Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #3050 (ISO) » Sun Mar 21, 2021 4:06 am

Post by Ircher »

Zulu misses its second strike while Cultist Adriana dodges the goblin's first attack. The other attacks are partially absorbed by the cultist's heavy armor. **Cultist Adriana has
32/60
HP left.**
---
Cultist Adriana strikes with a deadly precision, but Gobanzo is no novice at fighting and manages to reduce the amount of injury sustained. Gobanzo has
5/15
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
32/60
| MP =
22/24
| Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 1 ICD | Blessed (+1) (3 Rounds)

Reinforcements:
These creatures give half the usual experience when killed. You do not have to kill them all to end the battle (see battle effect #1).

(8) Beta : Cultist Blademaster : HP =
DEAD
| MP =
1/3
| Morale = 10/10 | Attack = 2d4 | Defense = 1d4

Friendly Summons:
These creatures are allied with the players and will disappear when the battle ends.

(3) Zulu : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3 | 3 CD

Active Battle Effect #1:
Emergency Exit:
The battle ends when Cultist Adriana is knocked unconscious.


Active Battle Effect #2:
Ritual of Blessing:
Anyone who casts the "Cultist Ritual" spell also gains the Blessed (+1) status for five rounds.
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Post Post #3051 (ISO) » Tue Mar 23, 2021 10:03 am

Post by Ircher »

(expired on 2021-03-25 19:00:00) left in the round. 3 actions and 1 NPC action left.
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Post Post #3052 (ISO) » Wed Mar 24, 2021 11:42 am

Post by Not Known 15 »

Cast Essence Blast on Cultist Adriana

Original Roll String: 16d4-3
16 4-Sided Dice: (3, 1, 4, 3, 2, 2, 1, 3, 4, 2, 2, 4, 2, 2, 4, 3)-3 = 39
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Post Post #3053 (ISO) » Wed Mar 24, 2021 11:45 am

Post by Not Known 15 »

Gonzalo casts Level 1 Fire on Cultist Adriana

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #3054 (ISO) » Wed Mar 24, 2021 12:20 pm

Post by Noraa »

In post 3049, Ircher wrote:Noraa is sleeping quite soundly when she is suddenly awoken by a loud commotion.
XD
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Post Post #3055 (ISO) » Wed Mar 24, 2021 12:21 pm

Post by Noraa »

ok but what do I do. help.
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Post Post #3056 (ISO) » Thu Mar 25, 2021 12:56 pm

Post by Ircher »

"It is time!" states Not Known 15 as he begins to summon forth all of his strength. He starts moving his hands and arms in a multitude of complicated gestures and reciting an extremely complicated ancient passage at an ungodly speed. Wisps of all sorts of colors begin to float in the air, and slowly, they begin to gravitate towards Not Known 15. Not Known 15 begins to make a new flurry of gestures with his hands, and the wisps begin to combine their powers. Soon, only one enormous wisp remains. Not Known 15 points at Cultist Adriana, and the wisp begins hurdling at the cultist at a very fast speed. When the wisp reaches the cultist, it explodes with a loud noise. Not Known 15, exhausted from the complicated spell ritual, collapses to the ground. **Not Known 15 has
0/6
MP left.
Not Known 15 is exhausted for four (4) battles.
**

The explosion sends Cultist Adriana flying far off and into the branches of a nearby tree. As the cultist attempts to recover, Gobanzo sends a fiery red flame at the cultist. The cultist's amulet suddenly glows and then shatters into a million pieces, and the cultist disappears in a small puff of smoke.

With the battle finished, some of the Murderhobos apply first aid and recover from some of their injuries.

Congratulations, you have won this battle!

---
Party Experience:

Base XP = 10 + 1 = 11 XP
XP Adjustment = 11 XP
Average Enemy Level = 8 = 8.0
Number of Participants = 7
XP Awarded Per Participant = 3.1 XP at Level 8.

(5) Gypyx gains 5 XP.
Gypyx levels up from level 5 to level 6!
You may reallocate your stat point (currently set to MP).
(8) inspiratieloos gains 3 XP. inspiratieloos stays at level 8.
(7) dsjstr gains 3 XP. dsjstr stays at level 7.
(8) Not Known 15 gains 3 XP. Not Known 15 stays at level 8.
(4) Noraa gains 6 XP. Noraa stays at level 4.
You have an unallocated stat point. You may allocate it to HP (1 SP = 3 HP) or MP (1 SP = 1 MP).

---
(6) Allahandra gains 4 XP.
Allahandra levels up from level 6 to level 7!
See details below.
(10) Gobanzo gains 2 XP. Gobanzo stays at level 10.

Allahandra (NPC)HP: 12 -> 14.
MP: 10 -> 11.
Attack: 2d3 -> 1d4 + 1d3
Upgrade "Luck Mitigation" to level 2: Equivalent to player's luck mitigation level 2.
Unlock level 1 "Shockwave" (4 Mana): Creates a shockwave that damages everyone except the caster. Allies take 2d4 damage each (before defenses) and enemies take 3d6 damage each (before defenses). (You are allowed to allow the moderator to roll for you for this spell; however, each character damaged requires a separate die roll.)


Gobanzo also gains the following which I meant to include in the original skillset but somehow forgot.
Gobanzo (NPC)Level 1 "Perserverance": Instead of dying when taking damage at 1 HP, your hitpoints drop to 0 HP, and you fall unconscious instead. If you take any further damage, you die, and if everyone falls unconscious/dies, everyone dies. Otherwise, at the end of the battle, you will be left with 1 HP and no longer unconscious. Being knocked unconscious means you cannot perform any actions. If a healing spell or item is used on you, you regain consciousness at 1 HP. (The amount healed does not matter.) (The majority of enemies will not directly attack unconscious players, but be aware that multiple attacks and indirect damage are possible!) Defense rolls are halved while in this state.
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Post Post #3057 (ISO) » Thu Mar 25, 2021 1:24 pm

Post by Ircher »

Having managed to successfully navigate the forest and with night quickly approaching, you decide to setup camp for the night. You wake up
MP has been restored. All players have been healed by 5 HP.

---
At long last, you manage to reach the location that was marked on your map. You are at the perimeter of a large stone fortress. A few of you scout around to look for a way into the fortress. As far as you can tell, the fortress is heavily guarded along all sides. Cultists regularly patrol each of the four main gates, and they also have various creatures doing their bidding as well. You also noticed that many defensive weaponry are located throughout the perimeter ready to take aim at would-be invaders. Despite the fortifications, you are determined to make it in.
---
You have some options here:

1) You can try to get in through the front gate. According to your preliminary survey, this would be rather difficult as there are several strong mix of cultists patroling this area.

2) You can try to get in through the west gate. There are fewer cultists here, but these cultists seem more magically inclined. You also see a few strange creatures accompanying the cultists in this area.

3) You can try to get in through the east gate. The gate is very sparsely defended, but you can see that many of the fort's other defenses are pointed at this spot.

4) You can split the party up with some of you heading towards one area and another group towards a different area. This has the advantage of potentially confusing the cultists and preventing them from effectively defending the fortress. (It has the obvious disadvantage that split parties are harder to manage.)

5) You can decide to try something different to get in if you like.

How will you proceed?

You have (expired on 2021-03-27 18:00:00) to decide.
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Post Post #3058 (ISO) » Thu Mar 25, 2021 5:27 pm

Post by Gypyx »

hmmmm, are we free to invent our own way to enter?
White Flag : Carebear Edition is in signups ! (4/13) sign up if you want a low pressure, high friendliness game !

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Post Post #3059 (ISO) » Thu Mar 25, 2021 5:28 pm

Post by Gypyx »

also allocate to hp
White Flag : Carebear Edition is in signups ! (4/13) sign up if you want a low pressure, high friendliness game !

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Post Post #3060 (ISO) » Fri Mar 26, 2021 1:32 pm

Post by Ircher »

You can try to, yes. I make no guarantees about success.

Edit: Just a note about the rear gate: There isn't a description because your scouts couldn't get a good view of it (without potentially getting caught).
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Post Post #3061 (ISO) » Fri Mar 26, 2021 1:34 pm

Post by dsjstr »

In post 3058, Gypyx wrote:hmmmm, are we free to invent our own way to enter?
Possibly distracting the enemy with a diversion on one side?
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Post Post #3062 (ISO) » Fri Mar 26, 2021 2:33 pm

Post by Not Known 15 »

In post 3057, Ircher wrote:Cultists regularly patrol each of the four main gates,
The options only mention three gates. Not the rear gate.
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Post Post #3063 (ISO) » Sat Mar 27, 2021 11:06 am

Post by Ircher »

Gonna give (expired on 2021-03-28 11:00:00) more time to decide. If I don't receive any response by then, I will select an option at random from 1-3.
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Post Post #3064 (ISO) » Sat Mar 27, 2021 12:17 pm

Post by Not Known 15 »


5) Try to get in through the back gate
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Post Post #3065 (ISO) » Sun Mar 28, 2021 4:53 am

Post by Ircher »

Not happy with any of your current options, you decide to take the risk of trying to sneaking around to the rear gate where you expect the least amount of cultists are posted. You manage to get about half-way around before you are apprehended by two cultists and their servants.

Battle #31
(Threshold 3/1)
(8) Alpha : Cultist Magician : HP = 16/16 | MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d2
(8) Beta : Cultist : HP = 21/21 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Charlie : Imp : HP = 14/14 | MP = 4/4 | Morale = 3/3 | Attack = 1d4 + 1d2 | Defense = 2d2
(8) Delta : Imp : HP = 14/14 | MP = 4/4 | Morale = 3/3 | Attack = 1d4 + 1d2 | Defense = 2d2

Active Battle Effect #1:
Alarm Call:
If the battle does not end before the counter expires, an alarm call occurs attracting more enemies and making future battles harder.

Counter: 0/5
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Post Post #3066 (ISO) » Sun Mar 28, 2021 10:05 am

Post by inspiratieloos »

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

Original Roll String: 2d4+2
2 4-Sided Dice: (4, 3)+2 = 9
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Post Post #3067 (ISO) » Sun Mar 28, 2021 10:05 am

Post by inspiratieloos »

1-3 HP left.
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Post Post #3068 (ISO) » Mon Mar 29, 2021 4:41 pm

Post by Ircher »

(expired on 2021-03-30 19:00:00) left in the round. 1 action and 1 NPC action left.

Edit: Extended to (expired on 2021-03-31 20:15:00).
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Post Post #3069 (ISO) » Mon Mar 29, 2021 6:32 pm

Post by inspiratieloos »

Pass pen to Gobanzo, Gobanzo uses Tornado on Alpha and Charlie
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #3070 (ISO) » Wed Mar 31, 2021 1:25 pm

Post by Ircher »

inspiratieloos charges forth into battle and slashes fiercely at Alpha. The cultist attempts to defend himself, only to get blasted off his feet. (15 so far on Alpha {1}.)

Gobanzo takes the pen that inspiratieloos throws to him and begins to channel its energy. Blue and white wisps form around Gobanzo. He points towards Alpha and Charlie, and the wisps begin flying towards them. Alpha is sent flying far away, and the impact from landing is enough to do away with him. **Alpha is
dead
.** (3 on Charlie.) Charlie cackles as it attempts to ward off the spell.
(Defense:)
Original Roll String: 2d2
2 2-Sided Dice: (2, 1) = 3
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Post Post #3071 (ISO) » Wed Mar 31, 2021 1:31 pm

Post by Ircher »

Charlie succeeds in warding off the spell and lets out another evil cackle.
---
Beta attacks Gobanzo.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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


Charlie begins muttering ancient phrases and making small gestures with its hands. Red wisps form around the imp. Charlie points at inspiratieloos, and inspiratieloos is bathed by a red light.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Delta also begins chanting and more red wisps appear. Delta makes a gesture towards inspiratieloos, and the wisps are sent flying in inspiratieloos's direction.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #3072 (ISO) » Wed Mar 31, 2021 1:33 pm

Post by Ircher »

Beta stumbles as she lurches towards Gobanzo, ultimately missing her target.

The flames directed towards inspiratieloos burn a bright red before disappearing. **inspiratieloos has
21/25
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Magician : HP =
DEAD
| MP = 12/12 | Morale = 5/5 | Attack = 1d6 | Defense = 1d2
(8) Beta : Cultist : HP = 21/21 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Charlie : Imp : HP = 14/14 | MP =
3/4
| Morale = 3/3 | Attack = 1d4 + 1d2 | Defense = 2d2
(8) Delta : Imp : HP = 14/14 | MP =
3/4
| Morale = 3/3 | Attack = 1d4 + 1d2 | Defense = 2d2

Active Battle Effect #1:
Alarm Call:
If the battle does not end before the counter expires, an alarm call occurs attracting more enemies and making future battles harder.

Counter: 1/5
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Post Post #3073 (ISO) » Thu Apr 01, 2021 4:29 am

Post by dsjstr »

Double Slash Beta

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
[/dice]1d4-1[/dice]
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Post Post #3074 (ISO) » Thu Apr 01, 2021 4:29 am

Post by dsjstr »

Just rerolling that 4th die

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