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Post Post #1000 (ISO) » Sun Jul 14, 2019 11:11 am

Post by inspiratieloos »

Nvm, no one has damage who can also meditate this turn.
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Post Post #1001 (ISO) » Sun Jul 14, 2019 11:50 am

Post by Jackal711 »

Yeah someone just attack. If you don't kill that's fine, it's stunned this round anyway.
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Post Post #1002 (ISO) » Sun Jul 14, 2019 11:54 am

Post by inspiratieloos »

Attack Charlie
Original Roll String: 2d4
2 4-Sided Dice: (1, 4) = 5
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Post Post #1003 (ISO) » Sun Jul 14, 2019 12:30 pm

Post by Ircher »

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 (ISO) » Sun Jul 14, 2019 1:13 pm

Post by Ircher »

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: (6) = 6

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

Post by Ircher »

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 #1006 (ISO) » Sun Jul 14, 2019 1:16 pm

Post by Formerfish »

If David dies, is he ded for realz?
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Post Post #1007 (ISO) » Sun Jul 14, 2019 1:17 pm

Post by Ircher »

Yes.

Edit: The Healing Grace mechanic applies to him as well. I didn't write that anywhere.
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Post Post #1008 (ISO) » Sun Jul 14, 2019 1:18 pm

Post by Formerfish »

Alpha has no defense, it looks like.
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Post Post #1009 (ISO) » Sun Jul 14, 2019 1:18 pm

Post by the worst »

examine creature: cultist szyme

david shld scry a slime then everyone else scry let's have some scrying fun
who's scum? i haven't read up yet but like, it's me
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Post Post #1010 (ISO) » Sun Jul 14, 2019 1:19 pm

Post by Formerfish »

Ill take alpha
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Post Post #1011 (ISO) » Sun Jul 14, 2019 1:21 pm

Post by the worst »

david scries delta
(hope the bosses are ok w this)
think level 1 scry for the slimes will be plenty
who's scum? i haven't read up yet but like, it's me
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Post Post #1012 (ISO) » Sun Jul 14, 2019 1:22 pm

Post by Formerfish »

Scry Alpha Slime
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Post Post #1013 (ISO) » Sun Jul 14, 2019 1:23 pm

Post by Formerfish »

One more scry and someone can still attack once.
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Post Post #1014 (ISO) » Sun Jul 14, 2019 1:23 pm

Post by Inferno390 »

TW, why u act twice?
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Post Post #1015 (ISO) » Sun Jul 14, 2019 1:24 pm

Post by Ircher »

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 #1016 (ISO) » Sun Jul 14, 2019 1:25 pm

Post by the worst »

maybe someone tornado alpha/beta slimes with our fourth action :?
less likely to resist
who's scum? i haven't read up yet but like, it's me
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Post Post #1017 (ISO) » Sun Jul 14, 2019 1:28 pm

Post by Inferno390 »

Oh I missed it was David doing that second one
My bad
Attack on Szyme IG?
Original Roll String: 2d4
2 4-Sided Dice: (4, 2) = 6
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Post Post #1018 (ISO) » Sun Jul 14, 2019 1:29 pm

Post by the worst »

that's... probably valid I suppose... I was playing lots of Darkest Dungeon last night I guess I'm addicted to stuns
who's scum? i haven't read up yet but like, it's me
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Post Post #1019 (ISO) » Sun Jul 14, 2019 1:30 pm

Post by James Brafin »

Let’s double slash the cultist and tornado A and B then.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #1020 (ISO) » Sun Jul 14, 2019 1:35 pm

Post by James Brafin »

Not bad :)
You know, damage-wise these attacks are better than the double-slash
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Post Post #1021 (ISO) » Sun Jul 14, 2019 2:01 pm

Post by Ircher »

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: (2) = 2


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: (6) = 6

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

(Beta Slime Stun Resistance Roll:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #1022 (ISO) » Sun Jul 14, 2019 2:09 pm

Post by Ircher »

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: (2)-1 = 1

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

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

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


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: (5) = 5


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

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

Post by Ircher »

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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the worst
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Snuggly Duckling
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the worst
Snuggly Duckling
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Joined: November 7, 2015
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Post Post #1024 (ISO) » Sun Jul 14, 2019 2:18 pm

Post by the worst »

tornado szyme & alpha

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

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


davis scries Beta
who's scum? i haven't read up yet but like, it's me
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