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Ircher
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Post Post #1650  (isolation #400)  » Thu Dec 12, 2019 11:23 pm

reserved
Last edited by Ircher on Fri Dec 13, 2019 9:47 pm, edited 2 times in total.
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Post Post #1651  (isolation #401)  » Thu Dec 12, 2019 11:23 pm

reserved
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Post Post #1652  (isolation #402)  » Thu Dec 12, 2019 11:23 pm

reserved
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Post Post #1653  (isolation #403)  » Thu Dec 12, 2019 11:24 pm

VOTECOUNT 1

West (4) - the worst, Formerfish, Chemist1422, Not Known 15
East (1) - Gamma Emerald
Split Up (0) -
Not Voting (10) - Cerberus v666, NotMySpamAccount, Amzela, McMenno, James Brafin, Inferno390, inspiratieloos, Jackal711, PrivateI, Tris

With 15 Murdohobos alive, it takes 7 to hammer a direction.

Deadline for voting is Saturday morning or in (expired on 2019-12-13 09:00:00).
Last edited by Ircher on Fri Dec 13, 2019 9:40 pm, edited 2 times in total.
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Post Post #1665  (isolation #404)  » Sat Dec 14, 2019 1:44 pm

VOTECOUNT 2 (FINAL)

West (3) - Formerfish, Chemist1422, inspiratieloos
East (5) - Gamma Emerald, Not Known 15, the worst, Jackal711, Cerberus v666
Split Up (0) -
Not Voting (7) - NotMySpamAccount, Amzela, McMenno, James Brafin, Inferno390, PrivateI, Tris

With 15 Murdohobos alive, it takes 7 to hammer a direction.

Deadline for voting is Saturday morning or in (expired on 2019-12-14 09:00:00).
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Post Post #1666  (isolation #405)  » Sat Dec 14, 2019 1:52 pm

Though it is a close vote, you ultimately decides to head east towards the earlier scraping sound. It does not take long for you to find yourselves surrounded by a large group of giant lizards. Seeing fresh meat, the lizards begin moving towards you and raise their claws eagerly.

Battle #19 (Threshold 3/1)
(6) Alpha : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Beta : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Charlie : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Delta : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Echo : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3

---
Some Changes:
1. There is a new monster codex. You can find it in . It keeps track of information you have learned through the "Scry Monster" skill or "Examine Creature" spell.
2. Fury Blade now has an internal cooldown of 1 ICD to prevent an exploit when used in tandem with Adrenaline Rush.
3. Power Aura has been changed to "Attacking enemies that are more than four levels below you grants you a +1 modifier on attack rolls," since the former description had poorly defined semantics.
4. The rules for "game overs" have been slightly modified and now read: "If five or more players are killed in a single battle, the battle immediately ends. (Note: It can also be one player dying five times in a single battle or some combination.) This is considered the equivalent of a game over. No one gains experience. The battle may restart from the beginning, or I may replace it with an easier encounter. All players who were still alive have their resources restored to their maximum values."
Last edited by Ircher on Sat Dec 14, 2019 5:37 pm, edited 1 time in total.
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Post Post #1668  (isolation #406)  » Sun Dec 15, 2019 10:42 am

(expired on 2019-12-15 22:46:49) left in the round.
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Post Post #1671  (isolation #407)  » Sun Dec 15, 2019 4:00 pm

In post 2, Ircher wrote:Current Monster Statuses (Threshold 3/1)
(6) Alpha : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Beta : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Charlie : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Delta : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Echo : Giant Lizard : HP = 13/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3

This is all the data you have so far. You would have to scry or use "Examine Creature" to learn about skills and spells.
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Post Post #1674  (isolation #408)  » Sun Dec 15, 2019 5:07 pm

Speed slash grants initiative, but it does indeed use up your action for the round.
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Post Post #1679  (isolation #409)  » Sun Dec 15, 2019 9:47 pm

In post 1668, Ircher wrote:(expired on 2019-12-15 22:46:49) left in the round.

I'm gonna give another (expired on 2019-12-16 10:47:23).

Y'all are at 1 action meaning you have 2 actions + a NPC action left.
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Post Post #1682  (isolation #410)  » Mon Dec 16, 2019 11:28 am

Jackal711 said in the Discord that he attempted to post an attack roll, but for some reason his post did not go through. While you shouldn't expect this to be common, I will roll in Jackal711's place. (He didn't specify a target, so I'm randing that as well.)

(Target: 1 => Alpha, 2 => Beta, 3 => Charlie, 4 => Delta, 5 => Echo)
Original Roll String: 1d5
1 5-Sided Dice: (3) = 3


(Attack Roll:)
Original Roll String: 2d4
2 4-Sided Dice: (3, 3) = 6
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Post Post #1683  (isolation #411)  » Mon Dec 16, 2019 11:44 am

inspiratieloos leads the charge as he darts towards Alpha and slashes at it. (6 so far on Alpha.)

Formerfish slashes at Beta at a lightning-fast speed. (6 so far on Beta.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


the worst begins moving his hands in intricate ways and chanting ancient words. Soon, blue and white wisps start to encircle him. He points in the directions of Delta and Echo, and a pair of wisp tornadoes begin traveling towards them. As soon as the first tornado reaches Delta, it turns into nothingness. **the worst has 0/6 MP left.** (3 so far on Echo.)
(Echo's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Gamma Emerald begins observing the motions of Alpha. He learns the following information about the lizard:
Spoiler: Alpha's Scrying Info
**Giant Lizard : HP = 13 | Morale = 5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
- Active Skill "Bite" (4 CD): Attacks an enemy for {Attack Dice} + 1 damage.
- Active Skill "Deep Scratch" (6 CD): Scratches an enemy and digs deep into their skin for {Attack Dice} damage. If the target takes damage, the target receives the "Bleeding" status for three rounds. For each round of "Bleeding" left, a character loses 10% of their current health (multiplicatively) (health is rounded up--bleeding cannot kill a character). (For instance, a bleed with three rounds left causes a character to lose ~27% of their current health. On the next round, the bleed will cause the character to lose ~14% of their current health (~41% cumulatively).) Each round of bleeding counts a separate status affliction for the purpose of spells. (A spell that cures two status afflictions will only remove two rounds of bleeding.) Bleeding does not begin taking effect until the next round. (This allows characters a chance to cure it ahead of time. Just to be clear, the timer does not tick down the first round.)


David takes the opportunity to team up with inspiratieloos and fires two shots at Alpha in quick succession. (6 + 1 + 2 = 9 so far on Alpha.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Jackal711 looks around for a good target. His eyes land on Charlie, who he leaps towards, and he attempts to hack off one of the lizard's limbs. (6 so far on Charlie.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #1684  (isolation #412)  » Mon Dec 16, 2019 11:50 am

Alpha's thick skin does a poor job of warding off inspiratieloos and David's attacks. **Alpha has 5/13 HP left.** Beta likewise is unable to significantly mitigate Formerfish's fast attack. **Beta has 8/13 HP left.** the worst's tornado manages to briefly disorient Echo before the wisps disappeared. Echo is stunned for one round. **Echo has 12/13 HP left.** Jackal711 has a hard time finding a weak point on Charlie, and his blade is dulled by Charlie's thick skin. **Charlie has 10/13 HP left.**
---
In response to inspiratieloos's attack, Alpha raises its claw menacingly and then slashes downward forcefully at inspiratieloos. The lizard attempts to dig its claw deep within inspiratieloos's skin.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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


Beta makes a similar series of actions against Formerfish.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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


Charlie looks hungrily towards Jackal711. As soon as Jackal711 finishes attacking, the lizard bites down hard on Jackal711's right arm.
Original Roll String: 1d3+1
1 3-Sided Dice: (3)+1 = 4

Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2

Original Roll String: 1d2+1
1 2-Sided Dice: (2)+1 = 3

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

I have decided that alongside the same lines of "Tornado" for players, since each of these rolls are considered separate attacks, +/- modifiers apply to all the rolls. If for some reason, you disagree with this interpretation and think the modifier should only apply to the last roll, I am willing to hear your case. Note that I will not retroactively change anything.

Delta, angered by the wisp tornado, moves aggressively towards the worst. It proceeds to slash the worst with its claw.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #1685  (isolation #413)  » Mon Dec 16, 2019 12:01 pm

Despite inspiratieloos's best efforts to get away, Alpha still manages to sink its claw into his skin. Red droplets begin to form around the wound from Alpha's attack. inspiratieloos is bleeding for two rounds. **inspiratieloos has 19/20 HP left.** Formerfish is not nearly as prepared as inspiratieloos was, and Beta creates several holes in Formerfish's armor. Red blood begins spewing out of the holes. Formerfish is bleeding for two rounds. **Formerfish has 18/23 HP left.** Jackal711 manages to avoid Charlie's second bite, but he takes heavy damage from the first and third bites. **Jackal711 has 9/20 HP left.** the worst successfully rolls to dodge Delta's first two attacks with its claws, but he is still slightly injured by the third claw attack. **the worst has 16/20 HP left.**
The mechanics of bleed are in the scrying spoiler. The glossary will also be updated with the new status. Also, I know the scry information said three rounds originally. I've changed my mind last minute, so it is now two rounds for this monster type.
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Post Post #1693  (isolation #414)  » Tue Dec 17, 2019 12:35 am

Yes, but you are currently on cooldown and would be unable to use Fury Blade right now.
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Post Post #1714  (isolation #415)  » Wed Dec 18, 2019 11:09 am

the worst begins the action by attempting to strike fast at Delta, but he isn't paying attention to where he is striking and manages to trip along the way. (2 so far on Delta.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


inspiratieloos summons forth several blue and white wisps. They move in uniform circular motion around his hands. He points towards Delta and Echo, and the wisps coelesce into wisp tornados and fly in those directions. **inspiratieloos has 0/6 MP left.** (5 so far on Delta. 4 so far on Echo.)
(Delta's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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


Formerfish rolls forward and makes a downward swing at Alpha. (5 so far on Alpha.) Then, David draws an arrow from his quiver and fires it at Alpha causing the lizard to fall dead. **Alpha is dead.**

Gamma attempts to weaken Beta by swinging horizontally at it. (5 so far on Beta.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

---
Beta moves towards Formerfish and attempts to shred him with its claws.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

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


Charlie takes the opportunity to attack the worst.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #1715  (isolation #416)  » Wed Dec 18, 2019 11:22 am

Delta's skin fully absorbs the force of the worst's attack, and no damage is dealt. Delta does not fare as well against inspiratieloos's Tornado attack. Delta is stunned for one round. **Delta has 10/13 HP left.** Likewise, Echo is disoriented by the wisp tornado. Echo is stunned for one round. **Echo has 9/13 HP left.**

Despite Gamma's strong attack, Beta steels its resolve and is able to absorb most of the damage. **Beta has 6/13 HP left.**
---
Though Formerfish tries his best to avoid Beta's claws, he is unable to keep up with Beta's fury and suffers heavy damage. **Formerfish has 13/23 HP left.**

the worst is much more prepared for Charlie, and he dodges most of the claw attacks. **the worst has 15/20 HP left.**
---
inspiratieloos takes four damage from bleeding. **inspiratieloos has 15/20 HP left.**
Formerfish takes two damage from bleeding. **Formerfish has 11/23 HP left.**

inspiratieloos can use active skills again.
---
Current Monster Statuses (Threshold 3/1)
(6) Alpha : Giant Lizard : HP = DEAD | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Beta : Giant Lizard : HP = 6/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3 | 4 CD
(6) Charlie : Giant Lizard : HP = 10/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3 | 2 CD
(6) Delta : Giant Lizard : HP = 10/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Echo : Giant Lizard : HP = 9/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
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Post Post #1731  (isolation #417)  » Wed Dec 18, 2019 5:12 pm

Y'all have an NPC action left.

I feel it's kinda strange to use initiative-granting actions after the PC (Player Character) action threshold is met, but I won't say (at least for now) that you cannot PROVIDED THAT you have not reached BOTH the player and NPC action thresholds.
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Post Post #1737  (isolation #418)  » Thu Dec 19, 2019 11:10 am

Not Known 15 runs into battle and heads straight towards Echo. He brings his sword back, and then slashes twice at Echo. (3 + 1 = 4 so far on Echo.)

Gamma Emerald turns and faces Beta. With a determined look in his eyes, Gamma Emerald strikes twice fiercely. The lizard, who was about to launch an attack, suddenly falls motionless. (5 + 4 = 9 so far on Beta.) **Beta is dead.**

inspiratieloos and the worst turn towards Formerfish and shout, "Kill those lizards! We believe in you!" Formerfish then begins the necessary chants and motions to cast Tornado. He points towards Delta and Echo, and wisps go flying towards those directions. **Formerfish has 2/4 MP left.** (4 so far on Delta. 8 so far on Echo.) Between Formerfish's tornado and Not Known 15's double slash, the giant lizard known as Echo moves no more. **Echo is dead.**
(Delta's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


David shoots an arrow at Delta, but it lands near Formerfish instead.
---
the worst can use active skills again.
Formerfish can use active skills again.
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Post Post #1738  (isolation #419)  » Thu Dec 19, 2019 11:13 am

Delta is stunned by the tornado. Delta is stunned for one round. **Delta has 7/13 HP left.**
---
Charlie raises its claws and makes several slashes in quick succession at Gamma Emerald.
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #1739  (isolation #420)  » Thu Dec 19, 2019 11:16 am

Gamma Emerald focused a bit too much on offense causing him to have little space to evade Charlie's claws. He takes four damage in total. **Gamma Emerald has 11/20 HP left.**
---
inspiratieloos takes one damage from bleeding. **inspiratieloos has 14/20 HP left.**
Formerfish takes one damage from bleeding. **Formerfish has 10/23 HP left.**
inspiratieloos and Formerfish are no longer suffering from bleeding.
---
Current Monster Statuses (Threshold 3/1)
(6) Alpha : Giant Lizard : HP = DEAD | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Beta : Giant Lizard : HP = DEAD | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Charlie : Giant Lizard : HP = 10/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3 | 1 CD
(6) Delta : Giant Lizard : HP = 7/13 | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
(6) Echo : Giant Lizard : HP = DEAD | Morale = 5/5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
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Post Post #1744  (isolation #421)  » Thu Dec 19, 2019 1:27 pm

Since that's enough to kill both of them, and y'all only have one NPC action left, I'm gonna go ahead and end the round.
---
inspiratieloos looks around and takes a deep breath. He then leaps towards Delta and slashes downward at the lizard twice. He succeeds in cutting the lizard into two halves. **Delta is dead.**

Jackal711 rolls forward and slashes twice at Charlie. Formerfish follows behind him and delivers the killing blow. They succeed in slaughtering the lizard. **Charlie is dead.**
---
Party Experience:
Base XP = (3 * 5) = 15 XP
XP Adjustment = 5 XP
Average Enemy Level = (6 * 5) / 5 = 6.0
Number of Participants = 7
XP Awarded Per Participant = 2.9 XP at Level 6.0.

(6) inspiratieloos gains 3 XP. inspiratieloos stays at level 6.
(5) Formerfish gains 3 XP. Formerfish stays at level 5.
(6) the worst gains 3 XP. the worst stays at level 6.
(5) Gamma Emerald gains 3 XP. Gamma Emerald stays at level 5. Sorry! :(
(5) Jackal711 gains 3 XP. Jackal711 levels up from level 5 to level 6! You may reallocate your stat point if you so desire.
(5) Not Known 15 gains 3 XP. Not Known 15 stays at level 5. Again, sorry! :(
---
(4) David gains 4 XP. David levels up from level 4 to level 5!
David (NPC)HP: 18 -> 22
Upgrade "Scry Monster" to level 2 (0 CD): Equivalent to player's scry monster (except the initiative counts towards the NPC action threshold rather than the player action threshold.)
Unlock level 1 "Arrow Volley" (4 CD): Fires a volley of arrows at two enemies for {Attack Dice} - 1 damage each.
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Post Post #1745  (isolation #422)  » Thu Dec 19, 2019 1:34 pm

After dispatching the giant lizards, you continue down the path only to quickly find your path is blocked. You turn around and go back to the previous intersection. You go west this time instead of east. Sure enough, you run into more creatures; this time, it's a group of serpents. They hiss at you and begin to stick out their tongues.

Battle #20 (Threshold 3/1)
(6) Alpha : Serpent : HP = 16/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Beta : Serpent : HP = 16/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Charlie : Serpent : HP = 16/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Delta : Serpent : HP = 16/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
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Post Post #1748  (isolation #423)  » Thu Dec 19, 2019 4:55 pm

His attack did not improve. Perhaps it should have, but my intention is that players will be the main ones dealing damage whereas the NPCs serve as supplemental damage. (His attack will improve with his next level for sure though.)
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Post Post #1762  (isolation #424)  » Sat Dec 21, 2019 11:41 am

(expired on 2019-12-21 19:41:18) until the round ends.
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Post Post #1763  (isolation #425)  » Sun Dec 22, 2019 4:30 pm

Not Known 15 rolls forward and stabs at Delta from behind. (7 so far on Delta {1}.)

Formerfish summons his inner fury and attacks Alpha in a rampage. He then attacks Alpha again. (3 + 5 = 8 so far on Alpha {1}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


inspiratieloos joins Not Known 15 and slashes twice. His stance is a bit off decreasing his attacks' power. (7 + 6 + 1 = 14 so far on Delta {2}.) the worst slashes with the speed of the wind, but his aim is severely miscalibrated. His blade ends up only glancing off the serpent's skin, and he nearly slices through inspiratieloos in the process. (14 + 2 - 1 = 15 so far on Delta {3}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Alpha wraps itself around Not Known 15 tightly binding him to the ground. Not Known 15 is bound for three rounds.

Beta moves towards Formerfish and attempts to bite him.
Original Roll String: 2d3
2 3-Sided Dice: (3, 2) = 5

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


Charlie slithers towards inspiratieloos and attempts to bite him.
Original Roll String: 2d3
2 3-Sided Dice: (2, 1) = 3

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


Delta slides its body across the cave and stops in front of the worst. It then attempts to bite him.
Original Roll String: 2d3
2 3-Sided Dice: (3, 1) = 4

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #1764  (isolation #426)  » Sun Dec 22, 2019 4:36 pm

Formerfish manages to cut off some of the skin of Alpha in his rage. **Alpha has 9/16 HP left.** The attacks of the Murderhobos are strongly effective and bring Delta to the brink of death. **Delta has 2/16 HP left.**
---
Beta succeeds in biting Formerfish, and venom drips into the wound. Formerfish is poisoned for two rounds. **Formerfish has 6/23 HP left.**

Charlie bites inspiratieloos with its venomous fangs. inspiratieloos is poisoned for two rounds. **inspiratieloos has 12/20 HP left.**

Delta sinks its fangs into the worst and manages to drip venom into the wound. the worst is poisoned for two rounds. **the worst has 12/20 HP left.**
---
Poison damage:
Formerfish:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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

the worst:
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1765  (isolation #427)  » Sun Dec 22, 2019 4:39 pm

Formerfish takes a further three damage due to poison. **Formerfish has 3/23 HP left.** inspiratieloos takes a further one damage from poison. **inspiratieloos has 11/20 HP left.** the worst takes another two damage from the venom in the serpent's bite. **the worst has 10/20 HP left.**
---
Current Monster Statuses (Threshold 3/1)
(6) Alpha : Serpent : HP = 9/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2 | 1 CD
(6) Beta : Serpent : HP = 16/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Charlie : Serpent : HP = 16/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Delta : Serpent : HP = 2/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
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Post Post #1774  (isolation #428)  » Thu Dec 26, 2019 10:48 am

(expired on 2019-12-26 19:18:47) until the round ends.
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Post Post #1777  (isolation #429)  » Thu Dec 26, 2019 1:38 pm

Jackal711 starts off the round by reciting a small prayer and making various motions. His hands begin to glow a bright white light. He points towards Formerfish, and white light envelopes Formerfish. **Jackal711 has 4/6 MP left.** **Formerfish has 5/23 HP left.**
Minor Heal counts as an action that grants Friendship Points, so Jackal711 should now have 1 FP with Formerfish. As a reminder, I will (for the most part) not be keeping track of this, and it is highly recommend that you include a Friendship Points total in each post where you use an action that grants Friendship Points.

inspiratieloos launches an attack against Delta, but he attacks from a strange angle offseting his center of gravity. Gamma Emerald shouts encouragement from the sidelines giving inspiratieloos the extra power needed to kill Delta. (4 so far on Delta {1}.) **Delta is dead.**

Formerfish summons the power of the winds and sends wisp tornadoes toward Beta and Charlie. **Formerfish has 0/4 MP left.** (4 so far on Beta. 6 so far on Charlie.)
(Beta's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Charlie's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


David springs into action as he quickly loads his bow and shoots two arrows at Alpha. (5 + 1 = 6 so far on Alpha {1}.)
(Alpha's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Alpha slithers towards Jackal711 and attempts to bite him.
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

---
[b]the worst can use active skills again.
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Post Post #1778  (isolation #430)  » Thu Dec 26, 2019 1:45 pm

Beta and Charlie are sent spinning with the tornadoes, and they are unable to do anything. Beta and Charlie are stunned for one round. **Beta has 13/16 HP left.** **Charlie has 12/16 HP left.**

Alpha is unable to avoid David's arrows and takes five damage. **Alpha has 4/16 HP left.**

Alpha does succeed in sinking its fangs deep into Jackal711. Venom drips into the wound. Jackal711 is poisoned for two rounds. **Jackal711 has 16/20 HP left.**
---
Poison damage:
inspiratieloos:
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Jackal711:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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

---
inspiratieloos is no longer poisoned.
Formerfish is no longer poisoned.
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Post Post #1779  (isolation #431)  » Thu Dec 26, 2019 1:47 pm

inspiratieloos takes one damage from the serpent's venom. **inspiratieloos has 10/20 HP left.** Jackal711 takes three damage from venom. **Jackal711 has 13/20 HP left.** Formerfish takes three damage from venom. **Formerfish has 2/23 HP left.**
---
Current Monster Statuses (Threshold 3/1)
(6) Alpha : Serpent : HP = 4/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2 | 1 CD
(6) Beta : Serpent : HP = 13/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Charlie : Serpent : HP = 12/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Delta : Serpent : HP = DEAD | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
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Post Post #1791  (isolation #432)  » Thu Dec 26, 2019 9:57 pm

Friendship actions do not grant friendship points.
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Post Post #1797  (isolation #433)  » Fri Dec 27, 2019 12:22 pm

(expired on 2019-12-27 22:22:07) until the round ends.
Also, welcome dsjstr! If you have questions, feel free to ask.
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Post Post #1800  (isolation #434)  » Fri Dec 27, 2019 12:47 pm

The other players had already used up the player part of the action threshold, so technically, you can't normal attack here. That being said, you can use speed slash though it carries an additional -2 penalty. (I'll accept your action as such.)
Edit: You can change your action to an aid if you like since you're new to the game.
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Post Post #1802  (isolation #435)  » Fri Dec 27, 2019 9:29 pm

dsjstr is walking home when he sees a sign at the local inn. It reads, "Adventurers wanted. Please ask the innkeeper for details." Ever since he was a young lad, dsjstr wanted to go on adventures and fight monsters, but he never got a chance to do so. Seizing this opportunity, he goes and meets the innkeeper. The innkeeper directs him to a nearby cave. As soon as he enters the cave, he begins to lose consciousness. When he wakes up, he finds himself in an entirely different area of the cave. He stumbles around in the cave unsure where to go. Eventually, he hears shouts and the sound of steel, and he begins walking in that direction. There, he finds the Murderhobos engaged in battle. One of the group's leaders takes a moment to greet him, "We could always use additional help. Thanks for coming!"

Jackal711 begins chanting ancient words and moving his hands in intricate ways. Soon, his hands glow a bright blue color. dsjstr takes the opportunity to encourage Jackal711. He points towards Beta and Charlie, and blue and white wisps begin to engulf the two serpents. **Jackal711 has 2/6 MP left.** (6 so far on Beta. 6 so far on Charlie.)
(Beta's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Charlie's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


inspiratieloos stabs at Alpha, but he misses his target, and it is only by sheer luck is he able to hit the serpent at all. inspiratieloos attempts to remain positive, but it is clear he is somewhat bummed by his failure. (2 so far on Alpha {1}.) As the worst begins making his way towards Alpha, Formerfish shouts encouraging words, bolstering the worst's confidence. the worst delivers a powerful slash attack at Alpha, and the serpent dies. (2 + 6 = 8 so far on Alpha {2}.) **Alpha is dead.
---
Jackal711 feels the effects of the serpent's venom.
(Poison damage:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

---
Not Known 15 is no longer bound.
Jackal711 is no longer poisoned.
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Post Post #1803  (isolation #436)  » Fri Dec 27, 2019 9:32 pm

Beta and Charlie are disoriented by Jackal711's tornadoes. Beta and Charlie are stunned for one round. **Beta has 8/16 HP left.** **Charlie has 7/16 HP left.**
---
Jackal711 takes two damage from venom. **Jackal711 has 11/20 HP left.**
---
Current Monster Statuses (Threshold 3/1)
(6) Alpha : Serpent : HP = DEAD | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Beta : Serpent : HP = 8/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Charlie : Serpent : HP = 7/16 | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
(6) Delta : Serpent : HP = DEAD | Morale = 4/4 | Attack = 2d3 | Defense = 1d2
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Post Post #1811  (isolation #437)  » Sat Dec 28, 2019 10:53 am

Y'all have one action left that y'all can use to heal or something. Alternatively, y'all can pass to end the round. (5 passes are needed.) The round ends in (expired on 2019-12-28 19:53:27).
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Post Post #1816  (isolation #438)  » Sat Dec 28, 2019 8:26 pm

Jackal711 yells, "Die, die, die!" as he delivers two slashes to the serpent Beta. (4 + 2 = 6 so far on Beta {1}.)

inspiratieloos shouts encouraging words to Not Known 15. Not Known 15 then proceeds to perform a horizontal slash against Beta followed by a vertical slash against Charlie. (6 + 4 = 10 so far on Beta {2}.) (5 so far on Charlie {1}.) **Beta is dead.**

David withdraws an arrow from his quiver. He then aims and shoots at Charlie. The arrow hits the serpent in the eye. (5 + 4 = 9 so far on Charlie {2}.) **Charlie is dead.**

Congratulations, you won the battle!
---
Party Experience:
Base XP = (2 * 4) = 8 XP
XP Adjustment = 9 XP
Average Enemy Level = (6 * 4) / 4 = 6.0
Number of Participants = 8
XP Awarded Per Participant = 2.1 XP at Level 6.0.

(5) Not Known 15 gains 3 XP. Not Known 15 levels up from level 5 to level 6! You may reallocate your stat point.
(5) Formerfish gains 3 XP. Formerfish stays at level 5.
(6) inspiratieloos gains 2 XP. inspiratieloos stays at level 6.
(6) the worst gains 2 XP. the worst stays at level 6.
(6) Jackal711 gains 2 XP. Jackal711 stays at level 6.
(5) Gamma Emerald gains 3 XP. Gamma Emerald levels up from level 5 to level 6! You may reallocate your stat point.
(2) dsjstr gains 5 XP. dsjstr levels up from level 2 to level 3!
---
(5) David gains 3 XP. David stays at level 5.
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Post Post #1817  (isolation #439)  » Sat Dec 28, 2019 8:44 pm

It has been a long series of battles, and you are all tired. You set up camp near the bodies of the dead serpents and rotate turns keeping watch while the rest of you sleep. Several hours later, you all wake up refreshed. MP has been restored. All players have been healed by 5 HP.

You continue to make your way through the winding tunnels of the cave. You reach another fork in the path, but this time, you see tracks in the ground. David says, "I recognize these tracks! That must mean there are more cultists here. Be on your guard." You decide to follow the small footprints to wherever they may lead. Soon, you find two robed women standing together. The woman standing in front of you slightly to the left possesses robes that are a much darker shade than the other woman's robes. "Aha, it seems the prey has finally found us. Sadly, I have no time for vermin like you! Andromeda, release the slime!" says the woman on the left. Without even taking the time to check that her order is executed, the cultist leaves without a trace. The other cultist, Cultist Andromeda, pours out a gigantic slime from a bubbling pot. She then mutters a few words and makes a few motion, and a magical barrier surrounds her. The slime sees you and immediately starts moving towards you. You look to the left to see how David reacts to the situation, but you find himself devoid of any motion. It is unlikely you will receive any help from him in this battle.
---
Battle #21 (Threshold 5/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = 400/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
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Post Post #1820  (isolation #440)  » Sat Dec 28, 2019 9:29 pm

The party has an NPC. The number after the slash is the number of allowed NPC actions, which is counted separately from player actions.
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Post Post #1824  (isolation #441)  » Sat Dec 28, 2019 10:06 pm

Good news! I have decided I am upping the threshold to 7/0 from 5/0. This change will be fully reflected in the next update.
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Post Post #1825  (isolation #442)  » Sat Dec 28, 2019 10:09 pm

In post 1817, Ircher wrote:Battle #21 (Threshold 5/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = 400/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

In post 1824, Ircher wrote:Good news! I have decided I am upping the threshold to 7/0 from 5/0. This change will be fully reflected in the next update.

I'll take this pagetop.
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Post Post #1832  (isolation #443)  » Sun Dec 29, 2019 1:27 pm

Just to be clear, David can't take any actions for this battle.
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Post Post #1841  (isolation #444)  » Sun Dec 29, 2019 6:13 pm

I don't think thst counts for luck mitigation. Your total dice roll must be the minimum possible for it to count towards luck mitigation. (E.g.: I saw you had rolled a total of two once--that counts, but rolling a 6 total despite one of the dice being 1 does not count.) Think of luck mitigation in terms of attacks, not individual dice rolls.
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Post Post #1843  (isolation #445)  » Sun Dec 29, 2019 7:34 pm

Very rarely. It's not meant to be a damage increases; it's meant to handle streaks of really bad luck like that seen at the very beginning of the game. Ideally, luck mitigation should never trigger.
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Post Post #1846  (isolation #446)  » Mon Dec 30, 2019 1:56 pm

(expired on 2019-12-30 18:56:46) until the round ends. Y'all have two actions left.
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Post Post #1847  (isolation #447)  » Mon Dec 30, 2019 6:34 pm

Not Known 15 draws a circle and then a cross with his hands while chanting ancient words. Wisps of all different colors form around him. He focuses his eyes on Alpha, and the wisps go flying towards it. The wisps then return to Not Known 15 and relay the obtained information. **Not Known 15 has 4/5 MP left.**
Spoiler: Alpha's Examination Results
**Hydra Slime : Level = 7 | HP = 400 | Morale = 15 | Attack = 1d8 | Defense = 1d2
- Passive Skill "Split": When this enemy takes damage, it splits into two weaker slimes. Each weaker slime has half the HP of the original slime. If the amount of HP remaining is odd before the split, one of the slimes will get the extra hitpoint. An individual slime will stop splitting from damage when it has 5 HP or left. Only the original creature awards experience. (To be very clear, "taking damage" in this context means per attack. If two characters attack the slime in the same round, the slime may potentially take damage twice (and thus split twice). The defense roll is applied to the first 1-2 attacks; attacks that deal zero damage do not count as "taking damage".)
- Passive Skill "Fire Vulnerability": This creature is vulnerable to the "Fire" and "Flame Arrows" spell. Those spells deal 2 * {Dice Roll} + 1. (Rolls will be adjusted automatically; please stick to standard dice rolls.)
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 4, 5, or 6 is rolled, this creature will avoid being stunned.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d4 unblockable damage in the process.


dsjstr begins making various hand gestures and reciting ancient words. Soon, white and yellow wisps begin to form around his hands. He points towards Formerfish. Formerfish and dsjstr are then bathed in a yellow light. dsjstr and Formerfish are linked by a Redirection Shield for one round. **dsjstr has 2/3 MP left.**

Jackal711 starts moving his hands in intricate ways and reciting an ancient curse. He points towards Alpha, and a black light envelopes the slime. Alpha is cursed (-2) for three rounds! **Jackal711 has 4/6 MP left.**

Formerfish delivers a strong slash to Alpha. (6 on Alpha {1}.) Because of Jackal711's curse, the slime merely takes the blow. To the amazement of the entire group, the slime splits into two smaller slimes!
Note: It may not make a lot of sense lore-wise, but status afflictions do not carry over to the split slimes.

inspiratieloos leaps forwards and delivers a strong blow to Alpha. (Another 6 on Alpha {2}.) Once again, the slime splits into smaller slimes.
---
A loud boom is heard as Alpha releases a large quantity of energy against its attackers.
(inspiratieloos:)
Original Roll String: 1d8-4
1 8-Sided Dice: (7)-4 = 3

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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

(Explode damage:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Redirection Shield damage:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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Post Post #1848  (isolation #448)  » Mon Dec 30, 2019 6:40 pm

The explosion chips away a bit of Alpha resulting in another split! inspiratieloos attempts to brace himself against the energy surge, but he is thrown backwards slightly. **inspiratieloos has 14/20 HP left.** Formerfish is far from the center of the explosion and suffers no damage. Despite suffering no damage, a bright light floods the area briefly and a magical force causes damage to Alpha. The slime splits into two once more.
Though it really does not matter here, resolution-wise, the explosion damage occurred to the slime before the damage from the redirection shield.
---
Current Monster Statuses (Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = 23/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2 | Cursed (-2) (2 Rounds) | 2 CD

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 95/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = 47/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = 22/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
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Post Post #1855  (isolation #449)  » Tue Dec 31, 2019 12:18 am

In post 1853, dsjstr wrote:For the rule about when it stops splitting with 5 HP or less is that before or after the slime takes damage?

The splits are considered after taking damage, so if an attack reduces the slime to 5 HP, it won't split from that attack. (Also keep in mind that splits occur immediately. Say a slime starts with 30 HP. The first attack deals 4 damage bringing the slime to 26 HP before the split and 13 HP after splitting. The next attack needs to deal only 8 damage (not 21 damage) to prevent the slime from splitting further.)
In post 1852, Formerfish wrote:Attack Delta

Original Roll String: 2d4 (STATIC)
2 4-Sided Dice: (2, 1) = 3

As this is static, please reroll.
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Post Post #1859  (isolation #450)  » Tue Dec 31, 2019 9:07 am

You can't attack split slimes until the next round. (The good news is that they can't attack you.)
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Post Post #1861  (isolation #451)  » Tue Dec 31, 2019 1:17 pm

In post 1860, Gamma Emerald wrote:If we participate by attacking a split slime but not an original, do we get EXP? I’m not getting dicked over on EXP if I can help it.

Yes you do. Any action counts for the purpose of gaining experience.
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Post Post #1868  (isolation #452)  » Wed Jan 01, 2020 11:35 am

Originally, the intention was that double slash would only split the slime once; however, based on the way I worded the ability ('To be very clear, "taking damage" in this context means per attack,') I think double slash would split the slime twice because double slash is indeed considered two attacks. As far as blessings and that ilk goes, that's likely a case of me being forgetful/not thinking, but double slash should receive the bonus (or penalty) on both attack rolls. I will try to do that consistently from now on. If you think I have made a mistake, feel free to pm me or point it out in-thread.
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Post Post #1869  (isolation #453)  » Wed Jan 01, 2020 7:31 pm

(expired on 2020-01-02 15:31:46) left in the round. You have four actions left unless I miscounted.
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Post Post #1873  (isolation #454)  » Thu Jan 02, 2020 3:07 pm

Not Known 15 takes a deep breath as he attempts to recover from the shock of the slimes splitting. He then leads the charge as he slashes at the smallest slime. (6 on Alpha Delta {1}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Even though the slime dies, this roll is still relevant to determine the health of the split slime.

After Not Known 15 slashes it with his sword, Alpha Delta splits into two smaller slimes. Formerfish follows up Not Known's attack. This time, the slime is too small to split any further. (7 on Alpha Delta {2}.) dsjstr then stabs Alpha Delta, and the slime stops moving. (5 - 1 = 4 on Alpha Delta {3}.) **Alpha Delta is dead.**

the worst takes the opportunity to focus and concentrate on making his next attack count. Jackal711 and inspiratieloos do the same.
---
Alpha moves towards Not Known 15. Alpha Alpha also moves towards Not Known 15.
Original Roll String: 1d8-2
1 8-Sided Dice: (4)-2 = 2

Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

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


Alpha Beta attempts to give dsjstr a hug.
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8


Alpha Charlie slithers towards inspiratieloos.
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #1874  (isolation #455)  » Thu Jan 02, 2020 3:13 pm

Not Known 15 leaps out of the way of Alpha, but he gets caught by Alpha Alpha. He escapes from Alpha Alpha's grip as fast as he can. **Not Known 15 has 21/23 HP left.**

dsjstr stands paralyzed as the slime Alpha Beta comes and hugs him. Eventually, the slime lets him loose, but not before a few holes in his armor were created by the slime's corrosive acid. **dsjstr has 7/15 HP left.**

inspiratieloos sees Alpha Charlie's slow movement in advance, and he jumps over the slime and runs to a safe distance.
---
Current Monster Statuses (Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = 23/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2 | Cursed (-2) (1 Round) | 1 CD

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 95/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = 47/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = 9/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
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Post Post #1888  (isolation #456)  » Sat Jan 04, 2020 12:13 pm

(expired on 2020-01-04 22:18:43) until the round ends. This will be the final update until May unless I decide to run this during sprung break in March.

Edit: Y'all have two actions left.
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Post Post #1892  (isolation #457)  » Sat Jan 04, 2020 4:57 pm

Yeah, that looks correct.
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Post Post #1895  (isolation #458)  » Sat Jan 04, 2020 9:47 pm

inspiratieloos springs forth and violently slashes at Alpha. dsjstr shouts words of encouragement further motivating inspiratieloos to do his best. His attack is also strengthened by his sharp focus. The slime splits into two smaller slimes. (14 on Alpha {1}.) Not Known 15 then slashes at Alpha, and the slime stops moving. (5 on Alpha {2}.) **Alpha is dead.**
Note: Additive modifiers are considered before multiplicative modifiers.

Formerfish moves forward and slashes twice in quick succession at Alpha Delta Alpha. (5 and 3 on Alpha Delta Alpha {1}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Jackal711 also channels his inner power as he hones in on Alpha Charlie. He rolls sideways and delivers a strong blow to the slime. (18 on Alpha Charlie {1}.) The slime splits into two smaller slimes.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


the worst also strikes at Alpha Charlie, but despite his deep focus, he somehow manages to trip on a small pebble. (6 on Alpha Charlie {1}.) The slime splits into two very small slimes. Chemist1422 suddenly springs into action and attacks Alpha Charlie twice swiftly. (4 and 4 on Alpha Charlie {1}.) The slime shrivels up and dies. **Alpha Charlie is dead.**
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Post Post #1896  (isolation #459)  » Sat Jan 04, 2020 9:54 pm

Alpha Delta Alpha's exterior manages to slightly repel Formerfish's first blow, and the slime splits into two tiny slimes. Alas, Formerfish's second blow is lethal, and the slime stops moving. **Alpha Delta Alpha is dead.**
---
Alpha Beta begins moving towards Jackal711.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

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


Alpha Charlie slowly slithers towards Not Known 15.
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #1897  (isolation #460)  » Sat Jan 04, 2020 9:56 pm

Jackal711 attempts to leap to his left to avoid the slime, but the slime is faster. It collides with Jackal711, and its corrosive acids begin burning holes in Jackal711's armor. **Jackal711 has 13/20 HP left.**

Not Known 15 manages to leap out of the way of Alpha Charlie in the nick of time.
---
Current Monster Statuses (Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 95/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = 15/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = 3/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
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Post Post #1898  (isolation #461)  » Sat Jan 04, 2020 10:03 pm

Moved to top of next page.
Last edited by Ircher on Sat Jan 04, 2020 10:04 pm, edited 1 time in total.
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Post Post #1899  (isolation #462)  » Sat Jan 04, 2020 10:04 pm

Oh it's a pagebottom...
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Post Post #1900  (isolation #463)  » Sat Jan 04, 2020 10:05 pm

Design a Skill or Spell Contest
Is there an active skill or spell you really want to see in the game? Well, you have a chance now to make that dream a reality. The rules of the contest are as follows:

1) Only one official entry per category (i.e.: one active skill and one spell) is allowed per player. You may submit additional concepts if you like, but only one of each type counts for consideration of the contest's prize.
2) You must include all the information requested below for the active skill/spell you are designing. Using the template is highly encouraged.
3) The winner of the contest will receive 2 XP. There may be an additional prize for winning, but that is being kept secret for the time being. The winning active skill and spell are guaranteed to be implemented in the game in some way, though you may not see it immediately.
4) You must be a registered player of the game at the start of the contest in order to participate. Suggestions from non-registered players are welcome, but they do not qualify for the contest's rewards.

For Active Skill Submissions:
Name: What is the name of the skill? It doesn't have to be clever, but it should have a clear relation to what the skill does. Keep in mind that player characters are considered to be wielding swords for the most part.
Cooldown: How many rounds must pass before the skill can be used again. Also, some skills may need an internal cooldown. To denote internal cooldowns, write something like "X CD / Y ICD" where X < Y.
Description: What does the skill do? Exact numbers are not needed, but your description must be precise and clear. If your skill causes a new status effect that is not currently defined, you should define it in your description. Be sure there is a connection between the skill's name and its effects. Lastly, aim for a set of effects that are unique from pre-existing skills.
Code: Select all
[b]Official Contest Submission - Active Skill[/b]
[b]Name:[/b] __________
[b]Cooldown:[/b] _ CD
[b]Description:[/b] ____________________


For Spell Submissions:
Name: What is the name of the spell? It doesn't have to be clever, but it should have a clear relation to what the spell does.
Mana Cost: How many magic points does the spell require to cast, and how many magic points does the spell use? Normally, the casting requirement and usage cost are the same, but for some spells, they may be different. If they are different, write something like "Cast: X MP | Uses: Y MP" where X < Y. Y may also include variables enclosed in curly braces ({}); for instance, you may write "Cast: 3 MP | Uses: 3 + {Number of Targets} MP."
Description: What does the spell do? Exact numbers are not needed, but your description must be precise and clear. Any new effects in the description must be given a clear definition. Be sure there is a connection between the spell's name and its effects. Lastly, aim for a set of effects that are unique from pre-existing spells.
Code: Select all
[b]Official Contest Submission - Spell[/b]
[b]Name:[/b] __________
[b]Mana Cost:[/b] _ MP
[b]Description:[/b] ____________________


All submissions are due by February 28, 2020 9:00 PM EDT (GMT-5:00) or in (expired on 2020-02-28 21:00:00). Contest results will be announced by March 3, 2020 9:00 PM EDT (GMT-5:00) at the latest or in (expired on 2020-03-03 21:00:00).

Note: These deadlines are tentative and may be extended at the whims of the moderator. These deadlines represent the earliest time that the contest will be resolved.
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Post Post #1905  (isolation #464)  » Sun Jan 05, 2020 3:41 pm

As a general fyi, internal cooldowns do not carry over to the next battle. I could change that perhaps, but I think the current system works well.

Also, as a reminder, you do not have to provide exact numbers in your skill/spell description, but you may do so if you prefer.

One last thing: any spell that uses up >10 MP is probably too expensive. I believe based on my planning that MP caps out at a base of about 15-20 excluding skill points which raise it by another few points.
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Post Post #1906  (isolation #465)  » Sun Feb 16, 2020 10:38 pm

Just a reminder this contest is still ongoing. I only have one entry for spells; that's hardly a contest! I would love some more submissions.

The deadline is February 28, 2020 9:00 PM EDT (GMT-5:00) or in (expired on 2020-02-28 21:00:00). Contest results will be announced by March 3, 2020 9:00 PM EDT (GMT-5:00) at the latest or in (expired on 2020-03-03 21:00:00).

(If you're 1-2 days late, I may still accept your submission.)
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Post Post #1907  (isolation #466)  » Fri Feb 28, 2020 6:06 pm

Current Monster Statuses (Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 95/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = 15/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = 3/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
---
You can now start submitting actions for the next round.
There's also ~3 hours left for the design contest; please consider submitting an entry if you have not done so yet. It can be something you thought of in five minutes. It doesn't have to be profound.
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Post Post #1921  (isolation #467)  » Sun Mar 01, 2020 5:09 pm

Design Contest Results
The design contest is now officially over.

The winner for the active skill category is...
Spoiler: *drumroll*
inspiratieloos for submitting ! Congratulations! The extra two XP has already been awarded. Note: Level changes aren't updated until the end of the battle.


The winner for the spell category is...
Spoiler: *drumroll*
Not Known 15 for submitting ! Congratulations! The extra two XP has already been awarded. Note: Level changes aren't updated until the end of the battle.


As promised, the winning submissions will also appear in-game at some point with some adjustments to better suit the game. The secret additional prize is that the contest winners get a weaker copy of the skill/spell to use until they reach the level that the skill/spell is awarded at. (The winners can use their winning skill/spell anytime after this post; they do not have to wait for the current battle to end.) The skill descriptions are as follows:

Spoiler: Active Skill Winner
Level 0 "Heavy Blow" (4 CD / 1 ICD): Slams your weapon at an enemy for {Attack Dice} + {Attack Dice} + 3 damage total and counts as two actions to the action threshold. When Adrenaline Rush is active, this skill only counts as a single action.

Spoiler: Spell Winner
Level 0 "Essence Blast" (Cast: 4 Mana | Uses: {All Current Mana})^: Blast an enemy with all your remaining energy for {All Current Mana}d{Player Level} - 3 damage. Excess damage is split off to other enemies as described in the "Lightning" spell* except it can only split one time. This spell ignores all status modifiers except "Exhausted" and "Focus". After performing this spell, you gain the "Exhausted" modifier for {Player Level} / 2 (rounded down) battles. Exhausted players are subjected to the following restrictions: 1) "Healing Grace" and "Adrenaline Rush" no longer activate 2) Maximum HP is decreased by 10% (final result rounded up) 3) Maximum morale is decreased by 50% (rounded to nearest) 4) Active skill cooldowns are increased by one 5) Acts like a -1 curse and 6) Skills and spells from the Path of the Berserker and Path of the Magician cannot be used. "Exhausted" cannot be cured by conventional means.

* - The way "Lightning" works is it chains excess damage to other enemies as chosen arbitrarily by the moderator. Note that neither "Lightning" nor this spell can kill enemies with "Healing Grace" that possess greater than one HP.

^ - Some spells have both a "Cast" and a "Uses" cost. To cast the spell at all, you must possess at least {Cast} amount of mana. In addition, the spell will consume {Uses} mana. For instance, if you currently have 6 mana points and cast "Essence Blast", you will use up all six mana points and be left with zero mana. On the other hand, if you only have 2 mana points left, you will not be able to cast "Essence Blast".


Note that if the winning designers do not feel my description accurately captures their design, we can discuss changes.
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Post Post #1923  (isolation #468)  » Mon Mar 02, 2020 4:20 pm

Good catch. I'll change it to ({Player Level} + 2 * {All Current Mana})d4 - 3 damage at level 0.

So for a player at level 6 with 5 mana left, the spell will deal 16d4 - 3 damage at spell level 0.

Also, (expired on 2020-03-03 15:00:00) until the round ends.
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Post Post #1934  (isolation #469)  » Tue Mar 03, 2020 3:23 pm

In post 1931, Formerfish wrote:
In post 1929, dsjstr wrote:Attack Alpha Echo
Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (4) = 4


Can this be switched to ACA?

Normally, my answer would be no, they would have to change it themselves, but I'm feeling nice, so I will accept this (without the normal changing penalty since Alpha Echo is dead.)
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Post Post #1935  (isolation #470)  » Tue Mar 03, 2020 3:41 pm

inspiratieloos leaps forth and slashes at Alpha Delta Alpha Alpha. Unfortunately, he trips on a large rock throwing his stance off balance. He barely manages to hit the slime with his weapon. (3 so far on Alpha Delta Alpha Alpha {1}.)

Not Known 15 runs forward. Seeing inspiratieloos's attack fail, he slashes horizontally at Alpha Delta Alpha Alpha and follows up with a vertical slash against Alpha Echo. His blade slides right over the top of the first slime, but Alpha Echo lets out a shrill cry as Not Known 15's blade slices cleanly through it. (3 + 0 = 3 so far on Alpha Delta Alpha Alpha {2}.) (6 so far on Alpha Echo {1}.) **Alpha Echo is dead.**

After watching the failures of the previous two attackers against Alpha Delta Alpha Alpha, Formerfish tries his luck. He somersault forward and swings his blade in a sharp diagonal. As soon as his blade touches the slime, the slime ceases all motion. (3 + 6 - 1 = 8 so far on Alpha Delta Alpha Alpha {3}.) **Alpha Delta Alpha Alpha is dead.**

Seeing two slimes vanquished, Jackal711 decides he will vanquish another. He walks slowly at first, then he breaks into a run. He leaps into the air and sends a powerful slash downward on Alpha Charlie Beta. The slime shrivels up into a translucent speck. (8 so far on Alpha Charlie Beta {1}.) **Alpha Charlie Beta is dead.**

dsjstr stumbles forward towards where Alpha Echo was, confused by the ongoing commotion. Formerfish shouts, "No, not that way! Alpha Echo is already dead! Go left towards ACA!" dsjstr regains some sense and follows Formerfish's directions. Still in a dazed state of being, he swings his blade upward at Alpha Charlie Alpha. The blade cuts cleanly through the slime, and the slime splits into two smaller slimes. (4 so far on Alpha Charlie Alpha.)
(Defense roll:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


the worst, also confused about what to do, follows Formerfish's directions as well. He walks forward towards Alpha Charlie Alpha and sweeps his blade in a horizontal motion. The tip of the blade catches the slime and cuts off a small portion of it. (3 so far on Alpha Charlie.)
---
Alpha Alpha slithers towards the worst and attempts to hug him.
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Alpha Beta shifts its gaze towards inspiratieloos and lurches forward.
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

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


Alpha Charlie Alpha sees Formerfish, think, "He looks delicious," and begins to slither towards him.
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

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

---
the worst can use active skills again.
inspiratieloos can use active skills again.
Jackal711 can active skills again.
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Post Post #1936  (isolation #471)  » Tue Mar 03, 2020 3:47 pm

Despite cutting cleanly through the slime, dsjstr's blade misses all of the slime's vital organs and the slime takes miniscule damage. **Alpha Charlie Alpha has 7/400 HP left.** the worst's also misses vital organs and performs similarly. **Alpha Charlie Alpha has 4/400 HP left.**
---
the worst, despite his earlier stupor, is paying enough attention to avoid being hugged by Alpha Alpha. He is a little late in his movement and suffers minor damage. **the worst has 14/20 HP left.**

inspiratieloos is not caught by surprise by Alpha Beta's sudden movement and carefully avoids the slime completely.

Formerfish, while not really paying attention, still manages to dodge out of the way of Alpha Charlie Alpha's really slow movement.
---
Current Monster Statuses (Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 95/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP = 6/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
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Post Post #1942  (isolation #472)  » Wed Mar 04, 2020 9:00 pm

(expired on 2020-03-05 20:00:00) left in the round.
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Post Post #1951  (isolation #473)  » Thu Mar 05, 2020 8:40 pm

dsjstr, feeling courageous, leads the next assault. He charges forth and smites Alpha Charlie Alpha with his weapon. The slime lets out a high-pitch cry as it shrivels up into nothingness. (7 so far on Alpha Charlie Alpha {1}.) **Alpha Charlie Alpha is dead.**

Formerfish leans in close to Not Known 15 and whispers, "I believe in you!" Encouraged, Not Known 15 struts confidently forward and swings his blade at Alpha Charlie Alpha Alpha. The slime begins to slither backwards, but Not Known 15 was prepared. With a slight twist of his wrist, Not Known 15 changes his blade's trajectory to intercept the fleeing slime. The slime makes a final sound before disappearing. (8 so far on Alpha Charlie Alpha Alpha {1}.) **Alpha Charlie Alpha Alpha is dead.**

Seeing that all of the smaller slimes have been vanquished, the Murderhobos turn their attention to the two bigger slimes. "Death to Alpha Beta!" yells Jackal711 as he runs towards the slime. Once he is within melee distance, Jackal711 swings his blade not once, but twice. The slime splits into two smaller slimes twice. (6 and 1 so far on Alpha Beta.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


inspiratieloos is waiting for a chance to strike when he suddenly comes up with a great idea. He begins walking towards Alpha Beta. He then takes his weapon, twirls it around, and sends it crashing into Alpha Beta. A large chunk of the slime is sliced off. The slime splits into two smaller slimes. (10 so far on Alpha Beta.)
---
Alpha Alpha begins sliding towards Formerfish.
Original Roll String: 1d8
1 8-Sided Dice: (4) = 4

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


Alpha Beta notices dsjstr's scent and begins ambling towards him.
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

---
dsjstr can use friendship skills again.
---
I am changing the way morale works slightly. The new description is as follows:
- Morale determines your resilience against fear and other illusionary effects. If a creature's morale drops below 0, they receive the Scared status (or another appropriate status depending on the skill/spell) until their morale is at or above 0 again. Scared characters are unable to act and unable to defend. Morale increases by (Current HP%) of {Character Level} at the end of each round (rounded to nearest) (until it reaches its maximum value.) Creatures that do not possess morale suffer the "Scared" status (or another appropriate status depending on the skill/spell) for three rounds if they take morale damage. Certain skills and spells will inflict morale damage. (For instance, if a character is level 6 and current possesses 15/20 HP, they will regain a maximum of (15/20) * 6 ~ 5 morale at the end of the round.)

This change was made because the previous regeneration rate did not scale well if a character possessed a lot of health. I have also dropped the 25% flee chance for scared monsters because I think that discourages players from using "Fear" since they lose out on experience from monsters that flee.

I'm also making another change: if you decide to quit and /out, that is no longer considered a death. Thus, you can quit playing without losing your progress in case you come back. Your character stats will be frozen; if you ever decide to /in again, you will start back in the same state as you left. (This rule exists to discourage abuse; from a lore perspective, it doesn't make a lot of sense.)

Also, if you look at that has all the player statuses, you will notice that I haved added summary information about the various specialization trees. This will likely lead me to remove the "Extra Spells" and "Extra Skills" spoiler from the player statuses as they are now redundant. The information will still be there; I have just formatted it differently. Let me know if this leads to any confusion or questions.
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Post Post #1952  (isolation #474)  » Thu Mar 05, 2020 9:26 pm

Jackal711's first strike cuts cleanly through Alpha Beta. His second strike does not fair as well and cuts off only a tiny sliver. **Alpha Beta has 6/400 HP left.**
---
Formerfish is too busy watching the actions of others to notice the threat creeping towards him. It is only after feeling an extended pain sensation that Formerfish leaps out from the clutches of Alpha Alpha. **Formerfish has 4/23 HP left.**

dsjstr fares even worse as Alpha Beta locks on to him. Even as he tries to escape, the slime continues to pursue him. Eventually, the slime relents, but not until after dsjstr has collapsed onto the ground. **dsjstr has 1/15 HP left.**
---
A loud pop interrupts the battle's proceedings. Both the slimes and you turn your attention to the source of the noise: a dark robed woman. Suddenly you remember that there were two cultists earlier. While one of them left, the other one stayed behind. The cultist, who up to this point had simply observed, is staring straight at David. Whereas David was frozen in fear earlier, he is smiling now. "I see you are not as skilled as I thought you were, Andromeda," taunts David. "You!" hissed the cultist, "How could I lose! No matter! This all ends now!"

Andromeda begins humming an eerie tune. You attempt to tune it out but to no avail. "Now! This! Is! The! End! For! All! Of! You!" shouts Andromeda with heavy emphasis on each word. As the tune rises in volume, you feel a chilly sensation.


In case you are wondering what happened between David and Andromeda, Andromeda challenged David to a mind duel. I'll let y'all figure out the rest.

the worst:
Original Roll String: 2d6
2 6-Sided Dice: (2, 3) = 5

Cerberus v666:
Original Roll String: 2d6
2 6-Sided Dice: (2, 4) = 6

Inferno390:
Original Roll String: 2d6
2 6-Sided Dice: (2, 4) = 6

inspiratieloos:
Original Roll String: 2d6
2 6-Sided Dice: (3, 4) = 7

Not Known 15:
Original Roll String: 2d6
2 6-Sided Dice: (3, 2) = 5

Jackal711:
Original Roll String: 2d6
2 6-Sided Dice: (5, 6) = 11

Gamma Emerald:
Original Roll String: 2d6
2 6-Sided Dice: (6, 4) = 10
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Post Post #1953  (isolation #475)  » Thu Mar 05, 2020 9:33 pm

**the worst has 9/10 morale left.**
**inspiratieloos has 7/10 morale left.**
**Jackal711 has 3/10 morale left.**
**Gamma Emerald has 4/10 morale left.**

Just as quickly as it started, the tune suddenly stops. You look towards David and notice he is poised for battle. You also feel an energizing quality in the surrounding air. It looks like this battle has just gotten more interesting.
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 6/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP = 45/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta : Hydra Slime : Level = 7 | HP = 22/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Charlie : Hydra Slime : Level = 7 | HP = 6/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1960  (isolation #476)  » Sat Mar 07, 2020 5:25 pm

I'm gonna say new slimes spawn with 100% morale since I earlier said that new slimes do not inherit the status afflictions of the parent slime.

(expired on 2020-03-08 14:45:40) left in the round.
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Post Post #1968  (isolation #477)  » Sun Mar 08, 2020 12:53 pm

Don't forget y'all have an NPC action as well. I'll probably resolve in ~a hour or so.
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Post Post #1974  (isolation #478)  » Sun Mar 08, 2020 3:07 pm

the worst begins the charge. He cartwheels to Alpha Beta Charlie and then swings at the slime. Unfortunately, he was too busy showing off instead of using proper technique. The slime's skin repels his blade easily. (2 so far on Alpha Beta Charlie {1}.) Not Known 15 sees the worst's failure of an attack and comes to rescue him. He sends his weapon crashing downward on the slime, and the slime disintegrates into millions of tiny specks. (2 + 10 = 12 so far on Alpha Beta Charlie {2}.) **Alpha Beta Charlie is dead.**

Despite his wounds, dsjstr crawls forward. He swings his blade angrily at Alpha Beta but misses! The slime easily outpaces him. (1 so far on Alpha Beta.)

inspiratieloos begins making motions and chants. Green and white wisps begin encircling his fingertips. He points towards dsjstr, and dsjstr is bathed in a weak white light. **dsjstr has 2/15 HP left.**

Intent on finishing the slime Alpha Beta, Formerfish start running towards it. Along the way, Jackal711 shouts at him, "May the odds be in your favor!" Encouraged, Formerfish takes aim from the right. (1 + 6 = 7 so far on Alpha Beta {2}.)
(Defense roll:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


David begins studying the motions of the cultist. Of course, he already knows most of the cultist's tricks from his time as a fellow cultist. He learns the following information:
Spoiler: Cultist Andromeda Scrying Info
**Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50 | MP = 24 | Morale = 100 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Cultist Charm": This creature cannot be killed. If this creature is rendered unconscious, this creature's protective magic will auto-revive them in three rounds at 25% maximum health (rounded to nearest). The battle ends when all slimes are dead.
- Passive Skill "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed.
- 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 falls unconscious.
- Passive Skill "Energizing": While this creature is conscious, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Song of Medicine" (3 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Trill" (2 Mana): Plays a delightful trill and increases an ally's morale by 2d4 points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 2d6 morale.
- Special Ability "Absorb Slime" (Unlimited use; does not end turn): Siphons the life force of a slime to restore HP and MP by half of the slime's remaining health.


---
Chemist1422 can use active skills again.
Formerfish can use active skills again.
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Post Post #1975  (isolation #479)  » Sun Mar 08, 2020 3:17 pm

Despite Formerfish's determination and Jackal711's prayers, the odds were not in their favor. Alpha Beta survives with a sliver of health. **Alpha Beta has 1/400 HP left.**
---
Alpha Alpha proceeds to slide towards inspiratieloos.
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Alpha Beta takes an interest in Jackal711 and begins moving towards him.
Original Roll String: 1d8
1 8-Sided Dice: (5) = 5

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


Alpha Beta Alpha and Alpha Beta Beta team up and begin approaching the worst from both east and west.
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

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

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


Cultist Andromeda withdraws a flute and begins playing a melody. Soon, a white glow is emitted from her instrument. After some time, the melody stops and the glow disappears. **Cultist Andromeda has 22/24 HP left.**

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

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

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

(Alpha Beta Beta:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #1976  (isolation #480)  » Sun Mar 08, 2020 3:27 pm

inspiratieloos leaps out of the way once he sees Alpha Alpha approach, but he is a little late and the slime touches him. **inspiratieloos has 13/20 HP left.**

Alpha Beta closes in on Jackal711, but Jackal711 is alert and manages to get away before the slime deals too much damage. **Jackal711 has 12/20 HP left.**

the worst isn't paying attention, but Alpha Beta Alpha decides it didn't want to attack the worst after all. Alpha Beta Beta also quickly loses interest in the worst. **the worst has 13/20 HP left.**

White lights envelope Alpha Alpha, Alpha Beta, Alpha Beta Alpha, and Alpha Beta Beta and the slimes grow in size.
**Alpha Alpha has 200/400 HP left.**
**Alpha Beta has 3/400 HP left.**
**Alpha Beta Alpha has 47/400 HP left.**
**Alpha Beta Beta has 25/400 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 22/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 200/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 3/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP = 47/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta : Hydra Slime : Level = 7 | HP = 25/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
---
Administrative Note: My spring break has ended, but I am going to try to update this twice a week on Tuesday and Saturday. We will see how this works; if it doesn't work well for me, the game may go back into an on hold state, but I think I can manage twice a week. Don't expect anything faster.

Next round ends on Saturday, March 14, 2020 2:00 PM EDT (GMT-4:00) or in (expired on 2020-03-14 14:00:00). (As always, if I haven't locked the thread by that time, you can continue to submit actions until I do. If there are less than four actions submitted, I'll wait.)
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Post Post #1983  (isolation #481)  » Fri Mar 13, 2020 2:44 pm

About (expired on 2020-03-14 14:01:00) left in the round .
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Post Post #1988  (isolation #482)  » Sat Mar 14, 2020 11:08 am

Don't forget about the NPC action as well. (I know it's hard to remember when originally y'all didn't have one.)
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Post Post #1992  (isolation #483)  » Sat Mar 14, 2020 3:16 pm

Jackal711 carefully tiptoes forward towards Alpha Beta position. He gets behinds the slime and sends his sword through the slime. The slime lefts out a pitiful cry as it disintegrates into nothingness. (7 on Alpha Beta {1}.) **Alpha Beta is dead.**

inspiratieloos surges into the battle and swings his blade down at Alpha Beta Beta. The slime lets out a high-pitched squeal and splits into two smaller slimes. (4 so far on Alpha Beta Beta.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Formerfish runs up behind inspiratieloos and slashes at Alpha Beta Beta. He then slashes again at the slime. Unfortunately, his second attack misses the slime completely. (6 more on Alpha Beta Beta.)

dsjstr begins chanting ancient words and making complicated motions. Soon, his hands glow red and tiny red wisps start encircling his fingers. He points towards Alpha Beta Beta and a red flame engulfs the slime. The slime cries out in agony as it is seared by the hot flames. (3 more on Alpha Beta Beta.)

"I'm not sure if it's dead yet!" exclaims David as he loads his bow and quickly fires it at the slime. "That should finish it for sure!" (4 - 1 = 3 more on Alpha Beta Beta.) **Alpha Beta Beta is dead.**
---
Alpha Alpha begins moving towards inspiratieloos.
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

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


Alpha Beta Alpha sets its eyes upon Formerfish and begins crawling that way.
Original Roll String: 1d8
1 8-Sided Dice: (4) = 4

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


Cultist Andromeda plays another melody on her flute and white wisps begin to form around her. **Cultist Andromeda has 20/24 MP left.**
(Alpha Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

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

---
Not Known 15 can use active skills again.
Formerfish can use friendship skills again.
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Post Post #1993  (isolation #484)  » Sat Mar 14, 2020 3:22 pm

Despite inspiratieloos's best efforts, Alpha Alpha manages to deal heavy damage to him. **inspiratieloos has 8/20 HP left.**

Formerfish on the other hand isn't paying attention, and Alpha Beta Alpha manages to spread all its corrosive slime over him. **Formerfish has 1/23 HP left.**

Alpha Alpha and Alpha Beta Alpha briefly glow white and increase in size. **Alpha Alpha has 201/400 HP left.** **Alpha Beta has 50/400 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 20/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 201/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP = 50/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta Alpha : Hydra Slime : Level = 7 | HP = 11/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
---
Next update is on Tuesday.
Last edited by Ircher on Sat Mar 14, 2020 3:44 pm, edited 1 time in total.
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Post Post #1999  (isolation #485)  » Mon Mar 16, 2020 1:14 pm

(expired on 2020-03-17 15:14:47) left in the round.

Classes are being delayed due to Coronavirus, so expect me to more frequently update this for awhile.
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Post Post #2001  (isolation #486)  » Mon Mar 16, 2020 2:25 pm

Just to clarify, if you are already on cooldown (like Formerfish is currently), you can't use active skills at all even with Adrenaline Rush.

Edit:
In post 1999, Ircher wrote:(expired on 2020-03-17 15:14:47) left in the round.

Classes are being delayed due to Coronavirus, so expect me to more frequently update this for awhile.
Last edited by Ircher on Mon Mar 16, 2020 3:52 pm, edited 1 time in total.
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Post Post #2006  (isolation #487)  » Tue Mar 17, 2020 2:29 pm

I'm gonna give another (expired on 2020-03-17 18:30:00) for actions since we only have 3 actions right now. Don't forget y'all have an NPC action.
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Post Post #2009  (isolation #488)  » Tue Mar 17, 2020 6:02 pm

I guess that's all the actions I'm getting this round...

inspiratieloos begins a majestic sprint and jumps over Alpha Beta Beta Alpha. He then stabs the slime from behind with his pointy blade. (6 so far on Alpha Beta Beta Alpha.) The slime splits into two smaller slimes.

Not Known 15 rushes forth towards Alpha Beta Beta Alpha with the intent of finishing the slime. dsjstr provides encouragement from the sideline, and with that extra push, Not Known 15 swings his blade down. The slime lets out a high-pitched cry and dies. **Alpha Beta Beta Alpha is dead.**

David stands around and thinks.
---
Alpha Alpha crawls towards inspiratieloos:
Original Roll String: 1d8
1 8-Sided Dice: (4) = 4

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


Alpha Beta Alpha rushes over towards Not Known 15 and tries to hug him.
Original Roll String: 1d8
1 8-Sided Dice: (5) = 5

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


Cultist Andromeda lets out a low-pitch hum and points in Not Known 15's direction.
Original Roll String: 2d6
2 6-Sided Dice: (5, 3) = 8

---
inspiratieloos can use active skills again.
Jackal711 can use active and friendship skills again.
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Post Post #2010  (isolation #489)  » Tue Mar 17, 2020 6:05 pm

inspiratieloos leaps out of the way of the incoming slime and avoids all damage.

Not Known 15, while on his guard, is unable to outpace the slime and sustains minor damage. **Not Known 15 has 19/23 HP left.** Andromeda's tune fills Not Known 15 with fear, and his morale drops. **Not Known 15 has 2/10 morale left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 20/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 201/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP = 50/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta Alpha Alpha : Hydra Slime : Level = 7 | HP = 3/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.

I removed all the dead slimes as the list was getting quite long and made it harder to read everything. Hopefully I don't accidentally re-use a name later in the fight, but that isn't likely anyway.
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Post Post #2016  (isolation #490)  » Tue Mar 17, 2020 8:12 pm

The skills and spells stuff got moved to the bottom of the post. Since you are currently level 5, look for "Level 5 Player" then look at the spoilers below that for what skills and spells you can use. (The reason it's done this way is to save space. It also helps avoid inconsistencies.)

And indeed, you can use "Minor Heal", but it'll cost you two mana (technically one right now) mana. Currently, you have 4/4 mana, so yes, you can heal yourself. (Although, you also have level 1 "Adrenaline Rush". You could perform a normal attack instead for double damage and let someone else heal you. That does have the downside that if someone doesn't heal you, you could end up dying, so it is your choice to make.)

SP is the number of stat points you possess. You currently possess one stat point which you are using for health. If you want to check the maximum stat points you can have, you will have to search the post for "Level 5 Player" and look for where I write Stat Point. (For instance, under the level 5 player, I've written "1 Stat Point", so level 5 players have a maximum of one stat point to spend.)

Let me know if this helps.

(Also consider inviting more players. We're down to five active players without Jackal711. I think this fight is doable with that number; after all, that was going to be the original threshold, but at the same time, I was expecting damage to get spread out across the party originally (i.e.: not the same five people attacking every single time). I think if I redid this fight, the starting health of the slime would be much lower. 400 HP turns out to be a lot.)
Last edited by Ircher on Tue Mar 17, 2020 8:16 pm, edited 2 times in total.
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Post Post #2029  (isolation #491)  » Wed Mar 18, 2020 7:32 pm

(expired on 2020-03-19 19:47:59) left in the round.

Y'all have an NPC action left.

(Y'all might also want to help direct our new player GeorgeBailey as to what he should do this round.)
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Post Post #2038  (isolation #492)  » Thu Mar 19, 2020 9:01 pm

On a bright and sunny day, GeorgeBailey jumps out of bed. He dons his clothes and walks outside for a stroll. He is ambushed by a red slime on his stroll, but thanks to the help of some fearless locals, he manages to survives the attack. Seeing potential in GeorgeBailey, they direct him to the local inn noting that they were looking for adventurers. The local innkeeper informs him, "Now nearby here is a big cave. Until recently, the cave was a popular tourist attraction, but lately, it has attracted large quantities of slimes. We've already sent a band of adventurers down there, but we haven't heard from them in two days! Something unusual is a-happening, and we need to find out what it is. With that said, you like you could help! Why don't you go and check on the others?"

Despite knowing very little about how to fight, GeorgeBailey fervently accepts the request. "I've always dreamed of becoming an adventurer!" "Good luck and be sure to come back! Don't go missing like the others," responds the innkeeper. GeorgeBailey enters the cave. He soon notices a soft humming noise. He tries to figure out where it is coming from but to no avail. In fact, as he searches, he finds himself growing sleepier and sleepier. Eventually, he collapses to the ground and his vision fades to black. Several hours pass. GeorgeBailey manages to overcome his exhaustion and open his eyelids. He looks around only to learn he is in an entirely different section of the cave! "Is this the end? Will I die a horrifying death like most adventurers?" he wonders to himself. Then he hears the sound of steel and various shouts. He begins walking in the direction they are coming from. It doesn't take long for him to find a large band of adventurers locked in combat with several slimes and a dark robed cultist. "We needed reinforcements; perfect timing!" shouts one of the adventurers as they notice GeorgeBailey's presence.

inspiratieloos springs into action and sends his blade crushing into Alpha Beta Alpha. His attack is very accurate and a large chunk of the slime is cut off. The slime then splits into two smaller slimes. (13 so far on Alpha Beta Alpha.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


dsjstr begins moving his hands in intricate ways and chanting ancient words. Red wisps form around his hands. He points towards Alpha Beta Beta Alpha Alpha, and the slime disintegrates into a pile of ash. (5 so far on Alpha Beta Beta Alpha.) **Alpha Beta Beta Alpha Alpha is dead.**

Moderator Note: Historically, for adrenaline rush to work, you had to act BEFORE you were healed. Now in this particular instance, I'm allowing it to still work despite being after healing, but I thought I would point this out. I'm also open to changing the policy to order never matters; however, I think it's an interesting trade-off of acting and taking advantage of adrenaline rush at the risk of not being healed versus being healed first but losing out on that advantage. Let me know what you think.

GeorgeBailey sees Formerfish prepare for a mega-attack and decides to send encouragement Formerfish's way. "Make it a killer!" GeorgeBailey shouts. Formerfish summons his courage and prepares his might. He takes his stance and strikes at Alpha Beta Alpha. A noticeable chunk of the slime is wiped off. (8 more on Alpha Beta Alpha.) The slime splits into two smaller slimes.

the worst starts making complex motions with his hands and shouting archaic words. His hands begin to glow white, and he points towards Formerfish. White light briefly bathe Formerfish restoring Formerfish's strength. **the worst has 5/6 MP left.** **Formerfish has 3/23 HP left.**

David pulls out two arrows from his quiver and loads his bow. He fires at Alpha Beta Alpha. He then fires a second time. The first arrow hits it mark, but the second one misses completely. (2 and 0 more on Alpha Beta Alpha.) Thankfully, the slime does not split this time.
---
Alpha Alpha begins moving towards GeorgeBailey.
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7


Alpha Beta Alpha sees David and begins slithering towards him.\
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Cultist Andromeda looks in the direction of Alpha Beta Alpha. "Useless slime! Come and be mine!" she shouts as she siphons away the life force of the slime. **Alpha Beta Alpha is dead.** **Cultist Andromeda has 22/24 MP left.** Cultist Andromeda then withdraws her flute and plays another melody. **Cultist Andromeda has 20/24 MP left.**
(Alpha Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #2039  (isolation #493)  » Thu Mar 19, 2020 9:07 pm

GeorgeBailey is not at all prepared for Alpha Alpha and takes massive damage from the slime's corrosive acids. "Maybe I should rethink the adventuring life," he mutters quietly to himself. **GeorgeBailey has 8/15 HP left.**

I am actually gonna nullify Alpha Beta Alpha's action considering that Cultist Andromeda killed it. (Actions for the same side occur approximately simultaneously. Some things are sequenced, but this isn't one of those cases.) So yeah, pretend it wasn't there.

White lights bathe Cultist Andromeda and Alpha Alpha, and they regain some health. **Alpha Alpha has 204/400 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 20/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 204/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha Alpha : Hydra Slime : Level = 7 | HP = 19/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha Beta : Hydra Slime : Level = 7 | HP = 5/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #2057  (isolation #494)  » Sat Mar 21, 2020 3:46 pm

(expired on 2020-03-22 16:46:07) left in the round. The action in is void because ABBA does not exist. Y'all may submit a new action with a new roll.
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Post Post #2060  (isolation #495)  » Sat Mar 21, 2020 4:14 pm

Here, defense is always applied to the first few attacks. So the defense roll is applied against the 10 here.
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Post Post #2062  (isolation #496)  » Sat Mar 21, 2020 4:17 pm

I did say that meaning if say you rolled a 1 on the first attack followed by a 4 for the second attack, then if the slime rolled a 2 for defense, 1 would be subtracted from the first attack and then the remaining 1 from the second. Thus, the first attack would do no damage while the second would deal 3.

Edit: You change the target if you like, but you aren't allowed to reroll. There will be no penalty if you change targets.
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Post Post #2064  (isolation #497)  » Sun Mar 22, 2020 4:03 pm

inspiratieloos surges in to battle and attacks Alpha Beta Alpha Alpha. His stance is perfect and he cuts off a large chunk of the slime. (10 so far on Alpha Beta Alpha Alpha.) The slime splits into two smaller slimes.

Despite his recent injuries, GeorgeBailey summons the courage to attack once more. He slashes at Alpha Beta Alpha Beta, but his blade is stopped by the slime's thick skin. (2 so far on Alpha Beta Alpha Beta.)

Not Known 15 sees GeorgeBailey's struggles and goes in and attempts to finish the job. With a loud cry, he sends his blade into the slime. The slime lets out a shrill cry and dies. (6 more on Alpha Beta Alpha Beta.) **Alpha Beta is dead.**

Formerfish swoops in behind inspiratieloos and finishes off Alpha Beta Alpha Alpha. (6 more on Alpha Beta Alpha Alpha.) **Alpha Beta Alpha Alpha is dead.**

David draws his bow and aims where Alpha Beta Alpha Alpha, but as he fires, his hands suddenly jerk upward causing his shot to miss completely.
---
Alpha Alpha begins slithering towards Formerfish.
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

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


Cultist Andromeda plays a soft happy melody on her flute. **Cultist Andromeda has 18/24 MP left.**
(Alpha Alpha:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


---
Formerfish can use active skills again.
dsjstr can use friendship skills again.
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Post Post #2065  (isolation #498)  » Sun Mar 22, 2020 4:05 pm

Despite Formerfish's best efforts to avoid the slime, he does not succeed, and the slime gives him a large hug. Formerfish faints to the ground. He then gets back up with great struggle. **Formerfish is at 1/23 HP left.**

Cultist Andromeda and Alpha Alpha briefly glow white as their wounds are healed slightly. **Alpha Alpha has 207/400 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 18/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 207/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = 5/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha Beta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
Last edited by Ircher on Wed Mar 25, 2020 8:28 pm, edited 1 time in total.
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Post Post #2070  (isolation #499)  » Tue Mar 24, 2020 6:53 pm

Yes. It's taking longer than expected. (Well, it did change a little since you were here last.)
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Post Post #2072  (isolation #500)  » Tue Mar 24, 2020 6:56 pm

(It might be worth noting you haven't acted in this battle yet though.)

As for ABAA, it depends on the defense roll currently. 1 => Dead; 2 => Not Dead.
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Post Post #2074  (isolation #501)  » Tue Mar 24, 2020 7:11 pm

As a reminder, friendship skills (and friendship spells) do not currently grant friendship points. (That being said, I think a revamp of the system may be in order. I'd have to change point values, but if I did that, these actions would count.)
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Post Post #2077  (isolation #502)  » Wed Mar 25, 2020 12:45 pm

(expired on 2020-03-25 21:30:00) left in the round.
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Post Post #2084  (isolation #503)  » Wed Mar 25, 2020 8:56 pm

GeorgeBailey lets out a loud battle cry and creeps around Alpha Beta Alpha Alpha Alpha. Dang it, I just noticed we had two Alpha Beta Alpha Alpha's. The second one should've been Alpha Beta Alpha Alpha Alpha. There's no ambiguity in attacks since one of them was dead. Gamma Emerald takes the opportunity to express his confidence in GeorgeBailey's attack. He firmly grasps his weapon and with a focused attack, he stabs his blade forward. It collides with the slime, and the slime lets out its own farewell cry. **Alpha Beta Alpha Alpha Alpha is dead.

inspiratieloos runs forth and slashes at Alpha Alpha while yelling out directions to some of the other Murderhobos. (8 so far on Alpha Alpha.) The enormous slime splits into two slightly smaller slimes.

Not Known 15 takes the time to concentrate on the current battle and to identify weakpoints.

Formerfish, spurred on by his injuries, releases his fury upon Alpha Alpha. The slime loses some chunks as Formerfish descends upon the slime. (2 more on Alpha Alpha.) The slime splits into two smaller slimes. Formerfish, who still has energy left, takes the remaining time to meditate and channel his fury in a healthy manner. **Formerfish has 2/23 HP left.**

David stands around and does nothing.
---
Cultist Andromeda is clearly agitated; things have not been going as planned. She points at Alpha Alpha and shouts, "You! You useless thing! You are mine now!" The slime disappears and white light envelopes Cultist Andromeda. **Alpha Alpha is dead.** **Cultist Andromeda has 24/24 MP left.** She then turns and stabs at inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

---
I have updated the friendship system. The first change is that friendship points are now mutual among friends. This means that if the worst has three FP with Formerfish, then Formerfish has three FP with the worst. (Under the old system, relationships could be uneven: the worst could have three FP with Formerfish, while Formerfish had only one FP with the worst.) The second change is that friendship skills and friendship spells now grant Friendship Points. For the sake of simplicity, I am invalidating all previous Friendship Points gained (most of y'all had like zero or one FP with other players, so y'all haven't lost much.) These changes are effective as of the end of this round (meaning this round doesn't count).

Last note: the point thresholds have changed. The new description and friendship system is described completely in the following spoiler:

Spoiler: New Friendship System
Friendship System (Courtesy of James Brafin for the initial design pitch.)
Basic Description:
Friendship Points (FP) are acquired by aiding allies during battles. Whenever you aid an ally, your relationship with them gains 1 FP. When you reach certain FP thresholds, your relationship with that player will level up, and you'll be able to use special friendship skills and spells. Only skills or spells that affect an ally (such as Bless/Curse) grant Friendship Points; if in doubt, please ask me. Skills and spells that affect multiple allies (such as Minor Heal All) only grant a single Friendship Point to a single ally of your choice. Players are solely responsible for keeping track of Friendship Points (as having me do it all is way too much hassle for it to be worth it). (It is very unlikely I'll be checking heavily, so much of this relies on me trusting the players.) Friendship Points are also mutual meaning that if the worst has three Friendship Points with Formerfish, then Formerfish has three Friendship Points with the worst.

Each time you use an action that grants a Friendship Point, you should strive to include in your post your current Friendship Points totals. (Ideally, you'll wrap it into spoiler tags.) (Don't forget to account for times where your friend uses the skill/spell on you.)

All friendship skills/spells, unless otherwise noted, count as one action towards the action threshold. Players may only use one friendship skill/spell each per round, and there may be a limit on the total number of friendship actions the party may use per round, dependent on the battle. You may not use a friendship action on/with a player that has already used a friendship action on/with you. Similar to normal active skills, all stated friendship skill cooldowns are global among the friendship skills. Where relevant and unless otherwise noted, valid targets for ally-targeting spells and skills are only valid on friends that you possess the required friendship level with. (For instance, if Cerberus v666 has level 2 friendship with the worst and level 1 friendship with McMenno, Cerberus v666 can only use "Share" with the worst. He does not have the required level 2 friendship to use it with McMenno.)

Friendship Levels:
Level 1 (FP Needed: 0)
- Gain Friendship Skill "Aid" (3 FCD): Grants a +1 modifier to your friend's roll. This skill grants initiative.

Level 2 (FP Needed: 7)
- Gain Friendship Skill "Share" (2 FCD): Shares a normally non-transferable item with a friend.

Level 3 (FP Needed: 14)
- Gain Friendship Spell "Symbiosis" (Cast: 1 Mana | Uses: 1 + {Mana Transferred} Mana): Heals and restores your friend by transferring health and mana on a 1:1 ratio. You may choose how much health and mana to transfer. You cannot bring yourself below 1 HP using this spell.

Level 4 (FP Needed: 28)
- Gain Friendship Skill "Team Attack" (4 FCD): Attack an enemy together with your friend. (You should roll both for yourself and your friend.) Like "Double Slash", while this skill consists of two attacks, this skill only counts as one towards the penalty. Your friend cannot act separately after you use this skill. It still only counts as one action to the action threshold.

Level 5 (FP Needed: 56)
- Gain Friendship Spell "Cleanse" (2 Mana): Fully cures a friend of all negative status afflictions except mental ones (like "Scared"). This includes some of the harder to remove afflictions like "Bleeding" and "Sealed". The primary exception to this is the "Exhausted" status--instead, your friend will recover from that status one battle sooner. (Other exceptions may be added as needed.)
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Post Post #2085  (isolation #504)  » Wed Mar 25, 2020 8:58 pm

inspiratieloos, while prepared, is unable to move fully out of the way of Cultist Andromeda's dagger and sustains a small bit of damage. **inspiratieloos has 7/20 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = 100/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = 49/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.

More dead slimes removed.
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Post Post #2087  (isolation #505)  » Wed Mar 25, 2020 9:06 pm

Sure in the sense that they are living beings that react to their surroundings.
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Post Post #2097  (isolation #506)  » Thu Mar 26, 2020 6:19 pm

(expired on 2020-03-27 20:00:00) left in the round. Don't forget y'all have an NPC action as well.
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Post Post #2103  (isolation #507)  » Fri Mar 27, 2020 8:00 pm

GeorgeBailey, feeling confident after his last attack, swings his blade again against the slimy menace Alpha Alpha Beta. He was perhaps a bit too confident as he nearly loses his balance from his poor stance. The slime splits into two smaller slime. (3 so far on Alpha Alpha Beta.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Not Known 15 hones his senses and focuses upon Alpha Alpha Beta. He waits until the perfect moment and then strikes. The slime is unprepared for the attack, and a large portion of the slime is chopped off. The slime splits into two smaller slimes. (8 more on Alpha Alpha Beta.)

inspiratieloos attacks next and leaps at Alpha Alpha Beta. He has some trouble getting his attack in amongst the attacks of GeorgeBailey and Not Known 15, but he does succeed in chopping off a sizeable piece of the slime. (7 - 1 = 6 more on Alpha Alpha Beta.)

Gamma Emerald begins reciting and performing the "Fire" spell ritual. His hands glow a bright red. He points at Alpha Alpha Beta, and the slime is engulfed by a red flame. The slime then turns to smoke. **Alpha Alpha Beta is dead.**

Formerfish tiptoes behinds Cultist Andromeda and slashes at her. (8 so far on Cultist Andromeda {1}.) David follows up with a shot from his bow. (8 + 3 = 11 so far on Cultist Andromeda {2}.)
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

---
Alpha Alpha Alpha spies Gamma Emerald and slithers towards him.
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

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


Cultist Andromeda attempts to sneak in a blow with her dagger against inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

---
inspiratieloos can use active skills again.
David can use active skills again.
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Post Post #2104  (isolation #508)  » Fri Mar 27, 2020 8:04 pm

While unable to avoid Formerfish's surprise attack, Cultist Andromeda ducks her head, and David's arrow flies right over her. **Cultist Andromeda has 42/50 HP left.**

Alpha Alpha Alpha is too quick for Gamma Emerald who suffers moderate damage from the slime's attack. **Gamma Emerald has 16/20 HP left.**

inspiratieloos manages to notice Cultist Andromeda's presence and dodges her strike at the last moment.
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 42/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = 100/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2 (24 or 24) (8 or 8)
(7) Alpha Alpha Beta Alpha: Hydra Slime : Level = 7 | HP = 23/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta Beta: Hydra Slime : Level = 7 | HP = 8/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #2107  (isolation #509)  » Fri Mar 27, 2020 8:44 pm

I've seen too many games where healing spells were absolutely overpowered, and people could be at full health all the time. I'm trying to avoid that; at the very least, I wish to avoid that for the lower levels. Maybe when y'all are say level 18, y'all can have overpowered healing spells. I think the current power of healing spells is perfectly fine anyway. They have their established niche.
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Post Post #2118  (isolation #510)  » Sun Mar 29, 2020 9:54 am

(expired on 2020-03-29 19:30:00) left in the round.
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Post Post #2122  (isolation #511)  » Sun Mar 29, 2020 7:34 pm

GeorgeBailey starts moving towards Alpha Alpha Beta Beta, but he is redirected by his fellow adventurers to Alpha Alpha Beta Alpha. Unfortunately, he trips and stumbles on the way there significantly decreasing the power of the attack. (1 so far on Alpha Alpha Beta Alpha.) The slime is unfazed by the attack.

Not Known 15 begins creeping towards where Alpha Beta Alpha Alpha was previously, but he realizes the slime is dead, so he attacks Alpha Alpha Beta Beta instead. (6 so far on Alpha Alpha Beta Beta.)

inspiratieloos follows up with a quick and well-executed uppercut swing at Alpha Beta Alpha Alpha. The poor slime is neatly sliced in half and dies. **Alpha Beta Alpha Alpha is dead.**

Formerfish sneaks in a surprise attack on Alpha Beta Alpha Alpha. The slime splits into two smaller slimes. (1 + 5 = 6 so far on Alpha Beta Alpha Alpha.)

Gamma Emerald begins reciting ancient words and making complex gestures with his hands. His hands begin to glow red. He points at Alpha Alpha Beta Alpha, and the slime is burned alive. David finishes off the slime with a quick shot of his bow. **Alpha Alpha Beta Alpha is dead.**
---
Alpha Alpha Alpha attacks Not Known 15.
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

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


Cultist Andromeda attempts to stab inspiratieloos. I guess the cultist doesn't like you inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

---
Not Known 15 can use active skills again.
Formerfish can use Meditate again.
Gamma Emerald can use friendship skills again.
---
I would like to note that the ability to change targets after posting an action was originally meant for when people made mistakes (like trying to target an already dead target.) While I understand y'all want to be done as quickly as possible and optimize your attacks, I ask that you do not abuse this mechanic to accomplish that. If so, I'll have to make the penalty stricter.
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Post Post #2123  (isolation #512)  » Sun Mar 29, 2020 7:36 pm

Not Known 15 is not paying attention, and Alpha Alpha Alpha manages to sneak some damage in. **Not Known 15 has 17/23 HP left.**

inspiratieloos rolls sideways and dodges the cultist's attack.
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 42/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = 100/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta Alpha: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta Alpha Alpha: Hydra Slime : Level = 7 | HP = 9/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Beta Beta: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #2128  (isolation #513)  » Mon Mar 30, 2020 7:37 pm

(expired on 2020-03-31 20:30:00) left in the round.
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Post Post #2142  (isolation #514)  » Tue Mar 31, 2020 7:51 pm

Not Known 15 takes a deep breath and begins performing the "Fire" spell ritual. Soon, red wisps form around him. He points at Alpha Alpha Beta Alpha Alpha, and the wisps fly in that direction. The slime lets outs a horrible shriek as it burns from the fire. **Alpha Alpha Beta Alpha Alpha is dead.**

Jackal711 starts making complex motions with hands and chanting ancient words. Soon, his hands begin to glow a bright red. He points towards Alpha Alpha Alpha, and a red flame engulfs the slime. The slime lets out a shrill noise as it splits into two smaller slimes. (7 so far on Alpha Alpha Alpha.)

inspiratieloos also starts uttering archaic words and moving his hands in intricate ways. Red wisps begin to fly around his hands. He points towards Alpha Alpha Alpha, and a red light bathes the slime. The slime lets out a pained sound and splits into two smaller slimes. (7 more on Alpha Alpha Alpha.)

GeorgeBailey shouts encouraging words to Formerfish as Formerfish readies his blade. Formerfish then leaps forth, but he lands in an awkward position dulling the impact of his strike. (3 more on Alpha Alpha Alpha.)

Gamma Emerald channels his mind's focus as he begins preparing the "Fire" spell. Red wisps start circling his hands. He points in the direction of Alpha Alpha Alpha, and a red light burns Alpha Alpha Alpha. The slime lets out another shriek as a large piece of it is burned off. (7 more on Alpha Alpha Alpha.)

"That poor slime! Let me put it out of its misery!" shouts David as he arms his bow and fires it at the slime. The slime lets out one last shrill cry before disintegrating into nothingness. "That did the trick!" (3 more on Alpha Alpha Alpha.) **Alpha Alpha Alpha is dead.**
---
Cultist Andromeda tiptoes behind Not Known 15.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #2143  (isolation #515)  » Tue Mar 31, 2020 7:54 pm

Fortunately, Not Known 15 hears Cultist Andromeda's louder-than-necessary footsteps and gets out of the way of her dagger.
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 42/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = 46/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = 20/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Charlie: Hydra Slime : Level = 7 | HP = 9/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.

Even more dead slimes removed.
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Post Post #2157  (isolation #516)  » Wed Apr 01, 2020 10:38 pm

(expired on 2020-04-02 20:15:00) left in the round.
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Post Post #2162  (isolation #517)  » Thu Apr 02, 2020 7:50 pm

Gamma Emerald begins making intricate motions and chanting ancient words. Soon, his hands glow a fiery red. He points towards Alpha Alpha Alpha Charlie, and the slime is engulfed by a red flame. (5 so far on Alpha Alpha Alpha Charlie.) The slime lets out a cry of agony as the flame burns away a large portion of the slime.

Formerfish follows up with a quick downward swing at the slime. He cuts off a sizeable piece of the slime, leaving the slime barely alive. (4 more on Alpha Alpha Alpha Charlie.) David removes an arrow from his quiver and fires it at the slime. The slime stops moving. **Alpha Alpha Alpha Charlie is dead.**

Not Known 15 begins channeling the mana around him. Red wisps form around. He points towards Alpha Alpha Alpha Beta, and a red light bathes the slime. (3 so far on Alpha Alpha Alpha Beta.) The slime splits into two smaller slimes while making a high-pitched wail.

inspiratieloos starts reciting archaic words and making complex motions with his hands. Red wisps begin flying around his hands. A red light engulfs Alpha Alpha Alpha Beta as inspiratieloos points at it. (5 more on Alpha Alpha Alpha Beta.) The slime lets out a shrill shriek as flames burn away a significant portion of the slime.

GeorgeBailey runs up to the slime and slashes at it. Unfortunately, his blade is unable to dispatch the slime once and for all.
---
"Another useless slime! You! Are! Mine!" shouts Cultist Andromeda as it points towards Alpha Alpha Alpha Beta. **Alpha Alpha Alpha Beta is dead.** A white light envelopes Cultist Andromeda healing her wounds. **Cultist Andromeda has 43/50 HP left.**

Alpha Alpha Alpha Alpha attacks GeorgeBailey.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6


Cultist Andromeda moves towards GeorgeBailey.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2163  (isolation #518)  » Thu Apr 02, 2020 7:53 pm

GeorgeBailey struggles to react against the incoming attacks of both Cultist Andromeda and Alpha Alpha Alpha Alpha. He staggers and collapses to the ground and then struggles to get back on his feet. **GeorgeBailey has 1/15 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 42/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = 46/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta Alpha: Hydra Slime : Level = 7 | HP = 8/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Charlie: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #2171  (isolation #519)  » Fri Apr 03, 2020 2:42 pm

(expired on 2020-04-04 15:42:43) until the round ends.
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Post Post #2178  (isolation #520)  » Sat Apr 04, 2020 4:10 pm

Not Known 15 starts making the motions and chants needed to cast the "Fire" spell. Red wisps begin encircling his his hands. He points towards Alpha Alpha Alpha Beta Alpha, and a red light engulfs Alpha Alpha Alpha Beta Alpha. (3 so far on Alpha Alpha Alpha Beta Alpha.) The slime shrieks as the flame burns away a portion of it.

Jackal711 moves his hands in intricate ways and reciting ancient words. Soon, his hands glow white. He points towards GeorgeBailey, and a white light bathes him, healing his wounds. **Jackal711 has 3/6 MP left.** **GeorgeBailey has 3/15 HP left.**

inspiratieloos also begins casting a spell. His hands begin to glow a faint red. He points at Alpha Alpha Alpha Beta Alpha. The slime lets out a shrill noise as a red flame burns it. (3 more on Alpha Alpha Alpha Beta Alpha.)

Formerfish rushes forth and swings downward at Alpha Alpha Alpha Beta Alpha. His aim is spot-on, and the slime is cut cleanly in half. The slime ceases all motion. **Alpha Alpha Alpha Beta Alpha is dead.

Gamma Emerald begins making complex motions and shouting foreign words. Red wisps form around his hands. He points towards Alpha Alpha Alpha Alpha, and the red wisps begin moving in that direction. Alpha Alpha Alpha Alpha lets out a pitiful noise as the red wisps attack it. (3 so far on Alpha Alpha Alpha Alpha.)

David doesn't realize Alpha Alpha Alpha Beta Alpha is already dead, so he carelessly shoots at it. The arrow whizzes by Formerfish's nose.
---
Alpha Alpha Alpha Alpha attacks Jackal711.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

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


Cultist Andromeda attacks Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


---
GeorgeBailey can use friendship skills again.
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Post Post #2179  (isolation #521)  » Sat Apr 04, 2020 4:11 pm

Jackal711 attempts to jump away from Alpha Alpha Alpha Alpha, but the slime is persistent. He takes some damage from the slime's acids. **Jackal711 has 10/20 HP left.**

Gamma Emerald manages to roll out of the way of Cultist Andromeda's dagger.
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 42/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = 22/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = 21/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta Alpha: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Charlie: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #2185  (isolation #522)  » Sat Apr 04, 2020 6:46 pm

In post 2181, Formerfish wrote:Fire on 5A

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

Since you are level 5, you still have level 1 Fire snd should've rolled 1d3.

That being said, I'm willing to accept the roll as-is with a -1 penalty. The distribution is a bit different, but 1d4-1 has a lower expected value than 1d3.
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Post Post #2192  (isolation #523)  » Sun Apr 05, 2020 5:38 pm

(expired on 2020-04-06 17:35:00) left in the round.
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Post Post #2194  (isolation #524)  » Mon Apr 06, 2020 4:54 pm

inspiratieloos begins moving his hands in intricate ways and chanting ancient words. Soon, red wisps form around his hands. He points towards Alpha Alpha Alpha Alpha Alpha, and the slime lets out a pitiful cry as a red light engulfs it. (9 so far on Alpha Alpha Alpha Alpha Alpha.) The slime splits into two smaller slimes.

Formerfish starts performing the complex motions and reciting archaic words. His hands begin to glow red. He points at Alpha Alpha Alpha Alpha Alpha, and the slime turns into a pile of smoke. (7 more on Alpha Alpha Alpha Alpha Alpha.) **Alpha Alpha Alpha Alpha Alpha is dead.**

Gamma Emerald begins performing the "Fire" spell ritual. Red wisps start to encircle his hands. He points at Alpha Alpha Alpha Alpha, and the slime shrieks as the red wisps attack it. (7 so far on Alpha Alpha Alpha Alpha.) The slime splits into two smaller slimes.

Not Known 15 follows up with another "Fire" spell, but he recites some of the words. His hands start to glow a faint red color. He points at Alpha Alpha Alpha Alpha, and the wisps follow his lead. The slime lets out a shrill noise. (3 more on Alpha Alpha Alpha Alpha.)

David fires his bow at Alpha Alpha Alpha Alpha. His aim is spot-on and skewers away a significant portion of the slime. (5 more on Alpha Alpha Alpha Alpha.) GeorgeBailey then sends a downward slash at the slime, and the slime stops moving. **Alpha Alpha Alpha Alpha is dead.**
---
Cultist Andromeda shakes her head and reluctantly starts moving towards inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2195  (isolation #525)  » Mon Apr 06, 2020 4:56 pm

inspiratieloos is slow to react to Cultist Andromeda's movements and suffers minor damage. **inspiratieloos has 6/20 HP left.**
---
Current Monster Statuses (Threshold 7/1)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 42/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha Alpha Alpha: Hydra Slime : Level = 7 | HP = 6/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = 7/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Beta Alpha: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Alpha Alpha Charlie: Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.

One more round and this battle will finally be over. The experience will be worth it.
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Post Post #2205  (isolation #526)  » Mon Apr 06, 2020 10:52 pm

I will warn you that effects from skills like that do not carry over across battles in the same manner as cooldowns do not carry over.
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Post Post #2208  (isolation #527)  » Tue Apr 07, 2020 9:41 am

(expired on 2020-04-07 18:00:00) left in the round.
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Post Post #2209  (isolation #528)  » Tue Apr 07, 2020 5:16 pm

inspiratieloos begins moving his hands in intricate ways and reciting archaic words. His hands begin to glow red. He points towards Alpha Alpha Alpha Alpha Beta, and the slime is burnt to a crisp. **Alpha Alpha Alpha Alpha Beta is dead.**

Formerfish starts making complex motions with his hands and chanting words of an unknown era. Red wisps form around his hands. He points towards Alpha Alpha Alpha Alpha Alpha Alpha, and the slime lets out a pitiful cry as it is engulfed by a red light. (3 so far on Alpha Alpha Alpha Alpha Alpha Alpha.)

David takes out an arrow from his quiver and loads his bow. He initially points at Alpha Alpha Alpha Alpha Beta, but seeing inspiratieloos kill it, he quickly aims at Alpha Alpha Alpha Alpha Alpha Alpha instead. His shot hits the slime and skewers away a large portion of the slime, but sadly, the slime continues to cling onto its life. (4 more on Alpha Alpha Alpha Alpha Alpha Alpha.)

Not Known 15 takes the opportunity to meditate and reflect upon the long battle. **Not Known 15 has 18/23 HP left.**

Gamma Emerald spends time harnessing the surrounding energy in the air.
---
Cultist Andromeda makes a motion with her hand as she points towards Alpha Alpha Alpha Alpha Alpha Alpha. The slime becomes nothing, and the cultist is bathed in a white light. **Alpha Alpha Alpha Alpha Alpha Alpha is dead.**

"So I lose it seems. Do with me as you please," states the cultist resignedly.

What do you plan to do with the cultist?

---
I'll figure up experience after y'all decide what to do with the cultist. Your options include killing her, letting her go, and whatever else y'all might think of.
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Post Post #2211  (isolation #529)  » Tue Apr 07, 2020 5:21 pm

You can certainly try.

You'll have to submit specific questions though.
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Post Post #2214  (isolation #530)  » Wed Apr 08, 2020 9:29 am

Please bold whatever y'all decide as a group.

I'll go ahead and say the cultist won't join y'all for free. She needs an incentive to join other than sparing her life.
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Post Post #2218  (isolation #531)  » Wed Apr 08, 2020 4:32 pm

(expired on 2020-04-09 15:30:00) to make a decision.
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Post Post #2223  (isolation #532)  » Thu Apr 09, 2020 1:40 pm

Formerfish and the rest of the Murderhobos surround the cultist. They pull out their weapons, and one of the leaders shout, "Play any tricks, and we'll kill you, understood?" as the others restrain the cultist. "We have some questions. First, what exactly is it that you want to accomplish? What are your beliefs?" interrogates the leader.

"How can you comprehend it! The magnificence! The beauty! No, you cannot understand! It is beyond you! The Master Plan shall not be stopped!" responds Cultist Andromeda. Apparently, she doesn't like speaking in long sentences. Reluctantly, the Murderhobos let her go with the threat that if they see her again, they will kill her.
Congratulations, you won the battle!
---
Party Experience:
Base XP = 30 = 30 XP
XP Adjustment = 29 XP
Average Enemy Level = 7 / 1 = 7.0
Number of Participants = 10
XP Awarded Per Participant = 5.9 XP at Level 7.0.

(6) Not Known 15 gains 6 XP. Not Known 15 remains at level 6.
(3) dsjstr gains 9 XP. dsjstr levels up from level 3 to level 4! Please assign your stat point to HP or MP.
(5) Formerfish gains 7 XP. Formerfish levels up from level 5 to level 6! You may reassign your stat point.
(6) Jackal711 gains 6 XP. Jackal711 remains at level 6.
(6) inspiratieloos gains 6 XP. inspiratieloos levels up from level 6 to level 7! You have a new stat point to assign. Please choose a specialization path.
(6) the worst gains 6 XP. the worst levels up from level 6 to level 7! You have a new stat point to assign.
(4) Chemist1422 gains 8 XP. Chemist1422 levels up from level 4 to level 5! Please choose a specialization path. You may reassign your stat point.
(2) GeorgeBailey gains 11 XP. GeorgeBailey levels up from level 2 to level 4! Please assign your stat point to HP or MP.
(6) Gamma Emerald gains 6 XP. Gamma Emerald remains at level 6.
---
(5) David gains 7 XP. David levels up from level 5 to level 6.

Some statistics about this battle:
1. The battle began at on page 73 and has spanned about 15 pages.
2. Number of rounds = 18.
3. Number of Slimes = 30.
Spoiler: List of Slimes
1. Alpha
2. Alpha Alpha
3. Alpha Alpha Alpha
4. Alpha Alpha Alpha Alpha
5. Alpha Alpha Alpha Alpha Alpha
6. Alpha Alpha Alpha Alpha Alpha Alpha
7. Alpha Alpha Alpha Beta
8. Alpha Alpha Alpha Beta Alpha
9. Alpha Alpha Alpha Charlie
10. Alpha Alpha Beta
11. Alpha Alpha Beta Alpha
12. Alpha Alpha Beta Alpha Alpha
13. Alpha Alpha Beta Beta
14. Alpha Beta
15. Alpha Beta Alpha
16. Alpha Beta Alpha Alpha
17. Alpha Beta Alpha Alpha Alpha
18. Alpha Beta Alpha Beta
19. Alpha Beta Beta
20. Alpha Beta Beta Alpha
21. Alpha Beta Beta Alpha Alpha
22. Alpha Beta Charlie
23. Alpha Charlie
24. Alpha Charlie Alpha
25. Alpha Charlie Alpha Alpha
26. Alpha Charlie Beta
27. Alpha Delta
28. Alpha Delta Alpha
29. Alpha Delta Alpha Alpha
30. Alpha Echo
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Post Post #2224  (isolation #533)  » Thu Apr 09, 2020 1:41 pm

Level 7 (XP Needed: 41)
- Hitpoints = 20 | Attack = 1d6 + 1d4 | Defense = 1d6
- Mana Points = 5 | Morale = 10 | 2 Stat Points
-Gain passive skill "Critical Hit": If you roll {Max Attack Dice Roll} - 1 or higher on a normal attack, your target is stunned for one round.
-Gain active skill "Berserk Lunge" (4 CD): Lunges at an enemy for {Attack Dice} damage. If the target takes damage, the target is stunned for three rounds. After using this skill, you are stunned for two rounds (the rest of this round and the following round).
-Gain magic spell "Magic Arrows" (Cast: 1 Mana | Uses: {Number of Targets} Mana): Attacks a number of targets not to exceed {Remaining Mana} with magic-laden arrows that deal 1d8 damage each.
-Gain special ability "Trick Die" (Max one use per battle): Once per battle, you may reroll any die roll *that you make*. Note that for actions that do multiple dice rolls (such as double slash), *you can only reroll one of the die rolls, not both.* (To be clear, if you perform a normal attack, that still counts as one die roll, so you can (and must) reroll both the 1d6 and 1d4 when using this ability.)
-Upgrade active skill "Defensive Slash" to level 3 (4 CD): Slashes at an enemy for {Attack Dice} - 3 damage. You will take no damage for one round.
-Upgrade active skill "Double Slash" to level 2 (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 1 damage.
-Upgrade magic spell "Bless" to level 2 (2 Mana): Blesses a target giving their dice rolls a +2 modifier for three rounds.
-Upgrade magic spell "Minor Heal" to level 2 (2 Mana): Heals an ally by 1d4 hitpoints.
- Special abilities are special because they generally do not count as actions. They tend to have meta effects (like rerolling a bad attack). That said, they are not passive abilities meaning you have to consciously use them. Unless otherwise specified, special abilities do not use up a player's a turn or count towards the action threshold.

Level 7.A: Path of the Berserker
-Gain active skill "Reckless Swipe" (3 CD): Attacks an enemy recklessly for {Attack Dice} + 3 damage, but enemies become more likely to target you for two rounds, and you become defenseless for two rounds.
-Upgrade active skill "Fury Blade" to level 2 (4 CD / 1 ICD): Attacks an enemy for {Attack Dice} - 1 damage and grants a bonus action to the user.

Level 7.B: Path of the Warrior
-Gain active skill "Piercing Slash" (5 CD / 2 ICD): Attacks an enemy with the intent to pierce through skin for {Attack Dice} - 4 damage. If the target takes damage, the target receives the "Bleeding" status for two rounds. Bosses and minibosses are immune to this skill. (Any enemy that explicitly specifies "Level = #" is considered a boss or a miniboss.)
-Upgrade active skill "Cross Slash" to level 2 (4 CD): Attacks two different enemies for {Attack Dice} - 1 damage. If an enemy takes damage from this attack, that enemy takes an additional one damage.
Does the bold for all the new skills etc. make this easier or harder to read?
David (NPC)HP: 22 -> 23
MP: 2 -> 3
Attack: 1d6 -> 1d6 + 1d3
Defense: 1d2 -> 1d3
Unlock level 1 "Critical Hit". (See the passive skill description above for level 7.)
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Post Post #2225  (isolation #534)  » Thu Apr 09, 2020 1:46 pm

At long last, the battle with the Hydra Slime ends. You begin traveling through the various tunnels of the cave intent on finding the cultist behind all of this. Eventually, you run into a small group of angry lizards.

Battle #22 (Threshold 3/1)
(7) Alpha : Angry Lizard : HP = 15/15 | Morale = 5/5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4
(7) Beta : Angry Lizard : HP = 15/15 | Morale = 5/5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4
(7) Charlie : Angry Lizard : HP = 15/15 | Morale = 5/5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4
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Post Post #2236  (isolation #535)  » Fri Apr 10, 2020 10:20 am

Gamma Emerald takes some time to observe the enemy's motions. He learns the following informatio about Alpha:
Spoiler: Alpha Scrying Results
**Angry Lizard : HP = 15 | Morale = 5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4
- Active Skill "Bite" (4 CD): Attacks an enemy for {Attack Dice} + 1 damage.
- Active Skill "Deep Scratch" (6 CD): Scratches an enemy and digs deep into their skin for {Attack Dice} damage. If this skill does damage, the target receives the "Bleeding" status for three rounds. For each round of "Bleeding" left, a character loses 10% of their current health (multiplicatively).
- Special Ability "Frenzy" (Single use; keep turn; only at <=50% HP): This creature enters a frenzy where attacks become stronger and faster at the cost of defense. All attack rolls (including skills) gain a +1 modifier, and active skills leave cooldown one round sooner. All defensive rolls for this creature are halved.


inspiratieloos rushes forth and strikes twice at Alpha. (3 + 6 = 9 so far on Alpha.) The lizard attempts to slow the blade with its thick skin.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


Formerfish attacks Beta with a powerful uppercut slash. (7 so far on Beta {1}.) David loads his bow and fires at Beta. (7 + 6 = 13 so far on Beta {2}.) Not Known 15 also attempts to get an attack in, but he has a lot of difficulty maneuvering around Formerfish and David's actions. (13 + 3 - 1 = 15 so far on Beta. {3})
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

---
Alpha bites inspiratieloos.
Original Roll String: 1d4+1
1 4-Sided Dice: (4)+1 = 5

Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2

Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2

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


Beta works itself into a frenzy. Its attacks become stronger, but its defensive power decreases. Beta attacks Gamma Emerald.
Original Roll String: 1d4+1
1 4-Sided Dice: (3)+1 = 4

Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2

Original Roll String: 1d2+1
1 2-Sided Dice: (1)+1 = 2

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


Charlie attempts to scratch Not Known 15 with its claws.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2237  (isolation #536)  » Fri Apr 10, 2020 10:27 am

Alpha's skin barely slows inspiratieloos's blade allowing significant damage to be dealt. **Alpha has 8/15 HP left.**

Beta survives the incoming onslaught of attacks with just a sliver of health left. **Beta has 1/15 HP left.**
---
inspiratieloos is quick to react against Alpha's actions, but the lizard moves much faster causing inspiratieloos to lose some health. **inspiratieloos has 17/20 HP left.**

Gamma Emerald fares much worse than inspiratieloos. The lizard leaves many scratch marks on his armor. **Gamma Emerald has 9/20 HP left.**

Not Known 15 makes an attempt to outrun Charlie, but he has little success. The lizard digs deep into his armor, and blood starts to pour out of Not Known 15's wounds. Not Known 15 is bleeding for three rounds. **Not Known 15 has 14/23 HP left.**
---
Current Monster Statuses (Threshold 3/1)
(7) Alpha : Angry Lizard : HP = 8/15 | Morale = 5/5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4 | 3 CD
(7) Beta : Angry Lizard : HP = 1/15 | Morale = 5/5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4 | Frenzy
(7) Charlie : Angry Lizard : HP = 15/15 | Morale = 5/5 | Attack1 = 1d4 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d4 | 5 CD
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Post Post #2249  (isolation #537)  » Fri Apr 10, 2020 9:51 pm

(expired on 2020-04-11 14:00:00) left in the round.
Last edited by Ircher on Fri Apr 10, 2020 9:51 pm, edited 1 time in total.
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Post Post #2251  (isolation #538)  » Fri Apr 10, 2020 9:52 pm

You need to roll. I think it's a 1d2, but you should double-check. I'll resolve tomorrow morning/early afternoon.
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Post Post #2254  (isolation #539)  » Sat Apr 11, 2020 9:17 am

Not Known 15 quickly strikes at Beta. He uses the perfect technique, and the lizard falls over dead. **Beta is dead.**

David shoots two shots in quick succession at Alpha. One arrow lands in the lizard's left eye while the other lands in the lizard's right eye. **Alpha is dead.**

Jackal711 readies his blade strikes at Charlie twice. He uses good technique increasing the power of his attacks. (8 + 6 = 14 so far on Charlie {1}.) inspiratieloos follows up with a stab from behind, and the great lizard falls to the ground motionless. **Charlie is dead.**

Gamma Emerald takes some time meditate and think clearly. **Gamma Emerald has 10/20 HP left.**

I don't think there has ever previously been an instance where a damage over time effect lasted after a battle ended. From a logical perspective, you should probably take all the damage at once at the end of the battle. At the same time, most statuses etc. clear after a battle. I'm going to go with the middle road of you take damage on the final round of the battle, but the status clears after that.
---
Not Known 15 takes 4 damage from bleeding. **Not Known 15 has 10/23 HP left.**
---
Congratulations, you won the battle!

Party Experience:
Base XP = 4 + 4 + 4 = 12 XP
XP Adjustment = 1 XP
Average Enemy Level = (7 * 3) / 3 = 7.0
Number of Participants = 6
XP Awarded Per Participant = 2.2 XP at Level 7.0.

(6) Gamma Emerald gains 3 XP. Gamma Emerald stays at level 6.
(7) inspiratieloos gains 2 XP. inspiratieloos stays at level 7.
(6) Formerfish gains 3 XP. Formerfish stays at level 6.
(6) Not Known 15 gains 3 XP. Not Known 15 levels up from level 6 to level 7! You have an additional stat point to assign.
(6) Jackal711 gains 3 XP. Jackal711 levels up from level 6 to level 7! You have an additional stat point to assign.
---
(6) David gains 3 XP. David stays at level 6.
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Post Post #2255  (isolation #540)  » Sat Apr 11, 2020 9:31 am

The group of Murderhobos continue on their way when they start to hear more humming from deeper within. They attempt to track down the source of the humming, but they are apprehended by a group of colored slimes. The slimes start making weird noises; this gives off the feeling that they are alerting someone to the group's presence or calling for reinforcements.

Battle #23 (Threshold 4/1)
(7) Alpha : Red Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = 17/17 | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = 17/17 | MP = 6/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
Last edited by Ircher on Sat Apr 11, 2020 5:20 pm, edited 1 time in total.
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Post Post #2265  (isolation #541)  » Sun Apr 12, 2020 10:47 am

(expired on 2020-04-12 17:00:00) until the round ends. You have 1 regular action and 1 NPC action left.
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Post Post #2270  (isolation #542)  » Sun Apr 12, 2020 5:21 pm

GeorgeBailey courageously steps into battle and slashes at Alpha. He accidentally loses his footing decreasing the potency of his blow. (3 so far on Alpha.) **Alpha has 14/17 HP left.**

inspiratieloos slashes twice at Beta with great force. Large pieces of the slime are chopped off. (8 + 4 - 1 = 11 so far on Beta.) **Beta has 6/17 HP left.**

Formerfish releases his fury on Charlie. (2 so far on Charlie {1}.) Still raging and full of energy, Formerfish follows up by making the motions and chants needed for the "Tornado" spell. His hands begin to glow blue. He points at Delta and Echo, and stunning torrents of wind are sent their way. (5 so far on Delta.) (5 so far on Echo.) **Delta has 12/17 HP left.** **Echo has 12/17 HP left.** Delta and Echo are stunned for one round. **Formerfish has 3/5 MP left.**

Gamma Emerald takes time to observe Alpha's motions. He learns the following information:
Spoiler: Alpha's Scrying Info
**Red Slime : HP = 17 | Morale = 5 | Attack = 1d6 + 1d3 | Defense = 0d2
- Passive Skill "Leeching Touch": This creature heals a number of hitpoints equal to the amount of damage it deals with normal attacks each round.


David takes out an arrow from his quiver. He loads his bow, aims it at Charlie, and fires. He manages to skewer away a big chunk of the slime. (2 + 7 = 9 so far on Charlie {2}.) Not Known 15 follows up with a double slash. (9 + 5 + 5 - 1 = 18 so far on Charlie {3}.) **Charlie is dead.**
I'm not sure why -4 was used. There should be -1 to the second for double slash and -1 for the gang up penalty.
---
Alpha moves towards inspiratieloos:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

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


Beta tries to give Gamma Emerald a hug.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

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


Foxtrot begins making strange motions and noises. Soon, it flashes a bright purple. It makes a gesture towards Not Known 15, and Not Known 15 is filled with a feeling of dread.
(Morale damage:)
Original Roll String: 3d3
3 3-Sided Dice: (1, 2, 2) = 5
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Post Post #2271  (isolation #543)  » Sun Apr 12, 2020 5:28 pm

inspiratieloos easily avoids Alpha's advance.

Gamma Emerald on the other hand is unable to avoid Beta's embrace and takes high damage. **Gamma Emerald has 4/20 HP left.** Gamma Emerald feels dizzy. Gamma Emerald is stunned for two rounds.

Not Known 15's morale lowers from Foxtrot's attack.
---
More colored slimes appear! You suspect there are even more to come.
---
Current Monster Statuses (Threshold 4/1)
(7) Alpha : Red Slime : HP = 14/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = 6/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = 12/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = 12/17 | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = 17/17 | MP = 3/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Golf : White Slime : HP = 17/17 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Hotel : Black Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
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Post Post #2280  (isolation #544)  » Mon Apr 13, 2020 7:42 pm

(expired on 2020-04-14 17:00:00) left in the round.
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Post Post #2281  (isolation #545)  » Tue Apr 14, 2020 7:26 pm

Formerfish leads the next wave of attacks as he swings his blade violently at Beta. The slime ceases all of its movements. **Beta is dead.**

inspiratieloos swings his blade at Golf. The overwhelming force of inspiratieloos's blade comes crushing down upon the slime, and the slime is rendered dizzy. Golf is stunned for one round. (10 so far on Golf.) **Golf has 7/17 HP left.**

Not Known 15 springs forth and slashes at Delta. He uses good technique increasing the potency of his attack. (8 so far on Delta {1}.) David then notches an arrow to his bow and fires at Delta. He succeeds in skewering the slime. The slime stops moving. **Delta is dead.**
---
Alpha slithers towards Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

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


Echo and Foxtrot team up against inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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

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

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


Hotel moves towards David.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

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

---
Gamma Emerald is no longer stunned.
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Post Post #2282  (isolation #546)  » Tue Apr 14, 2020 7:39 pm

Despite Formerfish's best efforts, he is unable to avoid the slime and suffers some damage from the slime's corrosive acids. **Formerfish has 21/23 HP left.** A white light envelopes Alpha, and some of the slime's wounds heal. **Alpha has 16/17 HP left.**

inspiratieloos, though alert, is unable to defend himself against the team of slimes. After Echo's attack, he feels drained, and Foxtrot's attack leaves faint whispers in his ear. **inspiratieloos has 12/20 HP left.** **inspiratieloos has 6/7 MP left.** **inspiratieloos has 5/10 morale left.**

David is utterly unprepared for Hotel's attack and suffers heavy damage. Black wisps appear around him briefly. **David has 16/23 HP left.** David is cursed (-2) for three rounds.
---
Another slime appears. It looks a bit tougher, but nothing you cannot handle. You must be getting close to the source of these slimes as they are coming out in organized droves. You fear that this isn't the last of this wave of slimes either.
---
Current Monster Statuses (Threshold 4/1)
(7) Alpha : Red Slime : HP = 16/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = 12/17 | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = 17/17 | MP = 3/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Golf : White Slime : HP = 7/17 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Hotel : Black Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) India : Silver Slime : HP = 21/21 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 1d2
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Post Post #2296  (isolation #547)  » Thu Apr 16, 2020 8:02 pm

inspiratieloos charges forth and brings his blade down on Echo. He manages to slice off a large piece of the slime. (8 so far on Echo {1}.)

Not Known 15 runs up to Golf and chops horizontally at the slime. The slime lets out a shrill noise and dies. **Golf is dead.**

David attempts to fire a shot at Echo, but he accidentally drops his arrow instead. He spends too much time picking up the arrow to try to fire at Echo. (8 + 0 = 8 so far on Echo {2}.)

GeorgeBailey slashes diagonally at Echo. His form is perfect, and the slime stops moving. **Echo is dead.**

Formerfish whispers words of encouragement to Jackal711 who begins to make complicated motions with his hands and chant ancient words. Blue and white wisps form around Jackal711's hands. He points at Hotel and India, and wisp tornadoes are sent spinning in those directions. (3 so far on Hotel and 6 on India.) **Hotel has 14/17 HP left.** Hotel and India are stunned for one round.
(Defense India:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Alpha slithers towards David.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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


Foxtrot attempts to hug Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2297  (isolation #548)  » Thu Apr 16, 2020 8:10 pm

India mounts a very weak defense and suffers significant damage. **India has 16/21 HP left.**

David attempts to dodge Alpha's attack, but he finds himself running directly into the slime instead. Only after suffering major damage does he manage to come back to his senses and run far away. **David has 10/23 HP left.** A white light shines upon Alpha, and the slime is reinvigorated. **Alpha has 17/17 HP left.**

Formerfish is unable to avoid Foxtrot's attack, but he manages to break out of the slime's grasp quickly. Dark whispers begin to form in Formerfish's ear. **Formerfish has 19/23 HP left.** **Formerfish has 5/10 morale left.**
---
A few more slimes appear. They are different colors from the previous slimes. These seem to be the last of them.
---
Current Monster Statuses (Threshold 4/1)
(7) Alpha : Red Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = DEAD | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = 17/17 | MP = 3/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Golf : White Slime : HP = DEAD | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Hotel : Black Slime : HP = 14/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) India : Silver Slime : HP = 16/21 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 1d2
(7) Juliet : Pink Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Kilo : Indigo Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
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Post Post #2301  (isolation #549)  » Fri Apr 17, 2020 7:53 pm

(expired on 2020-04-18 18:53:29) left in the round.
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Post Post #2306  (isolation #550)  » Fri Apr 17, 2020 11:25 pm

A roll for each:
Code: Select all
[dice]1d6[/dice]
[dice]1d6[/dice]
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Post Post #2308  (isolation #551)  » Sun Apr 19, 2020 10:58 am

Formerfish slashes at Hotel. He stumbles while performing the action causing his blade to attack the wrong spot. (3 so far on Hotel {1}.) inspiratieloos follows up with a quick stab from behind. It does moderate damage. (3 + 5 = 8 so far on Hotel {2}.) GeorgeBailey attempts to go in for the kill, but he is not skilled enough. The slime survives with a fraction of health left. (8 + 4 - 1 = 11 so far on Hotel {3}.) **Hotel has 3/17 HP left.**

Gamma Emerald begins making complex motions with his hands and reciting archaic words. Blue and white wisps form around his hands. He points at Juliet and Kilo, and the wisps are sent flying. **Gamma Emerald has 4/6 MP left.** **Juliet has 16/17 HP left.** **Kilo has 12/17 HP left.** The two slimes are dazed by the incoming tornado. Juliet and Kilo are stunned for one round.
---
Alpha moves towards PrivateI.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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


Foxtrot begins making weird motions and noises. It makes a gesture towards GeorgeBailey, and GeorgeBailey is filled with a filling of dread. GeorgeBailey is scared for three rounds.

Hotel slithers towards Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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

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


India spits out a metal object at inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #2309  (isolation #552)  » Sun Apr 19, 2020 11:05 am

PrivateI suffers moderate damage from Alpha's corrosive acids. **PrivateI has 10/15 HP left.**

Formerfish almost avoids Hotel's attack, but unfortunately, the slime still manages to spread some of its acid on him. Black wisps begin circling around Formerfish. **Formerfish has 18/23 HP left.** Formerfish is cursed (-2) for three rounds.

inspiratieloos tries to dodge the incoming object, but India accounted for inspiratieloos's movements, and the object hits inspiratieloos in the nose. **inspiratieloos has 7/12 HP left.** Noticing that the silver object is a coin, inspiratieloos picks it up and places it in his pocket. **The party has 11 silver coins.**
---
inspiratieloos can use active skills again.
Not Known 15 can use active skills again.
Formerfish can use active skills again.
David is no longer cursed.
---
Current Monster Statuses (Threshold 4/1)
(7) Alpha : Red Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = DEAD | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = 17/17 | MP = 0/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Golf : White Slime : HP = DEAD | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Hotel : Black Slime : HP = 3/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) India : Silver Slime : HP = 16/21 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 1d2 | 2 CD
(7) Juliet : Pink Slime : HP = 16/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Kilo : Indigo Slime : HP = 12/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
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Post Post #2311  (isolation #553)  » Sun Apr 19, 2020 11:40 am

Yes ofc.

You might want to consider letting a more experienced player guide you, at least for the first round.
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Post Post #2321  (isolation #554)  » Sun Apr 19, 2020 1:45 pm

Yes they do. So you can use a friendship skill on your next turn despite using an active skill this turn.
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Post Post #2329  (isolation #555)  » Sun Apr 19, 2020 4:50 pm

That's correct.
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Post Post #2332  (isolation #556)  » Sun Apr 19, 2020 4:54 pm

Aid counts as a normal action, so generally speaking, you would only be able to aid in a round you use it, and nothing else. (i.e.: You cannot aid and attack in the same round.)

Don't worry about the questions. It's a complex game.
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Post Post #2336  (isolation #557)  » Sun Apr 19, 2020 8:11 pm

1 action left. (expired on 2020-04-20 16:00:00) left in the round.
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Post Post #2338  (isolation #558)  » Mon Apr 20, 2020 3:49 pm

Not Known 15 draws his blade and slashes vertically at Hotel followed by a horizontal slash at Kilo. His blade manages to cut off significant portions of both slimes. A magical force helps guides his second slash. (8 so far on Hotel {1}. 5 so far on Kilo {1}.) **Hotel is dead.** David quickly withdraws two arrows and fires them in quick succession at Kilo. Both hit their target and skewers off small parts of the slime. (5 + 4 + 3 = 12 so far on Kilo {2}.) **Kilo is dead.**

lilith2013 leaps out of bed after an intense nightmare. It is late afternoon on a stormy day. She arms herself and goes out for a relaxing walk. Alas, a group of gelatinous menaces surround her and begin closing in on her. Despite her inexperience with blades and fighting in general, she fearly attempts to cut them down. Though she struggles at first, she gets some aid from some traveling locals, and they manage to defeat the slimes. Seeing her courage, the locals direct her to a sign posted out of a local inn calling for adventurers.

The innkeeper there explains, "Several troubling reports are still coming about. We've sent several adventurers in the direction of this cave, a former tourist attraction now infested with slimes, but none have returned in two days! You look brave. How about you go and help. And please, send a report back!" "Finally! A chance to prove myself!" lilith2013 thinks to herself as she accepts the request. She enters only to hear a soft but annoying humming noise coming from deeper within the cave. She presses onward and defeats a few small slimes, but eventually, she loses consciousness.

When lilith2013 awakens, she finds herself in an entirely different part of the cave. "That's strange," she thinks. lilith2013 hears the clash of steel in the distance. "There must be the other adventurers." She follows the noise until she comes across the sight of several adventurers fighting a large quantity of slimes. "Yes! Another reinforcement!" yells one of the adventurers as they notice her presence. "Attack that slime and be quick about it!" directs the adventurer.

lilith2013 follows the directions given and quickly slashes at Juliet. Despite her inexperience, she does manage to slice off a small but significant portion of the slime. (2 so far on Juliet {1}.) inspiratieloos puts all his strength into finishing off the slime as he slashes twice at it. (2 + 9 + 5 = 16 so far on Juliet {2}.) **Juliet is dead.**

Gamma Emerald performs the spell ritual "Tornado" and summons the power of the winds. His hands begin to glow a bright blue. Formerfish shouts out a word of encouragement to Gamma Emerald. He points at Alpha and India, and gusts of wind are sent in those directions. (4 so far on Alpha. {1}) (3 so far on India {1}.) **Gamma Emerald has 2/6 MP left.** **Alpha has 13/17 HP left.** Alpha and India are stunned for one round.
(Defense for India:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

I'm going to point out that gives a friendship point between Formerfish and Gamma Emerald (since I changed it a while back to friendship actions giving points). I hope y'all are tracking that.

Jackal711 slashes twice at Foxtrot and cuts off large portions of the slime. (8 + 6 = 14 so far on Foxtrot.) **Foxtrot has 3/17 HP left.**
---
Foxtrot slithers towards Gamma Emerald.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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

---
Some rule changes are being made:
1) 100-sided dice are being added as valid. It's a bit hard to do special effects and that sort of thing with only 2, 3, 4, 6, or 8-sided dice. (E.g.: What if I want something to occur 10% of the time? That's hard to do with the current options.) 100-sided dice will never be used as attack dice or defense dice; they're reserved for special effect rolls and things of that nature.
2) Some clarifications/additions are being made. These should help clarify some common questions from newer players.
3) Effective at the end of this battle, new players will begin at level 3. (Yes, we just had a new player join, but I don't want to change this in the middle of a battle for certain reasons.)
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Post Post #2339  (isolation #559)  » Mon Apr 20, 2020 3:54 pm

India's thick skin does not help it much against Gamma Emerald's attack. **India has 14/21 HP left.**

Gamma Emerald tries to avoid Foxtrot, but unfortunately, the slime is too determined. The slime's touch places invisible whispers in his ears. **Gamma Emerald has 1/20 HP left.** **Gamma Emerald has 5/10 morale left.**
---
Current Monster Statuses (Threshold 4/1)
(7) Alpha : Red Slime : HP = 13/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = DEAD | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = 3/17 | MP = 0/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Golf : White Slime : HP = DEAD | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Hotel : Black Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) India : Silver Slime : HP = 14/21 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 1d2 | 2 CD
(7) Juliet : Pink Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Kilo : Indigo Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
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Post Post #2346  (isolation #560)  » Tue Apr 21, 2020 3:41 pm

(expired on 2020-04-22 16:45:00) time left in the round. Y'all have one action left.
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Post Post #2349  (isolation #561)  » Wed Apr 22, 2020 1:34 pm

inspiratieloos surges forward and swings his blade at India. (7 so far on India {1}.) Not Known 15 follows up with another slash from behind. (7 + 6 = 13 so far on India {1}.) The slime attempts to fend off the attack.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


lilith2013 whispers encouraging words to Gamma Emerald, but Gamma Emerald remains paralyzed from his injuries and does nothing.

Formerfish begins moving his hands in intricate ways and shouting ancient words. Green and white wisps begin swirling around his palms. He points towards Gamma Emerald, and a bright light bathes Gamma Emerald, healing his wounds. **Gamma Emerald has 4/20 HP left.** **Formerfish has 1/5 MP left.**

David readies his bow and shoots at Foxtrot. The slime lets out a final cry and dies. **Foxtrot is dead.

Jackal711 begins making complex motions with his hands and chanting different words from those that Formerfish shouted. Blue and white wisps begin encircling Jackal711's wrists. Jackal711 points towards Alpha and India, and the wisps are sent flying. **Jackal711 has 3/7 MP left.** The two slimes are dazed by the whirling wisps. Alpha and India are stunned for one round. **Alpha has 12/17 HP left.** India attempts to ward off some of the impact.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #2350  (isolation #562)  » Wed Apr 22, 2020 1:37 pm

India's skin saves the slime as it is left with a slither of health. **India has 1/21 HP left.**
---
Formerfish is no longer cursed.
GeorgeBailey is no longer scared.
---
Current Monster Statuses (Threshold 4/1)
(7) Alpha : Red Slime : HP = 12/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : Orange Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Charlie : Yellow Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Green Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Echo : Blue Slime : HP = DEAD | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Foxtrot : Purple Slime : HP = DEAD | MP = 0/6 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Golf : White Slime : HP = DEAD | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Hotel : Black Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) India : Silver Slime : HP = 1/21 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 1d2 | 1 CD
(7) Juliet : Pink Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Kilo : Indigo Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
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Post Post #2356  (isolation #563)  » Wed Apr 22, 2020 9:35 pm

The original intention was before, but I've been allowing it after since forever by this point. Adrenaline Rush is now the only order-dependent thing. (You have to act before healing to get the bonus.)
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Post Post #2358  (isolation #564)  » Wed Apr 22, 2020 9:38 pm

Yes, I think it should.
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Post Post #2362  (isolation #565)  » Thu Apr 23, 2020 9:39 am

Formerfish rushes forward and slashes at Alpha. His blade cuts off a small portion of the slime. (3 so far on Alpha {1}.) inspiratieloos follows up with an uppercut slash and slices off a larger portion of the slime. (3 + 6 = 9 so far on Alpha {2}.)

David loads his bow and fires at India. The slime lets out a shrill cry as it dies. **India is dead.**

Not Known 15 rushes in and swings his blade at Alpha. The slime is neatly cut in half and dies. **Alpha is dead.**

Gamma Emerald takes a moment to meditate and think about the battle. He feels slightly refreshed from the rest. **Gamma Emerald has 6/20 HP left.**

Congratulations, you won this battle!
---
Party Experience:
Base XP = 3 + 3 + 4 + 3 + 3 + 4 + 4 + 3 + 3 + 3 + 3 = 36 XP
XP Adjustment = 7 XP
Average Enemy Level = (7 * 11) / 11 = 7.0
Number of Participants = 8
XP Awarded Per Participant = 5.4 XP at Level 7.0.

(4) GeorgeBailey gains 7 XP. GeorgeBailey levels up from level 4 to level 5! Please choose a specialization path. You may reallocate your stat point.
(7) inspiratieloos gains 5 XP. inspiratieloos stays at level 7.
(6) Formerfish gains 6 XP. Formerfish stays at level 6.
(6) Gamma Emerald gains 6 XP. Gamma Emerald levels up from level 6 to level 7! You have a new stat point to allocate.
(7) Not Known 15 gains 5 XP. Not Known 15 stays at level 7.
(7) Jackal711 gains 5 XP. Jackal711 stays at level 7.
(2) lilith2013 gains 11 XP. lilith2013 levels up from level 2 to level 4! Please allocate your new stat point. (You can pick either 3 HP or 1 MP.)
---
(6) David gains 6 XP. David stays at level 6.
---
(2) PrivateI gains 3 XP. PrivateI levels up from level 2 to level 3.
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Post Post #2363  (isolation #566)  » Thu Apr 23, 2020 9:51 am

You continue advancing towards the humming noise. Along the way, you meet more slimes that you easily slaughter. Eventually you run into a young man wearing robes. The robes are different from the robes that the cultists wear. When he sees you armed with your weapons, he starts running away, but then he realizes that you are not the same cultists causing all the chaos in the caves, so he turns back. He greets you in a soft voice, "I am Havner. I was here investigating the crystal structure of the caves before those darn cultists started filling the caves with slimes. Now I am trapped here forever." You introduce yourselves and note that you are working to kill the cultists. "Welll, that's great! I will finally be able to leave and share my research! I think you are pretty close to the source now; there has been lots of loud humming coming in that direction." Havner points a little deeper into the cave. "While I am not able to fight, I can help you stock up on some goods. I'm afraid I can't part with my goods for free though. I also know some healing and restoration rituals," states Havner. You take him up on his offer. Havner begins a very long spell ritual that takes about two hours to complete. At the end of it, you feel greatly rejuvenated. The party's HP has been healed by 5 and MP has been restored by 1.

Havner shows you his goods:
Havner's Goods:
1. Lesser Healing Potion (75 Copper and 3 Silver): Heals 1d4 hitpoints of an ally.
2. Curing Potion (2 Silver): Cures all status afflictions of an ally.

3. Smoky Crystal (5 Silver): Grants the "Invisible" status to the party for three rounds. Using direct damage spells and skills will end the effect early. Invisible players are significantly less likely to be detected and attacked by enemies.
4. Blessing Crystal (7 Silver): Grants the "Blessed" (+2) status to the party for three rounds.
5. Fury Crystal (8 Silver): Grants the "Hasted" status to the party for three rounds.

6. Scroll of Inspiration (50 Copper) (Special Offer!): Casts a level one "Inspire" spell on an ally: increases the morale of an ally by 2d4.
7. Scroll of Fire (20 Copper and 3 Silver): Casts a level one "Fire" spell on an enemy: sears an enemy for 1d3 damage and ignores enemy defenses.
8. Scroll of Lightning (15 Silver): Casts a level one "Lightning" spell on an enemy: zaps an enemy with lightning for 1d8 + 1d4 damage. Excess damage is split off to another target, and this process can be chained indefinitely.
9. Resurrection Scroll (3 Gold): Revives a dead or unconscious ally and restores 50% of their HP. They do not suffer the normal experience penalty, but this scroll must be used within three rounds of the ally's death.
10. Scroll of Awakening (40 Copper) (Special Offer!): Cures a single ally of the "Sleeping" status.

Conversion Rates:
100 Copper Coins = 1 Silver Coin
25 Silver Coins = 1 Gold Coin

Now might be a good time to point out that if a character does not possess morale, things that would generally increase morale instead have the effect of curing those characters of mental status afflictions. For instance, if XYZ is scared and below level 6, casting "Inspire" on XYZ will immediately cure them of their "Scared" status.


Now might be a good time to point out that if a character does not possess morale, things that would generally increase morale instead have the effect of curing those characters of mental status afflictions. For instance, if XYZ is scared and below level 6, casting "Inspire" on XYZ will immediately cure them of their "Scared" status.
---
You have 11 Silver Coins to spend.

Please bold your purchases. When you are done shopping, please bold such. You have until (expired on 2020-04-24 19:00:00) to make your decisions.
Last edited by Ircher on Fri Apr 24, 2020 8:50 pm, edited 1 time in total.
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Post Post #2366  (isolation #567)  » Fri Apr 24, 2020 6:27 pm

I'll extend the shop deadline. Check this post later for the new deadline.

Haste basically grants a bonus action like Fury Blade does, so no, only one action counts towards the action threshold.
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Post Post #2370  (isolation #568)  » Fri Apr 24, 2020 7:54 pm

The party means all living non-retired players. It includes those who are alive but have not participated in the battle. The new deadline is tomorrow by 4:00 PM EDT or in (expired on 2020-04-25 16:00:00).
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Post Post #2373  (isolation #569)  » Fri Apr 24, 2020 8:49 pm

Oh one more item is being added to the shop:

10. Scroll of Awakening (40 Copper) (Special Offer!): Cures a single ally of the "Sleeping" status.
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Post Post #2383  (isolation #570)  » Sat Apr 25, 2020 3:31 pm

"Thank you for your business. Good luck against the cultists and slimes," Havner states as he collects your money and counts off ten copper coins in change. You proceed further into the cave. A few more slimes appear, but they are no match for your prowess. Soon, the tunnel widens and you enter a very spacious room. Inside, you see two figures talking to each other. You recognize one of the figures. It is the same cultist who ordered Cultist Andromeda to unleash the Hydra Slime upon you. She is in the same dark robes as she was earlier. The other figure is also wearing robes of a slightly lighter shade. You stop for a moment and attempt to overhear their conversation. Sadly, they are talking a volume too low for you to eavesdrop.

You boldly walk forth into the room and notice that the air around you has that same energizing quality you have experienced throughout the caves. "They finally came! I'm impressed you made it this far," states the unknown figure upon seeing you. "How are you here? I thought I told Cultist Andromeda to kill you! She'll pay for her incompetence!" shouts the familiar figure angrily. "Well since you are here, how about we chat for a moment. You know, before we try to end each others' lives?" suggests the unknown figure. While still on high alert, you decide to take him up on the offer. Each of you introduces your name. The lighter-robed figure responds, "So you are the incredible band of adventurers that has been disrupting our plans. My name is not important; you may simply call me the Slimemancer because I have been creating these slimes. To the right of me here is my good friend Cultist Zykkia. Well, introduction time is over; I am afraid this is the end of the road for you all." The Slimemancer then turns and looks directly at David and states, "Especially for you. We shall have prepare a special death for your treachery." You suddenly notice that the two of them are not alone; a very small slime and a very large slime accompany them.

David, who was not paying attention to the conversation, suddenly distributes your leaders some scrolls. On them are inscribed information about the Slimemancer and Cultist Zykkia. "This is all I know. Be careful; these cultists are bound to have some tricks up their sleeves."
Spoiler: Slimemancer Scrying Info Courtesy of David
**Slimemancer : Summoner : Level = 7 | HP = 49 | MP = 25 | Morale = 11 | Attack = 2d4 | Defense = 1d6
- Passive Skill "Emergency Teleportation Wards": This skill activates when this creature would otherwise die. This creature teleports away from the fight, but experience is still gained.
- Passive Skill "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed. Defense rolls are halved while in this state.
- 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 "Control Mastery": This creature is immune to all crowd-control effects (including stuns and silencing).
- Passive Skill "Summoning Mastery" (level 3): Can summon a maximum of three creatures at a time.
- Summoning Spell "Summon Red Slime" (3 Mana): Summons a level 7 red slime.
- Summoning Spell "Summon Orange Slime" (4 Mana): Summons a level 7 orange slime.
- Summoning Spell "Summon Yellow Slime" (5 Mana): Summons a level 7 yellow slime.
- Summoning Spell "Summon Green Slime" (4 Mana): Summons a level 7 green slime.
- Summoning Spell "Summon Blue Slime" (4 Mana): Summons a level 7 blue slime.
- Summoning Spell "Summon Purple Slime" (3 Mana): Summons a level 7 purple slime.
- Summoning Spell "Summon White Slime" (6 Mana): Summons a level 7 white slime.
- Summoning Spell "Summon Black Slime" (5 Mana): Summons a level 7 black slime.
- Summoning Spell "Mass Summon Slimes" (14 Mana): Summons three random level 7 slimes. Roll 3d100 to determine which slime is summoned: 1-7 = Normal, 8-14 = Tiny, 15-21: Giant, 22-28: Silver, 29-35: Pink, 36-42: Red, 43-50: Orange, 51-57 = Yellow, 58-64 = Green, 65-71: Blue, 72-78: Indigo, 79-85: Purple, 86-92: White, 93-100: Black.
- Magic Spell "Minor Heal" (2 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Bless" (2 Mana): Blesses an ally granting them a +2 modifier on all rolls for 3 rounds.
- Magic Spell "Curse" (2 Mana): Curses an enemy granting them a -2 modifier on all rolls for 3 rounds.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d4 damage and ignores defenses.

Spoiler: Cultist Zykkia Scrying Info Courtesy of David
**Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49 | MP = 30 | Morale = 40 | Attack = 2d3 | Defense = 1d2
- 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 reaches zero or less health, this creature is instantly revived instead. All status changes and cooldowns of this creature are reset upon activation of this ability.
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Lullaby" (7 Mana): Sings a magical lullaby that causes enemies to sleep. For each enemy, roll a 1d6. If the result is a 5 or a 6, that creature receives the "Sleeping" status. Sleeping enemies cannot act, cannot defend, and are vulnerable to attacks (as in skills and normal attacks, not spells) (2x damage). If a sleeping character is attacked (including by spells), they immediately wake up.
- Magic Spell "Confusion Wave" (7 Mana): Confuses all enemies and increases their global cooldown by three rounds.
- Magic Spell "High Note" (3 Mana): Plays a high-pitched note and causes an enemy to lose 1d3 mana points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 3d4 morale.
- Magic Spell "Low Melody" (4 Mana): Plays a very dark and low-pitched melody and causes all enemies to lose 1d8 + 1d4 morale.
- Magic Spell "Inspiration Song" (9 Mana): Plays a short, inspirational song blessing (+1) all allies for three rounds.
- Magic Spell "Song of Medicine" (4 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Charm" (3 Mana): Deals 2d6 morale damage to an enemy. If the target's morale drops to zero or less, that target receives the "Charmed" status. Charmed characters attack allies (during the opposite team's turn; that is, charmed player characters will attack at the same time as monsters) until their morale rises back up to above zero. Charmed characters' actions do not count against the action threshold.

---
The tiny slime rushes forth and attacks NotMySpamAccount.
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: (1) = 1


After finishing its attack against NotMySpamAccount, it moves towards another one of you. This time, it attempts to hug Cerberus v666.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2384  (isolation #571)  » Sat Apr 25, 2020 3:37 pm

NotMySpamAccount is caught off guard, but luckily, the slime did not come close to any vital organs. **NotMySpamAccount has 13/15 HP left.** Cerberus v666 is also caught off guard but has similar luck. **Cerberus v666 has 18/20 HP left.**
---
Battle #24 (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 49/49 | MP = 25/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP = 30/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S A) Proto-G Slime : Giant Slime : Level = 7 | HP = 74/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4
(7) (QS) (H) Proto-T Slime : Tiny Slime : Level = 7 | HP = 49/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2

Summons: (These creatures instantly die if all other creatures are dead.)

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2387  (isolation #572)  » Sat Apr 25, 2020 5:37 pm

Cooldowns always reset at the end of a battle, so yes.
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Post Post #2396  (isolation #573)  » Mon Apr 27, 2020 11:17 am

(expired on 2020-04-29 17:00:00) left in the round.
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Post Post #2407  (isolation #574)  » Tue Apr 28, 2020 3:27 pm

In post 2396, Ircher wrote:(expired on 2020-04-29 17:00:00) left in the round.

3 player actions and 1 NPC action left.
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Post Post #2413  (isolation #575)  » Wed Apr 29, 2020 7:23 pm

Gamma Emerald begins reciting ancient words and making complicated movements with his hands. Soon, purple and yellow wisps appear around his hands. He points at Cultist Zykkia, and the wisps leave his hands and fly towards Cultist Zykkia. **Gamma Emerald has 6/7 MP left.** Cultist Zykkia is silenced for one round.

Jackal711 raises his blade and slashes twice at Cultist Zykkia. lilith2013 whispers encouraging words before Jackal711 strikes. (9 + 6 = 15 so far on Cultist Zykkia {1}.)

Not Known 15 takes some time to observe the movements of the Proto-T Slime. He learns the following information:
Spoiler: Proto-T Slime Scrying Info
**Proto-T Slime : Tiny Slime : Level = 7 | HP = 49 | Morale = 17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2
- Passive Skill "Fire Vulnerability": This creature is vulnerable to the "Fire" and "Flame Arrows" spells. These spells do {Dice Roll} + 2 damage.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Quick Strike": This creature acts before creatures without quick strike.
- Active Skill "Quick Slime" (3 CD): Coats an enemy in slime quickly for {Attack Dice} - 2 damage. This skill also grants initiative.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Special Ability "Frenzy" (Single use; keep turn; only when Cultist Zykkia is dead): This creature enters a frenzy where attacks become stronger and faster at the cost of defense. All attack rolls (including skills) gain a +1 modifier, and active skills leave cooldown one round sooner. All defensive rolls for this creature are halved.


Formerfish follows up with another two slashes at Cultist Zykkia. GeorgeBailey offers some words of advice, increasing Formerfish's strength. (15 + 3 + 5 = 23 so far on Cultist Zykkia {2}.) The cultist attempts to partially evade the attack.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


inspiratieloos leaps forward and strikes at the Slimemancer twice. (3 + 4 = 7 so far on Slimemancer {1}.) The Slimemancer attempts to magically ward off the attack.
(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

---
The Slimemancer begins making strange motions and reciting ancient words. He persists in this ritual for a long time. **The Slimemancer has 12/25 MP left.** Eventually, three new life forms appear...
Original Roll String: 3d100
3 100-Sided Dice: (20, 99, 86) = 205


Cultist Zykkia attempts to stab Jackal711 with her blade. If she could, she would grumble a curse at her misfortune, but sadly, she is silenced and cannot.
Original Roll String: 2d3
2 3-Sided Dice: (1, 1) = 2

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


The Proto-G Slime releases a substance into the surrounding air. It makes it much harder to breathe and concentrate on the battle. Everyone's cooldowns have increased by two rounds.
---
The Proto-T Slime attempts to injure inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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


Once it finishes its attack there, it moves towards Not Known 15.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #2414  (isolation #576)  » Wed Apr 29, 2020 7:31 pm

Cultist Zykkia utterly fails to evade the combined attacks of Formerfish and Jackal711 and suffers a lot of damage. **Cultist Zykkia has 27/49 HP left.**

The Slimemancer's attempt to generate a defensive force field fail and only a weak one is formed. **The Slimemancer has 44/49 HP left.**
---
A giant slime, a black slime, and a white slime appear from the Slimemancer's summoning.

Cultist Zykkia, in her fury, almost misses Jackal711 completely with her blade. Instead, her blade grazes off a small portion of the skin on Jackal711's right arm. **Jackal711 has 19/20 HP left.**

Despite the Proto-T Slime's nimble movement, inspiratieloos is faster and manages to avoid the slime completely. Not Known 15 is not as fast and suffers moderate damage from the slime's acids. **Not Known 15 has 20/23 HP left.**
---
Current Monster Statuses (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 44/49 | MP = 12/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6 | 1 CD
(7) (L2) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 27/49 | MP = 30/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2 | 1 CD
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP = 74/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 3 CD
(7) (QS) (H) Proto-T Slime : Tiny Slime : Level = 7 | HP = 49/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 1 CD

Summons: (These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)
(7) Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) White Slime : HP = 17/17 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Black Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2416  (isolation #577)  » Wed Apr 29, 2020 8:24 pm

Initiative for enemies cancels out player initiatives. So if one enemy has initiative, the first initiative-granting action you perform still counts towards the action threshold for that round.
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Post Post #2426  (isolation #578)  » Fri May 01, 2020 2:26 pm

You are on cooldown (because the enemy increased everyone's cooldowns last round), so I'll be only accepting the first set of rolls.

(expired on 2020-05-02 15:26:58) left in the round. It appears five people have acted. I'll resolve actions tonight.
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Post Post #2428  (isolation #579)  » Fri May 01, 2020 2:30 pm

Assuming the enemies don't use a cooldown increasing action again, you'll be off cooldown at the end of this round.

The enemies used an action last round that increased everyone's cooldowns by two roundz. That is why you are currently on cooldown.
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Post Post #2429  (isolation #580)  » Fri May 01, 2020 7:50 pm

Not Known 15 makes a circular gesture with his hands and then draws a cross. Several wisps of varying colors appear around him. He points towards the Proto-G Slime, and the wisps begin flying in that direction. Soon afterward, they return to Not Known 15 and impart to him knowledge about the slime.
Spoiler: Proto-G Slime Examination Information
**Proto-G Slime : Giant Slime : Level = 7 | HP = 74 | Morale = 17 | Attack = 1d6 + 1d4 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls a 9 or 10 on a normal attack, the target is stunned for two rounds.
- Passive Skill "Sluggish": This creaature acts on odd-numbered rounds only.
- Active Skill "Double Slime" (4 CD): Attacks an enemy for {Attack Dice} and {Attack Dice} - 1 damage.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Special Ability "Berserk Mode" (Single use; keep turn; only when Cultist Zykkia is dead): This creature becomes berserk where attacks become stronger at the cost of control and defense. All attack rolls gain a +2 modifier, but this creature loses all magic spells, active skills, and special abilities. This creature also becomes immune to crowd control and mental status afflictions, but all attacks made against this creature ignore defenses.


David shoots his bow at the Proto-T Slime and manages to land a critical hit. (9 so far on Proto-T Slime {1}.) GeorgeBailey follows up with an uppercut slash, but his aim is a bit off. (9 + 3 = 12 so far on Proto-T Slime {2}.) The slime attempts to defend itself.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Formerfish rushes forth and fiercely slashes the Proto-G Slime. The slime's skin attempts to slow the attack. (9 so far on Proto-G Slime {1}.)
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2


inspiratieloos manages to land a critical blow on Cultist Zykkia, but the cultist remains undaunted by the attack. (9 so far on Cultist Zykkia {1}.) lilith2013 helps out by attempting to stab the cultist from behind. (9 + 5 = 14 so far on Cultist Zykkia {2}.) The cultist attempts to avoid lilith2013's strike.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
The Slimemancer begins making complex motions with his hands and shouting ancient words. Soon, his hands glow a bright white color. He points towards Cultist Zykkia, and the cultist suddenly feels empowered. Cultist Zykkia is blessed (+2) for three rounds. **The Slimemancer has 11/25 MP left.**

Cultist Zykkia begins humming a sweet melodious lullaby. The group finds it hard to stay awake. **Cultist Zykkia has 24/30 MP left.**
Originally I didn't specify a time limit on the Sleeping status from this spell, but I'm going to set it to three rounds. I think it's better balanced that way than being indefinite/until cured or attacked.
the worst:
Original Roll String: 1d6+2
1 6-Sided Dice: (1)+2 = 3

Cerberus v666:
Original Roll String: 1d6+2
1 6-Sided Dice: (5)+2 = 7

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

McMenno:
Original Roll String: 1d6+2
1 6-Sided Dice: (3)+2 = 5

Inferno390:
Original Roll String: 1d6+2
1 6-Sided Dice: (1)+2 = 3

inspiratieloos:
Original Roll String: 1d6+2
1 6-Sided Dice: (2)+2 = 4

Not Known 15:
Original Roll String: 1d6+2
1 6-Sided Dice: (6)+2 = 8

Formerfish:
Original Roll String: 1d6+2
1 6-Sided Dice: (6)+2 = 8

PrivateI:
Original Roll String: 1d6+2
1 6-Sided Dice: (6)+2 = 8

tris:
Original Roll String: 1d6+2
1 6-Sided Dice: (3)+2 = 5

dsjstr:
Original Roll String: 1d6+2
1 6-Sided Dice: (2)+2 = 4

GeorgeBailey:
Original Roll String: 1d6+2
1 6-Sided Dice: (4)+2 = 6

Gamma Emerald:
Original Roll String: 1d6+2
1 6-Sided Dice: (4)+2 = 6

Jackal711:
Original Roll String: 1d6+2
1 6-Sided Dice: (6)+2 = 8

lilith2013:
Original Roll String: 1d6+2
1 6-Sided Dice: (2)+2 = 4

David:
Original Roll String: 1d6+2
1 6-Sided Dice: (2)+2 = 4

Note: Anyone who ends up sleeping will take double damage from the Proto-T Slime's attack since it will be the next round.

Oh, I forgot to give the slimes names. Let's just call them Alpha, Beta, and Charlie in the order they are listed.
Alpha attacks David.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

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


Beta begins making strange motions and weird noises. The slime's body briefly glows red. It makes a gesture towards GeorgeBailey, and a flame is sent hurtling towards GeorgeBailey.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Charlie attacks Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

---
the worst, Cerberus v666, NotMySpamAccount, McMenno, Inferno390, Not Known 15, PrivateI, tris, dsjstr, GeorgeBailey, Gamma Emerald, lilith2013, and David can use active skills again.
---
The Proto-T Slime attacks GeorgeBailey swiftly.
Original Roll String: 1d4-2
1 4-Sided Dice: (1)-2 = -1

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

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


The Proto-T Slime then attacks inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #2430  (isolation #581)  » Fri May 01, 2020 8:02 pm

The Proto-T Slime has a little luck defending itself but still takes heavy damage. **The Proto-T Slime has 39/49 HP left.**

The Proto-G Slime has little luck in warding off Formerfish's attack. **The Proto-G Slime has 67/74 HP left.**

Cultist Zykkia's attempt to dodge lilith2013's attack fails completely. **Cultist Zykkia has 14/49 HP left.**
---
Note: Due to a technicality, a player is rendered sleeping only if exactly a 5 or 6 is rolled. Anything over doesn't count.
tris, GeorgeBailey, and Gamma Emerald are unable to resist the cultist's tune and fall asleep for three rounds.

David does not see Alpha approach and takes high damage. **David has 9/23 HP left.**

A small flame burns GeorgeBailey. **GeorgeBailey has 19/20 HP left.**

Formerfish tries to avoid Charlie, but he moves too late and gets burned by the slime's acids. Formerfish suddenly feels a huge weight. Formerfish is cursed (-2) for three rounds. **Formerfish has 18/23 HP left.**

GeorgeBailey is sound asleep when he suddenly feels the presence of a slime. Startled, he leaps up and out of the slime's grasp. **GeorgeBailey has 17/20 HP left and is no longer sleeping.**

inspiratieloos does not see the Proto-T Slime approach and is burned by the slime's chemicals for moderate damage. **inspiratieloos has 7/20 HP left.**
---
Current Monster Statuses (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 44/49 | MP = 11/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) (L2) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 14/49 | MP =24/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2 | Blessed (+2) (2 Rounds)
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP = 67/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 2 CD
(7) (QS) (H) (I) Proto-T Slime : Tiny Slime : Level = 7 | HP = 39/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 3 CD

Summons: (These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)
(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2435  (isolation #582)  » Sat May 02, 2020 9:23 am

In post 2431, Not Known 15 wrote:
In post 2430, Ircher wrote:Active Battle Effect #1: All spells require and use one less mana.

How does this interact with spells that use ALL mana?

You will be left with one mana.
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Post Post #2441  (isolation #583)  » Sun May 03, 2020 10:09 am

(expired on 2020-05-04 15:00:00) left in the round.
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Post Post #2448  (isolation #584)  » Mon May 04, 2020 7:26 pm

I won't be updating this until tomorrow, so there's still time to get that final action in.
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Post Post #2451  (isolation #585)  » Tue May 05, 2020 9:32 am

inspiratieloos attacks Cultist Zykkia and manages to land a critical blow. The cultist continues to stand strong even after the attack. (10 so far on Cultist Zykkia {1}.) Not Known 15 follows up with a powerful strike from behind. This time, the cultist collapses to the ground but manages to struggle back up on her legs. (10 + 9 = 19 so far on Cultist Zykkia {2}.)

Formerfish begins making intricate motions and reciting ancient words. Soon, his hands glow red. He points at the Proto-T Slime, and a ball of fire roasts the slime. The slime lets out a cry as the flame burns it. (3 so far on Proto-T Slime.) **The Proto-T Slime has 36/49 HP left.**

lilith2013 takes the opportunity to attack the Proto-T Slime twice in a row. She manages to land one solid blow, but the second attack misses. (5 + 1 = 6 so far on Proto-T Slime {1}.) The Proto-T Slime's skin attempts to slow the first attack.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


David fires a shot at Cultist Zykkia. The cultist faints from the attack, but her amulet begins to glow a bright white color. The amulet disintegrates as the cultist is revived.

Jackal711 lobs a "Fire" spell at the Proto-T Slime. The slime recoils in pain as the spell hits it. **The Proto-T Slime has 32/49 HP left.**
---
The Slimemancer begins making complex motions and repeating archaic words. White wisps form around his hands. He points at Cultist Zykkia, and the wisps are sent flying in that direction. Cultist Zykkia is blessed (+2) for three rounds. **The Slimemancer has 10/25 MP left.**

Cultist Zykkia throws the Proto-T Slime a vial with a strange liquid in it. The slime consumes the liquid alongside the entire vial and begins to glow a bright white. Sparks begin appearing around the slime.
Original Roll String: 1d3+1
1 3-Sided Dice: (2)+1 = 3


Cultist Zykkia then begins humming a really complex and intricate melody. The melody leaves the group very confused. The party's cooldown has increased by three (3) rounds! **Cultist Zykkia has 18/30 MP left.**

The Proto-G Slime slithers towards David.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

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


Alpha attacks Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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


Beta attacks Gamma Emerald.
Original Roll String: 1d6*2
1 6-Sided Dice: (4)*2 = 8

(No defense because sleeping.)

Charlie attacks Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 1d4-2
1 4-Sided Dice: (1)-2 = -1

---
The Proto-T Slime moves towards inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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


It then attacks tris.
Original Roll String: 1d4*2
1 4-Sided Dice: (4)*2 = 8

Original Roll String: 1d3*2
1 3-Sided Dice: (1)*2 = 2
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Post Post #2452  (isolation #586)  » Tue May 05, 2020 9:41 am

The Proto-T Slime has some luck in dulling lilith2013's attack. **The Proto-T Slime has 28/49 HP left.**
---
The Proto-T Slime continues to glow after drinking the potion. The Proto-T Slime is Invulnerable and immune to all damage for three rounds.

David attempts to leap out of the way of the Proto-G Slime, but the slime is slightly faster. David suffers some damage from the slime's acids. **David has 8/23 HP left.**

Not Known 15's luck is similar as he manages to escape Alpha's grasp after a short period of time. **Not Known 15 has 19/23 HP left.**

Gamma Emerald is very surprised to wake up and find a slime hugging him intensely. He attempts to get out of the slime's clutches as soon as possible. **Gamma Emerald has 12/20 HP left.**

Formerfish has no luck in dodging Charlie's attack. Black wisps begin encircling Formerfish. Formerfish is cursed (-2) for three rounds (again)! Don't forget that only the duration is renewed and that the curse does not stack additively. **Formerfish has 13/23 HP left.**

inspiratieloos finds himself a bit slow to move, and the Proto-T Slime capitalizes on this delay. **inspiratieloos has 6/20 HP left.**

tris is also surprised to find a slime hugging her intensely. She slowly manages to escape the slime's clutches. **tris has 5/15 HP left.**
---
Current Monster Statuses (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 44/49 | MP = 10/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP = 18/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2 | Blessed (+2) (2 Rounds)
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP = 67/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 1 CD
(7) (QS) (H) (I) Proto-T Slime : Tiny Slime : Level = 7 | HP = 28/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 2 CD | Invulnerable (2 Rounds)

Summons: (These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)
(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP = 17/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2456  (isolation #587)  » Wed May 06, 2020 1:53 pm

(expired on 2020-05-08 14:00:00) until the round ends.
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Post Post #2461  (isolation #588)  » Fri May 08, 2020 2:58 pm

Not Known 15 slashes at Charlie. He manages to slice off a small part of the slime. (4 so far on Charlie {1}.) **Charlie has 13/17 HP left.**

Formerfish attempts to attack the Slimemancer but finds his attack being magically deflected. (3 so far on the Slimemancer {1}.) The Slimemancer attempts to concentrate on deflecting the attack.
(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Gamma Emerald begins making intricate motions with his hands and shouting ancient words. Soon, purple and yellow wisps appear around him. He points at Cultist Zykkia, and the cultist finds herself unable to speak for a short time. Cultist Zykkia is silenced for one round. **Gamma Emerald has 5/7 MP left.**

lilith2013 joins in on Formerfish's attack and has much better luck landing a blow. (3 + 8 = 11 so far on Slimemancer {2}.) inspiratieloos also makes a powerful strike at the Slimemancer. (11 + 6 = 17 so far on Slimemancer {3}.)
---
The Slimemancer stabs at Formerfish.
Original Roll String: 2d4
2 4-Sided Dice: (2, 4) = 6

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


Cultist Zykkia attempts to sneak around lilith2013.
Original Roll String: 2d3+2
2 3-Sided Dice: (1, 1)+2 = 4

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


Alpha attacks the worst.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

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


Beta begins making strange movements and noises. Its body begins to glow a dark red. It makes a gesture in Not Known 15's direction. A red flame is sent hurling towards Not Known 15.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Charlie slithers towards Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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

---
GeorgeBailey can use friendship skills again.
lilith2013 can use friendship skills again.
---
The Proto-T Slime attacks Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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


It then attacks Formerfish.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

(Defense:)
Original Roll String: 1d4-2
1 4-Sided Dice: (3)-2 = 1
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Post Post #2462  (isolation #589)  » Fri May 08, 2020 3:03 pm

The Slimemancer manages to deflect Formerfish's blow, but he fails to defend himself against lilith2013 and inspiratieloos's attacks. **The Slimemancer has 30/49 HP left.**
---
The Slimemancer manages to stab Formerfish while he is not looking. Some blood comes gushing out of the wound. **Formerfish has 8/23 HP left.**

lilith2013 gets slightly cut by Cultist Zykkia's blade. **lilith2013 has 16/18 HP left.**

the worst dodges Alpha's attack.

Not Known 15 takes minor flame damage. **Not Known 15 has 18/23 HP left.**

Not Known 15 does not manage to avoid Charlie's attack and is cursed for three rounds.

Gamma Emerald takes some damage from the Proto-T Slime's attack.

Formerfish takes major damage from the Proto-T Slime's acids. **Formerfish has 3/23 HP left.**
---
Current Monster Statuses (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 30/49 | MP = 10/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP = 18/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2 | Blessed (+2) (1 Rounds)
(7) (S A) Proto-G Slime : Giant Slime : Level = 7 | HP = 67/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 1 CD
(7) (QS) (H) (I) Proto-T Slime : Tiny Slime : Level = 7 | HP = 28/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 2 CD | Invulnerable (1 Rounds)

Summons: (These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)
(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP = 13/17 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2466  (isolation #590)  » Sat May 09, 2020 11:38 am

Glad to have you back. :)
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Post Post #2469  (isolation #591)  » Sun May 10, 2020 8:04 pm

(expired on 2020-05-12 13:00:00) time left in the round. I only have 2 actions so far.
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Post Post #2476  (isolation #592)  » Tue May 12, 2020 12:44 pm

inspiratieloos runs forth and slashes horizontally at the Slimemancer. (6 so far on the Slimemancer {1}.) The Slimemancer attempts to magically ward off the attack.
(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


dsjstr slashes viciously at Charlie. He uses good form and manages to cut off a large portion of the slime. (7 so far on Charlie {1}.) lilith2013 follows up with a diagonal slash and manages to cut off another portion of the slime. (7 + 4 = 11 so far on Charlie {2}.)

Formerfish sneaks behind the Slimemancer and stabs at him from behind. He has some success but a magical force alerts the Slimemancer to Formerfish's presence allowing him to avoid taking major damage. (6 + 4 = 10 so far on the Slimemancer {2}.)

Not Known 15 manages to land a strike on Charlie, and the slime withers up and dies. (11 + 2 = 13 so far on Charlie {3}.) **Charlie is dead.**
---
The Slimemancer starts making complex motions and repeating ancient words. After a while, his hands glow a bright white color and several blue wisps appear. He continues to move his hands, and the wisps begin to coelesce into the form of a slime. **The Slimemancer has 7/25 MP left.**

Cultist Zykkia begins humming a long and intricate melody. It consists of a dizzying array of various pitches and rhythms. The party's cooldowns have been increased by three rounds. **Cultist Zykkia has 12/30 MP left.**

The Proto-G Slime slithers towards Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 1d4-2
1 4-Sided Dice: (2)-2 = 0


Alpha attacks David.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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


Beta begins making weird motions and noises. Soon, blue and white wisps begin encircling the slime. The slime makes gestures in the directions of inspiratieloos and lilith2013. **Beta has 11/12 MP left.**
(inspiratieloos:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

(lilith2013:)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

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

---
Formerfish is no longer cursed.
The Proto-T Slime is no longer invulnerable.
---
The Proto-T Slime strikes at dsjstr.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

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


It then attacks dsjstr again.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #2477  (isolation #593)  » Tue May 12, 2020 12:50 pm

The Slimemancer manages to erect a weak barrier that fends off part of inspiratieloos's attack. **The Slimemancer has 23/49 HP left.**
---
Formerfish attempts to dodge the Proto-G Slime, but instead, he finds himself running towards the slime instead. The slime's acids seep through Formerfish's armor and into Formerfish's skin causing an agonizing pain. Formerfish briefly collapses to the ground from exhaustion, but he manages to get back up. **Formerfish has 1/23 HP left.**

David is too slow as he attempts to avoid Alpha's attack and suffers heavy damage as a result. **David has 2/23 HP left.**

Both lilith2013 and inspiratieloos are unfazed by the torrent of wind that is sent their way.

dsjstr tries his best to avoid the Proto-T Slime's quick actions, but he is far too slow. The slime hugs him for a long time before releasing him. **dsjstr has 8/15 HP left.**
---
Current Monster Statuses (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 23/49 | MP = 7/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP = 12/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP = 67/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4
(7) (QS) (H) (I) Proto-T Slime : Tiny Slime : Level = 7 | HP = 28/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 1 CD

Summons: (These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)
(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP = 11/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP = 17/17 | MP = 15/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2479  (isolation #594)  » Tue May 12, 2020 9:13 pm

Yes.
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Post Post #2481  (isolation #595)  » Thu May 14, 2020 3:10 pm

You're on cooldown unfortunately, so I will only count the first roll.
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Post Post #2483  (isolation #596)  » Fri May 15, 2020 9:20 am

(expired on 2020-05-17 14:00:00) time left in the round. I only have two actions so far.
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Post Post #2490  (isolation #597)  » Sun May 17, 2020 7:15 pm

dsjstr leaps forth and slashes at the Slimemancer. He manages to land a moderately strong strike. (4 so far on the Slimemancer {1}.) inspiratieloos follows up by sneaking behind the cultist and plunging his blade deep into the cultist. (4 + 8 = 12 so far on the Slimeancer {2}.) David removes an arrow from his quiver. He draws his bow, looks at the Slimemancer, and fires. The arrow flies through the air and lodges itself in the Slimemancer's right arm. The Slimemancer removes the arrow and blood comes pouring out from the wound. (12 + 8 - 1 = 19 so far on the Slimemancer {3}.)

Not Known 15 winds his hands in a circular gesture and then forms a cross gesture. Wisps of various colors appear. He points at Cultist Zykkia, and the wisps fly towards the cultist. After a while, they return to Not Known 15 and impart to him new knowledge.
Note: Shown items are the items that the cultist possessed at the beginning of the battle. It is possible that some items have already been used.

Spoiler: Cultist Zykkia Creature Examination Results
**Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49 | MP = 30 | Morale = 40 | Attack = 2d3 | Defense = 1d2
- 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 reaches zero or less health, this creature is instantly revived instead. All status changes and cooldowns of this creature are reset upon activation of this ability.
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Lullaby" (7 Mana): Sings a magical lullaby that causes enemies to sleep. For each enemy, roll a 1d6. If the result is a 5 or a 6, that creature receives the "Sleeping" status. Sleeping enemies cannot act, cannot defend, and are vulnerable to attacks (as in skills and normal attacks, not spells) (2x damage). If a sleeping character is attacked (including by spells), they immediately wake up.
- Magic Spell "Confusion Wave" (7 Mana): Confuses all enemies and increases their global cooldown by three rounds.
- Magic Spell "High Note" (3 Mana): Plays a high-pitched note and causes an enemy to lose 1d3 mana points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 3d4 morale.
- Magic Spell "Low Melody" (4 Mana): Plays a very dark and low-pitched melody and causes all enemies to lose 1d8 + 1d4 morale.
- Magic Spell "Inspiration Song" (9 Mana): Plays a short, inspirational song blessing (+1) all allies for three rounds.
- Magic Spell "Song of Medicine" (4 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Charm" (3 Mana): Deals 2d6 morale damage to an enemy. If the target's morale drops to zero or less, that target receives the "Charmed" status. Charmed characters attack allies (during the opposite team's turn; that is, charmed player characters will attack at the same time as monsters) until their morale rises back up to above zero. Charmed characters' actions do not count against the action threshold.
- Consumable Item "Invulnerability Potion": Renders an ally immune to damage for 1d3+1 rounds.
- Consumable Item "Greater Mana Potion": Restores 2d6 mana points to an ally.


lilith2013 twirls her blade and then slashes downward at Delta. A small chunk of the slime is sliced off. (5 so far on Delta {1}.) **Delta has 12/17 HP left.**

Formerfish, despite his wounds, rushes forth. "Blood for the blood gods!" he shouts as he mercilessly attacks the Slimemancer. The Slimemancer attempts to flee from Formerfish's onslaught, but to no avail. He collapses to the ground exhausted. With great difficulty, he manages to get back onto his feet. (19 + 12 - 2 = 29 so far on the Slimemancer {4}.) **The Slimemancer has 1/49 HP left.**
---
The Slimemancer removes a bright white amulet from around his neck and chants a few words of command. The amulet disintegrates into a thousand gray specks, and the Slimemancer's body begins to fade. After some time, the Slimemancer becomes fully transparent. The Slimemancer is invisible for three rounds. Invisible monsters are unable to be directly targeted by actions. (Actions that target all enemies or actions that target an enemy indirectly (e.g.: lightning when splitting damage) can still damage or otherwise affect this enemy.)

The Slimemancer begins reciting ancient words. Soon, white wisps appear and encircle the air. They fly in a certain direction and disappear. The Slimemancer is blessed (+2) for three rounds. **The Slimemancer has 6/25 MP left.**

Cultist Zykkia removes a vial containing a blue liquid from a compartment hidden in her robes. She drinks the contents of the vial in one big gulp and then throws the vial in the direction of her opponents.
Original Roll String: 2d6
2 6-Sided Dice: (3, 5) = 8


She then begins humming a song with a soothing tone to it. Soon, some of the enemies' wounds begin to close up and heal. **Cultist Zykkia has 9/30 MP left.**
(Slimemancer:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

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

(Proto-G Slime:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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

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


Alpha attacks David.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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


Beta begins making strange noises and weird gestures. Red, yellow, and purple wisps form around the slime. The slime makes a motion towards Jackal711, and a bolt of energy fries Jackal711.
Original Roll String: 2d4
2 4-Sided Dice: (4, 4) = 8

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


Delta also begins making unusual sounds and motions. The slime's body glows a dark blue. The slime makes a gesture towards lilith2013. A blue light flashes over lilith2013, and lilith2013 finds herself unable to concentrate on difficult tasks. lilith2013 has gained one level of the Sealed status. For every level of the "Sealed" status affliction you possess, you lose access to one player level of spells. (This includes casting higher level spells; you will have to cast the lower level variant if applicable.) Most curing spells and items only clear a single level of the "Sealed" status affliction at a time. If a character's "Sealed" status level exceeds their character level, the character dies. **Delta has 10/15 MP left.**
Note: This effect lasts until a) cured b) the end of battle or c) death. Unlike most status afflictions, it does not heal simply by time.
---
Not Known 15 is no longer cursed.
---
The Proto-T Slime strikes quickly at Not Known 15.
Original Roll String: 1d4-2
1 4-Sided Dice: (1)-2 = -1

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

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


The Proto-T Slime then slithers towards lilith2013.
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: (1) = 1
Check out my Player Ratings page!
Level Up (14/4+) is on hold until further notice. Come slay monsters. How high of a level can you reach?
SIR Disease Mafia is finished.
Mini Normal 2139 is finished.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #2491  (isolation #598)  » Sun May 17, 2020 7:22 pm

Cultist Zykkia is reinvigorated by the potion and regains her concentration. **Cultist Zykkia has 17/30 MP left.**
---
David, despite his best efforts, is unable to avoid the fast motions of Alpha. The slime burns a small hole in David's armor, and David lets out a yelp of pain. **David has 1/23 HP left.**

Jackal711 is not all prepared for Beta's zapping and suffers heavily as a result. **Jackal711 has 12/20 HP left.**
---
Not Known 15 manages to trick and misdirect the Proto-T Slime causing the slime to slither in the opposite direction of him. Still confused by Not Known 15's tricks, the slime latches on to lilith2013 for only a short period of time. **lilith2013 has 14/18 HP left.**
---
Current Monster Statuses (Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP = 2/49 | MP = 6/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6 | Invisible (2 Rounds) | Blessed (+2) (2 Rounds)
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP = 17/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S A) Proto-G Slime : Giant Slime : Level = 7 | HP = 69/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4
(7) (QS) (H) (I) Proto-T Slime : Tiny Slime : Level = 7 | HP = 29/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 3 CD

Summons: (These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)
(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP = 9/12 | Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP = DEAD | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP = 15/17 | MP = 10/15 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
Check out my Player Ratings page!
Level Up (14/4+) is on hold until further notice. Come slay monsters. How high of a level can you reach?
SIR Disease Mafia is finished.
Mini Normal 2139 is finished.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #2497  (isolation #599)  » Tue May 19, 2020 11:37 am

(expired on 2020-05-21 16:45:00) left in the round.
Check out my Player Ratings page!
Level Up (14/4+) is on hold until further notice. Come slay monsters. How high of a level can you reach?
SIR Disease Mafia is finished.
Mini Normal 2139 is finished.

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