Sheep Meadow
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Sheep Meadow
The Party chooses to head towards the Sheep Meadow under the Immortality Challenge.
Those with Keen ears can hear that not all is well at the meadow. Growls, Bleats, and bone crushing thumps roll through the air as they approach. Upon reaching the clearing the noises die down. It would seem that hero trumps natural enemy in these fields.
THE BATTLE BEGINS
The Enemy
barghest Mob
*Lightning-elemental attacks*
Type: Beast/Electric
Level: 30 (10X3)
Health: 321/321 (107 X3)
Special: Booming Bark – Causes 30 (10X3) lightning-elemental damage and confused-effect to all opponents.
Drops: Bone
Dire Wolf 1
Type: Beast
Level: 15
Health: 175/175
Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle.
Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle.
Drops (varies by roll):
1: Fang Dagger (WP:5, deals double damage to beasts; dagger)
2-3: Mead
4-6: Bone
Dire Wolf 2 (IMMORTAL
Type Beast
Level: 15
Health: 175/175
Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle.
Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle.
Drops (varies by roll):
1: Fang Dagger (WP:5, deals double damage to beasts; dagger)
2-3: Mead
4-6: Bone
Black Sheep Mob
Type: Beast/Dark
Level: 40 (8X5)
Health: 470 (94X5)
Special: Cloud of Dark Wool – Causes the blinded- and confused-effects to the target.
Passive Special: Hind Kick, At the end of every round the Mob will attack the first player in the front row with a vicious kick, dealing 10 (2X5) damage, ignoring SP.
Drops: Bone
Those with Keen ears can hear that not all is well at the meadow. Growls, Bleats, and bone crushing thumps roll through the air as they approach. Upon reaching the clearing the noises die down. It would seem that hero trumps natural enemy in these fields.
THE BATTLE BEGINS
The Enemy
barghest Mob
*Lightning-elemental attacks*
Type: Beast/Electric
Level: 30 (10X3)
Health: 321/321 (107 X3)
Special: Booming Bark – Causes 30 (10X3) lightning-elemental damage and confused-effect to all opponents.
Drops: Bone
Dire Wolf 1
Type: Beast
Level: 15
Health: 175/175
Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle.
Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle.
Drops (varies by roll):
1: Fang Dagger (WP:5, deals double damage to beasts; dagger)
2-3: Mead
4-6: Bone
Dire Wolf 2 (IMMORTAL
Type Beast
Level: 15
Health: 175/175
Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle.
Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle.
Drops (varies by roll):
1: Fang Dagger (WP:5, deals double damage to beasts; dagger)
2-3: Mead
4-6: Bone
Black Sheep Mob
Type: Beast/Dark
Level: 40 (8X5)
Health: 470 (94X5)
Special: Cloud of Dark Wool – Causes the blinded- and confused-effects to the target.
Passive Special: Hind Kick, At the end of every round the Mob will attack the first player in the front row with a vicious kick, dealing 10 (2X5) damage, ignoring SP.
Drops: Bone
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