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Post Post #664 (isolation #200) » Sat Aug 04, 2018 6:45 am

Post by Ircher »

Gonna extend the timeframe from 15 minutes to 30 minutes. This should give a bit more time to gather people.
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Post Post #670 (isolation #201) » Sat Aug 04, 2018 2:09 pm

Post by Ircher »

(expired on 2018-08-04 21:38:59) left. (Alternatively, it can end when everyone is fine with it.)
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Post Post #676 (isolation #202) » Sat Aug 04, 2018 2:12 pm

Post by Ircher »

In post 670, Ircher wrote:(expired on 2018-08-04 21:38:59) left. (Alternatively, it can end when everyone is fine with it.)
In post 666, 2 718281828459 wrote:
Attack Claron

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5


Right?
In post 667, Skygazer wrote:Right! Usually we wait around until we have a few of people ready for a round

Attack Claron

Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (6) = 6
In post 669, McMenno wrote:okay I will berserk lunch D
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (6) = 6
In post 673, Inferno390 wrote:Attack D
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (3) = 3
In post 674, Invisibility wrote:
In post 671, Invisibility wrote:i attack Dieron
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (5) = 5
reroll
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (8) = 8
Last edited by Ircher on Sat Aug 04, 2018 2:20 pm, edited 2 times in total.
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Post Post #684 (isolation #203) » Sat Aug 04, 2018 2:46 pm

Post by Ircher »

Out of nowhere, 2 718281828459 charges into battle with a strong slash at Claron. (5 so far.)

Right behind them is Skygazer who follows up with an even more powerful slash. (11 so far.)

Claron's robe begin to glow as her wards begin to activate and protect her from the attack.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Next, McMenno charges straight at Dieron and attacks them with a powerful lunge. (6 so far.) It is more than enough force to stun Dieron for 3 rounds. McMenno is dizzy after the attack and is stunned for one round.

Inferno390 stabs at Dieron from behind for a little more damage. (9 so far.)

Invisibility also slashes at Dieron for even more damage. (8-1=7 ; 16 so far.)
Dieron's protective wards begin to activate as he tries to absorb some of the damage.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Last, but surely not least, is the worst who slashes directly at Byron. Byron raises his sword to fend off the attack.
(Defense roll for Byron:)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Alas, Byron is prepared and swiftly counterattacks as soon as the worst concludes his attack.
(Counterattack roll for Byron:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

(the worst's defense roll:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Aaron's hands glow white with light. The light then surges towards Dieron (whose stun is cured, but they still can't attack this round.)

Byron shoots an arrow at Invisibility:
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


Claron begins chanting a ritual. When it is finished, Claron is surrounded by a faint but constant light.
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Post Post #685 (isolation #204) » Sat Aug 04, 2018 2:50 pm

Post by Ircher »

Claron's wards fail to make a major impact against her attackers, and she suffers 10 damage as a result.

On the other hand, Dieron's wards are especially effectively activating and pushes his attackers away from him with a powerful force, weakening their attacks (but dealing no damage). He takes only 6 damage. (16 - 4 = 12 then 12 / 2 = 6.)

the worst's strong attack is matched by equal skill from Byron who manages to avoid all damage. Furthermore, Byron is able to deal serious damage to the worst, 5 in all.
*the worst is at 4 HP.*

Invisibility is hit in the leg by Byron's arrow and takes 4 damage.
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Post Post #689 (isolation #205) » Sat Aug 04, 2018 2:57 pm

Post by Ircher »

I mean, the worst did ask for it by attacking Byron. Byron did it in self-defense!
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Post Post #692 (isolation #206) » Sun Aug 05, 2018 8:51 am

Post by Ircher »

No, but damage is subtracted from their total life pool then redistributed as evenly as possible.
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Post Post #703 (isolation #207) » Sun Aug 05, 2018 9:17 am

Post by Ircher »

Active Monsters as of THIS post:

1. Cultist Aaron : Cultist : Level = 6 | HP = 9 | MP = 9 | Attack = 1d8 | Defense = 1d6
2. Cultist Byron : Cultist : Level = 6 | HP = 9 | MP = 10 | Attack = 1d6 | Defense = 1d6
3. (IMM 1) Cultist Claron : Cultist : Level = 7 | HP = 8 | MP = 8 | Attack = 1d4 | Defense = 1d4
4. (DT88B) Cultist Dieron : Cultist : Level = 7 | HP = 9 | MP = 26 | Attack = 1d4 | Defense = 1d4
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Post Post #707 (isolation #208) » Sun Aug 05, 2018 9:23 am

Post by Ircher »

No can do unfortunately!
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Post Post #722 (isolation #209) » Sun Aug 05, 2018 2:35 pm

Post by Ircher »

The first to act is Gamma Emerald. He begins a ritual for divine healing. As the ritual concludes, he points towards the worst, and bright beams of energy fly from his hand towards the worst, healing the worst.

James Brafin then charges straight into battle. He bypasses the other three Cultists and attacks Dieron with not one, but two powerful slashes. Alas, James's aim is slightly off, and he only ends up grazing Dieron instead. Dieron's robes begin to flash as his defenses begin to activate... (5 so far.)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Skygazer also decides to take a sideline action. She expends her remaining mana to heal the worst as well.

Invisibility follows James Brafin's onslaught against Dieron with his own attack. While running towards Dieron, he accidentally trips over James causes his attack to lose a lot of force. (8 so far.)

the worst comes into the scene shouting "D for DIEEEEE" as he takes an alternative route to stab Dieron in the back. Dieron, caught off-guard for a second, responds "No, D for DEFENSE". The clumsiness of James's and Invisibility's attacks throws the worst's attack slightly off, but the worst still manages to get a powerful attack in. (7-1 = 6 ; 13 so far.)

Inferno390 charges into battle as well. Unlike the others, he targets Byron instead. Inferno was thinking so much about all the glory he would get by single-handedly dispatching Byron that he forgets to use good technique and ends up making a weak, clumsy slash at Byron instead. Byron laughs and lifts his sword up to defend against the attack... (3 so far.)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

-------------------------------------------------------------------------------
Claron is the first of the cultists to act. She begins reciting the words of a holy ritual with incredible speed while moving her fingers in intricate manners. As the ritual concludes, her robes begin to glow a bright white light while red swirls surround her hands. She points her hands at Cerberus v666, the worst, and James Brafin.
(Cerberus: Attack)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

(Cerberus: Defense)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

(Don't forget that Cerb takes 2x damage from spells still--this is figured after attack - defense.)
(The worst: Attack)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(The worst: Defense)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(James Brafin: Attack)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

(James Brafin: Defense)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Byron, quick as always, decides to fire several arrows. He shoots them at Inferno390, Invisibility, and Skygazer.
(Inferno390: Attack)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

(Inferno390: Defense)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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

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

(Skygazer: Defense)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Last to act is Aaron. Seeing as Gamma is the only one unoccupied, she runs towards him. Immediately upon arriving, she slashes not once, but twice at Gamma Emerald.
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

Original Roll String: 1d8-2
1 8-Sided Dice: (4)-2 = 2


(Ya'll are gonna hate me after this round....)
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Post Post #723 (isolation #210) » Sun Aug 05, 2018 2:47 pm

Post by Ircher »

Dieron's defenses are very effective and once again, they reduce damage not once but twice. (13 - 4 = 9 ; 9 / 2 = 4.5 rounded up to 5.)

Unlike Inferno, Byron was very alert and saw the attack coming the entire time. He parries Inferno's attack with ease. (No damage.)

Cerberus v666 is hit right in the chest by Claron's magic and suffers heavy damage. (5 - 1 = 4 ; 4 * 2 = 8)
Cerberus v666 is cursed for 2 rounds (starting next round). They have -1 to all dice rolls (both attack and defense) during that time. (For double slashes, the -1 only applies to the entire thing, not each slash.)


Another flame flies from Claron's hand towards the worst, but the worst is able to see right through it and manages to dodge the flame completely.

Like Cerberus, James is not so lucky. He too gets hit in the chest by Claron's magic. (4 damage.)
James Brafin is cursed for 2 rounds (starting next round). They have -1 to all dice rolls (both attack and defense) during that time.


Though he may have failed to use good form when attacking, Inferno comes to his senses soon afterwards and jumps out of the way of the arrow that comes flying towards him.

Despite being a pretty good sharpshooter, luck was not on Byron's side as he almost misses Invisibility completely. (1 damage.)

Likewise, he is so far off on his shot at Skygazer that Skygazer doesn't even have to move to avoid the attack.

As it seems to always be, luck is unfortunately not on Gamma Emerald's side. He survives Aaron's onslaught, but takes heavy damage during the process, 11 in all.
*Gamma Emerald is at 4 HP.*
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Post Post #725 (isolation #211) » Sun Aug 05, 2018 2:55 pm

Post by Ircher »

Active Monsters:

1. Cultist Aaron : Cultist : Level = 6 | HP = 8 | MP = 9 | Attack = 1d8 | Defense = 1d6 (2 CD)
2. Cultist Byron : Cultist : Level = 6 | HP = 8 | MP = 10 | Attack = 1d6 | Defense = 1d6 (3 CD)
3. Cultist Claron : Cultist : Level = 7 | HP = 7 | MP = 5 | Attack = 1d4 | Defense = 1d4
4. (DT88A) Cultist Dieron : Cultist : Level = 7 | HP = 7 | MP = 26 | Attack = 1d4 | Defense = 1d4
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Post Post #730 (isolation #212) » Mon Aug 06, 2018 8:11 am

Post by Ircher »

An attack is being coordinated atm. If you are interested in participating, please join the Discord. (At the very least, please indicate that you are here.)
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Post Post #737 (isolation #213) » Mon Aug 06, 2018 8:52 am

Post by Ircher »

Timer: (expired on 2018-08-06 16:15:59).
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Post Post #739 (isolation #214) » Mon Aug 06, 2018 8:59 am

Post by Ircher »

In post 726, 2 718281828459 wrote:Attack Claron.

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4
In post 731, Cerberus v666 wrote:Yeah, planning is happening right now.

Do not take any furhter actions after this one, the die roll will determine some stuff.

Berserk Lunge Dieron

Original Roll String: 1d8-1 (STATIC)
1 8-Sided Dice: (8)-1 = 7
In post 732, Invisibility wrote:i attack aaron
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (8) = 8
In post 733, Skygazer wrote:Attack Claron

Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (2) = 2
In post 734, Gamma Emerald wrote:Attack Byron
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (5) = 5
In post 735, Agent Sparkles wrote:I drop the skies on Byron

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5
Going to go ahead and do defense rolls, so the above actions are locked in and may not be changed.
Aaron:
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (3) = 3

Byron:
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4

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

Dieron:
Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (4) = 4
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Post Post #740 (isolation #215) » Mon Aug 06, 2018 8:59 am

Post by Ircher »

Freaking.... Irrelephant Ninja'd me.
Aaron:
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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

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

Dieron:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #742 (isolation #216) » Mon Aug 06, 2018 9:32 am

Post by Ircher »

At long last, the group of adventurers challenging the cultists decides to make a heroic charge. First to act is the brave 2 718281828459 who immediately charges to slash Claron despite their inexperience. Claron, seeing the charge, immediately activates her defenses. 2 718281828459 is slightly thrown off-balance by the force he comes in contact with, but still manages to get a clean slash in. (4 so far on Claron.)

Next up is the wise and bold leader of the Murderhobos, the now official name for the group of adventurers. He runs straight towards Dieron and thrusts forward with his sword. Dieron's robes begin to glow and expel a small jolt of energy, but it hardly makes an impact. Indeed, the leader of the group is not only a wise leader, but a highly skilled one as well. (7 so far on Dieron.)
*Cerberus is stunned for 1 round.*
*Dieron is stunned for 3 rounds as well.*

Invisibility begins launching his attack as he tries to fake Aaron by running towards Byron first before changing direction and slashing at Aaron at the last second. Unfortunately, Aaron saw through the attack and quickly moves her blade to intercept the blow. (8 so far on Aaron.)

Skygazer follows up on 2 718281828459's attack with a slash of her own. Alas, she forgets to use good technique and only grazes Aaron. (4+2=6 so far on Claron.)

As if there wasn't already enough action, Gamma Emerald enters the scene and lunges straight at Byron. Byron anticipates the attack perfectly and parries. (5 so far on Byron.)

Despite Agent Sparkles's inexperience, he follows up on Gamma Emerald's attack and manages to backstab Byron while Byron was dealing with Gamma Emerald. (5+5 = 10 so far on Byron.)

Irrelephant11 is the next one to act. With a mighty shout, he jumps into the air and slashes twice at Aaron, who isn't expecting it. (8+7+2 = 17 so far on Aaron.)

Last but not least is McMenno who goes around and slashes at Aaron from the side. (7 - 1 = 6; 8+7+2+6 = 23 so far on Aaron.)
------------------------------------------------------------
23 on Aaron - 6 defense = 17 damage.
10 on Byron - 5 defense = 5 damage.
6 on Claron - 2 defense = 4 damage.
7 on Dieron - 2 defense = 5 damage. 5 damage / 2 = 2.5 damage rounded up to 3 damage.

17 + 5 + 4 + 3 => 29 damage.
Great, now I have to figure this out...
17 on Aaron - 6 defense = 11 damage. +6 overflow.
5 on Byron - 5 defense = 0 damage. +5 overflow.
4 on Claron - 2 defense = 2 damage. +2 overflow.
0 on Dieron - 2 defense = -2 damage. +3 overflow.

So with that said, Aaron and Claron are guaranteed to die (because they took damage with overflow.)

Byron and Dieron are left with 1 HP because they must take damage twice to have a chance at dying.
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Post Post #743 (isolation #217) » Mon Aug 06, 2018 9:36 am

Post by Ircher »

Seeing that their loss is inevitable, Byron opts to go out with a bang rather than prolong the fight excessively.

He charges fearlessly at the leader of the Murderhobos...
Original Roll String: 1d6*2
1 6-Sided Dice: (4)*2 = 8

(Defense:)
Original Roll String: 1d3-1
1 3-Sided Dice: (2)-1 = 1
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Post Post #744 (isolation #218) » Mon Aug 06, 2018 9:37 am

Post by Ircher »

Alas, even that is not enough to make a significant difference. Cerberus only takes 2 damage from the attack.
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Post Post #751 (isolation #219) » Mon Aug 06, 2018 12:34 pm

Post by Ircher »

:51 is when time is up.

(The target isn’t ambiguous in this case.)

Edit: I’ll give til XX:00 instead.

Edit2: Extending it one more time to XX:08. That’s final.
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Post Post #755 (isolation #220) » Mon Aug 06, 2018 1:09 pm

Post by Ircher »

McMenno ceases Byron's employment by shooting a huge flame at him, killing him.

Agent Sparkles and James Brafin attack Dieron. Together, they are able to dispatch Dieron.

the worst and Invisibility heal Cerberus for 1 each, 2 in all.
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Post Post #756 (isolation #221) » Mon Aug 06, 2018 1:10 pm

Post by Ircher »

Average Level @ Level 6.5
Base XP = 13 + 13 + 14 + 17 = 57 XP
Bonus XP = 8 XP
Total XP @ Level 6.5 = 65 XP
Number of Participants = 13
XP per Participant @ Level 6.5 = 5 XP

(3) Invisibility gains 12 XP.
Invisibility levels up from level 3 to level 5!
(1 SP)
(4) Felissan gains 9 XP.
Felissan levels up from level 4 to level 5!
(1 SP)
(4) Charles510 gains 9 XP.
Charles510 levels up from level 4 to level 5!
(1 SP)
(5) Cerberus v666 gains 7 XP. Cerberus v666 stays at level 5.
(5) McMenno gains 7 XP. McMenno stays at level 5.
(4) the worst gains 9 XP.
the worst levels up from level 4 to level 5!
(1 SP)
(1) Agent Sparkles gains 19 XP.
Agent Sparkles levels up from level 1 to level 4!

(4) Skygazer gains 9 XP.
Skygazer levels up from level 4 to level 5!
(1 SP)
(1) 2 718281828459 gains 19 XP.
2 718281828459 levels up from level 1 to level 4!

(3) Gamma Emerald gains 12 XP.
Gamma Emerald levels up from level 3 to level 5!
(1 SP)
(4) James Brafin gains 9 XP.
James Brafin levels up from level 4 to level 5!
(1 SP)
(4) Inferno390 gains 9 XP.
Inferno390 levels up from level 4 to level 5!
(1 SP)
(4) Irrelephant11 gains 9 XP.
Irrelephant11 levels up from level 4 to level 5!
(1 SP)

Also, one more thing...

Cerberus v666 has been awarded the
Medal of Leadership
. This should come as no surprise--anyone in the Discord can immediately see that Cerberus is constantly present and always at the forefront when it comes to planning attacks.
This award is worth an additional 3 XP, which alas, is still not enough for a level up.


For all of you that gained SP:
You must choose how to allocate the stat point before your next action.
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Post Post #757 (isolation #222) » Mon Aug 06, 2018 1:28 pm

Post by Ircher »

At long last, the inner sactum of the cultists' headquarters has been breached. As the group prepares to find the leader of the cultists, they are surprised to see the leader find them. The leader states, "How dare you intrude and interfere with our ways. For this, you must die!" A few of the remaining cultists unsheathe their weapons for a battle, but the leader waves them down. "No. I, and I alone, shall dispatch them; the rest of you have already proven your worthlessness to me. I, the mighty leader Qwzyrkjyv (don't even try to imagine how one would pronounce that), challenge your three best men (or women) to a duel. If you survive three rounds, I'll grant you the privilege of swapping out members. It won't matter though--all of you will die by my blade!"

The Cultist Leader:

1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8
Spoiler: Cultist Qwzyrkjyv Scry Results
**Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Second Chance" : The first time this creature dies, the creature regains full HP instead.
- Passive Skill "Cut Time" : This monster can act twice each round. (Note: Cooldowns don't go down twice-as-fast.)
- Passive Skill "In Control" : Crowd control status afflictions last for 1 less round than usual. (Crowd control effects include status afflictions like slow, stun, and bound.)
- Passive Skill "Strong Constituion" : Damage over time effects (e.g.: poison) last for 1 less round than usual.
- Active Skill "Double Slash" : Attacks an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage. (3 CD)
- Active Skill "Guard" : Blocks all damage from the next 2 attacks this enemy receives. (1 CD)
- Special Skill "Whirlwhind" (Unlimited Use): Deals 2d4 damage (before defenses) to anyone that attacks this monster on the round this skill is used.
- Special Effect "Challenger" : At the beginning of the fight, the players must select three players. Only those three players can act for the first three rounds of the fight. After the third round concludes, a new set of three players can be chosen (or the old set can be kept). (If a new set is chosen, any active CDs or debuffs on the players that swap out are instantly cured.) This creature will only attack the current set of challengers. Additionally, this creature's full information (i.e.: the equivalent of what is learned by "Scry Monster") is shown at the beginning of the fight.


Please choose three people to fight for the first three rounds. Only these people can act during those rounds, and only those people will be targeted by the enemy during that time. Note however that healing spells are not limited to these three people.
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Post Post #760 (isolation #223) » Mon Aug 06, 2018 1:44 pm

Post by Ircher »

In post 758, the worst wrote:I VOLUNTEER AS TRIBUTE
FTFY.
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Post Post #763 (isolation #224) » Mon Aug 06, 2018 2:19 pm

Post by Ircher »

I would like the challengers to be chosen within (expired on 2018-08-07 15:19:45). Timing rules are less strict due to the battle’s format—just get your actions in within 24h.
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Post Post #765 (isolation #225) » Mon Aug 06, 2018 3:45 pm

Post by Ircher »

The worst, James Brafin, who else?
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Post Post #774 (isolation #226) » Tue Aug 07, 2018 1:20 am

Post by Ircher »

the worst, James Nrafin, and Skygazer are the first set of challengers; no one else may take actions. Please act when you are ready.
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Post Post #778 (isolation #227) » Tue Aug 07, 2018 3:36 am

Post by Ircher »

In post 774, Ircher wrote:
the worst, James Nrafin, and Skygazer are the first set of challengers; no one else may take actions. Please act when you are ready.
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Post Post #783 (isolation #228) » Tue Aug 07, 2018 10:50 am

Post by Ircher »

Defense roll:
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6
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Post Post #787 (isolation #229) » Tue Aug 07, 2018 10:59 am

Post by Ircher »

the worst, Skygazer, and James Brafin decide to be the first three to accept the challenge. the worst opens up by cursing Qwzyrkjyv.

Skygazer lunges towards Qwzyrkjyv, but she does so without really looking. Qwzyrkjyv wasn't paying much attention either and barely dodges the attack. (0 damage so far.)

James Brafin also lunges towards Qwzyrkjyv and barely manage to come in contact. Qwzyrkjyv is too busy avoiding Skygazer's attack poorly that he fails to see James's attack. (3 damage so far.)

Qwzyrkjyv is stunned from James's attack and thus can't do anything. He also takes 3 damage.
Pedit: Not important.
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Post Post #789 (isolation #230) » Tue Aug 07, 2018 4:06 pm

Post by Ircher »

No you aren't--you actually implicitly have a morale of 1.
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Post Post #791 (isolation #231) » Wed Aug 08, 2018 7:12 am

Post by Ircher »

You’ll see after this fight.....
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Post Post #794 (isolation #232) » Thu Aug 09, 2018 8:39 am

Post by Ircher »

the worst slashes at Qwzyrkjyv with a powerful blow. Qwzyrkjyv moves to intercept the blow...
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1 8-Sided Dice: (1) = 1
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Post Post #795 (isolation #233) » Thu Aug 09, 2018 8:39 am

Post by Ircher »

Sorry, forgot the minus one again. Qwzyrkjyv takes 1 damage.
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Post Post #805 (isolation #234) » Thu Aug 09, 2018 11:44 am

Post by Ircher »

In post 796, Skygazer wrote:Curse Bob
In post 798, James Brafin wrote:Yep yep.
Attacking Bob.
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (5) = 5
In post 799, the worst wrote:BERSERK LUNCH
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8
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Post Post #806 (isolation #235) » Thu Aug 09, 2018 11:45 am

Post by Ircher »

Original Roll String: 1d8-1
1 8-Sided Dice: (8)-1 = 7
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Post Post #807 (isolation #236) » Thu Aug 09, 2018 11:46 am

Post by Ircher »

Qwzyrkjyv raises his sword to defend against James's powerful slash, but manages to leave himself completely vulnerable in the process. He takes 6 combined damage from James's and the worst's attacks.
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Post Post #810 (isolation #237) » Thu Aug 09, 2018 3:15 pm

Post by Ircher »

Are you going to swap players?
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Post Post #819 (isolation #238) » Fri Aug 10, 2018 6:38 am

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Gamma, Charles, and Inferno are the next three combatants.
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Post Post #823 (isolation #239) » Fri Aug 10, 2018 7:10 am

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This round, regardless of if you kill him.
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Post Post #825 (isolation #240) » Fri Aug 10, 2018 7:13 am

Post by Ircher »

No.
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Post Post #826 (isolation #241) » Fri Aug 10, 2018 7:13 am

Post by Ircher »

In post 821, Charles510 wrote:Attack!

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1 8-Sided Dice: (4) = 4
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Post Post #828 (isolation #242) » Fri Aug 10, 2018 7:21 am

Post by Ircher »

Yes, it would, but debuffs clear if “Second Chance” activates.

Edit: Also:
I have decided to add a twist to this battle sooner or later to make it more interesting. *You have been warned!*
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Post Post #838 (isolation #243) » Sat Aug 11, 2018 9:06 am

Post by Ircher »

Defense:
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1
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Post Post #839 (isolation #244) » Sat Aug 11, 2018 9:12 am

Post by Ircher »

Charles510, Gamma Emerald, and Inferno390 all valiantly decide to replace the three challengers. First to attack is Charles510 who goes to stab Q from the front.

Next comes Inferno390 who stabs from behind. (5 damage so far; Healing Grace activates)

Gamma Emerald tries to join in with a powerful double slash but absolutely fumbles in executing the attack dealing only 1 damage on the first strike... Which is enough to activate "Second Chance"!
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Post Post #840 (isolation #245) » Sat Aug 11, 2018 9:23 am

Post by Ircher »

The Cultist Leader falls to the ground, heavily wounded by Gamma Emerald's strike. "This is not the end!" shouts the Cultist Leader as the necklace he is wearing begins to glow, rejuvenating him. "Aha! Yes, let the dark magic revive me!" The necklace stops glowing as Cultist Qwzyrkjyv rises back up from the ground, reinvigorated.

Meanwhile, the cultists who have been formerly simply spectators begin to murmer among themselves.... And then it happens... The remaining cultists and segment the group of adventurers, dividing them into three groups:

Group A:

1. the worst
2. James Brafin
3. Skygazer
4. Gamma Emerald
5. Inferno390
6. Charles510

Group B:

1. Cerberus v666
2. McMenno
3. Errantparabola
4. TehBrawlGuy
5. 2 718281828459

Group C:

1. Irrelephant11
2. Felissan
3. Draynth
4. Invisibility
5. Agent Sparkles

Cultist Qwzyrkjyv tries to tell them to stop, but to no avail. "Long live Cultist Qwzyrkjyv!" they shout as they raise their swords and attack.

The Cultist Leader:
(Group A)
1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8

Group B:

1. (6) Alpha : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
2. (6) Beta : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
3. (6) Charlie : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3

Group C:

1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (7) Foxtrot : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 8 | Attack = 1d4 | Defense = 1d3

Note: You may only attack enemies that correspond to your group. The Cultist Leader is still using the three players thingy, and monsters will only attack enemies in their own group. You can still heal and cure across groups.


Edit: Also, attacking only begins a round for a group that you are in; it does not affect other groups.
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Post Post #847 (isolation #246) » Sat Aug 11, 2018 11:22 am

Post by Ircher »

In post 845, Inferno390 wrote:I say fudge it. All six of us tag team Bob.
You can only swap within Group A, but the regular mechanics of the boss still apply.
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Post Post #850 (isolation #247) » Sun Aug 12, 2018 8:33 am

Post by Ircher »

Yes.
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Post Post #852 (isolation #248) » Sun Aug 12, 2018 9:14 am

Post by Ircher »

No. We’re on round 5, yes? (I forgot....)
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Post Post #853 (isolation #249) » Sun Aug 12, 2018 12:08 pm

Post by Ircher »

In post 840, Ircher wrote:The Cultist Leader falls to the ground, heavily wounded by Gamma Emerald's strike. "This is not the end!" shouts the Cultist Leader as the necklace he is wearing begins to glow, rejuvenating him. "Aha! Yes, let the dark magic revive me!" The necklace stops glowing as Cultist Qwzyrkjyv rises back up from the ground, reinvigorated.

Meanwhile, the cultists who have been formerly simply spectators begin to murmer among themselves.... And then it happens... The remaining cultists and segment the group of adventurers, dividing them into three groups:

Group A:

1. the worst
2. James Brafin
3. Skygazer
4. Gamma Emerald
5. Inferno390
6. Charles510

Group B:

1. Cerberus v666
2. McMenno
3. Errantparabola
4. TehBrawlGuy
5. 2 718281828459

Group C:

1. Irrelephant11
2. Felissan
3. Draynth
4. Invisibility
5. Agent Sparkles

Cultist Qwzyrkjyv tries to tell them to stop, but to no avail. "Long live Cultist Qwzyrkjyv!" they shout as they raise their swords and attack.

The Cultist Leader:
(Group A)
1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8

Group B:

1. (6) Alpha : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
2. (6) Beta : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
3. (6) Charlie : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3

Group C:

1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (7) Foxtrot : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 8 | Attack = 1d4 | Defense = 1d3

Note: You may only attack enemies that correspond to your group. The Cultist Leader is still using the three players thingy, and monsters will only attack enemies in their own group. You can still heal and cure across groups.


Edit: Also, attacking only begins a round for a group that you are in; it does not affect other groups.
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Post Post #854 (isolation #250) » Sun Aug 12, 2018 12:14 pm

Post by Ircher »

Oh, and NotAJumbleOfNumbers (if he ever shows up) is part of group
C
B.

Edit: Make that group B now that I see the levels of players in group B.
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Post Post #857 (isolation #251) » Sun Aug 12, 2018 1:02 pm

Post by Ircher »

Unfortunately, you cannot. You are part of group A, but not the group that is currently fighting.

Edit: Also, I'm using relaxed timing rules here: 24 hours for everyone to act in a group after the first action (or if at least one player suggests ending the round early and no players disagree with such an action.)
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Post Post #862 (isolation #252) » Mon Aug 13, 2018 6:28 am

Post by Ircher »

No. Morale is there because it’s a mechanic that unlocks with the next level (6).
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Post Post #869 (isolation #253) » Mon Aug 13, 2018 2:51 pm

Post by Ircher »

I should note I’m V/LA from August 15-21, so unless someone wants to backup moderate, this game is probably not getting updated during that time.
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Post Post #872 (isolation #254) » Tue Aug 14, 2018 9:49 am

Post by Ircher »

Group B has initiative; resolving everyone else’s actions now.

Edit: Nevermind about initiative--I thought level 4 had level 2 scry but they don't.
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Post Post #873 (isolation #255) » Tue Aug 14, 2018 10:12 am

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Once again, Cerberus v666 takes the lead and charges in with a double strike on Charlie, the magician. (8 so far on Charlie.) Charlie's robes begin to glow as they attempt to upset Cerberus's attack...
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Charlie then retaliates by chanting a spell. His hands glow a ghastly purple, and he points towards Cerberus.
*Cerberus v666 has been inflicted with the "Scared" status for 3 rounds. This means that he can neither defend nor act during those three rounds. This status will start at the beginning of next round; they can defend still during this round.*


2 718281828459 takes the time to scry Delta:
Spoiler: Delta Scrying Info
(6) Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
- Magic Spell "Fire" : Deals 1d4 damage and ignores target's defenses. (1 Mana)
- Magic Spell "Lightning" : Deals 1d4 + 1d3 damage to the target. If the target had more than 1 HP to begin with and ends with 1 HP or less, they are left with 1 HP and any additional damage is split off to another target. If the target had 1 HP or less to begin with, they take 1 damage and the rest of the damage is split off to another target. Damage can be chained to as many targets as possible. (3 Mana)
- Magic Spell "Poison" : Poisons an enemy for 2 turns. They take 1d3 damage each turn. (3 Mana)
- Magic Spell "Fear" : Fills an enemy with fear for 1d6 morale damage. (4 Mana)

Delta, noticing 2 718281828459's antics, also takes the time to fill 2 718281828459 with utter fear.
*2 718281828459 is scared for 3 rounds.*


Alpha attacks Cerberus:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Beta attacks 2 718281828459:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

----
Out from the conflict arises a new leader. This fearless leader named Invisibility takes the time to scry Echo.
Spoiler: Echo Scrying Info
(7) Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
- Passive Skill "Critical Hit" : Rolling a 7 on a normal attack stuns the enemy for one turn. Stunned enemies can only defend; they cannot actively use actions.
- Active Skill "Poison Weapon" (2 CD) : Next attack (if it applies damage) that the cultist makes with its weapon will coat the target in poison for 2 rounds. The poison deals 1d3 damage each round.
- Active Skill "Speed Slash" (1 CD) : Slashes an enemy quickly for 1d6-2 damage. Grants initiative.
- Active Skill "Double Slash" (2 CD) : Attacks an e0nemy twice for {Attack Dice} and {Attack Dice}-2 damage.


Alas, no one rallies under Invisibility's banner causing all the enemies to draw their attention towards Invisibility...

Echo strikes twice at Invisibility:
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

(2nd Attack:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

Original Roll String: 1d3-2
1 3-Sided Dice: (2)-2 = 0

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Foxtrot pours a liquid over her weapon.

Golf gives Invisibility a break and attacks Felissan instead:
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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


Hotel's hands glow a dark purple, and he points towards Invisibility.
*Invisibility has been scared for 3 rounds.*


----
Not a bit phased by the cultists' new resolve, Charles510 lunges towards the cultist leader. (6 so far.) Inferno390 does the same. (9 so far.) Meanwhile, Gamma Emerald begins a ritual causing his hands to glow a deep, dark black. He points towards the cultist leader, and blackness surrounds the leader. (-1 curse for 2 rounds.) Qwzyrkjyv raises his sword in a desparate attempt to fend off Charles510 and Inferno390....
Original Roll String: 1d8-1
1 8-Sided Dice: (7)-1 = 6
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Post Post #874 (isolation #256) » Tue Aug 14, 2018 10:20 am

Post by Ircher »

Cerberus's attack is thrown slightly off by Charlie's defensive wards, but he still manages to land a powerful 6 damage in.

Alpha slashes at Cerberus v666, but his aim is so poor, he misses Cerberus completely.

Beta also slashes at 2 718281828459, but she uses improper technique allowing for 2 718281828459 to fend off the attack.
-----
Alas, Invisibility does not fair as well against Echo's onslaught. Echo manages to achieve 5 on the first attack and 3 on the second attack for 8 total. Invisibility is only able to slightly offset Echo so that only 6 damage is taken.

Golf launches a powerful slash at Felissan, but it is matched by a similar degree of skill, and Golf is only barely able to land 2 points of damage.
-----
The Cultist Leader is stunned by the combined power of Charles510 and Inferno390's onslaught. Indeed, luck would have it that Qwzyrkjyv fumbles when trying to fend off the attacks. Just as one may think that a substantial blow has been dealt to Qwzyrkjyv, his robes begins to glow a dark black, and one sees dark energy coarse through his robes...
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Original Roll String: 1d8
1 8-Sided Dice: (1) = 1
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Post Post #875 (isolation #257) » Tue Aug 14, 2018 10:23 am

Post by Ircher »

Suddenly, Foxtrot's robes begin to glow dark as well with energy coarsing through them. It looks like the energy is traveling towards Qwzyrkjyv's robes. After a while, both Foxtrot's and Qwzyrkjyv's robes stop glowing. Qwzyrkjyv ends up taking only 2 damage with the remaining 4 damage going to Foxtrot.

Monsters as of this post:

The Cultist Leader:

1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 14 | Morale = 25 | Attack = 2d6 | Defense = 1d8 (Stunned: 1 Round | Cursed (-1): 1 Round)

Group B:

1. (6) Alpha : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
2. (6) Beta : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
3. (6) Charlie : Cultist Magician : HP = 2 | MP = 3 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 3 | Attack = 1d4 | Defense = 1d3

Group C:

1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (PW) (7) Foxtrot : Cultist : HP = 15 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6 (1 CD)
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 5 | Attack = 1d4 | Defense = 1d3

Important Player Statuses as of this post:

1. Cerberus v666 - Scared (3 Rounds)
2. 2 718281828459 - Scared (3 Rounds)
3. Invisibility - Scared (3 Rounds)
4. Inferno390 - Stunned (1 Round)
5. Charles510 - Stunned (1 Round)
Last edited by Ircher on Tue Aug 14, 2018 12:59 pm, edited 1 time in total.
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Post Post #879 (isolation #258) » Tue Aug 14, 2018 11:16 am

Post by Ircher »

In post 877, Invisibility wrote:i dont like the mechanic
Understandable.... I likely won't do them again... Now you got to encourage your group to do stuff!
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Post Post #881 (isolation #259) » Tue Aug 14, 2018 12:50 pm

Post by Ircher »

What isn't fair @Inferno? The symbiosis power? It's a special mechanic that isn't subject to the normal rules (i.e.: it doesn't appear in the scry results). Plus basically, only damage is being transferred. Also, this damage transfer does NOT affect whether or not if-enemy-takes-damage-effects apply--that is considered right before, so ya'll can technically keep up your current strategy. It just takes longer! (The boss fight has to be interesting you know!)
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Post Post #882 (isolation #260) » Tue Aug 14, 2018 1:28 pm

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Caving in to popular demand,
Groups B and C have been combined. Group A remains separate from everyone else.
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Post Post #889 (isolation #261) » Mon Aug 20, 2018 8:54 am

Post by Ircher »

Okay, I am officially ending this game. If someone else wants to run the game or a variant of it, please feel free to do so. If you wish to see some of the stuff I've been using for this game, feel free to pm me and I'll pm you back sooner or later. If you wish to continue running this thread, please feel free to do so.
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