
Mist Hunter
The Miss Taken Tower

General Information
As the general, jack-of-all trades division, the Mist Hunter training course is a combination of the other divisions' training challenges and also one of the more complicated. The goal of this course is to rescue the princess in the tower. Below her, you'll find yourself confronted with a number of shadowling attackers, and beyond them, a room of only slightly deadly traps. But even should you reach her location, you still need to pick the lock on the manacles holding her in place. Unskilled fiddling with the locks will prove unhealthy for both the princess and yourself. And once that's done, you need to make your way back down through the traps and shadowlings, defending the princess the whole way.
The Miss Taken Tower is one of the most challenging and frustrating courses available.
If you fail: your princess dies, and you are quite possibly KO'd. Senior hunters are observing and will make with a timely rescue as needed.
If you win: the princess will adore you for the rest of her exceedingly brief existence. Peen points for 100% health for you and the Princess, shadowlings fought, going for consecutive rescues.
Part 1
Mechanics
- roll your regular attack
- roll your regular attack again
- if you miss an attack, you lose 50% of your full HP
- if you have an available recovery bonus, you may try to use that to avoid HP loss
Bonus Mechanics
- This bonus is consumable.
- for the Mist Course, it is recommended you review the mechanics of the other division courses, as the division bonuses carry over.
- Trainees: 0 recoveries
- Mist/Sun Trainees: 1 recovery
- Hunters: 1 recovery
- Mist/Sun Hunters: 2 recoveries
Part 2
Mechanics
- there are two steps worth of traps in this room, so you'll be rolling twice
- roll 1 d10 to determine what your character is about to step into
- use your bonus mechanic to adjust as you can
- adjust your HP and bonus count accordingly
- roll 1 d10 to determine what your character is about to step into
- use your bonus mechanic to adjust as you can
- adjust your HP and bonus count accordingly
- roll list: (feel free to get creative about what the traps actually were)
(-50% HP is off your full HP, so if you hit -50% twice, then you are 100% KO'd)
01. horrible death
02. - 50% HP
03. - 50% HP
04. live
05. live
06. - 50% HP
07. horrible death
08. - 50% HP
09. horrible death
10. live
Bonus Mechanics
- This bonus is consumable.
- Trainees: 1 flag
- Mist/Death Trainees: 1 flag and one instinctive move
- Hunters: 1 flag and one instinctive move
- Mist/Death Hunters: 1 flag and two instinctive moves
Part 3
Mechanics
- use the given roll for your hunter to try and open the lock on her right manacle. Rolling a 1 means you fumbled, and the cuff exploded causing both you and the princess to lose 50% of your full HP.
- roll to repeat the process on the left manacle.
Bonus Mechanics
- Trainees: roll 1d4
- Mist/Life Trainees: roll 1d6
- Hunters: roll 1d6
- Mist/Life Hunters: roll 1d8
Part 4
Mechanics
- roll 2 d8 to determine your defense against the trap area.
- roll 2 d8 to determine how much trap damage targets the princess.
- adjust her HP accordingly
- roll 2 d8 to determine your defense against the shadowling area.
- roll 2 d8 to determine how much shadow damage targets the princess.
- adjust her HP accordingly
- leftover defense does not stack
Bonus Mechanics
- Trainees: +0 defense
- Mist/Moon Trainees: + 2 defense
- Hunters: + 2 defense
- Mist/Moon Hunters: + 3 defense
Status
Stage: (current stage number)
Your HP:
Princess HP: /20
Stage 1 Recoveries:
Stage 2 Flags and Instincts:
Stage 4 Bonus HP:
[quote="Status"]
[size=14][color=#00BFFF][b]Stage: (current wave number)[/b][/color][/size]
Your HP:
Princess HP: /20
Stage 1 Recoveries:
Stage 2 Flags and Instincts:
Stage 4 Bonus HP:
[/quote]
[size=14][color=#00BFFF][b]Stage: (current wave number)[/b][/color][/size]
Your HP:
Princess HP: /20
Stage 1 Recoveries:
Stage 2 Flags and Instincts:
Stage 4 Bonus HP:
[/quote]