Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #2600 (ISO) » Mon Aug 31, 2020 10:16 am

Post by Ircher »

(expired on 2020-09-01 21:30:00) left in the round.
Don't forget y'all have an NPC action as well.

Edit: Deadline is being extended to (expired on 2020-09-02 15:00:00) as I'll be busy at the previous time.
Last edited by Ircher on Tue Sep 01, 2020 3:30 am, edited 1 time in total.
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Post Post #2601 (ISO) » Mon Aug 31, 2020 4:07 pm

Post by dsjstr »

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

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #2602 (ISO) » Wed Sep 02, 2020 8:58 am

Post by Ircher »

inspiratieloos leaps forth and slashes at the Proto-G Slime. He manages to land a solid blow and slice off a part of the slime. (6 so far on the Proto-G Slime. {1}) Gamma Emerald follows up with a stab from behind. An unknown force helps guide his hand improving his accuracy. (6 + 7 = 13 so far on the Proto-G Slime {2}.) dsjstr joins into the fray and manages to cut a small piece of the slime. (13 + 3 - 1 = 15 so far on the Proto-G Slime {3}.) **The Proto-G Slime has
10/74
HP left.**
---
Despite its wounds, the Proto-G Slime presses onward and creeps adeptly towards inspiratieloos.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

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


Alpha attempts to hug dsjstr:
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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


Beta and Delta team up against Gamma Emerald:
(Beta:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #2603 (ISO) » Wed Sep 02, 2020 9:03 am

Post by Ircher »

inspiratieloos tries his best to avoid the Proto-G Slime's attack, but the slime is too relentless in its attack. **inspiratieloos has
7/20
HP left.**

dsjstr is less alert and is slow to react to Alpha's movements. **dsjstr has
5/15
HP left.**

Gamma Emerald sees the two slimes approach him. He attends to dodge out of the way of one slime only to find the other slime had predicted this. Trapped with no route of escape, Gamma Emerald suffers heavy damage. **Gamma Emerald has
6/20
HP left.**
---
Gamma Emerald can use active skills again.

---
Current Monster Statuses
(Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP =
TELEPORTED AWAY
| MP =
5/25
| Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP =
DEAD
| MP =
0/30
| Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP =
10/74
| Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | Berserk until end of battle
(7) (QS) (H) Proto-T Slime : Tiny Slime : Level = 7 | HP =
DEAD
| Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2

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

(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP =
5/12
| Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP =
DEAD
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP =
15/17
| MP =
1/15
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
No longer active.
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Post Post #2604 (ISO) » Wed Sep 02, 2020 9:37 am

Post by inspiratieloos »

Attack Proto-G Slime
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2605 (ISO) » Wed Sep 02, 2020 9:38 am

Post by inspiratieloos »

... Well, that was easy.
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Post Post #2606 (ISO) » Wed Sep 02, 2020 10:23 am

Post by dsjstr »

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

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2
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Post Post #2607 (ISO) » Wed Sep 02, 2020 11:04 am

Post by Ircher »

The round ends in (expired on 2020-09-03 22:00:00) or sooner depending on how busy I am. (The Proto-G Slime is dead, and your HP and MP will be restored after this battle as this is the end of a chapter.) There is no need to continue attacking unless you aren't on my list of players that have acted at some point in this battle. That list currently consists of the following players: Gamma Emerald, Jackal711, lilith2013, Not Known 15, Formerfish, GeorgeBailey, inspiratieloos, dsjstr, the worst, and David (NPC).
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Post Post #2608 (ISO) » Thu Sep 03, 2020 1:49 pm

Post by Ircher »

With one powerful assault, inspiratieloos sends the Proto-G Slime back to the earth from whence it came. A gentle breeze begins blowing into the cave. Having eliminated the source of the slimes, the cave loses its eerie quality and begins to buzz with life once more. You spend some tiem exploring the caves sights (after all, it was a lovely tourist stop before the cultists took control of it) before eventually heading back out...

Chapter 2: The Mystical Slimes has been cleared!
Your health and mana has been restored.

---
Party Experience:

Base XP = 18 + 23 + 11 + 11 = 63 XP
XP Adjustment = 10 XP
Average Enemy Level = (7 * 4) / 4 = 7.0
Number of Participants = 9
XP Awarded Per Participant = 8.1 XP at Level 7.0.
Plus the Chapter Bonus (for everyone) = 2 XP regardless of level.

(7) Gamma Emerald gains 10 XP. Gamma Emerald stays at level 7.
(7) Jackal711 gains 10 XP. Jackal711 stays at level 7.
(4) lilith2013 gains 12 XP.
lilith2013 levels up from level 4 to level 5! Please choose a specialization path.
You may reallocate your stat point.
(7) Not Known 15 gains 10 XP. Not Known 15 stays at level 7.
(6) Formerfish gains 11 XP.
Formerfish levels up from level 6 to level 7.

(5) GeorgeBailey gains 11 XP.
GeorgeBailey levels up from level 5 to level 6.

(7) inspiratieloos gains 10 XP.
inspiratieloos levels up from level 7 to level 8!
You may reallocate your stat points.
(4) dsjstr gains 12 XP.
dsjstr levels up from level 4 to level 6! Please choose a specialization path. You may reallocate your stat point.

(7) the worst gains 10 XP. the worst stays at level 7.
---
(6) Cerberus v666 gains 2 XP. Cerberus v666 stays at level 6.
(4) NotMySpamAccount gains 2 XP. NotMySpamAccount stays at level 4.
(3) McMenno gains 2 XP.
McMenno levels up from level 3 to level 4! Please allocate your stat point.

(6) Inferno390 gains 2 XP. Inferno390 stays at level 6.
(3) PrivateI gains 2 XP. PrivateI stays at level 6.
(3) tris gains 2 XP. tris stays at level 6.
---
(6) David gains 0 XP. You will learn why during my next update.

Level 8
(XP Needed: 58)
-
Hitpoints = 25
| Attack = 1d6 + 1d4 |
Defense = 2d3

-
Mana Points = 6
|
Morale = 15
| 2 Stat Points
-Gain passive skill "First Aid":
At the end of every battle, you automatically regain 1 hitpoint.
-Gain active skill "Heavy Blow" (4 CD / 1 ICD):
Slams your weapon at an enemy for {Attack Dice} + {Attack Dice} + 4 damage total and counts as two actions to the action threshold. When Adrenaline Rush is active, this skill only counts as a single action.
-Gain magic spell "Poison" (2 Mana):
Poisons an enemy causing it to lose 1d3 health (after defenses) each round for two rounds.
-Upgrade active skill "Scry Monster" to level 3 (1 CD):
Tells you the special skills, spells, and other abilties a monster possesses. (Note: You no longer gain initiative with level 3 Scry Monster.) You may take a bonus action after using this skill (this bonus action does not count towards the threshold).
-Upgrade active skill "Meditate" to level 2 (6 CD / 3 ICD):
Spend some time meditating to restore 1d4 hitpoints.
-Upgrade magic spell "Redirection Shield" to level 3 (3 Mana):
Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d4 damage (ignores defenses). This effect lasts for three rounds.
-Upgrade magic spell "Cure" to level 2 (1 Mana):
Cures a target of two negative status afflictions. You may choose which ones to cure.
-Upgrade magic spell "Examine Creature" to level 2 (1 Mana):
Equivalent to using the level 2 active skill "Scry Monster." In addition, the creature's inventory will be revealed.
- Globally unlock the summoning system. The party now possesses level one "Summoning Mastery". Summoned monsters fight for the party and are valid targets for enemy attacks. Summoned monsters attack automatically (i.e.: by the moderator) and do not count towards any action thresholds. Summons disappear when killed or at the end of the battle.
- "Summoning Mastery" (Level 1):[/b] The party may summon up to one creature at a time.
-Gain summoning spell "Summon Goblin Warrior" (1 Mana):
Summons a level 3 goblin warrior that possesses 7 HP, 1d4 attack, and 1d3 defense.
-Gain special ability "Dismiss" (Unlimited Use):
Dismisses a summoned creature to allow more summons. You gain 1 HP for every 3 HP the summoned creature had left.
- Checkpoint level (If you die, you respawn at level 8.)

Level 8.C: Path of the Magician

-Gain magic spell "Disorient" (2 Mana):
Disorients an enemy increasing their cooldowns by two rounds.
-Upgrade magic spell "Silence" to level 2 (2 Mana):
Silences an enemy for three rounds, preventing the enemy from using spells.

Level 8.D: Path of the Acoylyte

-Gain magic spell "Sanctuary" (1 Mana):
Renders an ally invisible for one round, decreasing the likelihood they are attacked. Note: If you attack (including direct damage spells; indirect damage spells like "Poison" do not count) while invisible, the spell's effect is immediately nullified.
-Upgrade magic spell "Minor Heal All" to level 2 (4 Mana):
Heals all allies by 1d3 hitpoints.

As a note, I've said this elsewhere in the thread, but now might be a relevant time to bring it up again. Anyway, it is legal to use lower leveled versions of spells and skills; you just have to specify such when you make your action. You might use this as some actions have increased requirements when they level up (such as costing more mana).

Please notify me if I managed to miss any changes to your stats or messed up anything.
The next update of the game will likely be tomorrow or Saturday.
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Post Post #2609 (ISO) » Fri Sep 04, 2020 10:49 am

Post by Ircher »

Chapter 3: The Occult Clan begins!

After viewing the sites at the cave, you finally decide to head back to the nearest town's inn. When you arrive, the crowd, normally quite boisterous, becomes very silent. They begin whispering to one another in hushed murmurs as they watch you pass by them. The innkeeper greets you cordially, "Well look at who it is! You know, for a while there, I was worried y'all weren't coming back; I hadn't heard anything in several days. Yet, here you are, and by the looks of it, victorious! Come, enjoy yourself for the night. Don't worry about paying; if anything, please accept this as a token of our gratitude for your efforts." You humbly accept the innkeeper's offer and present and spend the night there, regaling the townsfolk with stories of your battles against the menacing slimes and the cultists behind it all.
The party has gained 1 gold and 15 silver coins.


Early the next morning, you rise up after getting the best sleep you have gotten in days. Your leaders begins rallying you, "First goblins and then slimes. We must press onward and deal with the source of the issue. Those bizarre cultists of the Occult Clan must be dealt with." You ask the innkeeper if there were any reports of strange or unusual activities nearby. "Well aside from the slimes in the caves, we have heard some reports about unusual occurrences here." The innkeeper marks a location on your map. "Be careful now. Those cultists you met in the cave were only the start; there are bound to be many more of them equally as deadly as them." You thank the innkeeper and begin to head off. Before you go though, David stops you for a moment. "I'm sorry. As much as I would like to help, I fear for my life if I return there. They will recognize me and torture me. Furthermore, some of them were my friends, and I cannot bear myself to bring arms against them. I wish you all the best of luck on your mission." David then heads off to travel his own path.
David (NPC) has left the party.


You travel a good distance to the indicated location when you run into a small band of robed men and women. "Halt! If you wish to proceed, you must state the password!"

How shall you proceed? You could try to bluff your way through, or you could settle it the old-fashioned way. Potentially, you could solve it another way.
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Post Post #2610 (ISO) » Fri Sep 04, 2020 10:52 am

Post by Gamma Emerald »

any ideas? I don't think bluffing is going to work
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Post Post #2611 (ISO) » Fri Sep 04, 2020 11:20 am

Post by Not Known 15 »

"I knew we shouldn't have gone through here to
save time
! (sigh) Let's go back and
this
time we stay on the road!"

(try to sneak back later)
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Post Post #2612 (ISO) » Sat Sep 05, 2020 6:26 am

Post by Ircher »

One of your leaders shouts loudly, "I knew we shouldn't have gone through here to save time! (sigh) Let's go back and this time we stay on the road!" You then turn around and start to leave. The robed people decide to trust you and let you leave without any trouble.

Several hours later, you return only to get apprehended by a different set of robed men and women. "Hey, wait a second... Those are the same suspicious lot that the early watch saw." They immediately draw their weapons. Unfortunately, the cultists have posted sentries throughout all times of the day.
---
Battle #25
(Threshold
4
)
(7) Alpha : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Beta : Cultist Blademaster : HP = 22/22 | MP = 2/2 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d4
(7) (I) Charlie : Cultist Sharpshooter : HP = 21/21 | MP = 4/4 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d3
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Post Post #2613 (ISO) » Sat Sep 05, 2020 6:35 am

Post by dsjstr »

Would we need a healer? I'm fine with taking any specialization but if we need one then that's the one I'll do
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Post Post #2614 (ISO) » Sat Sep 05, 2020 7:08 am

Post by Not Known 15 »

A healer would be nice. If not, a magician. Just not a melee spec, please.
(We have one healer(Jackal) and one magician(Gamma), but Gamma was unreliable last time we needed them to chain-silence a cultist)
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Post Post #2615 (ISO) » Sat Sep 05, 2020 8:45 am

Post by Not Known 15 »

We already know what a sharpshooter can do(roughly, Cultist Szyme, chapter 2), and they are blocking our initiative. Let's get that one out of the battle.
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Post Post #2616 (ISO) » Sat Sep 05, 2020 11:40 am

Post by inspiratieloos »

Should I use heavy blow on the sharpshooter?
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Post Post #2617 (ISO) » Sat Sep 05, 2020 9:37 pm

Post by Gamma Emerald »

take out the Sharpshooter ASAP, if this is like EBF they can do some SERIOUS damage.
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Post Post #2618 (ISO) » Sat Sep 05, 2020 9:54 pm

Post by inspiratieloos »

Heavy Blow Cultist Sharpshooter
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Original Roll String: 1d4+4
1 4-Sided Dice: (2)+4 = 6
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Post Post #2619 (ISO) » Sat Sep 05, 2020 9:56 pm

Post by inspiratieloos »

6-8 HP left
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Post Post #2620 (ISO) » Sun Sep 06, 2020 4:08 am

Post by dsjstr »

I'll go for the acoylyte and spend my skill point towards mana
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Post Post #2621 (ISO) » Sun Sep 06, 2020 4:21 am

Post by dsjstr »

Attack Cultist Sharpshooter

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

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2622 (ISO) » Sun Sep 06, 2020 10:17 am

Post by Ircher »

Round ends in (expired on 2020-09-07 19:00:00).
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Post Post #2623 (ISO) » Mon Sep 07, 2020 8:32 am

Post by Gamma Emerald »

Bless can be used on the same turn to boost an action taken that turn right?
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Post Post #2624 (ISO) » Mon Sep 07, 2020 8:52 am

Post by Ircher »

In post 2623, Gamma Emerald wrote:Bless can be used on the same turn to boost an action taken that turn right?
That would be correct.
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