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For completed/abandoned Mish Mash Games.
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Post Post #3125 (ISO) » Mon Apr 26, 2021 1:18 am

Post by Not Known 15 »

Gobanzo:Double Slash on Beta

Original Roll String: 2d4
2 4-Sided Dice: (3, 3) = 6

Original Roll String: 2d4-1
2 4-Sided Dice: (1, 3)-1 = 3
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Post Post #3126 (ISO) » Mon Apr 26, 2021 1:18 am

Post by Not Known 15 »

Attack Beta

Original Roll String: 1d6-1
1 6-Sided Dice: (2)-1 = 1

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #3127 (ISO) » Thu Apr 29, 2021 9:29 am

Post by Ircher »

(expired on 2021-04-29 20:00:00) left in the round. Two player actions left. (I realize this is short notice; I've been rather busy.)
Edit: Extended to (expired on 2021-04-30 13:00:00).
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Post Post #3128 (ISO) » Fri Apr 30, 2021 7:53 am

Post by Ircher »

Gobanzo leaps forth into battle and slashes fiercely at Beta twice. The cultist manages to adeptly parry one of the attacks but is left vulnerable to the other one. (4 + 3 = 7 so far on Beta.) Not Known 15 then swoops in and cleanly dispatches the cultist. (7 + 8 = 15 so far on Beta.) **Beta is
dead
.
---
Alpha attacks Not Known 15.
Original Roll String: 2d4
2 4-Sided Dice: (2, 2) = 4

(Defense:)
Original Roll String: 2d3-1
2 3-Sided Dice: (2, 3)-1 = 4
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Post Post #3129 (ISO) » Fri Apr 30, 2021 7:55 am

Post by Ircher »

Not Known 15 attempts to parry Alpha's strike, but his reactions are too slow. **Not Known 15 has
22/26
HP left.**
---
inspiratieloos can use active skills and friendship skills again.

---
Current Monster Statuses
(Threshold 3/1)
(9) Alpha : Cultist : HP = 24/24 | MP = 2/2 | Morale = 5/5 | Attack = 2d4 | Defense = 1d3
(9) Beta : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 2d4 | Defense = 1d3
(8) Charlie : Cultist Magician : HP =
DEAD
| MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d2
(8) Delta : Cultist Magician : HP =
DEAD
| MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d2

Active Battle Effect #1:
Alarm Call:
If the battle does not end before the counter expires, an alarm is shouted attracting more enemies and making future battles harder.

Counter: 4/6
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Post Post #3130 (ISO) » Fri Apr 30, 2021 8:36 am

Post by inspiratieloos »

Heavy Blow Alpha
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
Original Roll String: 1d4+4
1 4-Sided Dice: (3)+4 = 7
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Post Post #3131 (ISO) » Fri Apr 30, 2021 8:37 am

Post by inspiratieloos »

Forgot to roll the second attack
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #3132 (ISO) » Fri Apr 30, 2021 8:37 am

Post by inspiratieloos »

Trick die
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #3133 (ISO) » Fri Apr 30, 2021 11:36 am

Post by Not Known 15 »

Attack Alpha

Original Roll String: 1d6-1
1 6-Sided Dice: (3)-1 = 2

Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #3134 (ISO) » Fri Apr 30, 2021 11:38 am

Post by Not Known 15 »

Allahandra attacks Alpha

Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #3135 (ISO) » Fri Apr 30, 2021 11:38 am

Post by Not Known 15 »

In post 3134, Not Known 15 wrote:
Allahandra attacks Alpha

Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (3) = 3

Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (3) = 3
(Note:Third attack, damage - 1)
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Post Post #3136 (ISO) » Sat May 01, 2021 12:21 pm

Post by Ircher »

inspiratieloos summons all of his strength and strikes at Alpha. The powers to be smile upon him granting him additional power. (16 so far on Alpha {1}.) Not Known 15 follows up with an accurate and controlled strike. (16 + 8 = 24 so far on Alpha {2}.) As the cultist attempts to defend against the strikes, Allahandra sneaks in from behind and delivers a killing blow. (24 + 6 - 1 = 29 so far on Alpha {3}.) **Alpha is
dead
.**

Congratulations, you have won this battle!

---
Party Experience:

Base XP = 2 + 2 + 3 + 3 = 7 XP
XP Adjustment = 3 XP
Average Enemy Level = (9 * 2 + 8 * 2) / 4 = 8.5
Number of Participants = 5
XP Awarded Per Participant = 2 XP at Level 8.

(8) inspiratieloos gains 2 XP.
inspiratieloos levels up from level 8 to level 9!
You may reallocate your stat points.
(8) Not Known 15 gains 2 XP. Not Known 15 stays at level 8.
(7) dsjstr gains 2 XP. dsjstr stays at level 7. As a reminder, you still have an unallocated stat point.
---
(10) Gobanzo gains 1 XP. Gobanzo stays at level 10.
(7) Allahandra gains 2 XP. Allahandra stays at level 7.
---
Level 9
(XP Needed: 77)
- Hitpoints = 25 |
Attack = 2d6
| Defense = 2d3
- Mana Points = 6 | Morale = 15 | 2 Stat Points
-Gain active skill "Clear Mind" (1 CD):
Restores the user's morale to the maximum amount and cures one level of the "Sealed" status affliction.
-Gain magic spell "Forcefield" (Cast: 3 Mana | Uses: {Half Current Mana} Mana):
Constructs an impenetrable forcefield around the caster preventing all damage for two rounds.
-Gain power spell "Mind Duel" (5 CD | Cast: 2 Mana | Uses: 0 Mana):
Challenges another character that possesses mana to a mind duel. To determine the outcome of the duel, both characters roll {Character Level}d3 + {Attack Dice}. The loser is the one with the lower total. The loser loses mana equal to the difference in results, and the winner gains mana equal to the difference. If the loser runs out of mana, they receive one level of the "Sealed" status affliction for every 3 points (always rounded up) the character lost by. For example, suppose Player A duels Monster B and A rolls a 7 versus B's 15. A's result is less than B's, so A lost (and B won) by 8 points. A had 4 mana at the start of the duel (note: the casting cost is not actually spent), so A loses 4 mana and B gains 4 mana. In addition, A gains two levels of the "Sealed" status affliction from the extra difference of 4 that was not taken care of by loss of mana.
-Upgrade passive skill "Luck Mitigation" to level 3:
If you roll the minimum you can roll on an attack roll on two of your past three attack rolls, you may reroll the last roll one time. After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
-Upgrade active skill "Provoke" to level 2 (3 CD):
Increases the likelihood you are targeted for one round. You also gain initiative with this action.
-Upgrade active skill "Focus" to level 2 (4 CD):
Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next two actions have a *2 modifier on their dice roll(s).
-Upgrade active skill "Throw Weapon" to level 2 (3 CD):
Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the ({Expected Roll} - 1) (at this level, the expected roll is 9.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
-Upgrade magic spell "Tornado" to level 2 (2 Mana):
Choose two targets. Each target takes 2d6 damage (roll separately for each), and if the target takes damage, the target is additionally stunned for one round.
- Power spells are a special kind of spell that are a hybrid between active skills and magic spells. They tend to be really powerful, but they possess both a mana cost and a cooldown. Unlike normal spells and skills, power spells do not possess levels.
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Post Post #3137 (ISO) » Sat May 01, 2021 12:44 pm

Post by Ircher »

I am raising the level floor to level 5 now.
---
(4) NotMySpamAccount gains 4 XP. NotMySpamAccount levels up to level 5.
(4) McMenno gains 7 XP. McMenno levels up to level 5.
(4) PrivateI gains 7 XP. PrivateI levels up to level 5.
(4) Kcdaspot gains 1 XP. Kcdaspot levels up to level 5.
---
With the battle finished, some of you apply first aid and recover from some of your wounds.

You manage to make it to the rear gate without encountering any more cultists or their pets along the way. Alas, the rear gate isn't completely deserted.

Battle #33
(Threshold 3/1)
(8) Alpha : Cultist Summoner : HP = 20/20 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d3
(8) Beta : Cultist Summoner : HP = 20/20 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d3
(8) Charlie : Cultist Summoner : HP = 20/20 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d3

Active Battle Effect #1:
Alarm Call:
If the battle does not end before the counter expires, an alarm is shouted attracting more enemies and making future battles harder.

Counter: 0/6
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Post Post #3138 (ISO) » Sat May 01, 2021 1:38 pm

Post by inspiratieloos »

Allahandra casts Tornado on Beta and Charlie
Original Roll String: 2d6
2 6-Sided Dice: (5, 5) = 10
Original Roll String: 2d6
2 6-Sided Dice: (4, 4) = 8
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Post Post #3139 (ISO) » Sat May 01, 2021 2:28 pm

Post by Jake The Wolfie »

/in
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Post Post #3140 (ISO) » Sat May 01, 2021 3:39 pm

Post by Ircher »

Welcome to the game. The basic idea is that you are working together with your fellow players to vanquish monsters. For now, you can do a normal attack by putting 2d4 in a dice tag and naming a target.
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Post Post #3141 (ISO) » Sat May 01, 2021 4:15 pm

Post by Jake The Wolfie »

Jake Normal Attacks Alpha
Original Roll String: 2d4
2 4-Sided Dice: (1, 3) = 4
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Post Post #3142 (ISO) » Mon May 03, 2021 7:01 am

Post by Ircher »

(expired on 2021-05-03 20:00:00) left in the round. Two player actions left.
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Post Post #3143 (ISO) » Mon May 03, 2021 7:18 am

Post by Jake The Wolfie »

Jake renames himself to Cultist Delta, if the Mod allows it.
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Post Post #3144 (ISO) » Mon May 03, 2021 8:28 am

Post by inspiratieloos »

Heavy Blow Alpha
Original Roll String: 4d6+4
4 6-Sided Dice: (2, 2, 1, 4)+4 = 13
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Post Post #3145 (ISO) » Mon May 03, 2021 8:31 am

Post by inspiratieloos »

Anyone around to use Aid?
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Post Post #3146 (ISO) » Mon May 03, 2021 1:26 pm

Post by Ircher »

In post 3143, Jake The Wolfie wrote:Jake renames himself to Cultist Delta, if the Mod allows it.
I will consider allowing nicknames, but they cannot conflict with a name I use often (or other players' names).
---
One day, Jake the Wolfie is wandering around aimlessly looking for things to do when a goblin attacks him! With a mix of both luck and skill, he manages to survive the encounter. From that day forth, he vows that he will not let up until the land is purged of monsters. Following a lead from a local innkeeper, he manages to stumble upon the fortress of the cultists known as the Occult Clan. He observes the fortress for several days, and then he notices another group of adventurers approach it. He decides to trail the group for some time. After observing them for some time, he exits from the shadows and jumps into the battle fray.
---
Allahandra begins making motions with her hands and reciting ancient words. Blue and white wisps form. Allahandra points at Beta and Charlie, and the two cultists are blown away by the strong winds.
Beta and Charlie are stunned for one round!
(8 on Beta, 4 on Charlie.)
(Beta defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Charlie defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


From the shadows, Jake the Wolfie leaps into the battle. Hoping to catch his enemy by surprise, Jake the Wolfie quickly leaps at Alpha. Alas, his lack of experience shows and he nearly misses the cultist. (2 so far on Alpha.) inspiratieloos charges in from the other direction and attacks Alpha with all his might. (2 + 20 = 22 so far on Alpha.) Faced with an assault from both directions, Alpha attempts to avoid Jake the Wolfie's attack.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #3147 (ISO) » Mon May 03, 2021 1:33 pm

Post by Ircher »

Beta is flung into a tree and crashes to the ground suffering heavy damage. **Beta has
14/20
HP left.** Charlie is luckier and suffer only a minor fall. **Charlie has
18/20
HP left.**

Alpha manages to successfully dodge Jake the Wolfie's attack. **Alpha has
1/20
HP left.**
---
Alpha begins making complex motions with her hands. A small goblin materializes from thin air.
---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Summoner : HP =
1/20
| MP =
10/12
| Morale = 5/5 | Attack = 1d6 | Defense = 1d3
(8) Beta : Cultist Summoner : HP =
14/20
| MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d3
(8) Charlie : Cultist Summoner : HP =
18/20
| MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d3

Summons:
(These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)

(8) Delta : Goblin : HP = 15/15 | MP = 3/3 | Morale = 2/2 | Attack = 2d4 | Defense = 1d3

Active Battle Effect #1:
Alarm Call:
If the battle does not end before the counter expires, an alarm is shouted attracting more enemies and making future battles harder.

Counter: 1/6
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Post Post #3148 (ISO) » Mon May 03, 2021 2:55 pm

Post by Jake The Wolfie »

Jake, [after having revealed himself to be a false cultist] (If the mod will indulge me) normal attacks alpha again
Original Roll String: 2d4
2 4-Sided Dice: (2, 1) = 3
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Post Post #3149 (ISO) » Mon May 03, 2021 10:21 pm

Post by Not Known 15 »

Bless(LvL2) Gobanzo
Locked

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