are out, the other teams wins.
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  12. Sahara Strikers(Lackeys)
  13. Ranged: 3
  14. Acrobatics: 3
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  16. Sahara Strikers (Leader)
  17. Ranged: 3
  18. Acrobatics: 4
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  20. Mojave Mummies (Lackeys)
  21. Ranged: 4
  22. Acrobatics: 4
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  24. Mojave Mummies (Leader)
  25. Ranged: 4
  26. Acrobatics: 5
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  28. Nile Nobles
  29. Ranged: 5
  30. Acrobatics: 4
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  32. Anubis:
  33. Ranged: 5
  34. Acrobatics: 5
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  36. Wheel Of Misfortune: The Wheel of Misfortune is a device used to spice up the games and make them more interesting. It is spun at the beginning of each match and unleashes a hazard to complicate the game.
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  38. Round 1 Hazard: Kooky Quicksand!
  39. Each turn, the sand under one person on each team is opened up, forcing them to make an acrobatics check with a DC of 4 or else they become stuck and cannot dodge any balls, leaving them vulnerable.
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  41. Round 2 Hazard: King Cobra Complications!
  42. In this round the ball is replaced by a coiled King Cobra. This Cobra lashes out whenever it lands. When someone misses with the Cobra Ball, the Cobra lashes out at the person who was targeted and bites them with a Melee attack of +4. If this attack lands it does no damage, but decreases their Acrobatics by 1 each time they get hit until the end of the round.
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  44. Final Round Hazard: Sandstorm Scramble!
  45. In this round the sands rage , making it very hard to see. Whenever anyone throws the ball, they must roll a d20 to avoid getting their aim thrown off by the sands. If they roll under 10 they get a -2 penalty to that throw.
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  47. **Outcome:** The Agents are given the paper with The Reality Bender's First Name, "Geraldo" on it and are aware of his existence
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