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Past Adventures

  • Back in 2015, combat became a smashing (teehee) success as part of Epic Week celebrations. Winning requires a community effort - both in fighting and in collecting items to send to the battlefield! Items go to members fairly randomly, though. This member-made group was created to help everyone more easily share their excess items or take what they need to hit the front lines! Since, we have also started trying to keep track of relevant info to make it a little easier to get into each year.

    Warning: Some years have had cartoon representations of spider-like enemies. RPR has settings to hide these from your view in official site-generated pages, but original images are linked to here; non-arachnid versions from 2022 on will also be linked, while older ones will only be labelled as the original MLP replacements have been removed. Some images also may depict cartoon injuries, including blood.

    A number of previously-existing links have been broken over time. There are resources and details which have been lost as a result. You may also find broken links that I missed or haven't gotten to yet.

    I will try to add in plot references as I am able.
  • 2022 in Review

    Deep, Dark, Deadly Depths



    Combat

    2022 gives us a return of superpower-granting crystals! (Previously seen in 2019.) For powers, visit the Super Power Trainer. Note: You can't change your power for a full 48 hours once you make a selection!

    .
    Focused Burst
    One super powerful strike
    Slow Burn
    Hit harder for several moves
    Regeneration
    Regain hitpoints randomly
    Super speed
    Better dodge for several moves


    Or, if you're feeling spicy, you can visit dear Doubutt for CHAOS TRAINING. Who needs control over your power when you could have it all for the low cost of randomly blowing yourself up? (Seriously, this comes with a chance of dealing massive damage to yourself.)

    .
    .

    Notice: The idea that enemies have both a weakness and a resistance is incorrect. They only have a weakness, and will be equally resistance to both other weapon types. I'll try to correct all entries when I can to reflect this.
    ................................................................
    Small Cave Spider [Non-Arachnid Image]
    Green. 25 HP. Inflicts poison. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d6
    Crit Range: 20

    Modifier unrecorded.
    ................................................................
    Jumping Cave Spider [Non-Arachnid Image]
    Red. 75 HP. Inflicts poison. Weak to slashing damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d8
    Crit Range: 20

    Modifier unrecorded.
    ................................................................
    Weaver Cave Spider [Non-Arachnid Image]
    Blue. 100 HP. Inflicts poison. Weak to energy damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 2
    Damage: 1d10
    Crit Range: 20

    Modifier: +2
    ................................................................
    Flesh-eating Hexahedron
    Green. 75 HP. Inflicts poison. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d8
    Crit Range: 19

    Modifier unrecorded.
    ................................................................
    Red Flesh-eating Hexahedron
    Red. 150 HP. Inflicts poison. Weak to slashing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d10
    Crit Range: 19

    Modifier: +4
    ................................................................
    Blue Flesh-eating Hexahedron
    Blue. 225 HP. Inflicts poison. Weak to energy damage. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d12
    Crit Range: 18

    Modifier: +6
    ................................................................
    Skeleton
    Green. 125 HP. Inflicts bleed. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d8
    Crit Range: 20

    Modifier: +1
    ................................................................
    Fiendish Skeleton
    Red. 250 HP. Inflicts bleed. Weak to slashing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d10
    Crit Range: 20

    Modifier unrecorded.
    ................................................................
    Eerie Skeleton
    Blue. 375 HP. Inflicts bleed. Weak to energy damage. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d12
    Crit Range: 19

    Modifier: +3
    ................................................................
    Shade
    Green. 200 HP. Inflicts blight. Weak to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d8
    Crit Range: 19

    Modifier unrecorded.
    ................................................................
    Vicious Shade
    Red. 400 HP. Inflicts blight. Weak to slashing damage. Requires approximately 8 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d10
    Crit Range: 19

    Modifier unrecorded.
    ................................................................
    Darkly Enigmatic Shade
    Blue. 600 HP. Inflicts blight. Weak to energy damage. Requires approximately 12 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d12
    Crit Range: 18

    Modifier unrecorded.
    ................................................................
    Crawling Purple People Eater [2] [3] [4] [5]
    Boss. 12800 HP. Inflicts bleed. No specific resistances or weaknesses. Does not recover each round.
    Stats

    AC: 15
    Attack bonus: 5
    Damage: 5d8
    Crit Range: 17

    Modifier unrecorded.
    ................................................................
    Balrog [2] [3] [4] [enraged] [6]
    Boss. 36000 HP. Inflicts blight. No specific resistances or weaknesses. Does not recover each round.
    Stats

    AC: 16
    Attack bonus: 2
    Damage: 4d10 (4d12 enraged)
    Crit Range: 18 (17 enraged)

    Recorded initiative bonus: +5? (+10 enraged) (+3 post-rage)

  • 2021 in Review

    FARMAGEDDON




    Enemies
    Enemies (other than bosses) fully head every 5-minute round, making it important to coordinate with others. New enemies appear at the top of every hour and whenever progress is input on the enchantments. Because of this, it's usually best to group up on hard enemies first - any weak enemies left at turnover will take up a space that could have otherwise spawned a stronger enemy! (Assumed based on prior years.)
    ................................................................
    Zombie
    Green. 25 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 2 appropriately armed players working together in a round.
    Stats
    AC: 10
    Attack bonus: 0
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Angry Zombie
    Red. 75 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 3 appropriately armed players working together in a round.
    Stats
    AC: 11
    Attack bonus: 1
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Fast Zombie
    Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
    Stats
    AC: 11
    Attack bonus: 2
    Damage: 1d10
    Crit Range: 20

    ................................................................
    Skeleton
    Green. 125 HP. Inflicts bleed. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 2 appropriately armed players working together in a round.
    Stats
    AC: 11
    Attack bonus: 1
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Fiendish Skeleton
    Red. 250 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 4 appropriately armed players working together in a round.
    Stats
    AC: 12
    Attack bonus: 2
    Damage: 1d10
    Crit Range: 20
    ................................................................
    Eerie Skeleton
    Blue. 375 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats
    AC: 13
    Attack bonus: 3
    Damage: 1d12
    Crit Range: 19

    ................................................................
    Volcanic Imp
    Green. 75 HP. Inflicts blight. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 2 appropriately armed players working together in a round.
    Stats
    AC: 11
    Attack bonus: 1
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Hissing Volcanic Imp
    Red. 150 HP. Inflicts blight. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 4 appropriately armed players working together in a round.
    Stats
    AC: 12
    Attack bonus: 2
    Damage: 2d10
    Crit Range: 19
    ................................................................
    Enchanted Volcanic Imp
    Blue. 225 HP. Inflicts blight. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats
    AC: 13
    Attack bonus: 3
    Damage: 2d12
    Crit Range: 18

    ................................................................
    Lava Monster
    Green. 200 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 4 appropriately armed players working together in a round.
    Stats
    AC: 11
    Attack bonus: 1
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Red Hot Lava Monster
    Red. 400 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 8 appropriately armed players working together in a round.
    Stats
    AC: 12
    Attack bonus: 2
    Damage: 2d10
    Crit Range: 19
    ................................................................
    Excessively Hot Lava Monster
    Blue. 600 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 12 appropriately armed players working together in a round.
    Stats
    AC: 13
    Attack bonus: 3
    Damage: 2d12
    Crit Range: 18

    ................................................................
    Ash Elemental [2] [3]
    Boss. 24000 HP. Inflicts blight. Does not Recover health each round.
    Stats
    AC: 13
    Attack bonus: 4
    Damage: 4d8
    Crit Range: 18
    ................................................................
    Steam Elemental [2][3]
    Boss. 10000 HP. Inflicts blight. Does not Recover health each round.
    Stats
    AC: 15
    Attack bonus: 5
    Damage: 5d8
    Crit Range: 17
    ................................................................
    Tectonic Titan [2] [3?]
    Boss. 40000 HP. Probably inflicts blight. Does not Recover health each round.
    Stats
    AC: 16
    Attack bonus: 5
    Damage: 4d10
    Crit Range: 18




  • 2020 in Review

    Wibbly-Wobbly Timey-Wimey... Stuff


    Enemies

    Non-boss enemies recover their full HP every 5 minutes, so be sure to coordinate attacks alongside other members! A shaking enemy icon means it's being attacked, but there's also a warrior thread and a discord server to plot out what enemy to go for next.

    Dinosaurs
    ................................................................
    Archeopteryx
    Green. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d4
    Crit Range: 20
    ................................................................
    Angry Archeopteryx
    Red. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Ancient Archeopteryx
    Blue. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Utah Raptor
    Green. 75 HP. Inflicts bleed. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Angry Utah Raptor
    Red. 150 HP. Inflicts bleed. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Wily Utah Raptor
    Blue. 225 HP. Inflicts bleed. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18
    ................................................................
    Stegosaurus
    Green. 125 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Angry Stegosaurus
    Red. 250 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Ancient Stegosaurus
    Blue. 375 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19
    ................................................................
    Pachycephalosaurus
    Green. 200 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Angry Pachycephalosaurus
    Red. 400 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Wily Pachycephalosaurus
    Blue. 600 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 12 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18


    Tyrannosaurus Rex [1] [2] [3] [4]
    Boss. 13000 HP? Inflicts poison and bleed. Does not recover health each round.
    Stats

    AC: 15
    Attack bonus: 5
    Damage: 5d8
    Crit Range: 17



    Dinobots
    ................................................................
    Archeopteryx-borg
    Green. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Upgraded Archeopteryx-borg
    Red. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d10
    Crit Range: 20
    ................................................................
    Advanced Archeopteryx-borg
    Blue. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d12
    Crit Range: 20
    ................................................................
    Utah Raptor Droid
    Green. 75 HP. Inflicts bleed. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d10
    Crit Range: 19
    ................................................................
    Upgraded Utah Raptor Droid
    Red. 150 HP. Inflicts bleed. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d12
    Crit Range: 19
    ................................................................
    Advanced? Utah Raptor Droid
    Blue. 225? HP. Inflicts bleed. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6? appropriately armed players working together in a round.
    Stats

    AC: 13?
    Attack bonus: 3?
    Damage: 2d12?
    Crit Range: 18?
    ................................................................
    Stegobot
    Green. 125 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d10
    Crit Range: 20
    ................................................................
    Upgraded Stegobot
    Red. 250 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d12
    Crit Range: 20
    ................................................................
    Advanced Stegobot
    Blue. 375 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Pachycephalosaurinator
    Green. 200 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d10
    Crit Range: 19
    ................................................................
    Upgraded Pachycephalosaurinator
    Red. 400 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d12
    Crit Range: 19
    ................................................................
    Advanced Pachycephalosaurinator
    Blue. 600 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 12 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 4d8
    Crit Range: 18


    Imperial Xenobeast on Brontobot [1] [2] [3] [enraged] [4]
    Boss. 60000 HP. Inflicts blight & poison. Does not recover health each round.
    Stats

    AC: 17
    Attack bonus: 7
    Damage: 4d10
    Crit Range: 18
    Stats boosted while enraged. (To...?)



    Xenobeasts

    Warning: "Noisy Cricket" enemies and the Sarpedon have cartoonish arachnid-like appearances.
    ...............................................................
    Aqua enemies function as green.
    ...............................................................
    Pink enemies function as red.
    ...............................................................
    Purple enemies function as blue.
    ...............................................................
    Larval Alien
    Aqua. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d4
    Crit Range: ?
    ...............................................................
    Jumping Larval Alien
    Pink. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ...............................................................
    Levitating Larval Alien
    Purple. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20

    Larval Xenobeast Data

    Average height: 12" - 16"
    Average weight: 50 lbs

    The infant form of all Xenobeasts. Though they start small, they grow extremely rapidly. By the time they reach 16" or larger, they have usually begun to exhibit traits of their next form.

    Squid-like in appearance, their body is a small head and tentacles beneath a larger mantle. The mantle contains most of their essential organs, but the bulk of it is occupied by a fluid sack containing nutrients and proteins that they need to rapidly grow - almost like an egg, but contained internally in an independent animal.

    ...............................................................
    "Noisy Cricket" Xenobeast
    Aqua. 125 HP. Inflicts poison. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ...............................................................
    Fiendish "Noisy Cricket" Xenobeast
    Pink. 250 HP. Inflicts poison. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ...............................................................
    Acidic "Noisy Cricket" Xenobeast
    Purple. 375 HP. Inflicts poison. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19

    Noisy Cricket Xenobeast Data

    Average height: 24" - 34"
    Average weight: 120 lbs

    This seems to be the second stage that the Xenobeasts pass through in their life cycle. Nearly all of the larval aliens will develop into the "noisy cricket" form. During this stage, the hive seems to primarily use them as scouts. And no wonder: they are fast moving, capable of climbing vertical and even inverted surfaces even if they are extremely smooth, and our initial tests indicate that their eyesight is excellent.

    They are virtually silent when they move, but when threatened, they emit a high pitched shriek that carries for miles to alert the hive to danger.

    During this stage, the fluid-sack that once served to nourish the creature has been converted into a venom-sack, allowing the "Noisy Cricket" to spit a vile poison up to seven feet away.

    ...............................................................
    Basilisk Xenobeast
    Aqua. 75 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ...............................................................
    Frenzied Basilisk Xenobeast
    Pink. 150 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ...............................................................
    Toxic Basilisk Xenobeast
    Purple. 225 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18

    Basilisk Xenobeast Data

    Average height: 54" - 72"
    Average weight: 360 lbs

    After an unknown length of time, some "noisy cricket" xenobeasts begin to undergo changes. We don't know what triggers these changes, but they always follow the same pattern:

    • The tail begins to shrink, becoming weaker and but more segmented, becoming almost prehensile
    • The haunches become more developed, giving the creature the strength to walk on its hind legs roughly 25% of the time
    • The front legs begin to grow articulated, allowing the creature to operate machinery.


    It is believed that very rarely, a larval alien may skip the noisy cricket stage and jump directly to the basilisk stage. If true, it is not known what might cause this.

    This stage seems to be responsible for most of the xenobeast's interactions with technology, such as piloting the ships.

    At this stage of life, the xenobeast is not as fast as it was as a noisy cricket, nor as tough as it will be should it go on to become a hulk, but is a devastating balance between dexterity and strength backed up by razor-sharp claws.

    ...............................................................
    Hulking Xenobeast
    Aqua. 200 HP. Inflicts blight? Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ...............................................................
    Heavy Hulking Xenobeast
    Pink. 400 HP. Inflicts blight. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ...............................................................
    Brutal Hulking Xenobeast
    Purple. 600 HP. Inflicts blight? Weak to energy damage. Resistant to slashing, and piercing is also not effective. Requires approximately 12 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18

    Hulking Xenobeast Data

    Average height: 64" - 72"
    Average weight: 700 lbs

    Although for most xenobeasts, basilisk is their final form, a small number go on to become hulking xenobeasts. They lose their tails entirely and complete their transformation to being bipedal. Their exoskeletons thicken into nearly impenetrable armor and their arms grow to nearly the same length as the creature's standing height, giving it formidable reach in combat.

    At this stage, the hulking xenobeast gains such fine control of its bioluminescence that it can pulsate in light patterns that interrupt the neurons of the mammalian neo-cortex, causing their opponents to become clumsy, sickly, or confused.

    Slow moving, but devastating opponents in combat, the hulking xenobeasts seem to be used to protect locations, assets or even individuals of particular value to the hive.

    ...............................................................
    The Sarpedon [1] [2]
    Boss. 12000 HP. Inflicts poison. Does not recover each round; does not have any specific resistances/weaknesses (despite aqua appearance).
    Stats

    AC: 13
    Attack bonus: 4
    Damage: 4d6
    Crit Range: 18
    ...............................................................
    The Triarii [1] [2]
    Boss. 8000 HP. Inflicts blight, possibly poison. Does not recover each round; no specific weaknesses/resistances (despite pink appearance).
    Stats

    AC: 15
    Attack bonus: 5
    Damage: 4d8
    Crit Range: 17
    ...............................................................
    Imperial Xenobeast (2020) [1] [Enraged] [2]
    Boss. 28000 HP (2020). Inflicts blight and poison. Does not recover each round; no specific weaknesses/resistances (despite purple appearance).
    Stats

    AC: 16
    Attack bonus: 5
    Damage: 4d10 (2020)
    Crit Range: 18



    Old Notes

    Organization

    Information
    Epic Week 2020 Central | Epic Week Discord Server

    Plot Review
    Kim's Dream | First Boss
    Time Travel | Second, Third, Forth Boss | Retreat
    Mistakes | Resistance | Epic Battle
    VICTORY!

    Past Year Summaries
    2014/2015 | 2016 | 2017 | 2018 | 2019

    Repairs
    Weapons low on uses? Go to Moa or Aalto for repairs! (They charge in hats, and may offer a bonus gift if you're loyal to one.) We usually have lots of piercing and slashing weapons, so try to focus on repairing energy weapons (Ray Gun, Flintlock Pistol) - they're super useful!

    Support
    Play Doubutt to Send Out Weapons!
    2016 Guide | 2019 Discussion | 2020 Tips & Discussion

    Craft Buff Oils!
    Focus on blue & red; we need to keep a supply of herbs/stim packs handy

    Score bonus items once every 30 minutes by:
    Gazing up at ForOhFor | Exploring for Supplies

    Repair used weapons (especially gun types!):
    Moa or Aalto
    They charge party hats, and may offer a bonus gift if you stay loyal to just one.


    Battle Plans
    Notice!
    Dinobots will drain our batteries!
    Xenos will damage our gate!
    Keep them respectively away from those things!

    Aqua-colored enemies function as green. Pink-colored enemies function as red. Purple-colored enemies function as blue.

    Battle plan while boss is present

    [Image of 2 MHCDs attacking Imperial Xeno on Brontobot]

    Also! When attacking, there's a chance the Many-Headed Cyborg Dragons (past and present) will join in your attack, even hitting when you've missed or run out of health.

    This means even attacking with almost no health can be useful (the Imperial & Brontobot can one-shot you from full health anyway) since it adds a chance of the MHCDs attacking. If you use a piercing weapon (rapier, whip, energy sword) and/or are buffed with a blue oil, you also have a better chance to dodge, getting in more turns and more chances for the dragons to attack!


    Items

    stimspray-icon.png Stimspray - Recovery from blight and poison. A 2017 & 2020 item.

    phoenix-icon.png Phoenix - A phoenix in your inventory or display case has a 3% chance of dealing an extra 1d8 damage to an enemy. They were available as part of Operation Audacious Phoenix, the fundraiser for updating RPR to version 2.0. They come in several different color schemes, changeable by feeding cinnamon sticks.



  • 2019 in Review

    Mysterious Maze of Mecha-Myth Mayhem




    Info v

    It's good to target the hardest enemies first! This way, attackers have more resources to take them down with, and if enemies end up left over until the next wave, we'll have easier enemies taking up spaces that stronger enemies might have otherwise filled.

    Starting with info scraped from last year. Will be updated with this year's info.

    Weapons


    Fists - Infinitely usable, but only deals straight 1d4 damage and may be resisted by any enemy.

    Using the wrong weapon against an enemy allows the enemy to resist some of the damage.

    Piercing Type - Includes Noble Rapier, Energy Sword (2017), High Tech Whip (2019). Slightly improved accuracy and dodging. Ideal against green enemies.
    Stats

    Max uses: 40
    Attack bonus: 3
    Damage Dice: 1d8
    Damage Bonus: 2
    Crit Threshold: 18
    Crit Multiplier: 2
    AC Bonus: 4


    Slashing Type - Includes Wicked Battle Axe, Alien Honor Blade (2017). Ideal against red enemies. Has most uses.
    Stats

    Max uses: 50
    Attack bonus: 5
    Damage Dice: 2d8
    Damage Bonus: 3
    Crit Threshold: 20
    Crit Multiplier: 3


    Energy Type (Gun Type) - Includes Ray Gun, Flintlock Pistol (2018). Ideal against blue enemies. Most damage potential but fewest uses among multi-use weapons.
    Stats

    Max uses: 20
    Attack bonus: 5
    Damage Dice: 3d8
    Damage Bonus: 4
    Crit Threshold: 19
    Crit Multiplier: 3


    Single-use items for high damage

    Pineapple Grenade - One-use high-damage item. Equally useful against all enemies.
    Stats

    Damage type: All
    Attack bonus: 10
    Damage Dice: 6d8
    Damage Bonus: 5
    Crit Threshold: 20
    Crit Multiplier: 3


    Portable Cannon - One-use high-damage item. Equally useful against all enemies. A 2018 item.
    Stats

    Damage type: All
    Attack bonus: 10
    Damage Dice: 8d10
    Damage Bonus: 5
    Crit Threshold: 19
    Crit Multiplier: 3


    Rocket Launcher - One-use high-damage item. Equally useful against all enemies. A 2017 item.
    Stats

    Damage type: All
    Attack bonus: 10
    Damage Dice: 8d10
    Damage Bonus: 5
    Crit Threshold: 19
    Crit Multiplier: 3





    Healing/Protection


    Party Hat of Healing - Heals 5-15 health.

    Super Party Hat of Healing - Heals half your total health and a small bit of stamina.

    Stimspray - Recovery from blight and poison. A 2017 item.

    Medicinal Plant - Recovery from blight and poison.

    Walrus - Not a usable item. A walrus in your inventory may randomly absorb some of the damage meant for you. There is only a 3% chance of this.



    Boosts

    A player can give another active player a boost from inside combat once per 10 stamina (after you've used 10 stamina total, you can give another boost so long as you have at least 1 stamina). Boosts replace each other, but those with oil boosts already will not be listed as an option.

    Red (Throwable, Fish) Oil - +4 to melee damage.
    "Buffy the Goblin Slayer" Blend Buffing Oil - Slay with confidence and puns! This blend will make you more dangerous in melee combat.

    Blue (Throwable, Fish) Oil - +4 to defense.
    "Sweet Flips" Blend Buffing Oil - This blend will make you feel so nimble and dextrous, you can do backflips out of the way when a foe tries to hit you!

    Yellow (Throwable, Fish) Oil - +4 to damage reduction.
    "Ultimate Tanking" Blend Buffing Oil - Useful when you want to be able to withstand multiple blows.

    Oils/potions are a craftable item. Crafting them requires an empty bottle. Blue and red oils/potions require 2 of the matching-color item. Yellow oils/potions require one of the colored item, plus two medicinal plants.

    A +1 defense boost can be given without oil.



    Enemies

    Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a symbol is correctly answered.
    ................................................................
    Labyrinth Sentinel
    Green. 25 HP. Probably weak to piercing damage (noble rapier, energy sword, high tech whip). Probably resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d4
    ................................................................
    Angry Labyrinth Sentinel
    Red. 75 HP. Probably weak to slashing damage (battle axe and alien honor blade). Probably resistant to piercing damage (noble rapier, energy sword, high tech whip). Requires minimum 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Advanced Labyrinth Sentinel
    Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Probably resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective. Requires minimum 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Robot Scorpion (Non-arachnid image)
    Green. 125 HP. Inflicts poison. Weak to piercing damage (noble rapier, energy sword, high tech whip). Resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Angry Robot Scorpion (Non-arachnid image)
    Red. 250 HP. Inflicts poison. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier, energy sword, high tech whip).
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Blue Robot Scorpion (Non-arachnid image)
    Blue. 375 HP. Inflicts poison. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19
    ................................................................
    Sword Automaton
    Green. 75 HP. Inflicts bleed. Weak to piercing damage (noble rapier, energy sword, high tech whip). Resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Angry Sword Automaton
    Red. 150 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier, energy sword, high tech whip).
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Advanced Sword Automaton
    Blue. 225 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18
    ................................................................
    Labyrinth Guardian
    Green. 200 HP. Inflicts blight. Weak to piercing damage (noble rapier, energy sword, high tech whip). Resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Angry Labyrinth Guardian
    Red. 400 HP. Inflicts blight. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier, energy sword, high tech whip).
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Advanced Labyrinth Guardian
    Blue. 600 HP. Inflicts blight. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18
    ................................................................
    Minor Judgement Bot [2] [3] [4]
    Boss. 900 HP.
    Stats

    AC: 12
    Attack bonus: 4
    Damage: 4d6
    Crit Range: 20
    ................................................................
    Robotic Boulder [2] [3] [4]
    Boss. 8000 HP.
    Stats

    AC: 15
    Attack bonus: 5
    Damage: 5d6
    Crit Range: 17
    ................................................................
    Mechanical Riddle Beast [2] [3] [4] (Different image?)
    Boss. 30,000 HP.
    Stats

    AC: 11
    Attack bonus: 4
    Damage: 4d6
    Crit Range: 18



  • 2018 in Review

    A High Seas Adventure!

    In 2018, we decided to take to the seas in search of some new adventure. While out there, our old goblin enemies showed up to stir up trouble again with a ship of their own! They pursued us even underwater, where we also had to face off with a Kraken!

    As we fought, we were also able to fish, allowing us to craft oils that enabled us to buff each other's stats. Doubutt continued to send us items from Castle Forohfor, and Moa was around to repair our weapons again.

    Available Items
    Multi-Use Weapons
    • Fists
    • Noble Rapier
    • Energy Sword
    • Wicked Battle Axe
    • Alien Honor Blade
    • Flintlock Pistol
    • Ray Gun
    One-Use Weapons
    • Pineapple Grenade
    • Portable Cannon
    • Rocket Launcher
    Healing/Protection
    • Party Hat of Healing
    • Super Party Hat of Healing
    • Stimspray
    • Medicinal Plant
    • Walrus
    Boosts
    • Red Fish Oil
    • Blue Fish Oil
    • Yellow Fish Oil


    Enemies

    Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a symbol is correctly answered.
    ................................................................
    Goblin Invader (Underwater)
    Green. 25 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d4
    ................................................................
    Fiendish Invader (Underwater)
    Red. 75 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Blue Invader (Underwater)
    Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
    Stats

    AC: 11
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Goblin Mage (Underwater)
    Green. 75 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Can inflict poison.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Fiendish Goblin Mage (Underwater)
    Red. 150 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Can inflict poison.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Blue Goblin Mage (Underwater)
    Blue. 225 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Can inflict poison.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18
    ................................................................
    Wolf Rider (Underwater)
    Green. 125 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Fiendish Wolf Rider (Underwater)
    Red. 250 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Blue Wolf Rider (Underwater)
    Blue. 375 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19
    ................................................................
    Goblin Pirate
    Green. 100 HP. Inflicts bleed. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Fiendish Goblin Pirate
    Red. 200 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Blue Goblin Pirate
    Blue. 300 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19
    ................................................................
    Mech-Pilot Goblin (Underwater)
    Green. 200 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Fiendish Mech-Pilot Goblin (Underwater)
    Red. 400 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Blue Mech-Pilot Goblin (Underwater)
    Blue. 600 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18
    ................................................................
    Goblin Corsair [2] [3] [4]
    Boss. 8000 HP. Inflicts bleed. Appears to get 2 turns per attack.
    Stats

    AC: 15
    Attack bonus: 5
    Damage: 5d6
    Crit Range: 17
    ................................................................
    Kraken [2] [3] [Frenzied] [5]
    Boss. 1500p HP. Inflicts poison.
    Stats

    AC: 11
    Attack bonus: 4
    Damage: 4d6 (4d8 while frenzied)
    Crit Range: 18

  • 2017 in Review

    Invaders from SPAAAAAAACE

    The following is what I was able to gather about enemies and combat-relevant items for EW 2017.

    In 2017, RPR was invaded by aliens! To fight them off, we needed to gather scrap for a pair of rockets. If we weren't careful enough in combat, missing attacks ran the risk of destroying some of that hard-found scrap and setting us back!

    Gazing up at Forohfor Fortress carried the chance of catching a damaged bonus weapon. Moa also helped out, offering to repair weapons in exchange for other items (she is a merchant, after all). As the week progressed, Guardians also starting showing up through randomly-appearing links around the site, offering their wisdom.

    Available Items
    Weapons
    • Fists
    • Energy Sword
    • Alien Honor Blade
    • Ray Gun
    • Noble Rapier
    • Wicked Battle Axe
    • Pineapple Grenade
    • Rocket Launcher
    Healing/Protection
    • Party Hat of Healing
    • Super Party Hat of Healing
    • Stimspray
    • Medicinal Plant
    • Walrus



    Status Effects

    Poison - Reduces accuracy, making it harder to hit enemies and more likely you'll destroy scrap for the ships.

    Blight - Prevents normal healing users get every 5 minutes.

    To remove these, use a stimspray or a medicinal herb.


    Formatting needs adjustment.
    Enemies

    Most enemies require multiple people to defeat. All enemies except boss types will fully heal every 5 minutes (so don't start attacking one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a node is correctly answered.
    ...............................................................
    Aqua enemies function as green.
    ...............................................................
    Pink enemies function as red.
    ...............................................................
    Purple enemies function as blue.

    ...............................................................
    Larval Alien
    Aqua. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d4
    Crit Range: ?
    ...............................................................
    Jumping Larval Alien
    Pink. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ...............................................................
    Levitating Larval Alien
    Purple. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20

    Larval Xenobeast Data

    Data found in a file named "larvalalien.php"

    Average height: 12" - 16"
    Average weight: 50 lbs

    The infant form of all Xenobeasts. Though they start small, they grow extremely rapidly. By the time they reach 16" or larger, they have usually begun to exhibit traits of their next form.

    Squid-like in appearance, their body is a small head and tentacles beneath a larger mantle. The mantle contains most of their essential organs, but the bulk of it is occupied by a fluid sack containing nutrients and proteins that they need to rapidly grow - almost like an egg, but contained internally in an independent animal.

    ...............................................................
    "Noisy Cricket" Xenobeast
    Aqua. 125 HP. Inflicts poison. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ...............................................................
    Fiendish "Noisy Cricket" Xenobeast
    Pink. 250 HP. Inflicts poison. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ...............................................................
    Acidic "Noisy Cricket" Xenobeast
    Purple. 375 HP. Inflicts poison. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19

    Noisy Cricket Xenobeast Data

    Data found in a file named "rapier-scout.php"

    Average height: 24" - 34"
    Average weight: 120 lbs

    This seems to be the second stage that the Xenobeasts pass through in their life cycle. Nearly all of the larval aliens will develop into the "noisy cricket" form. During this stage, the hive seems to primarily use them as scouts. And no wonder: they are fast moving, capable of climbing vertical and even inverted surfaces even if they are extremely smooth, and our initial tests indicate that their eyesight is excellent.

    They are virtually silent when they move, but when threatened, they emit a high pitched shriek that carries for miles to alert the hive to danger.

    During this stage, the fluid-sack that once served to nourish the creature has been converted into a venom-sack, allowing the "Noisy Cricket" to spit a vile poison up to seven feet away.

    ...............................................................
    Basilisk Xenobeast
    Aqua. 75 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 3 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ...............................................................
    Frenzied Basilisk Xenobeast
    Pink. 150 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ...............................................................
    Toxic Basilisk Xenobeast
    Purple. 225 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18

    Basilisk Xenobeast Data

    Data found in a file named "devastatingclawrake.php"

    Average height: 54" - 72"
    Average weight: 360 lbs

    After an unknown length of time, some "noisy cricket" xenobeasts begin to undergo changes. We don't know what triggers these changes, but they always follow the same pattern:

    • The tail begins to shrink, becoming weaker and but more segmented, becoming almost prehensile
    • The haunches become more developed, giving the creature the strength to walk on its hind legs roughly 25% of the time
    • The front legs begin to grow articulated, allowing the creature to operate machinery.


    It is believed that very rarely, a larval alien may skip the noisy cricket stage and jump directly to the basilisk stage. If true, it is not known what might cause this.

    This stage seems to be responsible for most of the xenobeast's interactions with technology, such as piloting the ships.

    At this stage of life, the xenobeast is not as fast as it was as a noisy cricket, nor as tough as it will be should it go on to become a hulk, but is a devastating balance between dexterity and strength backed up by razor-sharp claws.

    ...............................................................
    Hulking Xenobeast
    Aqua. 200 HP. Inflicts blight? Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ...............................................................
    Heavy Hulking Xenobeast
    Pink. 400 HP. Inflicts blight. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ...............................................................
    Brutal Hulking Xenobeast
    Purple. 600 HP. Inflicts blight? Weak to energy damage. Resistant to slashing, and piercing is also not effective. Requires approximately 12 appropriately armed players working together in a round.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18

    Hulking Xenobeast Data

    Data found in a file named "f892jd7.php"

    Average height: 64" - 72"
    Average weight: 700 lbs

    Although for most xenobeasts, basilisk is their final form, a small number go on to become hulking xenobeasts. They lose their tails entirely and complete their transformation to being bipedal. Their exoskeletons thicken into nearly impenetrable armor and their arms grow to nearly the same length as the creature's standing height, giving it formidable reach in combat.

    At this stage, the hulking xenobeast gains such fine control of its bioluminescence that it can pulsate in light patterns that interrupt the neurons of the mammalian neo-cortex, causing their opponents to become clumsy, sickly, or confused.

    Slow moving, but devastating opponents in combat, the hulking xenobeasts seem to be used to protect locations, assets or even individuals of particular value to the hive.

    ...............................................................
    The Sarpedon [1] [2]
    Boss. 12000 HP. Inflicts poison. Does not recover each round; does not have any specific resistances/weaknesses (despite aqua appearance).
    Stats

    AC: 13
    Attack bonus: 4
    Damage: 4d6
    Crit Range: 18
    ...............................................................
    The Triarii [1] [2]
    Boss. 8000 HP. Inflicts blight, possibly poison. Does not recover each round; no specific weaknesses/resistances (despite pink appearance).
    Stats

    AC: 15
    Attack bonus: 5
    Damage: 4d8
    Crit Range: 17
    ...............................................................
    Imperial Xenobeast (2017) [1] [Enraged] [2]
    Boss. 32000 HP (appeared as 16000 initially due to a glitch). Inflicts blight and poison. Does not recover; no specific weaknesses/resistances despite appearing purple. Ray guns still recommended.
    Stats

    AC: 16
    Attack bonus: 5
    Damage: 4d8 5d8 3d8
    Crit Range: 18


    GrandFinale offered up a suggestion on how to prioritize taking out enemies based on HP, allowing us to get the hardest out of the way first and leaving us with more weak enemies if they aren't cleared by respawn! (Warning, cartoonish arachnid-like images are featured.)
    The suggestion!
    1. Purple Hulk
    2. Pink Hulk
    3. Purple Cricket
    4. Pink Cricket
    5. Purple Basilisk
    6. Green Hulk
    7. Pink Basilisk
    8. Green Cricket
    9. Purple Larva
    10. Green Basilisk
    11. Pink Larva
    12. Green Larva
    An example:
    6a10432b9ab09646073f8d8fcaf559a7.png

  • 2016 in Review

    Blight of the Haunted Forest

    This year had spiders and we had to replant the forest we'd inadvertently devastated in battle the previous year. This involved collecting seeds and answering riddles to awaken and sustain the three guardians (Fantasy, SciFi, and Non-Fiction) of Forum Forest while battling off enemies. When the Queen Blight Spider (dubbed Blightcilla) arrived, we had a hard fight to deal with, but were aided by out old friend, the Many-Headed Cyborg Dragon!
    ................................................................
    [Goblin Ghost]
    Green. # HP. [Stat inflictions.] Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Red Goblin Ghost]
    Red. # HP. [Stat inflictions.] Weak to slashing damage. Resistant to piercing damage. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Blue Goblin Ghost]
    Blue. # HP. [Stat inflictions.] Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Kudzu]
    Green. # HP. [Stat inflictions.] Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round. Eats planted seeds.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Red Kudzu]
    Red. # HP. [Stat inflictions.] Weak to slashing damage. Resistant to piercing damage. Requires approximately # appropriately armed players working together in a round. Eats planted seeds.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Blue Kudzu]
    Blue. # HP. [Stat inflictions.] Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately # appropriately armed players working together in a round. Eats planted seeds.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Spider] [Non-arachnid image]
    Green. # HP. Inflicts poison, possibly blight? Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Red Spider] [Non-arachnid image]
    Red. # HP. Inflicts poison, possibly blight? Weak to slashing damage. Resistant to piercing damage. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #
    ................................................................
    [Blue Spider] [Non-arachnid image]
    Blue. # HP. Inflicts poison, possibly blight? Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately # appropriately armed players working together in a round.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #


    [Queen Blight Spider] aka "Blightcilla" [2] [enraged] [4] [Non-arachnid image?]
    Boss. # HP. Inflicts blight, possibly poison? Spawned extra spiders? Was defeated with help from the MHCD.
    Stats

    AC: #
    Attack bonus: #
    Damage: #
    Crit Range: #



  • 2015 in Review

    Party Invaders!

    The first year of BATTLE!

    Enemies

    Starting this with info from 2018. Will update as I'm able to correct or confirm to 2015 info.

    Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a symbol is correctly answered.
    ................................................................
    Goblin Invader
    Green. 25 HP. Weak to piercing damage. Resistant to energy damage.
    Stats

    AC: 10
    Attack bonus: 0
    Damage: 1d4
    ................................................................
    Fiendish Invader
    Red. 75 HP. Weak to slashing damage. Resistant to piercing damage.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Blue Invader
    Blue. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
    Stats

    AC: 11
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Goblin Mage
    Green. 75 HP. Inflicts poison. Weak to piercing damage. Resistant to energy damage.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Fiendish Goblin Mage
    Red. 150 HP. Inflicts poison. Weak to slashing damage. Resistant to piercing damage.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Blue Goblin Mage
    Blue. 225 HP. Inflicts poison. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18
    ................................................................
    Wolf Rider
    Green. 125 HP. Weak to piercing damage. Resistant to energy damage.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 1d6
    Crit Range: 20
    ................................................................
    Fiendish Wolf Rider
    Red. 250 HP. Weak to slashing damage. Resistant to piercing damage.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 1d8
    Crit Range: 20
    ................................................................
    Blue Wolf Rider
    Blue. 375 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 1d10
    Crit Range: 19
    ................................................................
    Mech-Pilot Goblin
    Green. 200 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
    Stats

    AC: 11
    Attack bonus: 1
    Damage: 2d6
    Crit Range: 19
    ................................................................
    Fiendish Mech-Pilot Goblin
    Red. 400 HP. Weak to slashing damage. Resistant to piercing damage.
    Stats

    AC: 12
    Attack bonus: 2
    Damage: 2d8
    Crit Range: 19
    ................................................................
    Blue Mech-Pilot Goblin
    Blue. 600 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
    Stats

    AC: 13
    Attack bonus: 3
    Damage: 2d10
    Crit Range: 18


    Many-Headed Cyborg Dragon
    Boss. # HP. Inflicts poison? Was rehabilitated after being subdued and released from goblin enslavement.
    Stats

    AC: #
    Attack bonus: #
    Damage: #d#
    Crit Range: #