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Post Post #629  (isolation #200)  » Wed Jul 03, 2019 12:28 am

the worst, you are stunned.
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Post Post #635  (isolation #201)  » Wed Jul 03, 2019 8:32 am

In post 633, inspiratieloos wrote:Btw, does 'not rolling because the enemy is at 1 hp anyway' count as rolling minimum? If so James can use luck mitigation.

I'm gonna say it doesn't count for or against luck mitigation as all since no roll was done.
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Post Post #637  (isolation #202)  » Wed Jul 03, 2019 11:27 am

Inferno390 begins performing a spell ritual. Blue and white wisps form around his hands, and he points toward Charlie and Foxtrot. A swirling mass of wisps flies towards each target. **Inferno390 has 1/4 MP left.** Charlie and Foxtrot are stunned for one round. **Charlie is dead.** **Foxtrot has 6/12 HP left.**

James Brafin moves his hands in complicated motions while shouting words in an ancient language. His hands glow a soft red color, and red wisps form around his hands. He then points towards Delta, and a faint red light envelopes the slime. **Delta has 7/12 HP left.**

Not Known 15 begins casting the "Fire" spell. Angry red wisps begin to circle his hands. He points in Foxtrot's direction, and Foxtrot is engulfed by a bright red light. **Foxtrot has 4/12 HP left.**

inspiratieloos is next to attack. He casts the same spell as Not Known 15 and points at the same target. A fiery red light strikes Foxtrot. **Foxtrot has 1/12 HP left.**

Cerberus v666 begins chanting and moving his hands. Soon, his hands are surrounded by blue and white wisps. He points towards Delta and Echo, and the wisps follow his lead. **Cerberus v666 has 4/5 MP left.** **Delta has 5/12 HP left.** **Echo has 11/12 HP left.**

Last but not least to attack is Jackal711. He shouts, "Burn!" before he begins casting the "Fire" spell. As the red wisps form around him, he points towards Delta causing the slime to be engulfed by a red light. **Delta has 2/12 HP left.**
---
Delta slithers towards inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


Echo moves towards Cerberus v666.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

---
the worst is no longer stunned.
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Post Post #638  (isolation #203)  » Wed Jul 03, 2019 11:29 am

inspiratieloos does not see the orange slime Delta advances and ends up taking major damage from the attack. inspiratieloos also feels dizzy. inspiratieloos is stunned for two rounds. **inspiratieloos has 10/15 HP left.**

Cerberus v666 sees Echo's advance in just enough time to avoid it.
---
Current Monster Statuses (Threshold 6)
(5) Alpha : Green Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Green Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Charlie : Green Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Delta : Orange Slime : HP = 2/12 | Attack = 1d6 | Defense = 0d2
(5) Echo : Orange Slime : HP = 11/12 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Yellow Slime : HP = 1/12 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #643  (isolation #204)  » Wed Jul 03, 2019 12:48 pm

Ah, but you were stunned...
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Post Post #645  (isolation #205)  » Wed Jul 03, 2019 12:51 pm

In post 638, Ircher wrote:inspiratieloos does not see the orange slime Delta advances and ends up taking major damage from the attack. inspiratieloos also feels dizzy. inspiratieloos is stunned for two rounds. **inspiratieloos has 10/15 HP left.**
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Post Post #651  (isolation #206)  » Thu Jul 04, 2019 10:26 am

1 action left!
(expired on 2019-07-04 16:51:52) until the round ends.
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Post Post #653  (isolation #207)  » Thu Jul 04, 2019 3:45 pm

Ah, you can't just straight out attack cuz of a global battle effect.

Try using a spell like Fire instead.
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Post Post #655  (isolation #208)  » Thu Jul 04, 2019 4:08 pm

Inferno390 begins moving his hands in complex ways and chanting ancient words. Soon, blue and white wisps form around his hands. He points towards Delta and Foxtrot, and two wisp tornados follow. **Delta is dead.** **Foxtrot is dead.** **Inferno390 has 0/4 MP left.**

Next, James Brafin attacks Echo with a "Fire" spell. Echo is engulfed by a fiery red flame. **Echo has 8/12 HP left.**

Jackal711 yells "Fire!" and then begins performing the motions and chants required to cast the aforementioned spell. Red wisps begin to circle his hands, and he points in Echo's direction. The red wisps follow Jackal711's finger and fly towards Echo. **Echo has 6/12 HP left.**

Gamma Emerald performs the same spell as Jackal711 with the same target. A bright red light envelopes Echo causing some damage. **Echo has 4/12 HP left.**

Not Known 15 begins making the complex motions and ancient chants needed to cast "Fire". Soon, red wisps surround his hands. He points in Echo's direction, and Echo becomes immersed by a faint red light. **Echo has 3/12 HP left.**

Jumping in at the last second is Amzela who quickly performs the "Fire" spell and targets it at Echo. The poor slime is burned to a crisp by Amzela's magic. **Echo is dead.**
---
Party Experience:
Base XP = (2 + 2 + 2) + (2 + 2) + (3) = 13 XP
XP Adjustment = 5 XP
Average Enemy Level = (5 * 6) / 6 = 5.0
Number of Participants = 9
XP Awarded Per Participant = 2 XP at Level 5.0.

(4) James Brafin gains 2 XP. James Brafin stays at level 4.
(5) the worst gains 2 XP. the worst stays at level 5.
(5) Inferno390 gains 2 XP. Inferno390 stays at level 5.
(4) inspiratieloos gains 2 XP. inspiratieloos levels up from level 4 to level 5! Please choose a specialization path. Please allocate your stat point at your earliest convenience.
(4) Not Known 15 gains 2 XP. Not Known 15 stays at level 4. Please allocate your stat point at your earliest convenience.
(4) Gamma Emerald gains 2 XP. Gamma Emerald stays at level 4.
(4) Jackal711 gains 2 XP. Jackal711 stays at level 4.
(5) Cerberus v666 gains 2 XP. Cerberus v666 stays at level 5.
(5) Amzela gains 2 XP. Amzela stays at level 5.
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Post Post #656  (isolation #209)  » Thu Jul 04, 2019 4:27 pm

Having defeated the latest group of slimes, you all begin to search for your weapons. To your dismay, you cannot find them anywhere within the general vicinity! Seeing no other option, all of you head deeper into the cave.

Once again, you hear maniacal laughter. You attempt to track down where it is coming from. Eventually, you realize it is coming from even deeper within the cave. Alas, you are unable to follow the voice as you are intercepted by even more slimes! With your weapons still nowhere to be seen and with the air still emitting an energized feeling, you have no choice but to fight with magic again. These slimes are notably much faster than the previous group of slimes.

Battle #14 (Threshold 3)
(5) Alpha : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Delta : Slime : HP = 18/18 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #658  (isolation #210)  » Thu Jul 04, 2019 4:37 pm

No, it isn't. Your MP will be restored after two battles or a level up.

Edit: And you may want to conserve some mana for the next battle. ;)
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Post Post #660  (isolation #211)  » Thu Jul 04, 2019 4:39 pm

You can still cast "Fire" and any 1 MP spells Inferno.
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Post Post #663  (isolation #212)  » Thu Jul 04, 2019 5:09 pm

In post 662, inspiratieloos wrote:Shouldn't I have two stat points?

Anyway, someone bless me? +2 for 3 turns seems pretty decent, especially since the alternative is casting fire and the silver slime has defence.

You have one stat point from level 4 that was never spent.

Also, bless/curse are currently +/-1 for 3 rounds.
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Post Post #665  (isolation #213)  » Thu Jul 04, 2019 5:17 pm

Ah, that would indeed be correct if you use Tornado.

As a reminder, bless/curse take effect at the beginning of the turn and 3 rounds includes the round it is used.
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Post Post #672  (isolation #214)  » Thu Jul 04, 2019 9:51 pm

James Brafin begins making the motions and chants needed to cast "Fire". Soon, his hands are surrounded by red wisps. He points towards Alpha, and Alpha is engulfed by a fiery red light. **Alpha has 9/12 HP left.**

the worst attacks next. After performing a spell ritual, his hands glow a crimson red, and red wisps encircle his hands. He points in Alpha's direction, and the red wisps fly off in that direction. **Alpha 6/12 HP left.**

Not Known 15 starts moving his hands in complex ways and chanting ancient words. Soon, red wisps form around his hands. He points towards Alpha, and Alpha is bathed in an intense red light. **Alpha has 3/12 HP left.**
---
Alpha moves towards James Brafin.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


Beta slides in the direction of the worst.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


Charlie attacks Amzela.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


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

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #673  (isolation #215)  » Thu Jul 04, 2019 9:54 pm

James Brafin sees Alpha's movement and quickly moves out of the way. Likewise, the worst sees Beta from afar and moves accordingly.

Amzela, while prepared to move, stumbles slightly. The silver slime capitalizes on the mistake and touches her. **Amzela has 22/23 HP left.**

Despite Not Known 15's best efforts to avoid Delta, the slime is too fast and manages to squeeze a good bit of life from him. **Not Known 15 has 10/15 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = 3/12 | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Delta : Slime : HP = 18/18 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #682  (isolation #216)  » Fri Jul 05, 2019 11:28 am

Not Known 15 raises his hands and offers up a prayer to the heavens. He makes a few more gestures, and white and green wisps form around his hands. He points towards inspiratieloos, and inspiratieloos is bathed in a brilliant white light. **inspiratieloos is blessed (+1) for 3 rounds!** **Not Known 15 has 3/4 MP left.**

inspiratieloos begins performing the spell ritual for "Tornado". Blue and white wisps form around his hands, and he points towards Charlie and Delta. A swirling mass of wisps follow his lead. **inspiratieloos has 4/5 MP left.** Delta is stunned for one round. **Delta has 14/18 HP left.**

(Defense for Charlie; 2 so far on Charlie:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Cerberus v666 begins making intricate motions with his hands and shouting ancient chants. Soon, red wisps start to encircle his hands. He points towards Alpha, and Alpha is bathed in a faint red light. **Alpha has 2/12 HP left.**
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Post Post #683  (isolation #217)  » Fri Jul 05, 2019 11:32 am

Alas, inspiratieloos's wisps are unable to bypass the thickened skin of Charlie, and the spell dissipates as it touches the slime.

Beta moves towards inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Alpha attacks Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

(Defense roll delayed.)
A silver substance is ejected from the silver slime Charlie. It flies towards Not Known 15.
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #684  (isolation #218)  » Fri Jul 05, 2019 11:38 am

(Oh, I forgot the +1 on inspiratieloos's defense roll. Pretend it is there.)
inspiratieloos manages to leap away from the orange slime Beta in the nick of time. It is almost as if a divine being played a role in it.

Alas, Not Known 15 is not as lucky. He sees neither the silver object nor Alpha approach him. The silver object hits him in the forehead, and he feels dizzy after the orange slime Alpha embraced him. **Not Known 15 has 2/15 HP left!** Not Known 15 is stunned for two rounds. James Brafin who is nearby sees that the silver object that hit Not Known 15 is shaped like a coin, and he quickly picks it up.
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = 2/12 | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 12/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2 | 2 CD
(5) Delta : Slime : HP = 14/18 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #689  (isolation #219)  » Sat Jul 06, 2019 1:18 pm

the worst begins chanting and moving his hands in wild ways. Soon, his hands glow red. He points towards Alpha, and a bright red light consumes Alpha. The smell of burnt slime enters the air. **Alpha is dead.**

inspiratieloos starts making complex motions and shouting ancient words. Blue and white wisps soon form around him. He points in the directions of Charlie and Delta, and the wisps follow his lead. Charlie and Delta have been stunned for one round. **inspiratieloos has 3/5 MP left.** **Delta has 11/18 HP left.** Charlie's skin begins to thicken:
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


James Brafin performs the spell ritual required to cast "Fire". Red wisps begin encircling his hands, and he points towards Beta, who is then bathed in an intense red light. **Beta has 9/12 HP left.**

Beta attacks the worst.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

---
Not Known 15 is no longer stunned.

@Formerfish: Feel free to jump in anytime. This battle is being fought under special rules, so you would use the following for attacking:
Code: Select all
[dice]1d2[/dice]

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Post Post #690  (isolation #220)  » Sat Jul 06, 2019 1:21 pm

Unfortunately for Charlie, its skin barely thickens, and the tornado of wisps bypasses it easily. **Charlie has 13/15 HP left.**

the worst attempts to roll out of the way of Beta's advance, but he fails to do so and makes contact with the slime. the worst feels somewhat dizzy. the worst is stunned for two rounds. **the worst has 9/20 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 9/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 13/15 | Attack = 1d6 | Defense = 1d2 | 1 CD
(5) Delta : Slime : HP = 11/18 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #692  (isolation #221)  » Sat Jul 06, 2019 1:33 pm

inspiratieloos still has one round left on the blessing; I just double-checked. It lasts for three rounds.
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Post Post #697  (isolation #222)  » Sat Jul 06, 2019 7:13 pm

Not Known 15 begins waving his hands around and yelling ancient words. Soon, his hands glow a faint red. He points towards Beta, and a red light envelopes Beta. **Beta has 8/12 HP left.**

James Brafin starts casting the same spell. His hands also glow red, and he points at Beta. The red light leaves his hands as another light engulfs Beta. **Beta has 7/12 HP left.**

inspiratieloos makes the motions and chants needed to cast "Tornado". His hands glow a light blue color. He points at Charlie and Delta, and a swirling tornado of blue and white wisps follow his lead. Delta has been stunned. **inspiratieloos has 2/5 MP left.** **Delta has 6/18 HP left.** Charlie's skin begins to thicken.
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #698  (isolation #223)  » Sat Jul 06, 2019 7:16 pm

Charlie's skin is unable to stop the incoming wisp tornado, and the silver slime is briefly stunned as a result. Charlie is stunned for one round. **Charlie has 12/15 HP left.**

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

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

---
the worst is no longer stunned.
inspiratieloos is no longer blessed.
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Post Post #699  (isolation #224)  » Sat Jul 06, 2019 7:18 pm

inspiratieloos tries to scramble away from the approaching orange slime, but he trips and falls. By the time he is able to get up again, the orange slime had sucked out a significant amount of life. inspiratieloos feels somewhat dizzy from the slime. inspiratieloos is stunned for two rounds. **inspiratieloos has 17/20 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 7/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 12/15 | Attack = 1d6 | Defense = 1d2
(5) Delta : Slime : HP = 6/18 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #707  (isolation #225)  » Sat Jul 06, 2019 8:14 pm

Formerfish is leisurely going on a walk when he encounters a cave. Letting his curiosity get the better of him, he enters the cave and walks through several corridors and rooms including a giant room with a huge lit torch at each of its corners. It is at this time that he hears the sounds of spells rituals being chanted from deeper within the cave. Formerfish also notes that he forgot to bring a weapon with him. Nonetheless, he continues down the cave, sprinting at this point. At last, he reaches the group of adventurers and slimes, and he makes a simple circular gesture with his hands while shouting a single word. A single translucent wisp appears. He points at Delta, and the wisp goes flying in that direction. **Delta has 5/18 HP left.**

the worst performs a more intricate ritual that involves much more chanting and movement. Soon, his hands glow a bright red, and he points towards Delta. A red light sears Delta. **Delta has 3/18 HP left.**

Not Known 15 casts the spell "Fire" and sends it flying towards Delta as well. **Delta has 1/18 HP left.**
---
Beta attacks the worst.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


Charlie spits a silver object at Cerberus v666.
Original Roll String: 1d6+1
1 6-Sided Dice: (4)+1 = 5

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


Delta attacks Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

---
inspiratieloos is no longer stunned.
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Post Post #708  (isolation #226)  » Sat Jul 06, 2019 8:18 pm

the worst does not see Beta coming, and the slime makes prolonged contact with his skin. He feels dizzy afterwards. the worst is stunned for one round. **the worst has 5/20 HP left.**

Cerberus v666 was not expecting an attack to come his way, and the silver object hits him in the forehead. Noticing that it looks like a coin, he picks it up and places it in his pocket. **Cerberus v666 has 16/20 HP left.**

Delta touches Formerfish then decides to rejoin its fellow slimes. **Formerfish has 7/10 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 7/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 12/15 | Attack = 1d6 | Defense = 1d2 | 2 CD
(5) Delta : Slime : HP = 1/18 | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #711  (isolation #227)  » Sat Jul 06, 2019 8:28 pm

Yeah, you can.
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Post Post #713  (isolation #228)  » Sat Jul 06, 2019 8:34 pm

I mean, that would be the smart thing to do if this was say a real adventure, but no, this fight was meant to be done using player spells only.

Contrary to what Not Known 15 believes, y'all will get your weapons back. SoonTM.
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Post Post #716  (isolation #229)  » Sat Jul 06, 2019 9:13 pm

I wait for all 3 actions. Though there is also a 24h ruling in which case I end the round early. (I have yet to have to invoke the 24h rule, but y'all have cut it close a few times.)
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Post Post #719  (isolation #230)  » Sat Jul 06, 2019 9:16 pm

And you're stunned unfortunately the worst.
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Post Post #721  (isolation #231)  » Sat Jul 06, 2019 9:24 pm

Since I'm assuming that's at Delta who has 1 HP anyway, I'll accept that even though the active battle effects statw that you should use 1d2. (I guess that's where the confusion lies?)
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Post Post #725  (isolation #232)  » Sat Jul 06, 2019 9:26 pm

1 action per player per round.
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Post Post #734  (isolation #233)  » Sun Jul 07, 2019 2:56 pm

If you tried kicking the slime, you would hurt yourself. The skin of the slimes is corrosive.

Formerfish, a brave newcomer without a weapon, searches frantically about for a weapon. Not finding one, he resorts to the same spell he used last time. A single red wisp begins to encircle his right hand, and he points towards Delta. The red wisp flies in that direction, and the slime disappears without a trace. **Delta is dead.**

Jackal711 steps forward and begins moving his hands in complex ways while intermixing ancient shouts. Soon, red wisps form around his hands. He points at Beta, and Beta is incinerated by the red wisps that begin flying towards it. **Beta has 5/12 HP left.**

Inferno390 begins casting the "Fire" spell as well. His hands glow a dark red, and he points at Beta. An intense red light envelopes Beta. **Beta has 2/12 HP left.**
---
Beta attacks Jackal711.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


Charlie attacks Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

---
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Post Post #735  (isolation #234)  » Sun Jul 07, 2019 2:57 pm

Jackal711 leaps out of the way of the incoming slime.

Formerfish is not so lucky and suffers major damage from prolonged contact with Charlie. **Formerfish has 3/10 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = 2/12 | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 12/15 | Attack = 1d6 | Defense = 1d2 | 1 CD
(5) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #742  (isolation #235)  » Sun Jul 07, 2019 3:37 pm

In post 738, Formerfish wrote:
In post 734, Ircher wrote:If you tried kicking the slime, you would hurt yourself. The skin of the slimes is corrosive.


Did i forget my clothes at home too? Fish wakes up to the sound of a far off battle. Incensed with blood lust he runs straight through the front door without even dressing first. He must engage in battle.

Everyone has clothes. The slimes' corrosive touch bypasses clothing and even armor to an extent.
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Post Post #744  (isolation #236)  » Sun Jul 07, 2019 3:59 pm

@Formerfish: No. I mean, you can imagine what you like, but for my purposes, you are wearing actual clothes that cover your skin.

Not Known 15 charges forward and performs the "Fire" spell at the highest speed he is capable. His hands begin to glow red, and he points towards Beta. Beta is engulfed by a faint red light. **Beta has 1/12 HP left.**

Formerfish performs the same circular gesture and chants the same ancient word he chanted earlier. A single red wisp begins circling his pinky finger. He points at Beta, and the wisp goes flying out in that direction. **Beta is dead.**

Inferno390 begins moving his hands in intricate ways and shouting ancient chants. Soon, red wisps form around his hands. He points at Charlie, and Charlie is bathed in a faint red light. **Charlie has 11/15 HP left.**
---
Charlie moves towards Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #745  (isolation #237)  » Sun Jul 07, 2019 4:02 pm

Inferno390 jumps in the air to avoid the approaching slime, but he misjudges his landing spot and briefly comes in contact with the silver slime. **Inferno390 has 22/23 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 11/15 | Attack = 1d6 | Defense = 1d2
(5) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #747  (isolation #238)  » Sun Jul 07, 2019 4:07 pm

Oh, and as a warning/heads up, Formerfish's attack would not bypass defenses.
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Post Post #749  (isolation #239)  » Sun Jul 07, 2019 4:16 pm

Yes.
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Post Post #762  (isolation #240)  » Mon Jul 08, 2019 10:46 am

Jackal711 begins moving his hands and shouting ancient chants. Soon, red wisps form around his hands. He points towards Charlie who is then engulfed by a faint red light. **Charlie has 10/15 HP left.**

Gamma Emerald makes several motions with his hands and chants ancient words. Red wisps begin encircling his hands. He points towards Charlie, and Charlie is bathed in an intense red light. **Charlie has 7/15 HP left.**

Last to attack is the worst. He performs the same motions and chants as Gamma Emerald while also shouting "DIE!", and his hands glow a bright red. He points towards Charlie, and an intense red light shines on Charlie, burning it. **Charlie has 4/15 HP left.**
---
Charlie ejects a silver object from its body. The silver object goes flying in the worst's direction.
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #763  (isolation #241)  » Mon Jul 08, 2019 10:48 am

the worst gets lucky as the object hits him center mass instead of the head, decreasing the damage he takes. Since the object looks like a silver coin, the worst picks it up and pockets it. **the worst has 2/20 HP left.**
---
Current Monster Statuses (Threshold 3)
(5) Alpha : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP = 4/15 | Attack = 1d6 | Defense = 1d2 | 2 CD
(5) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills. Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.
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Post Post #769  (isolation #242)  » Mon Jul 08, 2019 12:08 pm

inspiratieloos begins casting the "Fire" spell. His hands begin to show a reddish glow. He points at Charlie, and Charlie is seared by a red light. **Charlie has 2/15 HP left.**

James Brafin starts moving his hands in intricate ways and shouting loud chants in an ancient language. Soon, red wisps form around his hands. He points towards Charlie, and a bright red light engulfs it, burning the poor slime to mere cinders. **Charlie is dead.**

Jackal711, not noticing the slime is already dead, begins chanting the same spell as James Brafin. His hands glow a fiery red, and he points towards where Charlie was located at. Unable to find a valid target, the spell fails and puffs of smoke form around Jackal711's hands.
---
Party Experience:
Base XP = 2 + 2 + 3 + 1 = 8 XP
XP Adjustment = 5 XP
Average Enemy Level = (5 * 4) / 4 = 5.0
Number of Participants = 9
XP Awarded Per Participant = 1.4 XP at Level 5.0.

(4) James Brafin gains 2 XP. James Brafin levels up from level 4 to 5! Please choose a specialization path at your earliest convenience. You may also reallocate your stat point.
(5) the worst gains 1 XP. the worst stays at level 5.
(4) Not Known 15 gains 2 XP. Not Known 15 stays at level 4.
(5) inspiratieloos gains 1 XP. inspiratieloos stays at level 5.
(5) Cerberus v666 gains 1 XP. Cerberus v666 stays at level 5.
(1) Formerfish gains 4 XP. Formerfish levels up from level 1 to level 2!
(4) Jackal711 gains 2 XP. Jackal711 stays at level 4.
(5) Inferno390 gains 1 XP. Inferno390 stays at level 5.
(4) Gamma Emerald gains 2 XP. Gamma Emerald stays at level 4.
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Post Post #770  (isolation #243)  » Mon Jul 08, 2019 12:32 pm

You again begin to search for your weapons, and once again, you are unable to find them. You do find a crate of weapons made out of wood, so you decide to take those for the time being. They are much weaker than your normal weapons, but they should help you out.

Suspecting that the owner of the maniacal laughter is the one who stole your weapons, you quickly rush deeper in the cave to find the person. At long last, you enter a brightly lit room deep within the cave. A masked man carrying a powerful shortbow is waiting for you. To your surprise, the room is devoid of slimes. Clearly, the man is not intent on ambushing you.

"Well, you sure took your time getting here. I bet you all are searching for your weapons, aren't you?" taunts the masked man. "The good news is that I do indeed possess them. You may wonder how I managed it. It twas a simple task: I simply extinguished the torches in that other room using darkness magic so that you wouldn't notice me teleporting your weapons away."

You gasp! There are very few people who possess this high-level magical ability. From of the looks of it, the masked man appears to be a high-ranking member of a clan known as the Occult Clan, a group of powerful cultists.

"Now, I suspect you want your weapons back. I will give them to you if and only if you defeat me in a duel! The terms of the duel are simple. You send your best two members to fight against me alone. If they can survive for two rounds, I'll consider letting you swap out members. The victor is whichever side decides to surrender first. If you win, you get your weapons back. If I win, I get to murder all of you. Mwahahahaha! Now, let me introduce myself: I am Cultist Szyme of the Occult Clan, and you adventurers will rue the day that you decided to interfere with the Occult Clan!"
---
Battle #15 (Threshold 2)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12/12 | Attack = 1d6 | Defense = 1d4

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.
Active Battle Effect #2: Players require and use one less mana to cast spells.
Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)

Please select two challengers for the first two rounds.
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Post Post #772  (isolation #244)  » Mon Jul 08, 2019 12:50 pm

Only allies are valid targets for redirection shield. Nice try though. (Plus it redirects damage back to the caster anyway.)
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Post Post #775  (isolation #245)  » Mon Jul 08, 2019 1:19 pm

Nope and I guess I could allow say a +1 modifier for each target skipped.
Edit: You'll restore your MP next battle though.

I'll give another (expired on 2019-07-08 18:36:35) for discussion just in case anyone else wants to potentially volunteer as tribute.

Edit2: James Brafin stepped down, so the above timer can be ignored.
Last edited by Ircher on Mon Jul 08, 2019 4:10 pm, edited 1 time in total.
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Post Post #778  (isolation #246)  » Mon Jul 08, 2019 1:56 pm

In post 776, James Brafin wrote:Not saying that we have that skill NOW, but logically that’s the next step.
Also, Inferno and I have been discussing and we think we can kill this guy in two rounds, Lords of Luck willing. But to be sure: on a double strike, do we have a -1 bonus on both attacks?

That certainly would be interesting. THe penalty is actually -2 and yes, you would have -2 and -4 on a double strike.
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Post Post #788  (isolation #247)  » Mon Jul 08, 2019 4:01 pm

In post 785, inspiratieloos wrote:I've got 2 MP to spend and a decent enough HP reserve.

Turn 1, my partner double attacks to take out defence and I tornado.
Turn 2, bless the next fighters and GTFO

As a reminder, spells require a separate defense roll for each one. A double slash would not help your odds of the Tornado hitting.
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Post Post #792  (isolation #248)  » Mon Jul 08, 2019 7:49 pm

So, inspiratieloos and Jackal711 or a different set of people?
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Post Post #804  (isolation #249)  » Tue Jul 09, 2019 5:07 pm

(expired on 2019-07-10 08:07:06) to choose a second challenger and until the round ends.
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Post Post #807  (isolation #250)  » Tue Jul 09, 2019 5:09 pm

Y'all can still choose the second one. inspiratieloos has taken the first slot by posting an action.
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Post Post #823  (isolation #251)  » Tue Jul 09, 2019 7:52 pm

inspiratieloos begins moving his hands in complex ways and shouting ancient words. Soon, his hands glow black. He points towards Cultist Szyme, and black wisps fly off in Szyme's direction. **inspiratieloos has 1/5 MP left.** Cultist Szyme has been cursed (-1) for three rounds!

Jackal711 makes a circular motion with his hands then draws a cross while shouting some ancient words. Wisps of all different colors form around him. He points towards Cultist Szyme, and the wisps engulf the cultist. The wisps then travel back to Jackal711 imparting to him valuable information.
Spoiler: Cultist Szyme's Examination Results
**Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12 | Attack = 1d6 | Defense = 1d4
- Passive Skill "Immortality": This creature cannot be killed by any means. Any attack that would bring this creature below 1 HP will leave this creature at 1 HP.
- Passive Skill "White Flag": The battle ends when this creature possesses 1 HP.
- Passive Skill "Fire Resistance": This creature can defend against the "Fire" spell.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement. These skills are marked with a ^ in the ability guide.
- Consumable Item "Lesser Healing Potion" (x2): Restores 1d4 hitpoints.
- Consumable Item "Weak Weapon Poison": Grants the "Poisoned Weapon" status. If the user's next attack applies damage, the target is coated in poison for two rounds.

---
"So the two of you dare to challenge me! We'll see how long you survive, mwahahahaha!" taunts the cultist as he pours the contents of a green onto his next arrow. You note that the arrow has a yellowish tip. He then draws his bow, aims it at inspiratieloos, and fires!
Original Roll String: 1d6-1
1 6-Sided Dice: (5)-1 = 4

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


After firing the first shot, Cultist Szyme takes another arrow out of his quiver. This one has a grayish tip. This time, he draws his bow, aims at Jackal711, and fires.
Original Roll String: 1d6-1
1 6-Sided Dice: (4)-1 = 3

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #824  (isolation #252)  » Tue Jul 09, 2019 7:56 pm

Both of Cultist Szyme's arrows fly a little below their intended target decreasing the power of the shots. inspiratieloos has been bound for two rounds. Bound players may only use the skills marked with a ^ in . (Those skills are currently: Scry Monster, Meditate, Provoke, and Focus.) inspiratieloos has been poisoned for two rounds. **inspiratieloos has 15/20 HP left.** **Jackal711 has 16/18 HP left.**

(Poison damage:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #825  (isolation #253)  » Tue Jul 09, 2019 7:57 pm

The poison from the arrow deals an additional two damage to inspiratieloos. **inspiratieloos has 13/20 HP left.**
---
Current Monster Statuses (Threshold 2)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12/12 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (2 Rounds) | 2 CD

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.
Active Battle Effect #2: Players require and use one less mana to cast spells.
Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)
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Post Post #830  (isolation #254)  » Tue Jul 09, 2019 8:14 pm

In post 829, Formerfish wrote:Is the xp split like a pie where it has a finite amount to go around, or do we just get a certain amount based on activity and lvl?

It's like a pie in that it is shared; however, I also adjust individual experience based on player level. If you haven't noticed, each enemy has a level (in parenthesis generally at the start of the line), and the average enemy level becomes the target level. If you are below the target level, you gain more xp and vice-versa. (Additional experience from the level correcting mechanism is generated from thin air.)
Last edited by Ircher on Tue Jul 09, 2019 8:16 pm, edited 1 time in total.
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Post Post #832  (isolation #255)  » Tue Jul 09, 2019 8:16 pm

It's actually more of a linear increase/decrease. It also dictates rounding rules.
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Post Post #835  (isolation #256)  » Tue Jul 09, 2019 8:20 pm

Generally only after level ups or the end of a story arc. It partially goes back up every time MP is fully restored. (There may be exceptions based on what direction I want this game to go in....)
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Post Post #844  (isolation #257)  » Wed Jul 10, 2019 10:37 am

Maybe.

It's more likely I'll just have new players start at level 2 or 3. I haven't decided yet.
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Post Post #846  (isolation #258)  » Wed Jul 10, 2019 1:38 pm

inspiratieloos takes a moment to rest and clear his mind. **inspiratieloos has 14/20 HP left.**

Jackal711 slashes twice at Cultist Szyme. Cultist Szyme attempts to dodge the attacks. (9 so far on Cultist Szyme.)
(Defense:)
Original Roll String: 1d4-1
1 4-Sided Dice: (4)-1 = 3

---
Cultist Szyme takes out a red vial and drinks the contents of the vial.
(Items are unaffected by curses/blessings.)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Cultist Szyme fires an arrow with a grayish tip at Jackal711.
Original Roll String: 1d6-1
1 6-Sided Dice: (2)-1 = 1

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


Cultist Szyme loads his bow again and fires another arrow with a grayish tip at inspiratieloos.
Original Roll String: 1d6-1
1 6-Sided Dice: (3)-1 = 2

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


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

---
inspiratieloos is no longer bound nor poisoned.
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Post Post #847  (isolation #259)  » Wed Jul 10, 2019 1:42 pm

(Oh, I nearly forgot about the -2 penalty. So actually, that 9 becomes a 5 because the penalty applies to both.)

Cultist Szyme manages to avoid most of the first slash, but he still takes the second slash full on. The red potion he drank seems to revitalize him some. **Cultist Szyme has 12/12 HP left.**

Alas, perhaps he spent too much time on avoiding Jackal711's attacks as both his arrows miss his targets.

inspiratieloos takes 1 damage from poison. **inspiratieloos has 13/20 HP left.**

You may select a new set of challengers.
---
Current Monster Statuses (Threshold 2)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12/12 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (1 Round) | 1 CD

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.
Active Battle Effect #2: Players require and use one less mana to cast spells.
Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)
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Post Post #861  (isolation #260)  » Wed Jul 10, 2019 4:17 pm

Okay, since there is some confusion, surrendering for the players here would be eight of you dying.

For Cultist Szyme, he surrenders when he gets to 1 HP.

(Also, the surrendering thing is more for flavor than anything.)
Last edited by Ircher on Wed Jul 10, 2019 4:20 pm, edited 1 time in total.
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Post Post #869  (isolation #261)  » Wed Jul 10, 2019 5:57 pm

No one was blessed.
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Post Post #890  (isolation #262)  » Thu Jul 11, 2019 10:38 am

(expired on 2019-07-12 11:38:46) to select the second person and act.
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Post Post #892  (isolation #263)  » Thu Jul 11, 2019 12:14 pm

(So, I'm not sure why James Brafin added a -1 to his roll. Maybe he thought the -2 applied to spells as well? (It doesn't.) Also, as I said earlier, if you use Tornado against a single target, you get a +1 bonus. So that means James Brafin's 4 is actually a 6. Also, as I've said before (just so there is no confusion/are no complaints), spells require a separate defense roll for each one.)

Amzela slashes at the cultist. The cultist attempts to defend himself. (5 so far.)
Original Roll String: 1d4-1
1 4-Sided Dice: (2)-1 = 1


James Brafin begins moving his hands in intricate ways and shouting ancient words. Soon, his hands glow a light blue color. He points towards Cultist Szyme, and a tornado of wisps is sent flying in that direction. **James Brafin has 3/4 MP left.** (6 so far.) Cultist Szyme attempts to shield himself from the impact.
Original Roll String: 1d4-1
1 4-Sided Dice: (4)-1 = 3

---
Cultist Szyme's Examination Results wrote:- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.

While this does not explicitly state "Stun Immunity" or even list stun, stun does count as a crowd control effect. Since Tornado only stuns for one round, the cultist would never be stunned by tornado.


Cultist Szyme loads his bow with a gray-tipped arrow and shoots at James Brafin.
Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0

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


The cultist loads his bow again with the same arrow type and fires at Amzela.
Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0

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

---
Cultist Szyme is no longer cursed.
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Post Post #893  (isolation #264)  » Thu Jul 11, 2019 12:20 pm

The cultist is shocked by Amzela's fast movement and fails to move out of the way of the incoming slash. **Cultist Szyme has 8/12 HP left.**

Cultist Szyme is more prepared for James Brafin's tornado of wisps, and he manages to defend against a significant portion of the damage. **Cultist Szyme has 5/12 HP left.**

Cultist Szyme loudly curses as both of his arrows not only miss his targets but fly in the opposite direction from where he wanted them to fly.
---
Current Monster Statuses (Threshold 2)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 5/12 | Attack = 1d6 | Defense = 1d4

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.
Active Battle Effect #2: Players require and use one less mana to cast spells.
Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)
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Post Post #899  (isolation #265)  » Thu Jul 11, 2019 11:21 pm

(Or have you? Find out much later today!)
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Post Post #903  (isolation #266)  » Fri Jul 12, 2019 10:23 am

"Die! Cultist die!" yells James Brafin as he furiously slashes twice at Cultist Szyme. (6 + 0 = 6 so far.) Amzela then proceeds with another two strong slashes. (6 + 3 + 1 = 10 so far.) Cultist Szyme tries to defend against the blows, but his defense is too weak to overpower the combined attacks of Amzela and James Brafin. **Cultist Szyme has 1/12 HP left.**

"Stop! I yield! I yield!" cries out Cultist Szyme. "I shall return your weapons as promised, but mark my words, this isn't the end! I will return!" The cultist proceeds to shove a crate toward you. He then leaves the area in a cloud of black smoke.
---
Party Experience:
Base XP = 10 = 10 XP
XP Adjustment = 3 XP
Average Enemy Level = 5 = 5.0
Number of Participants = 4
XP Awarded Per Participant = 3.3 XP at Level 5.0.

(5) inspiratieloos gains 3 XP. inspiratieloos stays at level 5.
(4) Jackal711 gains 4 XP. Jackal711 levels up from level 4 to level 5! Please choose a specialization path at your earliest convenience. You may reallocate your stat point.
(5) Amzela gains 3 XP. Amzela stays at level 5.
(5) James Brafin gains 3 XP. James Brafin stays at level 5.
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Post Post #904  (isolation #267)  » Fri Jul 12, 2019 10:31 am

Grabbing your weapons, you decide that you have had enough adventure for one day. You begin the long trek back the way you came. Along the way, you find another crate that contains ten silver coins. You quickly stuff them in your pockets. At long last, you are greeted by the setting sun. Before heading over to an inn, you walk to a shop known as the Level Up Emporium to buy supplies for the next day.
---
Current Money: 23 Silver Coins
To purchase an item, you simply have to bold the purchase.
You have (expired on 2019-07-13 11:31:05) to choose your purchases.

Level Up Emporium:
1. Lesser Healing Potion (4 Silver) (50 Copper and 3 Silver): Heals 1d4 hitpoints of an ally.
2. Healing Potion (6 Silver) (75 Copper and 5 Silver): Heals 1d6 hitpoints of an ally.
3. Curing Potion (5 Silver): Cures all status afflictions of an ally.
4. Speed Potion (50 Copper and 9 Silver): Grants the "Hasted" status for 1d3+1 rounds.

5. Scroll of Fire (20 Copper and 5 Silver): Casts a level one "Fire" spell on an enemy: sears an enemy for 1d3 damage and ignores enemy defenses.
6. Scroll of Lightning (22 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.
7. 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.

8. Weak Weapon Poison (12 Silver): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for two rounds.
9. Weapon Poison (75 Copper and 19 Silver): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

10. Bread (40 Copper) (75 Copper and 1 Silver): Heals 1d2 hitpoints of the user. (You cannot use this on an ally.)
11. Mushrooms (60 Copper) (40 Copper and 2 Silver): Heals 1d3 hitpoints of the user. (You cannot use this on an ally.)
12. Cake (99 Copper, 24 Silver, 4 Gold): Restores 50% HP (rounded down) and 25% MP (rounded down) of the user. (You cannot use this on an ally.)

13. Tome of Experience (3 Gold): Grants 1d6 experience to the user. (You cannot use this on an ally.) (Note: Any changes in level are determined AFTER the current battle concludes.)

Conversion Rates:
100 Copper Coins = 1 Silver Coin
25 Silver Coins = 1 Gold Coin
Last edited by Ircher on Fri Jul 12, 2019 11:26 am, edited 1 time in total.
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Post Post #910  (isolation #268)  » Fri Jul 12, 2019 11:24 am

Due to a sudden shortage of bread and mushrooms, some prices have changed.
Okay, truth be told, I made bread and mushrooms a little too cheap. For some reason, I wasn't paying attention to the fact that the healing potions are like 10-20x as expensive as them. So I'm fixing that now before y'all get an absurd amount of food that makes it impossible for you to die. To compensate, healing potions are now slightly cheaper!

New Level Up Emporium Price List:
1. Lesser Healing Potion (50 Copper and 3 Silver): Heals 1d4 hitpoints of an ally.
2. Healing Potion (75 Copper and 5 Silver): Heals 1d6 hitpoints of an ally.
3. Curing Potion (5 Silver): Cures all status afflictions of an ally.
4. Speed Potion (50 Copper and 9 Silver): Grants the "Hasted" status for 1d3+1 rounds to an ally.

5. Scroll of Fire (20 Copper and 5 Silver): Casts a level one "Fire" spell on an enemy: sears an enemy for 1d3 damage and ignores enemy defenses.
6. Scroll of Lightning (22 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.
7. 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.

8. Weak Weapon Poison (12 Silver): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for two rounds.
9. Weapon Poison (75 Copper and 19 Silver): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

10. Bread (75 Copper and 1 Silver): Heals 1d2 hitpoints of the user. (You cannot use this on an ally.)
11. Mushrooms (40 Copper and 2 Silver): Heals 1d3 hitpoints of the user. (You cannot use this on an ally.)
12. Cake (99 Copper, 24 Silver, 4 Gold): Restores 50% HP (rounded down) and 25% MP (rounded down) of the user. (You cannot use this on an ally.)

13. Tome of Experience (3 Gold): Grants 1d6 experience to the user. (You cannot use this on an ally.) (Note: Any changes in level are determined AFTER the current battle concludes.)

Conversion Rates:
100 Copper Coins = 1 Silver Coin
25 Silver Coins = 1 Gold Coin
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Post Post #918  (isolation #269)  » Fri Jul 12, 2019 1:12 pm

In post 916, inspiratieloos wrote:@Ircher, can you use an item and an action in any order or is it always item first?

I think the speed potion is a bit overpriced, but taking one might not be bad.

The item always resolves first.
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Post Post #920  (isolation #270)  » Fri Jul 12, 2019 1:16 pm

If you are hasted, the second action is like a bonus action and does not count towards the threshold.
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Post Post #922  (isolation #271)  » Fri Jul 12, 2019 2:14 pm

That leaves y'all with 10 silver.

If six of you agree to end shopping, we'll go ahead and move on with the game.
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Post Post #933  (isolation #272)  » Fri Jul 12, 2019 4:44 pm

In post 929, Gamma Emerald wrote:
In post 905, Not Known 15 wrote:Hm.
The scrolls look extremely weak for that price, unless they actually allow someone to learn that spell(Lightning, in this instance). Tome of Experience, Cake and Resurrection Scroll are too expensive. Poison is too expensive to use, questionable because it requires melee attacks AND no poison immunity.
Bread and Mushrooms could be purchased at high quantities, and heal. Bread looks good.
While the healing potion could enable combos bread doesn't it is ten times as expensive. And we have one left, for emergencies.
One speed potion would be nice - enables someone to act twice, synergizes with blessings.. If we buy 2 we have 4 silver left for 10 pieces of bread. Hm Should we do that?

2 speed potions and 10 bread or 1 speed potion and 33 bread(+30 copper).

Imo bread+shrooms is only worth it if you can eat multiple at once otherwise it's too weak of healing for it to matter in battle imo
I agree the speed potion is probably the best option
@Ircher are the discounts on the bread and shrooms just for this time and will other items be discounted in the future?

There weren't any discounts. I actually increased the price of the food because I realized it was too cheap.

That said, prices are subject to change on my whims; the prices presented today may not be the same as tomorrow (or even in 10 minutes.)
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Post Post #936  (isolation #273)  » Sat Jul 13, 2019 1:30 pm

Having finished your shopping, you head to the nearest inn and fall into a long, well-deserved slumber. **The party's health and mana were fully restored!** Early the next morning as the sun is just starting to rise up, you quickly gather your weapons and head back to the Cave of Slimes. You do not manage to get deep into the cave like yesterday as a small group of slow-moving slimes assault you near the entrance. You note that the air still has an energized quality to it.

Battle #16: (Threshold 4)
(4) Alpha : White Slime : HP = 10/10 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Beta : White Slime : HP = 10/10 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Charlie : White Slime : HP = 10/10 | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Delta : White Slime : HP = 10/10 | MP = 10/10 | Attack = 1d4 | Defense = 0d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
Last edited by Ircher on Sun Jul 14, 2019 6:43 pm, edited 1 time in total.
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Post Post #949  (isolation #274)  » Sat Jul 13, 2019 3:44 pm

In post 945, inspiratieloos wrote:Double Slash Alpha
Original Roll String: 4d4-2 (STATIC)
4 4-Sided Dice: (3, 2, 3, 1)-2 = 7

Please use the following in the future.
Code: Select all
[dice]2d4[/dice]
[dice]2d4-2[/dice]


While functionally the same, it helps me distinguish the two attacks in case you roll really low on the second (negatives count as zero) or when the monster has the "Healing Grace" ability.
Last edited by Ircher on Sat Jul 13, 2019 7:49 pm, edited 1 time in total.
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Post Post #958  (isolation #275)  » Sat Jul 13, 2019 7:04 pm

In post 954, James Brafin wrote:GRAH
BARBARIAN RAGE ATTACK ON B AND TRY TO KILL C
Original Roll String: 2d4-3 (STATIC)
2 4-Sided Dice: (3, 1)-3 = 1

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

Which skill was this? Was it Fury Blade? (Also, you never chose a specialization path according to my notes....)r
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Post Post #961  (isolation #276)  » Sat Jul 13, 2019 8:01 pm

Not Known 15 starts off the action and slashes twice at Alpha. Unfortunately, he trips along the way, which significantly changed his angle of attack, causing his attacks to lose much potency. (2 + 1 = 3 so far on Alpha.) inspiratieloos is the next one to attack. Like Not Known 15, he slashes twice at Alpha. Unlike Not Known 15, he does not trip and preserves the potency of his attacks. (3 + 7 + 3 = 13 so far on Alpha.) **Alpha is dead.**

Gamma Emerald takes some time to study Beta's movements. He learns the following info:
Spoiler: Beta's Scrying Info
(4) White Slime : HP = 10 | MP = 10 | Attack = 1d4 | Defense = 0d2 | XP @ 4 = 3
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d6 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.


With Alpha dead, Inferno390 directs his attention to the next target: Beta. He slashes twice at Beta. While he slashes off a huge chunk of the slime with his first attack, he slices thin air with his second attack. (6 + 0 = 6 so far on Beta.)

James Brafin lashes out with his axe at Beta. He manages to do some damage to the slime despite his anger. (6 + 1 = 7 so far.) **Beta has 3/10 HP left.** Then, he proceeds to channel his inner rage to hack Charlie into a million itsy bitsy pieces. The slime amazing manages to move to the side a little bit, and James Brafin's blade barely contacts the slime. (2 so far on Charlie.) **Charlie has 8/10 HP left.**
----
Beta begins conducting a spell ritual. Soon, red wisps form around the slime. The slime proceeds to make a pointing gesture at inspiratieloos with its body, and inspiratieloos is bathed in a red light.
(Ignores defenses.)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Charlie performs the same motions and shrill sounds as Beta. More red wisps form around this slime which points at Gamma Emerald who is then engulfed by a red light.
(Ignores defenses.)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Delta begins performing a different ritual. Instead of red wisps, blue and white wisps form around it. The slime gestures towards Not Known 15 and James Brafin with its body.
(James Brafin:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

(Not Known 15:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #962  (isolation #277)  » Sat Jul 13, 2019 8:05 pm

inspiratieloos takes two damage from fire. **inspiratieloos has 18/20 HP left.**

Gamma Emerald takes one damage from fire. **Gamma Emerald has 14/15 HP left.**

James Brafin is unable to dodge the incoming tornado of wisps and takes severe damage. The tornado disorients him. James Brafin is stunned for two rounds. **James Brafin has 18/23 HP left.**

Not Known 15 fares better, but he is also caught up by Delta's disorienting wisp tornado. Not Known 15 is stunned for two rounds. **Not Known 15 has 17/18 HP left.**
---
Current Monster Statuses (Threshold 4)
(4) Alpha : White Slime : HP = DEAD | MP = 10/10 | Attack = 1d4 | Defense = 0d2
(4) Beta : White Slime : HP = 3/10 | MP = 9/10 | Attack = 1d4 | Defense = 0d2
(4) Charlie : White Slime : HP = 8/10 | MP = 9/10 | Attack = 1d4 | Defense = 0d2
(4) Delta : White Slime : HP = 10/10 | MP = 8/10 | Attack = 1d4 | Defense = 0d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
Last edited by Ircher on Sat Jul 13, 2019 8:06 pm, edited 1 time in total.
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Post Post #967  (isolation #278)  » Sat Jul 13, 2019 8:40 pm

Oof. So close, yet so far.
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Post Post #971  (isolation #279)  » Sat Jul 13, 2019 8:43 pm

3 HP left and you rolled a 2. It's fine; I was just commenting that a bit better luck, and you would've slaughtered the poor slime.

Pedit: Oh wait, roll a 1d6. Sorry, I misinterpreted your pm.
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Post Post #975  (isolation #280)  » Sat Jul 13, 2019 9:25 pm

Yes. The round ends if there are no other players who can currently act.
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Post Post #977  (isolation #281)  » Sat Jul 13, 2019 10:48 pm

Yes.
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Post Post #979  (isolation #282)  » Sat Jul 13, 2019 10:56 pm

Perhaps and no, cooldown does not carry over.

Speed Slash was more OP in the old version yet the functionality is pretty much the same: guaranteeing at least one more person gets an action.
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Post Post #995  (isolation #283)  » Sun Jul 14, 2019 4:09 pm

Actually, I think (not 100% certain) all the enemies ate dead at this point. Y'all still have one action left. Or you can pass and end the battle (if three of you pass.)

Edit: Nvm, Charlie is still alive.
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Post Post #1003  (isolation #284)  » Sun Jul 14, 2019 6:30 pm

Formerfish charges into battle and hacks at Beta. He slashes in a horizontal fashion and hacks the slime in half. (4 so far on Beta.) **Beta is dead.**

Jackal711 shouts "Tornado!" before performing the chants and movements needed to cast the spell. His hands glow a light blue color. He points towards Charlie and Delta, and two wisp tornadoes go flying from his fingers to the pointed-at slimes. While the one targeting Charlie quickly fades away, the one targeting Delta stays strong for a long time. **Jackal711 has 4/5 MP left.** **Charlie has 7/10 HP left.** **Delta has 4/10 HP left.** Charlie and Delta are stunned for one round.

Like a bolt of lightning, Gamma Emerald slashes quickly at Charlie. His aim is rather spot-on and he strikes the slime in a weak spot. (4 so far on Charlie.)

Inferno390 slashes downward at Delta and slices the a large chunk of the slime off. (5 so far on Delta.) The slime shrivels up and dies. **Delta is dead.**

the worst closes his eyes and forces his mind to focus on speed. He fails to realize Delta is already dead and slashes at thin air, nearly slicing off Inferno390's right hand.

inspiratieloos takes the opportunity to finish up the group of slimes. He slashes his sword at Charlie, and the poor slime lets out a shrill sound. (4 + 5 = 9 so far on Charlie.) **Charlie is dead.**
---
James Brafin is no longer stunned.
Not Known 15 is no longer stunned.
---
Party Experience:
Base XP = 3 + 3 + 3 + 3 = 12 XP
XP Adjustment = 0 XP
Average Enemy Level = (4 + 4 + 4 + 4) / 4 = 4.0
Number of Participants = 8
XP Awarded Per Participant = 1.5 XP at Level 4.0.

(4) Not Known 15 gains 2 XP. Not Known 15 levels up from level 4 to level 5! Please choose a specialization path at your earliest convenience. You may reallocate your stat point.
(5) inspiratieloos gains 1 XP. inspiratieloos stays at level 5.
(4) Gamma Emerald gains 2 XP. Gamma Emerald levels up from level 4 to level 5! Please choose a specialization path at your earliest convenience. You may reallocate your stat point.
(5) Inferno390 gains 1 XP. Inferno390 stays at level 5.
(5) James Brafin gains 1 XP. James Brafin stays at level 5.
(2) Formerfish gains 3 XP. Formerfish levels up from level 2 to level 3!
(5) Jackal711 gains 1 XP. Jackal711 stays at level 5.
(5) the worst gains 1 XP. the worst stays at level 5.
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Post Post #1004  (isolation #285)  » Sun Jul 14, 2019 7:13 pm

After easily dispatching the slimes near the entrance to the cave, you go deeper in following the same route you took the previous day. While you meet some more slimes along the way, they are all extremely weak, and you dispatch them with ease. As you are traveling, you meet another person who is adventuring in the cave. He is wearing a dark green cloak and a leather jacket. He is carrying a sturdy bow made of oak. "Let me introduce myself. I'm David, and I'm an adventurer. There's a strange feel to these caves. It may be better if we stick together," says the man. You decide to let him join you in your hunt and continue your trek through the caves.

David (NPC) has joined your party. David is an NPC (Non-Player Character). NPC's are controlled by the party, but there exists a different threshold for NPC actions, and they gain experience separate from the party (i.e.: they don't split into the normal experience at the end of a battle.) To make an NPC act, just submit their action in bold (name the NPC, the action, and the target).

David (NPC)Level 3 | XP = 8
HP = 14/14 | Attack = 1d6 | Defense = 1d3
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Double Shot (4 CD). Equivalent to level 1 double slash.
Level 1 Poison Weapon (3 CD): Grants you the poisoned weapon status until your next attack. If an enemy takes damage from your next attack, they are poisoned for three rounds.


After traversing the caves for another hour, you come across another room surrounded by four torches. (It is not the same one where you lost your weapons.) In the center of the room is a masked man surrounded by three other slimes. At first you do not recognize the man, but as soon as he start speaking, you are rendered speechless. It is the same cultist you fought earlier! What is he doing back in the caves so soon?

"So I see you are back. Do not think you have the power to defeat me just because you did it once. I went easy back then!" shouts the cultist. Then, he looks to the right a little bit and notices the new cloaked person in your party. His expression changes from a grin to a frown. "Hey! What are you doing helping them? How dare you betray the Occult Clan!" shouts Cultist Szyme furiously. David does not respond, but instead, he begins loading his bow and aiming it at the cultist.
---
Battle #17 (Threshold 4/1) The first number is the threshold for players. The second number is the threshold for NPCs.
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 45/45 | MP = 15/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP = 43/43 | MP = 28/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 47/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = 31/31 | MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
---
As soon as Cultist Szyme finishes speaking, he has already lodged an arrow in his bow and fired it at the worst.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #1005  (isolation #286)  » Sun Jul 14, 2019 7:15 pm

Perhaps due to his overconfidence, Cultist Szyme's arrow lands slightly to the right of his intended target decreasing its power. **the worst has 19/20 HP left.**
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Post Post #1007  (isolation #287)  » Sun Jul 14, 2019 7:17 pm

Yes.

Edit: The Healing Grace mechanic applies to him as well. I didn't write that anywhere.
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Post Post #1015  (isolation #288)  » Sun Jul 14, 2019 7:24 pm

In post 1014, Inferno390 wrote:TW, why u act twice?

Read the wall of text, especially the bolded portions.
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Post Post #1021  (isolation #289)  » Sun Jul 14, 2019 8:01 pm

the worst makes a circular motion with his hands then draws a cross while shouting words in an archaic language. A multitude of different colored wisps form around him. He points towards Cultist Szyme, and the wisps go flying towards the cultist. The wisps then return to the worst and share the obtained information.
Spoiler: Cultist Szyme's Examination Results
(6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 45 | MP = 15 | Morale = 75 | Attack = 1d6 | Defense = 1d4
- 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 "Fire Immunity": This creature is immune to the "Fire" spell.
- Passive Skill "First Strike": At the beginning of the battle, all characters with first strike get one extra action before everyone else.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Double Shot" (3 CD): Fires two arrows that deals {Attack Dice} and {Attack Dice} - 1 damage to an enemy.
- Active Skill "Arrow Volley" (3 CD): Fires an arrow at two different enemies for {Attack Dice} - 1 damage.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement. These skills are marked with a ^ in the ability guide.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d4 hitpoints.
- Magic Spell "Heal" (2 Mana): Heals an ally by 2d3 hitpoints.
- Magic Spell "Major Heal" (4 Mana): Heals an ally by 2d6 hitpoints.
- Magic Spell "Revive" (8 Mana): Fully restores an ally's health (provided that ally is not dead.)
- Magic Spell "Raise Dead" (9 Mana): Heals a dead ally by 50% of their hitpoints. This spell has a 17% chance of failing (roll a 1d6; the ally stays dead if a 1 is rolled).
- Magic Spell "Cure" (1 Mana): Cures an ally of two status afflictions.
- Magic Spell "Cure All" (3 Mana): Cures all allies of a single status affliction.
- Consumable Item "Healing Potion" (x2): Restores 1d6 hitpoints to an ally.
- Consumable Item "Lesser Mana Potion": Restores 1d2 mana to an ally.
- Consumable Item "Weapon Poison" (x2): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

Oh my, I didn't realize this took up like an entire screen. Well, it suffices to say that he should be a much harder challenge this time around. :evil:


Formerfish takes a few moments to watch the Alpha Slime's movements. He learns the following information:
Spoiler: Alpha Slime's Scrying Info
(6) Alpha Slime : White Slime : Level = 6 | HP = 43 | MP = 28 | Morale = 75 | Attack = 1d6 | Defense = 0d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 5 or a 6 is rolled, this creature will avoid being stunned.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d8 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.
- Magic Spell "Lightning" (3 Mana): Deals 2d4 damage to a single enemy. Excess damage is split off to another enemy (chosen by the caster in advanced). This process continues until there are no enemies left or all the damage is used. This spell will not reduce an enemy with healing grace below 1 HP unless the targeted player began with 1 HP or less.
- Magic Spell "Flaming Arrows" (Cast: 2 Mana | Uses: 1 + {Number of Targets} Mana): Sears a number of targets not to exceed {Remaining Mana} - 1 with fiery magic-laden arrows. Each arrow deals 1d3 damage and ignores defenses.
- Magic Spell "Kill" (5 Mana): Sends a powerful electrical attack at an enemy for 2d6 damage.


David also watches the battlefield closer focusing on the Delta Slime in particular. He learns the following information:
Spoiler: Delta Slime's Scrying Info
(6) Delta Slime : Purple Slime : Level = 6 | HP = 31 | MP = 12 | Morale = 75 | Attack = 2d2 | Defense = 1d3
- Passive Skill "Fear Touch": Enemies that take damage from this creature lose 1d6 morale. (If a creature's morale drops below 0, they receive the Scared status until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Creatures that do not possess morale suffer the "Scared" status for 3 rounds if they take morale damage.)
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 1 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Magic Spell "Fear" (3 Mana): Fills an enemy with fear for 1d8 morale damage.


Inferno390 slashes at Cultist Szyme. Cultist Szyme attempts to defend himself. (5 so far on Cultist Szyme.)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


James Brafin begins moving his hands and speaking ancient words. Soon, his hands glow a bright blue. He points at the Alpha Slime and the Beta Slime. **The Alpha Slime has 37/43 HP left.** **James Brafin has 3/4 MP left.** (3 on Beta Slime.)
(Alpha Slime Stun Resistance Roll:)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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

(Beta Slime Stun Resistance Roll:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #1022  (isolation #290)  » Sun Jul 14, 2019 8:09 pm

The Alpha Slime and Beta Slime are stunned for one round.
Cultist Szyme manages to fend off a major part of the attack, but he still takes damage. **Cultist Szyme has 43/45 HP left.**

The Beta Slime's defense activates nullifying some of the incoming damage. **The Beta Slime has 46/47 HP left.**
---
Cultist Szyme takes two arrows from his quiver. He draws his bow and fires the first arrow at James Brafin. He quickly reloads the bow and fires the second arrow at the worst.
(James Brafin:)
Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0

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

(the worst:)
Original Roll String: 1d6-1
1 6-Sided Dice: (5)-1 = 4

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


Cultist Szyme loads another arrow into his bow with a grayish-colored arrowtip. He then fires it at Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


The Delta Slime moves towards Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1023  (isolation #291)  » Sun Jul 14, 2019 8:13 pm

Cultist Szyme's first arrow completely misses his target, but he manages to successfully stick an arrow in the worst. Alas, the worst foresaw the attack and nimbly moved to cover his vital organs, causing the arrow to become lodged in his left hand. the worst safely removes the arrow from his hand. **the worst has 18/20 HP left.**

Cultist Szyme's third arrow hits Formerfish in the head and causes some major damage. **Formerfish has 11/15 HP left.**

Inferno390 sees the Delta Slime approaches and swiftly moves out of the way.
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 43/45 | MP = 15/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 2 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = 37/43 | MP = 28/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 46/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = 31/31 | MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1027  (isolation #292)  » Sun Jul 14, 2019 8:22 pm

In post 1025, the worst wrote:don't really want szyme doing a whole lot. too many heals. we nuke him first >:3

ircher - does "heal an ally" include self healing?

Yes.
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Post Post #1031  (isolation #293)  » Sun Jul 14, 2019 8:25 pm

In post 1030, Formerfish wrote:Should I just attack alpha?

What should I be using at lvl 3 to attack the slimes with?

Do my dice tags change? I don't understand dice.

Yes, 1d8 now.
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Post Post #1073  (isolation #294)  » Mon Jul 15, 2019 9:15 am

In post 1066, inspiratieloos wrote:Btw Ircher, can we stack stuns in order to overcome Szyme's crowd control resistance?

Nope! Good try though!
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Post Post #1074  (isolation #295)  » Mon Jul 15, 2019 9:17 am

In post 1052, inspiratieloos wrote:Also @Ircher from what I'm reading off Szyme we have a 2 mana reduction while he's alive right? (1 for the battle effect, 1 for Szyme)

Yeah, that wasn't clear.

It's only 1 mana reduction; Cultist Szyme's passive skill is what caused the battle effect.
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Post Post #1077  (isolation #296)  » Mon Jul 15, 2019 1:27 pm

the worst begins moving his hands in complex ways and chanting ancient words. Soon, blue and white wisps form around his hands. He points towards Cultist Szyme and Alpha, and the wisps follow his lead. Cultist Szyme prepares to defend himself while the Alpha Slime is blown away by the tornado of wisps. **The Alpha Slime has 31/43 HP left.** **the worst has 4/5 MP left.**
(Defense for Cultist Szyme:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Stun resistance roll for the Alpha Slime:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


David begins carefully watching the Beta Slime's movements. He learns the following information:
Spoiler: Beta Slime's Scrying Info
(6) Beta Slime : Green Slime : Level = 6 | HP = 47 | Morale = 75 | Attack = 1d4 + 1d3 | Defense = 1d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 6 is rolled, this creature will avoid being stunned.
- Passive Skill "Poisonous Touch": Enemies that take damage from this creature are covered in poison for one round and take 1d3 damage (after defenses) at the end of every round.
- Passive Skill "Critical Hit": If this creature makes a perfect attack roll, this creature's target is stunned for two rounds.
- 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.
- 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 1d3 damage in the process.
- Active Skill "Spit Poison" (2 CD): Coats a target in poison for three rounds causing them to lose 1d3 health at the end of every round.
- Special Ability "Field Cleanser" (Unlimited use; lose turn): Decreases everyone's cooldowns (both friendly and hostile, including this creature) by two rounds.


Inferno390's action in is unfortunately invalid because of static.

Formerfish rushes forward and slashes downward at the Alpha Slime. Formerfish trips along the way upsetting his stance. (1 so far on Alpha Slime.) **The Alpha Slime has 30/43 HP left.**

Not Known 15 chants an ancient curse and moves his hands around. Soon, his hands glow a sinister black. He points at Cultist Szyme and black wisps fly towards the cultist. Cultist Szyme has been cursed (-1) for three rounds! **Not Known 15 has 3/4 MP left.**

inspiratieloos begins perform an ancient spell rituals. Soon, blue and white wisps form around him. He points at the Beta Slime and the Delta Slime, and wisp tornadoes are sent flying in those directions. (3 so far on the Beta Slime.) (5 so far on the Delta Slime.) The slimes prepare to defend themselves. **inspiratieloos has 4/5 MP left.**
(Beta Slime defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Beta Slime stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


And that makes 4/1 actions. Any subsequent actions are void. Also, I should take this opportunity to note that silencing counts as a crowd control status affliction. To be specific, as of right now, Silenced, Stunned, and Bound count as crowd control afflictions. Scared notably counts as a mental status affliction rather than crowd control.
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Post Post #1078  (isolation #297)  » Mon Jul 15, 2019 1:41 pm

(It was 5 on Szyme from the Tornado.)
Cultist Szyme manages to partially defend against the incoming tornado, but he still takes notable damage. **Cultist Szyme has 39/45 HP left.** The Alpha Slime is able to naturally resist the normal stun effect of the tornado.

The Beta Slime does not see the incoming wisp tornado and is stunned by it while taking moderate damage. The Beta Slime is stunned for one round. **The Beta Slime has 44/47 HP left.** The Delta Slime attempts to move out of the way, but it still manages to be hit. The Delta Slime is stunned for one round. **The Delta Slime has 29/31 HP left.**

Cultist Szyme loads an arrow into his bow and fires it at inspiratieloos.
Original Roll String: 1d6-1
1 6-Sided Dice: (6)-1 = 5

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


Cultist Szyme begins conducting a spell ritual. Soon, his hands glow white. He points at the Alpha Slime, and a white light engulfs the Alpha Slime, healing it.
Original Roll String: 1d4-1
1 4-Sided Dice: (4)-1 = 3


The Alpha Slime begins moving its body in weird ways and letting out high-pitched sounds. Many red wisps begin encircling its body. It proceeds to make gestures towards inspiratieloos, the worst, Not Known 15, Formerfish, and David. Red lights engulf each of them. (All rolls ignore defenses.)
(inspiratieloos:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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

(Not Known 15:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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

(David:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1079  (isolation #298)  » Mon Jul 15, 2019 1:47 pm

Though inspiratieloos sees the arrow in advanced, he is unable to leap out of the way in time and suffers minor damage. **inspiratieloos has 16/20 HP left.**

Cultist Szyme's healing magic begins working, and the Alpha Slime grows in size by a notable amount. **The Alpha Slime has 33/43 HP left.**

inspiratieloos takes two damage from a fiery arrow. **inspiratieloos has 14/20 HP left.**

the worst takes one damage from a fiery arrow. **the worst has 17/20 HP left.**

Not Known 15 takes two damage from a fiery arrow. **Not Known 15 has 21/23 HP left.**

Formerfish takes three damage from a fiery arrow. **Formerfish has 8/15 HP left.**

David takes two damage from a fiery arrow. **David has 12/14 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 39/45 | MP = 15/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 1 CD | Cursed (-1) (2 Rounds)
(6) Alpha Slime : White Slime : Level = 6 | HP = 33/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 44/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = 29/31 | MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1093  (isolation #299)  » Tue Jul 16, 2019 12:42 pm

inspiratieloos begins moving his hands in intricate ways and chanting ancient words. Soon, blue and white wisps form around his hands. He points towards Alpha and Delta, and the wisps are sent flying in those directions. (2 on the Alpha Slime.) (2 on the Delta Slime.) **inspiratieloos has 3/5 MP left.** **The Alpha Slime has 31/43 HP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

(Delta Slime's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


David takes out two arrows, loads his bow, and fires them one after another at Delta. He misses Delta completely with his second shot. (4 so far on Delta Slime.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Formerfish leaps into the air and slashes downward at Alpha. He hacks off a large chunk of the slime. (7 so far on Alpha.) **The Alpha Slime has 24/43 HP left.**

Jackal711 starts making the motions and chants for a spell. His hands begin to glow a bright blue color. He points towards Beta and Delta, and wisp tornadoes are sent flying in those directions. (5 on the Beta Slime.) (3 on the Delta Slime.) **Jackal711 has 3/5 MP left.**
(Beta Slime's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


the worst goes and slashes at Cultist Szyme. Cultist Szyme attempts to defend himself. (6 so far on Cultist Szyme.)
(Defense:)
Original Roll String: 1d4-1
1 4-Sided Dice: (1)-1 = 0


That makes 4/1 actions. Not Known 15's actions do not count.
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Post Post #1094  (isolation #300)  » Tue Jul 16, 2019 12:51 pm

The Alpha Slime is stunned for one round. The Delta Slime manages to withstand the effects of the first tornado sent flying its way.

David's first arrow his the Delta Slime and deals minor damage. **The Delta Slime has 27/31 HP left.**

The Beta Slime and the Delta Slime are stunned for one round. Jackal711's spell is much more effective against the slimes, and both slimes' defenses fail them. **The Beta Slime has 40/47 HP left.** **The Delta Slime has 25/31 HP left.**

Cultist Szyme's attention is diverted elsewhere, and the worst manages to land a brutal wound. **Cultist Szyme has 33/45 HP left.**
---
Cultist Szyme removes a vial filled with a red substance from his backpack. He pours it on the Alpha Slime, and the slime noticeably grows in size.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Cultist Szyme loads an arrow with a grayish tip into his bow and fires it at inspiratieloos.
Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0

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


Cultist Szyme removes another vial from his backpack. This one has a greenish color. He pours the vial's contents onto the next arrow he loads into his bow. He then fires the arrow at Jackal711.
Original Roll String: 1d6-1
1 6-Sided Dice: (2)-1 = 1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #1095  (isolation #301)  » Tue Jul 16, 2019 12:53 pm

Though the Alpha Slime definitely grew in size, the amount it grew by was rather low. **The Alpha Slime has 26/43 HP left.**

inspiratieloos leaps out of the way of Cultist Szyme's first arrow. Jackal711 is fortunate as Cultist Szyme manages to miss him.
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 33/45 | MP = 15/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (1 Rounds)
(6) Alpha Slime : White Slime : Level = 6 | HP = 26/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 40/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = 25/31 | MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1098  (isolation #302)  » Tue Jul 16, 2019 1:00 pm

All spells require a separate defense roll. So tornadoing them twice means there are two defense rolls.
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Post Post #1099  (isolation #303)  » Tue Jul 16, 2019 1:00 pm

(And then attacking them causes a third defense roll.)
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Post Post #1106  (isolation #304)  » Tue Jul 16, 2019 5:08 pm

inspiratieloos makes the motions and chants needed to cast "Tornado". Blue and white wisps form around him. He points at the Alpha Slime and the Delta Slime, and the wisps follow his lead. **inspiratieloos has 2/5 MP left.** (4 on the Alpha Slime.) (4 on the Delta Slime.) **The Alpha Slime has 22/43 HP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


David loads his bow and fires at the Delta Slime. (4 so far on the Delta Slime.)

Inferno390 leaps into the air and then executes two slashes against the Beta Slime. The Beta Slime's skin begins to thicken: (6 so far on the Beta Slime.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


James Brafin starts moving his hands in intricate ways and reciting ancient words. Soon, his hands glow a bright blue. He points towards Alpha and Beta, and two wisp tornadoes form and travel in the pointed-to directions. (6 on the Alpha Slime.) (4 on the Beta Slime.) **James Brafin has 2/4 MP left.** **The Alpha Slime has 18/43 HP left.**
(Alpha Slime's stun resistance.)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

(Beta Slime's stun resistance.)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


Not Known 15 slashes at Delta. He manages to land a solid blow. The Delta Slime's skin begins to thicken. (4 + 5 = 9 so far on the Delta Slime.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1107  (isolation #305)  » Tue Jul 16, 2019 5:19 pm

The Alpha Slime manages to avoid becoming dizzy from the first tornado, but its defenses fail it for the second tornado. The Alpha Slime, the Beta Slime, and the Delta Slime are all stunned for one round. The Delta Slime's thick skin heavily reduces the effects of inspiratieloos's tornado. **The Delta Slime has 24/31 HP left.**

The Beta Slime's skin does not thicken enough to significantly resist Inferno390's blade, and the slime takes major damage as a result. **The Beta Slime has 35/47 HP left.**

The Beta Slime fares slightly better defending against James Brafin's tornado, but it still manages to suffer minor damage. **The Beta Slime has 33/47 HP left.**

The combined efforts of David and Not Known 15 deal significant damage to the Delta Slime. **The Delta Slime has 17/31 HP left.**
---
Cultist Szyme takes out a green vial and coats his next arrow with it. Next, he then pulls out another arrow. Then, he places the first arrow on his bow, aims it at James Brafin, and fires it. Soon after the first arrow, he has loaded the second arrow into his bow and fired it at James Brafin as well.
Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0

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

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


Cultist Szyme begins performing the motions for a spell ritual. His hands begin to glow a bright white color. He points towards the Alpha Slime, and the slime grows in size.
Original Roll String: 2d3-1
2 3-Sided Dice: (1, 3)-1 = 3
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Post Post #1108  (isolation #306)  » Tue Jul 16, 2019 5:22 pm

Cultist Szyme misses James Brafin with his first arrow, but his second arrow manages to get lodged in James Brafin's clothing around his arm. James Brafin safely removes the arrow from his arm. **James Brafin has 17/23 HP left.**

Cultist Szyme's magic begins healing the wounds of the Alpha Slime which had notably grown in size. **The Alpha Slime has 21/43 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 33/45 | MP = 14/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 2 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = 21/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 33/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = 17/31 | MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1110  (isolation #307)  » Tue Jul 16, 2019 5:24 pm

Also, that's probably it for this week as I will be V/LA thru the upcoming Sunday starting tomorrow.
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Post Post #1119  (isolation #308)  » Tue Jul 16, 2019 5:53 pm

That makes four. Only the NPC has an action left.
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Post Post #1121  (isolation #309)  » Tue Jul 16, 2019 6:55 pm

Not Known 15 charges into battle and slashes twice at the slime known as the Alpha Slime. He hacks a large piece off of the slime with his first slash, but he manages to slash thin air with his second slash. (6 + 0 = 6 so far on the Alpha Slime.)

inspiratieloos follows up with another two quick slashes. He uses the correct form, which helps him to make effective slashes. (6 + 4 + 3 = 13 so far on the Alpha Slime.)

the worst begins moving his hands and shouting ancient words. Blue and white wisps form around him. He points towards the Alpha Slime and the Delta Slime, and the wisps begin traveling in those directions. **The Alpha Slime has 18/43 HP left.** (2 so far on the Delta Slime.) **the worst has 3/5 MP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

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


Formerfish performs another attack at the Alpha Slime. Due to the commotion caused by Not Known 15 and inspiratieloos, Formerfish has a hard time attacking and barely manages to land a blow. (13 + 2 - 1 = 14 so far on the Alpha Slime.)

Finally, David attempts to stick an arrow in the Alpha Slime, but he is unable to get a good shot due to the other attackers. (13 + 0 = 13 so far on the Alpha Slime.) **The Alpha Slime has 5/43 HP left.**
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Post Post #1122  (isolation #310)  » Tue Jul 16, 2019 7:05 pm

The Alpha Slime is stunned for one round. The Delta Slime manages to resist the incoming tornado completely.
---
Cultist Szyme laughs maniacally and then taunts, "Is that all you have? Behold, witness my power!" Cultist Szyme then proceeds to make several complex motions with his hands and to recite a very long prayer. Soon, tens of white and light green wisps are orbiting around the cultist's hands. He points at the Alpha Slime, and the slime grows back to its original size. **The Alpha Slime has 43/43 HP left.**

Cultist Szyme then proceeds to load his bow with one of his standard arrows and fires it at the worst.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


The Beta Slime attacks inspiratieloos.
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


The Delta Slime begins making motions and high pitched noises. Soon, purple wisps begin encircling it. It makes a pointing gesture towards Not Known 15, and a purple light envelopes Not Known 15. Not Known 15 is scared for three rounds!
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Post Post #1123  (isolation #311)  » Tue Jul 16, 2019 7:08 pm

Cultist Szyme manages to successfully lodge an arrow in a critical point of the worst's body dealing major damage. **the worst has 13/20 HP left.**

The Beta Slime succeeds in touching inspiratieloos, but then it changes it mind and moves back towards the center of the room. inspiratieloos is poisoned for one round. **inspiratieloos has 12/20 HP left.**
---
Poison damage:
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


inspiratieloos is no longer poisoned.
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Post Post #1124  (isolation #312)  » Tue Jul 16, 2019 7:10 pm

inspiratieloos takes an additional three damage from poison. **inspiratieloos has 9/20 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 33/45 | MP = 7/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 1 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = 43/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 33/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = 17/31 | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
---
This is the last update until Monday, July 22 (or maybe Sunday, July 21.) Please don't forget about the game while I'm gone!
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Post Post #1179  (isolation #313)  » Sun Jul 21, 2019 7:52 pm

Next update will be tomorrow; I don't feel like doing it tonight.

As quite some discussion has occurred, I'd appreciate if people quoted all the submitted actions since last round. (Please quote them in posting order.)
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Post Post #1180  (isolation #314)  » Mon Jul 22, 2019 11:08 am

Only 3/0 actions have been submitted so far. I'll give (expired on 2019-07-22 21:08:58) to submit the remaining one player actions and one NPC actions. (The timer is rather short because tbf, y'all have had all of last week to submit actions.)
Last edited by Ircher on Mon Jul 22, 2019 12:16 pm, edited 1 time in total.
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Post Post #1182  (isolation #315)  » Mon Jul 22, 2019 11:12 am

It might help to note that I have the following people as acted: Inferno390, the worst, Gamma Emerald, and Formerfish.
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Post Post #1185  (isolation #316)  » Mon Jul 22, 2019 12:22 pm

Inferno390 begins moving his hands in intricate ways and chanting ancient words. Soon, blue and white wisps form around him. He points towards the Alpha Slime and the Beta Slime, and the wisps begin flying in those directions. **Inferno390 has 3/4 MP left.** **The Alpha Slime has 41/43 HP left.** (3 so far on the Beta Slime.)
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


the worst leaps towards the Delta Slime and slashes twice with his blade. He uses very good form, which drastically increases his effectiveness. (6 + 4 = 10 so far on the Delta Slime.) Next, Gamma Emerald rushes towards the Delta Slime and slashes twice at it. He stumbles while making the second attack, decreasing the second attack's power. (10 + 6 + 1 = 17 so far on the Delta Slime.) Formerfish then proceeds to slash very quickly at the Delta Slime, killing it. (17 + 4 - 1 = 20 so far on the Delta Slime.) **The Delta Slime is dead.**

James Brafin goes in and hacks at the Alpha Slime twice. His axe cuts through easily the first time, but he has trouble making his second attack. (6 + 1 = 7 so far on the Alpha Slime.) David attacks last and fires his bow at the Alpha Slime. (7 + 4 = 11 so far on the Alpha Slime.) **The Alpha Slime has 30/43 HP left.**
---
David can use active skills again.
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Post Post #1186  (isolation #317)  » Mon Jul 22, 2019 12:29 pm

The Alpha Slime and the Beta Slime have been stunned for one round. **The Beta Slime has 31/47 HP left.**
---
Cultist Szyme removes a blue vial and drinks it. He feels his mental exhaustion clear up some.
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Cultist Szyme then fires an arrow at Gamma Emerald.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Cultist Szyme shoots a second arrow at Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1187  (isolation #318)  » Mon Jul 22, 2019 12:31 pm

Gamma Emerald rolls out of the way of the incoming arrow and sustains no damage.

Inferno390 is not so lucky and is hit in the chest by the arrow. He removes the arrow after sustaining some damage. **Inferno390 has 20/23 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 33/45 | MP = 8/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP = 30/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 31/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1192  (isolation #319)  » Mon Jul 22, 2019 4:08 pm

So since some of you would prefer to know who is in charge when there are conflicts in opinion, I've added a poll for who would make good leaders. It expires in seven days; you may choose up to three people. Please do not pick yourself (although I have no way of verifying.) At the end of the poll, I'll give the top three people the murderhobos-leaders role in the Discord, and that should solve the issue.

(As a little side note, I voted as well.)
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Post Post #1209  (isolation #320)  » Wed Jul 24, 2019 2:51 pm

In post 1208, Gamma Emerald wrote:Cancel action

I didn't know you acted.

(I guess your "Use silence..." was an action, but I wasn't sure and didn't interpret it as such. It helps to bold actions not accompanied by dice rolls.)
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Post Post #1210  (isolation #321)  » Sat Jul 27, 2019 6:19 pm

So as I said in the Discord, I've decided to end the poll early because there are some clear winners and aside from that, no one has voted in the last 2-3 days, but I'm pretty sure everyone has seen the thread.

Poll Results:
As of July 27, 7:12 PM EDT (GMT-4:00), the results are as follows:

1. James Brafin - 9 votes
2. the worst - 6 votes
3. Gamma Emerald - 3 votes
3. Cerberus v666 - 3 votes
5. Inferno390 - 2 votes
5. Not Known 15 - 2 votes
7. inspiratieloos - 1 vote
7. Formerfish - 1 vote
Everyone else - 0 votes

So as I promised earlier, the people with the top three votes will receive the murderhobos-leaders role in the discord. In this case, that means James Brafin, the worst, Gamma Emerald, and Cerberus v666 are your new leaders. In addition, since James Brafin got the most votes (by a good margin), he shall hold the power to solve disputes among the leaders. I've given him the additional role of murderhobos-arbiter in the discord to symbolize this

Note that you are still free to act as you want. That being said, a clear chain-of-command (of sorts) has been established to help guide you if you are unsure of what to do.

(Yes, the poll is still technically open but consider it basically over.)
Last edited by Ircher on Sat Jul 27, 2019 6:23 pm, edited 1 time in total.
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Post Post #1215  (isolation #322)  » Sun Jul 28, 2019 5:39 pm

(expired on 2019-07-30 18:39:13) until the round ends. (So far, I have seen zero actions.)
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Post Post #1218  (isolation #323)  » Sun Jul 28, 2019 6:58 pm

Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 33/45 | MP = 8/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP = 30/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 31/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
---
Spoiler: Cultist Szyme's Examination Results
(6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 45 | MP = 15 | Morale = 75 | Attack = 1d6 | Defense = 1d4
- 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 "Fire Immunity": This creature is immune to the "Fire" spell.
- Passive Skill "First Strike": At the beginning of the battle, all characters with first strike get one extra action before everyone else.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Double Shot" (3 CD): Fires two arrows that deals {Attack Dice} and {Attack Dice} - 1 damage to an enemy.
- Active Skill "Arrow Volley" (3 CD): Fires an arrow at two different enemies for {Attack Dice} - 1 damage.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement. These skills are marked with a ^ in the ability guide.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d4 hitpoints.
- Magic Spell "Heal" (2 Mana): Heals an ally by 2d3 hitpoints.
- Magic Spell "Major Heal" (4 Mana): Heals an ally by 2d6 hitpoints.
- Magic Spell "Revive" (8 Mana): Fully restores an ally's health (provided that ally is not dead.)
- Magic Spell "Raise Dead" (9 Mana): Heals a dead ally by 50% of their hitpoints. This spell has a 17% chance of failing (roll a 1d6; the ally stays dead if a 1 is rolled).
- Magic Spell "Cure" (1 Mana): Cures an ally of two status afflictions.
- Magic Spell "Cure All" (3 Mana): Cures all allies of a single status affliction.
- Consumable Item "Healing Potion" (x2): Restores 1d6 hitpoints to an ally.
- Consumable Item "Lesser Mana Potion": Restores 1d2 mana to an ally.
- Consumable Item "Weapon Poison" (x2): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

Spoiler: Alpha Slime's Scrying Info
(6) Alpha Slime : White Slime : Level = 6 | HP = 43 | MP = 28 | Morale = 75 | Attack = 1d6 | Defense = 0d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 5 or a 6 is rolled, this creature will avoid being stunned.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d8 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.
- Magic Spell "Lightning" (3 Mana): Deals 2d4 damage to a single enemy. Excess damage is split off to another enemy (chosen by the caster in advanced). This process continues until there are no enemies left or all the damage is used. This spell will not reduce an enemy with healing grace below 1 HP unless the targeted player began with 1 HP or less.
- Magic Spell "Flaming Arrows" (Cast: 2 Mana | Uses: 1 + {Number of Targets} Mana): Sears a number of targets not to exceed {Remaining Mana} - 1 with fiery magic-laden arrows. Each arrow deals 1d3 damage and ignores defenses.
- Magic Spell "Kill" (5 Mana): Sends a powerful electrical attack at an enemy for 2d6 damage.

Spoiler: Beta Slime's Scrying Info
(6) Beta Slime : Green Slime : Level = 6 | HP = 47 | Morale = 75 | Attack = 1d4 + 1d3 | Defense = 1d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 6 is rolled, this creature will avoid being stunned.
- Passive Skill "Poisonous Touch": Enemies that take damage from this creature are covered in poison for one round and take 1d3 damage (after defenses) at the end of every round.
- Passive Skill "Critical Hit": If this creature makes a perfect attack roll, this creature's target is stunned for two rounds.
- 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.
- 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 1d3 damage in the process.
- Active Skill "Spit Poison" (2 CD): Coats a target in poison for three rounds causing them to lose 1d3 health at the end of every round.
- Special Ability "Field Cleanser" (Unlimited use; lose turn): Decreases everyone's cooldowns (both friendly and hostile, including this creature) by two rounds.

Spoiler: Delta Slime's Scrying Info
(6) Delta Slime : Purple Slime : Level = 6 | HP = 31 | MP = 12 | Morale = 75 | Attack = 2d2 | Defense = 1d3
- Passive Skill "Fear Touch": Enemies that take damage from this creature lose 1d6 morale. (If a creature's morale drops below 0, they receive the Scared status until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Creatures that do not possess morale suffer the "Scared" status for 3 rounds if they take morale damage.)
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 1 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Magic Spell "Fear" (3 Mana): Fills an enemy with fear for 1d8 morale damage.

---
Posts and are always up-to-date.
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Post Post #1220  (isolation #324)  » Sun Jul 28, 2019 7:51 pm

Yes you are. You will be off cooldown in two rounds.
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Post Post #1226  (isolation #325)  » Sun Jul 28, 2019 10:33 pm

Yes you are.
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Post Post #1231  (isolation #326)  » Mon Jul 29, 2019 9:06 pm

Yes you are.
---
In post 1, Ircher wrote:Current Players:
MP restored in: 4 battle(s).

Party's Silver Coins: 10 Coins
Party Inventory2x Lesser Healing Potion: Heals 1d4 hitpoints of an ally.
1x Speed Potion: Grants the "Hasted" status for 1d3+1 rounds to an ally.
1x Cake: Restores 50% HP (rounded down) and 25% MP (rounded down) of the user.


the worstLevel 5 | XP = 24 | 3 CD
HP = 13/20 | MP = 3/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Minor Heal All (4 Mana).

Number of Deaths = 1
Spoiler: Causes of Death
1. (1@1): Level 1 Goblin


Cerberus v666Level 5 | XP = 24
HP = 20/20 | MP = 5/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


NotMySpamAccountLevel 4 | XP = 11
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point.
Number of Deaths = 0
Spoiler: Causes of Death


AmzelaLevel 5 | XP = 23
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


McMennoLevel 3 | XP = 8
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


Chemist1422Level 4 | XP = 16
HP = 18/18 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Number of Deaths = 0
Spoiler: Causes of Death


James BrafinLevel 5 | XP = 21 | 3 CD
HP = 17/23 | MP = 2/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 1
Spoiler: Causes of Death
1. (14@3): (Miniboss) Level 5 Gamma Slime.


Inferno390Level 5 | XP = 21 | 2 CD
HP = 20/23 | MP = 3/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


inspiratieloosLevel 5 | XP = 22 | 2 CD
HP = 9/20 | MP = 2/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


Not Known 15Level 5 | XP = 17 | 2 CD | Scared (1 Rounds)
HP = 21/23 | MP = 3/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 1
Spoiler: Causes of Death
1. (0@1): Level 4 Red Slime


Jackal711Level 5 | XP = 20
HP = 20/20 | MP = 3/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Minor Heal All (4 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


Gamma EmeraldLevel 5 | XP = 17 | 3 CD
HP = 20/20 | MP = 5/5 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


FormerfishLevel 3 | XP = 7 | 2 CD
HP = 8/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


PrivateILevel 1 | XP = 0
HP = 10/10 | Attack = 1d6 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death

---
David (NPC)Level 3 | XP = 8
HP = 12/14 | Attack = 1d6 | Defense = 1d3
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Double Shot (4 CD). Equivalent to level 1 double slash.
Level 1 Poison Weapon (3 CD): Grants you the poisoned weapon status until your next attack. If an enemy takes damage from your next attack, they are poisoned for three rounds.


---
Level 1 Player:
HP = 10/10 | Attack = 1d6 | Defense = 0d2

Level 2 Player:
HP = 15/15 | Attack = 1d6 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).


Level 3 Player:
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Redirection Shield (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).

Level 4 Player:
HP = 15/15 | Attack = 1d6 + 1d2 | Defense = 1d3
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 1 Redirection Shield (1 Mana).
Level 1 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 1 Curse (2 Mana).
Level 1 Bless (2 Mana).

Checkpoint at level 3 (5 XP).

Level 5 Player:
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 2 Redirection Shield (2 Mana).
Level 1 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 1 Curse (2 Mana).
Level 1 Bless (2 Mana).
Level 1 Minor Heal (2 Mana).
Level 1 Cure (1 Mana).
Level 1 Tornado (2 Mana).

Checkpoint at level 3 (5 XP).


You can also CTRL-F your name in this post to check if you are on cooldown as well.
If you are, you'll see something like "{Name} | {Level} | {XP} | {Rounds Left on Cooldown} CD" (with things in curly braces replaced as appropriate.)
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Post Post #1240  (isolation #327)  » Tue Jul 30, 2019 3:01 pm

one npc action left
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Post Post #1243  (isolation #328)  » Tue Jul 30, 2019 3:40 pm

the worst begins moving his hands in intricate ways and shouting words from an ancient language. Blue and white wisps form around his hands. He points towards the Alpha Slime and the Beta Slime, and the wisps combine into two swirling tornadoes of death. **The Alpha Slime has 28/43 HP left.** (2 so far on the Beta Slime.) **the worst has 2/5 MP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Jackal711 jumps in and slashes twice at the Alpha Slime. His first slash hacks off a significant part of the slime, but his second slash cuts a bit to the side. (4 + 1 = 5 so far on the Alpha Slime.) Gamma Emerald follows up with a powerful diagonal slash and cuts off a gigantic chunk of the slime. (5 + 8 = 13 so far on the Alpha Slime.) Formerfish jumps in last and slashes a small piece of the slime away. His effectiveness is decreased due to interference from the other attackers. (13 + 3 - 1 = 15 so far on the Alpha Slime.) **The Alpha Slime has 13/43 HP left.**

David withdraws two arrows from his quiver, loads his bow, and fires at Cultist Szyme. He then fires again at the cultist. The first arrow flys straight, but his second arrow veers off to the left. (6 + 0 = 6 so far on Cultist Szyme.) Cultist Szyme attempts to defend himself.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


---
Not Known 15 is no longer scared. (Technically at the end of this round after the monsters attack.)
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Post Post #1244  (isolation #329)  » Tue Jul 30, 2019 3:48 pm

Sadly, neither the Beta Slime nor the Alpha Slime are able to defend themselves from the stunning effects of the wisp tornadoes. The Alpha Slime and the Beta Slime are stunned for one round. **The Beta Slime has 30/47 HP left.**

Cultist Szyme moves too slow to attempt to dodge the incoming arrows. The first arrow embeds itself in his forehead. Cultist Szyme pulls out the arrow and a lot of blood begins to pour out from his head. Sadly, enemies in this world can survive even extreme cases of bleeding. I may add a bleeding DoT similar to poison/acid in the future, but this is just flavor. **Cultist Szyme has 28/45 HP left.**
---
Cultist Szyme begins reciting a really long ancient prayer at a rapid speed while moving his hands in complex ways. Cultist Szyme's hands are soon surrounded by a multitude of white and green wisps. He points towards the Alpha Slime, and the slime regrows to its original size. **The Alpha Slime has 43/43 HP left.**

Despite casting such an exhausting spell, Cultist Szyme is still able to load his bow and fire an arrow at Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #1245  (isolation #330)  » Tue Jul 30, 2019 3:49 pm

Cultist Szyme's arrow hits Formerfish with pinpoint accuracy, and blood gushes out of the wound as Formerfish removes the arrow. **Formerfish has 2/15 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 28/45 | MP = 1/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP = 43/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 30/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1251  (isolation #331)  » Tue Jul 30, 2019 5:27 pm

In post 1250, the worst wrote:I'm onto 2 MP and would prefer to conserve it atm. Given the amount of cc were dishing out I think it may be wise to let fishy's healing grace trigger before healing (our heals are 1d3, or potions for 1d4).

Double slash seems to be on CD. if not, I'll double slash alpha. if so, I'll single slash alpha. :P
Original Roll String: 2d4 (STATIC)
2 4-Sided Dice: (3, 1) = 4

Original Roll String: 2d4-2 (STATIC)
2 4-Sided Dice: (3, 4)-2 = 5

You're on cooldown. I'll accept the first roll as-is.
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Post Post #1254  (isolation #332)  » Tue Jul 30, 2019 5:40 pm

In post 1253, Formerfish wrote:If I don't attack for a bit I shouldn't get targeted right?

Your chance of being targeted decreases significantly (possibly to 0% even). I won't guarantee you won't be targeted though.
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Post Post #1266  (isolation #333)  » Wed Jul 31, 2019 10:07 am

Jackal711 makes the appropriate spellcasting gestures and chants needed to cast "Tornado". His hands begin to glow a bright blue color, and he sends the wisps off towards the Alpha Slime and the Beta Slime. **Jackal711 has 2/5 MP left.** **The Alpha Slime has 41/43 HP left.** (4 so far on the Beta Slime.)
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Cerberus v666 begins moving his hands and shouting ancient words. Soon, purple and yellow wisps form around him. He points towards the Alpha Slime, and the slime suddenly grows very quiet. The Alpha Slime has been silenced for two rounds. **Cerberus v666 has 4/5 MP left.**

the worst attacks the Alpha Slime and cuts a sizeable piece of the slime. **The Alpha Slime has 37/43 HP left.**

Not Known 15 also begins performing the "Tornado" spell ritual. Blue and white wisps begin to encircle his hands. He points in the directions of the Alpha Slime and the Beta Slime, and the wisps combine into two tornadoes that travel in those directions. **The Alpha Slime has 35/43 HP left.** (2 so far on the Beta Slime.)
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

---
Inferno390 can use active skills again.
inspiratieloos can use active skills again.
Not Known 15 can use active skills again.
Formerfish can use active skills again.
---
Also, David is on cooldown and can't poison his weapon. Since wasting an action is kinda mean (especially since I try to catch this kind of stuff in advance), I'll just randomize his attack. It's too much of a bother to ask for the target at this point.
1 => Cultist Szyme
2 => Alpha Slime
3 => Beta Slime
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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

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

Defense roll if Beta Slime:
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


James Brafin is a little late to the party unfortunately. His action is not counted.
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Post Post #1267  (isolation #334)  » Wed Jul 31, 2019 10:15 am

David loads his bow and fires an arrow at the Alpha Slime. The arrow lands and takes off a piece of the slime. **The Alpha Slime has 31/43 HP left.**

The Alpha Slime and the Beta Slime are unable to resist the stunning potential of the two wisp tornadoes that headed their way. The Alpha Slime and the Beta Slime are stunned for one round. The Beta Slime takes three damage from the first tornado and no damage from the second tornado. **The Beta Slime has 27/47 HP left.**
---
Cultist Szyme withdraws two steel arrows from his quiver and fires both of them at the worst.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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


Then, he begins performing motions with his hands and recites a short prayer. His hands begin to glow a bright yellow color, and he points towards the Alpha Slime curing it of the Silenced status effect. The Alpha Slime is no longer silenced.
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Post Post #1268  (isolation #335)  » Wed Jul 31, 2019 10:15 am

I forgot the defense roll.
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1269  (isolation #336)  » Wed Jul 31, 2019 10:16 am

the worst attempts to leap out of the way of the first arrow, but he is still pierced in the hand by it. The second arrow manages to pierce through his chest causing major damage. **the worst has 7/20 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 28/45 | MP = 1/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 2 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = 31/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 27/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1282  (isolation #337)  » Wed Jul 31, 2019 7:04 pm

That leaves the NPC action.
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Post Post #1284  (isolation #338)  » Wed Jul 31, 2019 7:28 pm

Still two more rounds of cooldown.
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Post Post #1290  (isolation #339)  » Thu Aug 01, 2019 11:07 am

inspiratieloos slashes horizontally then vertically at the Alpha Slime slicing off pieces of the slime with each slash. **The Alpha Slime has 24/43 HP left.**

the worst raises his hands and starts moving them in intricate manners. Soon, blue and white wisps form around his hands. He points towards the Alpha Slime and the Beta Slime, and the wisps go flying towards them. **The Alpha Slime has 20/43 HP left.** (3 so far on the Beta Slime.) **the worst has 1/5 MP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


James Brafin slashes diagonally at Cultist Szyme. The cultist attempts to defend himself.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Inferno390 hacks at the Beta Slime. The slime's skin begins to thicken.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


David loads his bow and fires a shot at the Alpha Slime. It pierces through the slime, taking a piece of the slime with it. **The Alpha Slime has 17/43 HP left.**
---
the worst can use active skills again.
James Brafin can use active skills again.
Gamma Emerald can use active skills again.
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Post Post #1291  (isolation #340)  » Thu Aug 01, 2019 11:14 am

The Alpha Slime is stunned for one round. The Beta Slime, despite taking damage, manages to avoid being stunned. **The Beta Slime has 25/43 HP left.**

Cultist Szyme manages to sidestep out of the way of James Brafin blow avoiding all damage.

Inferno390's sword feels little resistance and manages to hack a significant portion of the Beta Slime off. **The Beta Slime has 21/47 HP left.**
---
Cultist Szyme loads his bow with an arrow with a grayish-colored tip and fires it at Inferno390.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


Cultist Szyme then recites a moderate length prayer and moves his hands about. Green and white wisps form around his hands. He then points at the Alpha Slime.
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6


The Beta Slime moves towards James Brafin.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #1292  (isolation #341)  » Thu Aug 01, 2019 11:18 am

Inferno390 fails to see the incoming arrow and is hit in the forehead by it. He removes the arrow, and blood begins gushing out of the wound. **Inferno390 has 16/23 HP left.**

The Alpha Slime grows much larger as Cultist Szyme's magic heals it. **The Alpha Slime has 23/43 HP left.**

James Brafin also fails to see the Beta Slime coming and falls victim to the slime's embrace for several seconds. James Brafin is poisoned for one round. **James Brafin has 14/23 HP left.**
---
Poison damage for James Brafin:
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #1293  (isolation #342)  » Thu Aug 01, 2019 11:18 am

The poison now coursing through James Brafin's bloodstream causes him to lose an additional two health. **James Brafin has 12/23 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 28/45 | MP = 0/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 1 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = 23/43 | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 21/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1314  (isolation #343)  » Fri Aug 02, 2019 11:26 am

You would still have to roll at least. Also, Delta is dead.
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Post Post #1317  (isolation #344)  » Fri Aug 02, 2019 12:19 pm

Cerberus v666 starts moving his hands in intricate ways. Soon, blue and white wisps form around him. He points towards Alpha and Beta, and the wisps merge into two separate tornados that begin heading those ways. **The Alpha Slime has 18/43 HP left.** The Beta Slime is completely unaffected by the incoming wisp tornado. **Cerberus v666 has 3/5 MP left.**

the worst is the next to attack. He slashes twice at the Alpha Slime hacking off a large and small chunk of the slime. (6 + 2 = 8 so far on the Alpha Slime.) Not Known 15 follows up with another double slash that cuts off two more chunks of the slime. (8 + 4 + 2 = 14 so far on the Alpha Slime.) Jacakl711 finishes off the slime with a reverse uppercut slash. The slime lets out a loud shrill sound before dying. "Nooooo!" screams Cultist Szyme as the slime withers up and dies. (14 + 5 - 1 = 18 so far on the Alpha Slime.) **The Alpha Slime is DEAD.**

David then loads his bow and fires it at the Beta Slime. The slime's skin begins to thicken in response.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
The Beta Slime fills the air with an intoxicating substance. It becomes hard to concentrate on the battle at hand. Everyone's cooldowns have increased by two rounds!

Cultist Szyme loads his bow with a steel arrow and fires it at Jackal711.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


He loads his bow with another steel arrow and fires it at David.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


He then lets out a deep sigh, raises his hand in the air, and says, "Stop! You mustn't hurt my pets any longer. Let my pet and I go, and I shall trouble you no longer!" Cultist Szyme is offering to surrender. Do you accept or reject the offer? (Be aware, it could be a trap!)
---
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Post Post #1318  (isolation #345)  » Fri Aug 02, 2019 12:23 pm

Feeling nearly no resistance, the arrow from David's bow pierces deep within the Beta Slime's skin. **The Beta Slime has 17/47 HP left.**

Jackal711 is unable to avoid the incoming arrow and takes nearly full damage from the attack. **Jackal711 has 16/20 HP left.** The second arrow pierces David in his right hand. Blood begins pouring out of the wound. **David has 9/14 HP left.**
---
Current Monster Statuses (Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 28/45 | MP = 0/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 1 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = DEAD | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = 17/47 | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2 | 3 CD
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

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

Cultist Szyme is offering to surrender. Do you accept or reject the offer?
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Post Post #1325  (isolation #346)  » Fri Aug 02, 2019 2:09 pm

Btw, to reject the offer, all you have to do is attack. If you accept, you should bold such.
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Post Post #1332  (isolation #347)  » Fri Aug 02, 2019 5:12 pm

Cultist Szyme will not negotiate terms.

If you accept, he promises to leave and never mess with you or other adventurers in the Cave of Slimes ever again.
If you reject, the battle continues as before.

He has no intention of joining your side.
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Post Post #1335  (isolation #348)  » Fri Aug 02, 2019 5:27 pm

Cultist Szyme grumbles seeing that the group of Murderhobos do not intend to accept his offer. "Fine! In addition to not bothering anyone, I'll throw in some money in as well. You'll never find it if you kill me!" Note: He refuses to disclose the exact amount of money he is offering, but as a cultist, he should be pretty rich.
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Post Post #1344  (isolation #349)  » Fri Aug 02, 2019 7:34 pm

9 AM or PM?
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Post Post #1351  (isolation #350)  » Fri Aug 02, 2019 10:05 pm

In post 1350, Formerfish wrote:Can i search the area while the others fight? Find the gold on my own?

Considering the fact he has it hidden in an alternate realm (via magic!), I'm afraid you will never find it.
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Post Post #1366  (isolation #351)  » Sun Aug 04, 2019 3:17 pm

(expired on 2019-08-04 20:17:08) until the round ends.
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Post Post #1369  (isolation #352)  » Sun Aug 04, 2019 3:38 pm

You are actually on cooldown. I'll just use the first roll.
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Post Post #1370  (isolation #353)  » Sun Aug 04, 2019 3:56 pm

James Brafin leaps into the air and slashes downward at the Beta Slime. He manages to hack off nearly half of the slime in a single blow! (8 so far on the Beta Slime.) inspiratieloos follows up from behind and cuts off another large chunk of the slime. (8 + 7 = 15 so far on the Beta Slime.) Not Known 15 then swoops in for the kill. (15 + 5 - 1 = 19 so far on the Beta Slime.) The slime lets out a high-pitched noise before shriveling up into nothingness. **The Beta Slime is dead.**

David loads his bow and fires it at Cultist Szyme. (4 so far on Cultist Szyme.) Meanwhile, Inferno390 creeps behind Cultist Szyme and stabs him in the back. (4 + 7 = 11 so far on Cultist Szyme.) Cultist Szyme attempts to dodge the incoming arrow.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

---
"You are smarter than I expected. Do I truly care about these slimes? Absolutely not! They are expendable pawns in the Occult Clan's grand scheme. I too am an expendable pawn, meant only to slow you down... or perhaps kill one of you. Though you may defeat and slay me, you will never infilitrate our base and stop our grand scheme," shouts Cultist Szyme in a maniacal voice. He then proceeds to cackle as he loads his bow and fires it at David.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Cultist Szyme then stops cackling and stares towards David. "You traitor! You will pay for helping the enemy!" Then, the cultist proceeds to fire a second arrow at David.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

---
The following players can use active skill again: Cerberus v666, NotMySpamAccount, Amzela, McMenno, Chemist1422, James Brafin, Inferno390, Gamma Emerald, and Formerfish.
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Post Post #1371  (isolation #354)  » Sun Aug 04, 2019 4:00 pm

Cultist Szyme is too caught up in his grand speech to notice the arrow flying straight towards him in time to dodge. It hits him in the chest and deals heavy damage. **Cultist Szyme has 18/45 HP left.**
---
Cultist Szyme manages to fire off his two arrows very accurately. One arrow hits David in the forehead. The other manages to partially pierce his chest. David collapses to the ground, severely injured. He is then bathed by a white light causing some of his wounds to close. He manages to stagger back up, but you can tell that he is fighting to stay alive. **David has 1/14 HP left.**
---
Current Monster Statuses (Threshold 4/1)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 18/45 | MP = 0/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4
(6) Alpha Slime : White Slime : Level = 6 | HP = DEAD | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = DEAD | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1386  (isolation #355)  » Sun Aug 04, 2019 6:05 pm

To clarify, you would cast Redirection Shield on an ally, not an enemy. Damage that would be taken by that ally is partially redirected to the caster of Redirection Shield.
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Post Post #1395  (isolation #356)  » Mon Aug 05, 2019 11:10 am

(expired on 2019-08-05 19:40:48) until the round ends unless someone acts during that time.
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Post Post #1409  (isolation #357)  » Mon Aug 05, 2019 5:02 pm

inspiratieloos slashes at Cultist Szyme. (6 so far on Cultist Szyme.) David follows up with an arrow from his bow. (6 + 3 = 9 so far on Cultist Szyme.) The cultist attempts to defend himself...
Original Roll String: 1d4-1
1 4-Sided Dice: (4)-1 = 3


Not Known 15 removes a red vial from his backpack and throws it towards David. David catches it and gulps it down. **David has 2/14 HP left.** Not Known 15 then begins moving his hands and shouting ancient words. Soon, white and yellow wisps form around him. He points towards David, and a yellow light envelopes both David and Not Known 15. David and Not Known 15 are linked by a Redirection Shield for two round. **Not Known 15 has 2/4 MP left.**

James Brafin begins reciting a short prayer and makes motions with his hands. His hands begin to glow white. He points towards David, and David is enveloped by a healing light. **David has 4/14 HP left.** **James Brafin has 1/4 MP left.**

Inferno390 starts making gestures with his hands while repeating an ancient curse. Black wisps start to encircle his hands. He points towards Cultist Szyme, and the black wisps begin to consume the cultist. Cultist Szyme is cursed (-1) for three rounds!
---
Cultist Szyme takes out two arrows from his quiver and loads his bow with one of them. He then aims it at Inferno390 and fires. Next, he quickly loads the second arrow and fires it at James Brafin.
(Inferno390:)
Original Roll String: 1d6-1
1 6-Sided Dice: (4)-1 = 3

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

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

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


"You dare to interfere with our plans! You will pay severely! Now die in the name of the Occult Clan!" shouts Cultist Szyme as he withdraws another arrow and fires it at David.
Original Roll String: 1d6-1
1 6-Sided Dice: (5)-1 = 4

(Not Known 15's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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

---
Jackal711 can use active skills again.
David can use active skills again.
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Post Post #1410  (isolation #358)  » Mon Aug 05, 2019 5:11 pm

Oh, Cultist Szyme used arrow volley against Inferno390 and James Brafin. I'll adjust the rolls for the additional -1 modifiers.
Cultist Szyme is rather prepared for the incoming attacks and manages to mitigate a good portion of the damage. **Cultist Szyme has 12/45 HP left.**

Inferno390 attempts to roll to dodge the incoming arrow and successfully does so.

James Brafin, despite his best efforts, is still hit in the right hand by the incoming arrow, but thankfully, the arrow bounces off his skin rather than piercing through. **James Brafin has 11/23 HP left.**

Cultist Szyme's arrow pierces through David's left arm causing blood to spill out. Amazingly, a faint yellow light begins shining out from Not Known 15's right hand towards David wound linking the two together. Not Known 15 is mentally prepared and is able to avoid taking damage. David takes two damage from the initial wound. **David has 2/14 HP left.**

Cultist Szyme is struck by an invisible force and takes two more damage. **Cultist Szyme has 10/45 HP left.**
---
Current Monster Statuses (Threshold 4/1)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 10/45 | MP = 0/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (2 Rounds) | 2 CD
(6) Alpha Slime : White Slime : Level = 6 | HP = DEAD | MP = 24/28 | Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP = DEAD | Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP = DEAD | MP = 10/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1428  (isolation #359)  » Mon Aug 05, 2019 9:03 pm

You are on CD the worst.
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Post Post #1437  (isolation #360)  » Mon Aug 05, 2019 9:30 pm

That should kill him. One action left.
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Post Post #1440  (isolation #361)  » Mon Aug 05, 2019 10:07 pm

James Brafin is not on cooldown.
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Post Post #1444  (isolation #362)  » Tue Aug 06, 2019 10:19 am

In post 1441, James Brafin wrote:I shall Meditate then :)

This requires a die roll:
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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Post Post #1445  (isolation #363)  » Tue Aug 06, 2019 10:58 am

David takes out two arrows from his quiver. He quickly loads the first arrow and shoots it at Cultist Szyme. He then does the same with the second arrow. His second arrow unfortunately misses. (6 + 0 = 6 so far on Cultist Szyme.) Jackal711 then rushes forward and slashes at Cultist Szyme twice. His form is poor decreasing the effectiveness of the slashes. (6 + 3 + 1 => 10 so far on Cultist Szyme.) Not Known 15 then goes around the cultist and stabs the cultist from behind. (10 + 6 - 1 = 15 so far on Cultist Szyme.) The cultist, unable to defend off against all the attacks, collapses to the ground. Cultist Szyme manages to stand up afterwards, but you can tell it is taking him a lot of willpower. the worst is last to attack and deals the finishing blow. "No!!! You shall pay dearly for this! My fellow cultists will avenge me! Mark my words!" With that, the cultist collapses to the floor and becomes motionless. The evil man known as Cultist Szyme is no more. **Cultist Szyme is dead.**

James Brafin takes a moment to reflect on the battle and his life choices. He feels somewhat refreshed after doing so. **James Brafin has 13/23 HP left.**
---
Party Experience:
Base XP = 20 + 14 + 9 + 6 = 49 XP
XP Adjustment = 6 XP
Average Enemy Level = (6 + 6 + 6 + 6) / 4 = 6.0
Number of Participants = 10
XP Awarded Per Participant = 5.5 XP at Level 6.0.

(5) the worst gains 6 XP. the worst levels up from level 5 to level 6! You may reallocate your stat point if you wish.
(3) Formerfish gains 8 XP. Formerfish levels up from level 3 to level 4! Please allocate your new stat point at your earliest convenience.
(5) Inferno390 gains 6 XP. Inferno390 stays at level 5.
(5) James Brafin gains 6 XP. James Brafin stays at level 5.
(5) Not Known 15 gains 6 XP. Not Known 15 stays at level 5.
(5) inspiratieloos gains 6 XP. inspiratieloos levels up from level 5 to level 6! You may reallocate your stat point if you wish. Please choose a specialization path at your earliest convenience.
(5) Jackal711 gains 6 XP. Jackal711 stays at level 5.
(5) Gamma Emerald gains 6 XP. Gamma Emerald stays at level 5.
(5) Cerberus v666 gains 6 XP. Cerberus v666 levels up from level 5 to level 6! You may reallocate your stat point if you wish.
---
(3) David gains 5 XP. David levels up from level 3 to level 4!
David (NPC)HP: 14 -> 18
MP: 0 -> 2
Defense: 0d2 -> 1d2
Unlock level 1 "Minor Heal" (2 Mana).

Apparently, David had defense dice this whole time, and I didn't notice. Regardless, we're going to go with he had none, but now he does.
---
(1) PrivateI gains 2 XP. PrivateI levels up from level 1 to level 2!
(1) tris gains 2 XP. tris levels up from level 1 to level 2!

From now on, new players will begin at level 2 rather than level 1.

Level 6 (XP Needed: 28)
- Hitpoints = 20 | Attack = 1d6 + 1d4 | Defense = 1d4
- Mana Points = 5 | Morale = 10 | 1 Stat Point
- Gain passive skill "Power Aura": Enemies that are more than four levels below you gain a -1 modifier on defense rolls.
- Gain active skill "Throw Weapon" (3 CD): Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the {Expected Roll} (at this level, the expected roll is 8.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
- Gain magic spell "Enrage" (2 Mana): Enrages a target causing them to receive a -2 modifier on defense rolls but grants a +2 modifier on non-magical attack rolls. This effect lasts for two rounds.
- Gain magic spell "Inspire" (1 Mana): Increases the morale of an ally by 2d4 points.
- Gain magic spell "Fear" (1 Mana): Decreases the morale of an enemy by 2d4 points.
- Upgrade active skill "Speed Slash" to level 2 (2 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
- Upgrade magic spell "Fire" to level 2 (1 Mana): Sears an enemy for 1d4 damage and ignores their defenses.
- Upgrade magic spell "Curse" to level 2 (2 Mana): Curses a target giving their dice rolls a -2 modifier for three rounds.
- Update (retroactively--as in, this new description applies for lower level players without morale as well) the description of the passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown. Furthermore, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses (like "Scared"), you immediately recover from them.
- 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 players are unable to act and unable to defend. Scared monsters are unable to act and have a 25% chance of fleeing the battle each round. (Note: You do not get XP from enemies that flee.) Morale increases by 20% of your current hitpoints 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.
- Unlock globally (i.e.: for everyone) the Friendship System. A full description will be posted elsewhere as it is far too long to copy into this space.
- Checkpoint level (If you die, you respawn at level 6.)
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Post Post #1446  (isolation #364)  » Tue Aug 06, 2019 11:15 am

Details on the friendship system are listed in . The initial idea and design is courtesy of James Brafin, but I have made some changes. Also, I will note I plan to extend it beyond Friendship Level 4. I just have not made it that far yet.
---
Having defeated the deranged cultist, you search around to see if he had any good loot. All you could find was another healing potion; he managed to hide his money in a safe place. You continue deeper into the cave. You are soon stopped by a small group of slimes. They are notably weaker than many of the ones you have previously seen. Apparently, Cultist Szyme is not the one behind the slime menace; he is only an instigator.

Battle #18 (Threshold 2/1)
(4) Alpha : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = 16/16 | Attack = 1d6 | Defense = 0d2
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Post Post #1452  (isolation #365)  » Tue Aug 06, 2019 11:57 am

The distribution is different plus I arbitrarily decided d5's are not a thing in this game.

The friendship cooldowns are separate from normal cooldowns.
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Post Post #1454  (isolation #366)  » Tue Aug 06, 2019 12:29 pm

Yes.
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Post Post #1465  (isolation #367)  » Tue Aug 06, 2019 2:11 pm

In post 1460, Formerfish wrote:I'll put my point towards HP.

And I'll attack beta unless someone else wants to take that one and I'll love down the line.

Speed slashes don't count towards actions right?

That is correct.
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Post Post #1473  (isolation #368)  » Tue Aug 06, 2019 7:02 pm

In post 1472, Formerfish wrote:
In post 1467, tris wrote:Ok! Speed slash Charlie!
Original Roll String: 1d6-2 (STATIC)
1 6-Sided Dice: (1)-2 = -1


I think for speed slash you do 2d4-2

tris did it correctly. That's if you are level 5.

Oh and you are level 4, so you would do 1d6 and 1d2-2. (Please reroll using the below code.)
Code: Select all
[dice]1d6[/dice]
[dice]1d2-2[/dice]
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Post Post #1487  (isolation #369)  » Wed Aug 07, 2019 5:05 pm

Not Known 15 begins the battle by charging forward and slashing quickly at the first slime, Alpha. (4 so far on Alpha {1}.)

tris wakes up one bright morning. She looks around, and she decides she is bored, so she embarks on an adventure. Learning from the local inn that a large band of brave adventurers had headed south toward a cave full of slimes, tris decides to go over there to join them. She navigates the dark and narrow tunnels of the Cave of Slimes until at last, she catches up with the group of adventurers and finds them engaging in battle. She leaps forward and hacks at the nearest slime with as much speed as she can muster. Alas, her strike misses, and she hits thin air. (0 so far on Charlie {1}.)

the worst goes and slashes as quick as lightning at Alpha. He hacks off a large portion of the slime. (4 + 7 = 11 so far on Alpha {2}.)

James Brafin dives into the fray and slashes with great speed at Beta. He hacks off a sizeable portion of the slime. (5 so far on Beta {1}.) Formerfish follows up with another lightning-fast slash at Beta. He doesn't manage to slice off as much of the slime as James Brafin. (5 + 1 = 6 so far on Beta {2}.)

Jackal711 attacks the remaining slime, Delta, with a speed that cannot be seen by the human eye. The slime noticably shrinks in size. (4 so far on Delta {1}.) Then, Cerberus v666 attacks Delta as well, twice in fact. The poor slime is destroyed by Cerberus's strong attacks. (4 + 7 + 6 = 17 so far on Delta {2}.) **Delta is dead.**

Alpha is surprised as it receives yet another attack. The slime is unable to do anything as inspiratieloos kills it. (11 + 6 = 17 so far on Alpha {3}.) **Alpha is dead.**

David removes two arrows from his quiver. He aims his bow at Beta and fires it twice in quick succession. The first arrow misses, but the second one hits its target. (6 + 1 + 2 - 1 = 8 so far on Beta {3}.) **Beta has 8/16 HP left.**

Inferno390 concludes the adventurers' round of actions by moving his hands in intricate ways and shouting words of power. Blue wisps form around his hands. He points towards Beta and Charlie, and the wisps go flying in those directions. **Inferno390 has 1/4 MP left.** **Beta has 7/16 HP left.** **Charlie has 14/16 HP left.**
---
Beta begins creeping towards Inferno390.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (1) = 1

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


Charlie begins moving towards the worst.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5

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

Ignore the dice rolls as they're stunned, and I didn't notice originally.
Last edited by Ircher on Wed Aug 07, 2019 5:20 pm, edited 1 time in total.
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Post Post #1488  (isolation #370)  » Wed Aug 07, 2019 5:11 pm

Inferno390 easily evades the incoming slime.

the worst on the other hand is not nearly as attentive. He begins to feel an icy cold presence around his legs. Eventually, the feeling disappears, but the damage had already been done. **the worst has 16/20 HP left.**

---
Despite victory seeming quite imminent, you are surprised to see more slimes arrive on the scene! They looks slightly bigger than the other two still alive, but not too much bigger.
---
Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = 7/16 | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = 14/16 | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = 18/18 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = 18/18 | Attack = 1d6 | Defense = 0d2
Last edited by Ircher on Wed Aug 07, 2019 5:21 pm, edited 1 time in total.
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Post Post #1489  (isolation #371)  » Wed Aug 07, 2019 5:16 pm

And I totally forgot about the stun effect. Just ignore my rolls; I'll fix the worst's HP.
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Post Post #1497  (isolation #372)  » Thu Aug 08, 2019 5:11 pm

It probably got buried in the text, but using friendship skills/friendship spells do not award friendship points.
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Post Post #1503  (isolation #373)  » Thu Aug 08, 2019 6:42 pm

It did, but I will fix it with my next update.
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Post Post #1507  (isolation #374)  » Thu Aug 08, 2019 10:13 pm

1/1 actions left; inspir was aided; remaining enemies are Beta/Charlie/Echo/Foxtrot.
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Post Post #1515  (isolation #375)  » Fri Aug 09, 2019 11:29 am

(expired on 2019-08-09 19:29:57) left until the round ends.
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Post Post #1518  (isolation #376)  » Fri Aug 09, 2019 4:34 pm

James Brafin rushes into battle and attacks Beta. He hacks off a large piece of the slime. (5 so far on Beta {1}.)

From the sidelines, Cerberus v666 shouts words of encouragement to inspiratieloos. inspiratieloos feels slightly more determined to do a good job.

Inferno390 then attempts to dispatch the slime, Beta. His cut is well-aimed, and he succeeds in his task. Beta shrivels up and dies. (5 + 5 = 10 so far on Beta {2}.) **Beta is dead.**

With the aid of Cerberus v666's encouragement, inspiratieloos goes through the ritual needed to summon two wisp tornadoes. He points at Echo and Foxtrot, and the tornadoes are sent flying in those directions. **inspiratieloos has 4/6 MP left.** Echo and Foxtrot are stunned for one round! **Echo has 12/18 HP left.** **Foxtrot has 13/18 HP left.**

Last, but not least, David fires an arrow towards Charlie. It lands and skewers a small piece of the slime. **Charlie has 11/16 HP left.**
---
Charlie moves towards Cerberus v666.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

---
the worst can use active skills again.
inspiratieloos can use active skills again.
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Post Post #1519  (isolation #377)  » Fri Aug 09, 2019 4:37 pm

Though Cerberus v666 moves quickly, Charlie moves faster, and Cerberus v666 is unable to escape the slime's embrace. **Cerberus v666 has 18/20 HP left.**
---
Once again, more slimes appear on the scene. They are slightly bigger than the ones from last round and appear a little fiercer.
---
Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = 11/16 | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = 12/18 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = 13/18 | Attack = 1d6 | Defense = 0d2
(6) Golf : Slime : HP = 20/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) Hotel : Slime : HP = 20/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
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Post Post #1523  (isolation #378)  » Fri Aug 09, 2019 6:07 pm

Don't forget to roll!
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Post Post #1531  (isolation #379)  » Sat Aug 10, 2019 7:50 am

yes you can.
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Post Post #1532  (isolation #380)  » Sat Aug 10, 2019 7:51 am

In post 1522, the worst wrote:tornado golf & hotel

In post 1523, Ircher wrote:Don't forget to roll!
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Post Post #1534  (isolation #381)  » Sat Aug 10, 2019 10:01 am

Actually, I intended the timing to work regardless of when the roll occurred.
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Post Post #1546  (isolation #382)  » Sun Aug 11, 2019 2:39 pm

(expired on 2019-08-11 20:09:53) left. I apologize for the late notice.
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Post Post #1551  (isolation #383)  » Sun Aug 11, 2019 5:30 pm

inspiratieloos attacks with great speed against Charlie. He slices off a large portion of the slime. (6 so far on Charlie {1}.) Gamma Emerald also quickly slashes Charlie. Bolstered by James Brafin's encouragement from the sidelines, he manages to cut off enough of the slime to kill it. (6 + 4 + 1 = 11 so far on Charlie {2}.) **Charlie is dead.**

Formerfish whispers some helpful words to the worst. the worst then proceeds to move his hands in intricate ways and invoke words of power. Blue and white wisps form around him. He points towards Golf and Hotel, and two wisp tornadoes go flying in those directions. **the worst has 4/6 MP left.** Golf and Hotel are stunned for one round. **Golf has 17/20 HP left.** **Hotel has 14/20 HP left.**

David takes out an arrow from his quiver, loads his bow, and fires it at Echo. He hits Echo directly and removes a large piece of the slime with the arrow. (6 so far on Echo {1}.) Not Known 15 follows up with a simple slash and cuts off a bit more of the slime. (6 + 4 = 10 so far on Echo {2}.) **Echo has 2/18 HP left.**

Okay, now that I'm resolving the actions, allowing people to retro-aid kinda makes it harder to resolve scenes as I have to switch around the timings of some things (naturally, the aid occurs before the aided person's action). At the very least, I would like people to bold actions that do not include a dice roll or other thing that "sticks out" to me.
---
Echo moves towards David.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


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

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

---
James Brafin can use active skills again.
Not Known 15 can use active skills again.
Jackal711 can use active skills again.
Formerfish can use active skills again.
tris can use active skills again.
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Post Post #1552  (isolation #384)  » Sun Aug 11, 2019 5:39 pm

David does not see Echo coming and comes in contact with the slime for a long time before finally moving out of the way. **David has 13/18 HP left.**

Likewise, Gamma Emerald is not watching Foxtrot and is caught by surprise by Foxtrot's embrace. He eventually manages to free himself from Foxtrot's grasp. **Gamma Emerald has 15/20 HP left.**
---
You are unsurprised to see yet another two slimes enter the battlefield. One of them is really small, but the other one is noticeably bigger than all of the other slimes. Your natural intuition as adventurers makes you suspect that these two slimes are the last ones for this battle.
---
Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = 2/18 | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = 13/18 | Attack = 1d6 | Defense = 0d2
(6) Golf : Slime : HP = 17/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) Hotel : Slime : HP = 14/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) India : Tiny Slime : HP = 13/13 | Morale = 3/3 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 0d2
(6) Juliet : Giant Slime : HP = 25/25 | Morale = 4/4 | Attack = 1d8 | Defense = 0d2

Note: Some monsters may possess multiple attack values. When those creatures execute attacks, they perform both attacks in the same action, but each one counts as a separate attack. (Example: If a slime with two attacks uses "Double Slime", it will attack the targeted player using attack1 and attack2 twice each for a total of four attacks.)
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Post Post #1557  (isolation #385)  » Sun Aug 11, 2019 7:09 pm

It might be possible with (much) more experience.
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Post Post #1571  (isolation #386)  » Mon Aug 12, 2019 2:20 pm

That would be correct.
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Post Post #1576  (isolation #387)  » Tue Aug 13, 2019 5:40 pm

(expired on 2019-08-14 09:40:30) until the round ends.
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Post Post #1582  (isolation #388)  » Wed Aug 14, 2019 10:55 am

Not Known 15 starts off the battle by drawing his sword and slashing horizontally at India followed by slashing vertically at Echo. He manages to remove sizeable chunks from both slimes. (4 so far on India {1}.) Echo lets out a shrill noise as it dies from Not Known 15's attack. **Echo is dead.**

Formerfish attacks India with the speed of the wind behind him. He takes out a small chunk of the slime. (4 + 3 = 7 so far on India {2}.) **India has 6/13 HP left.**

James Brafin slashes very quickly at Foxtrot. He manages to remove a bit of the slime. (4 so far on Foxtrot {1}.)

Apparently, the worst tried to act twice in the same turn (without realizing such). I'm gonna go with the second action he posted, but for integrity reasons, I'll be assessing an additional -1 penalty to both people targeted by the tornado.

inspiratieloos whispers encouraging words to the worst. the worst begins to perform the ritual needed to cast "Tornado". His mind is distracted, and he fumbles one of the words slightly decreasing the effectiveness of the spell. Even so, inspiratieloos's encouragement makes him perform the rest of the ritual almost perfectly. Blue and white wisps begin encircling his hands. He points towards Hotel and India, and the wisps begin flying towards them in a swirling mass. Hotel and India are stunned for one round. **the worst has 2/6 MP left.** **Hotel has 8/20 HP left.** **India has 4/13 HP left.**

David loads his bow and fires at Foxtrot. He manages to skewer away a piece of the slime. (4 + 3 = 7 so far on Foxtrot {2}.) **Foxtrot has 6/18 HP left.**
---
Foxtrot moves towards the worst.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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


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

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


Juliet attempts to hug Formerfish, twice!
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

Original Roll String: 1d8-2
1 8-Sided Dice: (6)-2 = 4

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

---
Cerberus v666 can use active skills and friendship skills again.
Inferno390 can use active skills again.
inspiratieloos can use active skills again.
David can use active skills again.
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Post Post #1583  (isolation #389)  » Wed Aug 14, 2019 11:01 am

the worst is alert and ready to move as soon as he sees Foxtrot approach him, but alas, the slime moves faster than him. He still manages to escape from the slime soon after being touched by it. **the worst has 17/20 HP left.**

David is looking the other way when he suddenly feels a warm gooey feeling around his legs. By the time he finally notices Golf's presence, it is already too late; the slime has spread its corrosive substance all over the armor covering his legs. **David has 9/18 HP left.**

Formerfish is paying some attention to Juliet's motions to avoid getting touched by the slime the first time it lurches towards him. Alas, Formerfish was not expecting a second attack and is hugged by the slime for a short while before breaking free. **Formerfish has 15/18 HP left.**
---
For once, no new slimes appear onto the battlefield.
---
Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = 6/18 | Attack = 1d6 | Defense = 0d2
(6) Golf : Slime : HP = 17/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) Hotel : Slime : HP = 8/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) India : Tiny Slime : HP = 4/13 | Morale = 3/3 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 0d2
(6) Juliet : Giant Slime : HP = 25/25 | Morale = 4 | Attack = 1d8 | Defense = 0d2 | 3 CD
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Post Post #1589  (isolation #390)  » Wed Aug 14, 2019 4:39 pm

inspiratieloos slashes quickly at India, killing the small slime. It lets out an extremely high-pitched noise as it dies. **India is dead.**

Inferno390 slashes at Juliet twice. He slices off some bits of slime with each blow. (3 + 2 = 5 so far on Juliet {1}.) **Juliet has 20/25 HP left.**

Not Known 15 begins moving his hands in intricate ways and chanting ancient words. Soon, his hands begin to glow a bright blue. He points towards Golf and Hotel, and two wisp tornadoes are sent flying in those directions. **Not Known 15 has 0/4 MP left.** Golf and Hotel are stunned for one round. **Golf has 11/20 HP left.** **Hotel has 4/20 HP left.**

David removes two arrows from his quiver. He loads the first one and fires it at Foxtrot, and he then follows up with the second arrow in quick succession. Alas, his second arrow misses his target. The first one manages to remove a large piece of Foxtrot, killing the slime. (6 + 0 = 6 so far on Foxtrot {1}.) **Foxtrot is dead.**
---
Juliet moves towards Inferno390.
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

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

---
James Brafin can use friendship skills again.
Gamma Emerald can use active skills again.
Formerfish can use friendship skills again.
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Post Post #1590  (isolation #391)  » Wed Aug 14, 2019 4:41 pm

Inferno390 does not notice as Juliet slithers towards him. Luckily, the slime decides it didn't like how Inferno390 felt and does not touch Inferno390 for long. **Inferno390 has 14/23 HP left.**
---
Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(6) Golf : Slime : HP = 11/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) Hotel : Slime : HP = 4/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) India : Tiny Slime : HP = DEAD | Morale = 3/3 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 0d2
(6) Juliet : Giant Slime : HP = 20/25 | Morale = 4 | Attack = 1d8 | Defense = 0d2 | 2 CD
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Post Post #1592  (isolation #392)  » Thu Aug 15, 2019 7:19 pm

(expired on 2019-08-17 12:19:41) until the round ends.

Also, since I am going to be starting classes again really soon, I have decided this battle will be the last one for a (long) while. Fear not! I think next time I run this, I'll run it as a continuation of this game rather than starting over again!
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Post Post #1603  (isolation #393)  » Sat Aug 17, 2019 10:35 am

Generally speaking, like any other action with initiative, you must perform aid BEFORE the action threshold met. That said, I'll accept James Brafin's aid here this time around.

Jackal711 starts the round by slashing quickly at Hotel. His aim is a bit off, and he only cuts off a tiny portion of the slime. (1 so far on Hotel {1}.) Next, David loads his bow and shoots an arrow that nearly misses Hotel. (1 + 1 = 2 so far on Hotel {2}.) Growing rather impatient, Not Known 15 decides to dispatch Hotel himself. (2 + 6 - 1 = 7 so far on Hotel {3}.) The slime lets out a shrill noise as it shrivels up and dies. **Hotel is dead.**

James Brafin yells encouraging words to inspiratieloos. Then, inspiratieloos begins moving his hands in intricate ways and chanting words. Blue and white wisps form around him. He points towards Golf and Juliet sending tens of wisps in those directions. **inspiratieloos has 2/6 MP left.** Golf and Juliet are stunned for one round. **Golf has 6/20 HP left.** **Juliet has 14/25 HP left.**
---
James Brafin can use active skills again.
inspiratieloos can use active skills and friendship skills again.
Formerfish can use active skills again.
---
Current Monster Statuses (Threshold 2/1)
(4) Alpha : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Beta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Charlie : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(4) Delta : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Echo : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(5) Foxtrot : Slime : HP = DEAD | Attack = 1d6 | Defense = 0d2
(6) Golf : Slime : HP = 6/20 | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) Hotel : Slime : HP = DEAD | Morale = 3/3 | Attack = 1d8 | Defense = 0d2
(6) India : Tiny Slime : HP = DEAD | Morale = 3/3 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 0d2
(6) Juliet : Giant Slime : HP = 14/25 | Morale = 4/4 | Attack = 1d8 | Defense = 0d2 | 1 CD
---
The next round ends in (expired on 2019-08-18 15:35:34).
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Post Post #1614  (isolation #394)  » Sat Aug 17, 2019 5:24 pm

In post 1612, Formerfish wrote:
In post 1611, inspiratieloos wrote:Double slashing Juliet should be fine though.


Cool. As a lvl 4 how would I double slash? I don't think I've done this one yet.

Code: Select all
[dice]1d6[/dice]
[dice]1d2[/dice]

[dice]1d6[/dice]
[dice]1d2-2[/dice]
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Post Post #1623  (isolation #395)  » Sun Aug 18, 2019 2:31 pm

inspiratieloos starts off the round by slashing quickly at Golf. Inferno390 shouts encouraging words to inspiratieloos increasing the attack's power. (6 so far on Golf {1}.) **Golf is dead.

the worst whispers some words to Formerfish. Then, Formerfish slashes twice at Juliet, taking moderate-sized chunks of the slime with each blow. (6 + 4 = 10 so far on Juliet {1}.) Next, David loads his bow and fires it at Juliet, killing the slime. (10 + 5 = 15 so far on Juliet {2}.) **Juliet is dead.** Not noticing the slime is already dead, Not Known 15 slashes at thin air.
---
Party Experience:
Base XP = 1 * 4 + 1 * 2 + 1 * 2 + (2 + 2) = 12 XP
XP Adjustment = 0 XP
Average Enemy Level = (4 * 4 + 5 * 2 + 6 * 2 + 6 + 6) / 10 = 5.0
Number of Participants = 11
XP Awarded Per Participant = 1.1 XP at Level 5.0.

(5) Not Known 15 gains 1 XP. Not Known 15 stays at level 5.
(2) tris gains gains 3 XP. tris levels up from level 2 to level 3!
(6) the worst gains 1 XP. the worst stays at level 6.
(5) James Brafin gains 1 XP. James Brafin levels up from level 5 to level 6! You may reallocate your stat point.
(4) Formerfish gains 2 XP. Formerfish levels up from level 4 to level 5! Please choose a specialization path at your earliest convenience. You may reallocate your stat point.
(5) Jackal711 gains 1 XP. Jackal711 stays at level 5.
(6) Cerberus v666 gains 1 XP. Cerberus v666 stays at level 6.
(6) inspiratieloos gains 1 XP. inspiratieloos stays at level 6.
(5) Inferno390 gains 1 XP. Inferno390 levels up from level 5 to level 6! You may reallocate your stat point.
(5) Gamma Emerald gains 1 XP. Gamma Emerald stays at level 5.
---
(4) David gains 2 XP. David stays at level 4.
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Post Post #1624  (isolation #396)  » Sun Aug 18, 2019 2:32 pm

And with that, the game is over for the time being. That being said, the next time I start this up, you will be able to import your character from this game. Thank you for playing and have a good rest of the year.

Edit: Also, if anyone wants to run a variant of the game, you are free to do so. My only request is that you acknowledge where you got the idea from.
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Post Post #1638  (isolation #397)  » Thu Dec 12, 2019 6:15 pm

Once again, you proceed further into the cave to try to find out the slimes' source. As you progress further and further, you find it becomes harder to keep your eyes open. A wave of weariness passes over you. Eventually, you stop walking. "Can't... proceed... any... ... further... ... Zzz... ... ... ..."


A long time passes. You suddenly open your eyes, and to your amazement, there are no slimes around you! You look around and notice the walls surrounding you look different. As some of you try to figure out a direction to go, you suddenly hear a voice and a loud bubbling noise. Two of you yell, "It came from that direction!" One of you points left, and the other points right. "How is that possible? It's clearly this way!" "No, no, you're wrong. It's this way." Unable to come to an agreement on which way to proceed, one of your leaders suggests taking it to a vote.

To the west, you hear many hissing noises.
To the east, you hear the sound of something scraping the walls of the cave.

Which direction will you go? (West or East)?
The next battle will be determined by your choice.

Edit: Deadline for voting is Saturday morning or in (expired on 2019-12-14 09:00:00).
Last edited by Ircher on Fri Dec 13, 2019 9:41 pm, edited 1 time in total.
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Ircher
What A Grand Idea
 
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Post Post #1640  (isolation #398)  » Thu Dec 12, 2019 7:09 pm

That is technically an option but not a recommended one. (Splitting players in the last iteration worked... really poorly...)
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
 
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Post Post #1649  (isolation #399)  » Thu Dec 12, 2019 11:23 pm

Don't mind me.
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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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