Level Up 2 - Finished

For completed/abandoned Mish Mash Games.
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Post Post #2510 (isolation #600) » Fri May 22, 2020 4:34 am

Post by Ircher »

Not Known 15 leaps forth and slashes downward at the Proto-T Slime. He slices off a large portion of the slime. (9 so far on the Proto-T Slime {1}.) dsjstr follows up with another attack and manages to cut off a sizeable piece of the slime. (9 + 6 = 15 so far on the Proto-T Slime {2}.) Formerfish, still severely injured, summons his inner courage and power. He runs forth and viciously hacks the Proto-T Slime to pieces. (15 + 16 - 1 = 30 so far on the Proto-T Slime {3}.) The slime tries its best to stay alive.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


inspiratieloos begins making complicated gestures and reciting ancient words. Soon, green and white wisps form around his hands. He points towards David, and a white light shines upon David healing David's wounds. **David has
2/23
HP left.**

David starts performing the same spell ritual as inspiratieloos. He points at Formerfish, and tens of wisps begin flying around Formerfish giving him the strength to continue fighting. **Formerfish has
3/23
HP left.**
---
The Slimemancer begins moving his hands in intricate ways and shouting words of old. Green and white wisps begin encircling his hands. He points at himself, and the wisps go through him invigorating him.
Original Roll String: 1d4+2
1 4-Sided Dice: (1)+2 = 3


Cultist Zykkia hums a really high and irritating note. the worst is impacted by the noise and finds his concentration disrupted.
(Mana Damage:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


The Proto-G Slime viciously attacks lilith2013 twice in quick succession.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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

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

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


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

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

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


Beta starts making strange noises and weird motions with its body. Soon, its body glows red. It makes a gesture towards inspiratieloos, and a red flame is sent hurling at inspiratieloos.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


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

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

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #2511 (isolation #601) » Fri May 22, 2020 4:41 am

Post by Ircher »

Despite its best efforts, the Proto-T Slime comes to an end. It lets out one last pitiful cry before it evaporates into the surrounding air. **The Proto-T Slime is
dead
.**
---
Many of the Slimemancer's wounds begin closing up and healing from his magic. **The Slimemancer has
5/49
HP left.**

the worst is unable to regain his focus from Cultist Zykkia's irritating note. **the worst has
3/6
MP left.**

lilith2013 is heavily bruised by the Proto-G Slime's first attack, but she manages to evade the second one. **lilith2013 has
4/18
HP left.**

Formerfish manages to almost flee Alpha's advance, but the slime still manages to touch Formerfish briefly. **Formerfish has
2/23
HP left.**

inspiratieloos takes minor fire damage. **inspiratieloos has
4/20
HP left.**

dsjstr is slow to move and suffers minor damage from Delta's corrosive acids. He finds himself mentally drained. **dsjstr has
6/15
HP left.** **dsjstr has
3/4
MP left.**
---
Current Monster Statuses
(Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP =
5/49
| MP =
5/25
| Morale = 11/11 | Attack = 2d4 | Defense = 1d6 | Invisible (1 Round) | Blessed (+2) (1 Rounds)
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP =
15/30
| Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP =
69/74
| Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 3 CD
(7) (QS) (H) Proto-T Slime : Tiny Slime : Level = 7 | HP =
DEAD
| Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 2 CD

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

(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP =
9/12
| Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP =
DEAD
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP =
15/17
| MP =
10/15
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2515 (isolation #602) » Sun May 24, 2020 9:53 am

Post by Ircher »

(expired on 2020-05-26 10:30:00) left in the round.
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Post Post #2521 (isolation #603) » Tue May 26, 2020 4:10 am

Post by Ircher »

Not Known 15 stumbles forth and slashes at Cultist Zykkia. (4 so far on Cultist Zykkia {1}.) Jackal711 follows up with a powerful uppercut attack. (4 + 9 = 13 so far on Cultist Zykkia {2}.) Despite the force exerted by Jackal711, Cultist Zykkia is unfazed by the attack. dsjstr sneaks around behind the cultist and stabs from behind. (13 + 7 - 1 = 19 so far on Cultist Zykkia {3}.) inspiratieloos also leaps forth to pummel the cultist. He finds it hard to get an attack in amongst all the attackers, but he manages to do some damage. (19 + 5 - 2 = 22 so far on Cultist Zykkia {4}.) Formerfish is the last to attack, and like inspiratieloos, he struggles to find an opening. Cultist Zykkia attempts to evade Formerfish's attack. (22 + 5 - 3 = 24 so far on Cultist Zykkia {5}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

---
The Slimemancer stabs at PrivateI and becomes visible.
Original Roll String: 2d4+2
2 4-Sided Dice: (4, 4)+2 = 10

(Defense:)

Cultist Zykkia begins humming another irritating tune. It consists of several varied and intricate notes played in a confusing manner.
The party's cooldowns have increased by three rounds.


Alpha and Beta both advance towards Jackal711.
(Alpha:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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

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


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

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

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

---
The Slimemancer is no longer invisible.
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Post Post #2522 (isolation #604) » Tue May 26, 2020 4:16 am

Post by Ircher »

Cultist Zykkia's attempt to dodge does not work, and she takes massive damage from the Murderhobos' focused attacks. **Cultist Zykkia has
26/49
HP left.**

PrivateI is brutually stabbed from behind by the Slimemancer. **PrivateI has
9/15
HP left.**

Jackal711 is too focused on slaughtering Cultist Zykkia to notice the slimes creeping towards him. He takes heavy damage from the corrosive acids of the slimes. **Jackal711 has
4/20
HP left.**

Formerfish attempts to flee Delta, but the slime is too fast. Formerfish faints to the ground, but he manages to get back up.
**Formerfish has
1/23
HP left.**
Delta's attack leaves Formerfish feeling drained. **Formerfish has
1/5
MP left.**
---
Current Monster Statuses
(Threshold 5/1)
(7) Slimemancer : Summoner : Level = 7 | HP =
5/49
| MP =
5/25
| Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP =
26/49
| MP =
9/30
| Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S A) Proto-G Slime : Giant Slime : Level = 7 | HP =
69/74
| Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 2 CD
(7) (QS) (H) Proto-T Slime : Tiny Slime : Level = 7 | HP =
DEAD
| Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2 | 1 CD

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

(7) Alpha : Giant Slime : HP = 29/29 | Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Beta : White Slime : HP = 17/17 | MP =
9/12
| Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP =
DEAD
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP =
15/17
| MP =
10/15
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2530 (isolation #605) » Tue May 26, 2020 1:22 pm

Post by Ircher »

Yeah, I'd rule that the item's effect occurs before your attack, so you would forfeit your bonus if you do that.
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Post Post #2534 (isolation #606) » Tue May 26, 2020 2:40 pm

Post by Ircher »

Nope. You would have had to roll a 2 total (i.e.: the minimum on both dice) on your last three to qualify. So for instance, your last roll would count towards luck mitigation but not the one before it.
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Post Post #2537 (isolation #607) » Thu May 28, 2020 3:20 am

Post by Ircher »

(expired on 2020-05-29 16:00:00) left in the round. Y'all have one actions left.
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Post Post #2538 (isolation #608) » Sat May 30, 2020 4:06 am

Post by Ircher »

Not Known 15 charges forth and slashes downward at the Slimemancer. (5 so far on the Slimemancer {1}.) The Slimemancer silently stands there and takes the attack head-on. David loads an arrow into his bow, aims, and then swiftly fires it at the Slimemancer. (5 + 5 so far on the Slimemancer {2}.)

Formerfish, feeling a sudden surge of power, slashes berserkly at Cultist Zykkia. The cultist attempts to dodge part of the blow. (12 so far on Cultist Zykkia {1}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


dsjstr throws a vial with a red liquid towards Formerfish. Formerfish swiftly depletes the vial of liquid, and his wounds begin to close. **Formerfish has
3/23
HP left.** dsjstr then proceeds to attempt to stab the Slimemancer from behind, but he trips along the way and finds it difficult to find an opening. (5 + 5 + 2 - 1 = 5 + 6 so far on the Slimemancer {3}.) The Slimemancer begins moving his hands in an attempt to ward off dsjstr and Not Known 15's attacks.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


inspiratieloos begins chanting ancient words and making complex gestures with his hands. Red wisps form around his hands. He points towards the Slimemancer, and a searing red flame is sent hurtling that way.
---
Cultist Zykkia begins humming another tune. The surrounding air suddenly becomes very cold, and the lighting grows dim. Then the melody ends, and all things return to normal, but the group is visually shaken by the tune.
NotMySpamAccount, McMenno, PrivateI, tris, dsjstr, lilith2013, and David are all scared for three rounds.

(the worst --- Morale damage:)
Original Roll String: 1d8
1 8-Sided Dice: (3) = 3

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

(Cerberus v666:)
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

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

(Inferno390:)
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

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

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

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

(Not Known 15:)
Original Roll String: 1d8
1 8-Sided Dice: (8) = 8

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

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

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

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

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

(Jackal711:)
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

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


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

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

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


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

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

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


Beta begins making strange motions and noises. It makes a gesture towards dsjstr and a red light bathes dsjstr.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Delta also starts casting a spell ritual. The slime's body begin to glow dark blue. It makes a gesture towards Not Known 15, and a blue light flashes over Not Known 15. He suddenly finds himself unable to concentrate on difficult tasks.
Not Known 15 has gained one level of the Sealed status.
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Post Post #2539 (isolation #609) » Sat May 30, 2020 4:18 am

Post by Ircher »

Cultist Zykkia has very little luck dodging Formerfish's intense blow and takes high damage from Formerfish's attack. **Cultist Zykkia has
15/49
HP left.**

The Slimemancer's wards are not enough to fend off dsjstr and Not Known 15's attacks completely causing him to collapse to the floor unconscious. Just as inspiratieloos's flame gets close to him, a popping noise occurs and the Slimemancer is suddenly gone without a trace. **The Slimemancer has
teleported away
!**
---
Formerfish finds himself deeply shaken from the Slimemancer's attack and unable to move.
**Formerfish has -1/10 morale left and is scared!**


David fails to notice the Proto-G Slime advance and is critically hit by the slime. He finds himself dazed and unable to move.
David is stunned for two rounds.
**David has
1/23
HP left.**


Not Known 15 is very alert and notices Alpha's advance ahead of time, but he is too slow to fully outrun the slime. **Not Known 15 has
13/23
HP left.**

dsjstr is severely burned by Beta's flame. **dsjstr has
3/15
HP left.**
---
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 =
15/49
| MP =
6/30
| Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S B) Proto-G Slime : Giant Slime : Level = 7 | HP =
69/74
| Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 1 CD
(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 =
9/12
| Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP =
DEAD
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP =
15/17
| MP =
6/15
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
Last edited by Ircher on Sat May 30, 2020 4:36 am, edited 1 time in total.
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Post Post #2555 (isolation #610) » Tue Jun 02, 2020 5:52 am

Post by Ircher »

(expired on 2020-06-04 10:15:00) left in the round.
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Post Post #2556 (isolation #611) » Thu Jun 04, 2020 3:05 am

Post by Ircher »

So I'm finding myself unable to connect to the site on a computer, although I'm perfectly able to on mobile. This game has a lot of complexity to it, and I would not dare try to resolve actions on mobile. Therefore, this game is on hold for a while. Hopefully not forever, but I cannot give s timeline for when we'll start up again.
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Post Post #2558 (isolation #612) » Mon Aug 17, 2020 2:40 pm

Post by Ircher »

Jackal711 charges forth and attacks Cultist Zykkia. (4 so far on Cultist Zykkia {1}.) inspiratieloos follows up with an uppercut swing, but stumble. Miraculously, he manages to land a powerful hit despite the stumbling. (4 + 8 = 12 so far on Cultist Zykkia {2}.) Not Known 15 then swoops in and viciously slashes downward at Cultist Zykkia from behind. (12 + 8 - 1 = 19 so far on Cultist Zykkia {3}.) Cultist Zykkia falls to the ground, severely injured. With great effort, she manages to raise herself back up.
**Cultist Zykkia has
1/49
HP left.**

---
Cultist Zykkia begins humming a tune. It is a bright boisterous tune composed of a very rich and complex melody and harmony. As quickly as it began, it soon ends, but it leaves the group deeply confused.
Everyone's cooldowns have increased by three rounds.
**Cultist Zykkia has
0/30
MP left.**
---
Alpha attacks Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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


Beta joins Alpha in the attack.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

---
Formerfish is no longer scared.
(
0/10
morale remaining.)
David is no longer stunned.
(But he is still scared.)

I almost forgot the summons' attacks.
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Post Post #2559 (isolation #613) » Mon Aug 17, 2020 2:42 pm

Post by Ircher »

Not Known 15 is horribly outnumbered and outmanuevered and suffers heavy damage. **Not Known 15 has
2/23
HP left.**
---
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 =
1/49
| MP =
0/30
| Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S A) Proto-G Slime : Giant Slime : Level = 7 | HP =
69/74
| Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4 | 1 CD
(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 =
9/12
| Morale = 5/5 | Attack = 1d6 | Defense = 0d2
(7) Charlie : Black Slime : HP =
DEAD
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2
(7) Delta : Blue Slime : HP =
15/17
| MP =
6/15
| Morale = 5/5 | Attack = 1d6 + 1d3 | Defense = 0d2

Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2560 (isolation #614) » Mon Aug 17, 2020 2:43 pm

Post by Ircher »

Oh I forgot another summon... Dang it... Well I guess it's your lucky day then and Delta just does nothing this round.
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Post Post #2570 (isolation #615) » Sat Aug 22, 2020 3:40 am

Post by Ircher »

In post 2569, dsjstr wrote:
Attack Proto-G

Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (3) = 3
Original Roll String: 1d2 (STATIC)
1 2-Sided Dice: (2) = 2
Unfortunately, you still have the Scared status, so I cannot count this.

(I could accept this though if one of your teammates uses a morale-granting item or spell on you.)
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Post Post #2571 (isolation #616) » Mon Aug 24, 2020 10:48 am

Post by Ircher »

(expired on 2020-08-24 16:30:00) time left in the round.

Edit: I am extending the deadline to be a little later: (expired on 2020-08-24 20:00:00).
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Post Post #2572 (isolation #617) » Mon Aug 24, 2020 1:24 pm

Post by Ircher »

Gamma Emerald begins moving his hands in complicated manners and reciting ancient verses. Red wisps begin encircling his hands, and his hands begin to glow a bright red. He points at Cultist Zykkia and Cultist Zykkia is consumed by a giant column of red flames. "No! How can this be! I'm too young to die!" shouts Cultist Zykkia while bleeding profusely. The surrounding air begins to return to its normal state as the cultist collapses to the ground. Another one of the deranged cultists have been defeated.

inspiratieloos charges forth and slashes viciously downward at the Proto-G Slime. The slime lets out an angry hiss as a significant portion is cut off. (6 so far on the Proto-G Slime.) **The Proto-G Slime has
63/74
HP left.**
---
With the death of its master, the Proto-G Slime suddenly becomes enraged. No longer able to control itself, it lunges forth at any who come close to it.
The Proto-G Slime has gone berserk.
The Proto-G Slime lurches forward towards the worst.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d4+2
1 4-Sided Dice: (3)+2 = 5

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


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

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

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


Beta begins making strange motions with its body. Soon, red, yellow, and purple wisps form. It makes a motion towards Not Known 15, and a purple bolt of lightning descends upon him. (Note: Damage will split off to Gamma Emerald if there is excess.) **Beta has
6/12
MP left.**
Original Roll String: 2d4
2 4-Sided Dice: (4, 1) = 5

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

(Defense roll for Gamma Emerald:)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Delta also begins casting a spell ritual. It points towards lilith2013, and a blue light flashes over lilith2013. She finds it hard to concentrate on difficult tasks.
lilith2013 has gained one level of the Sealed status.
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Post Post #2573 (isolation #618) » Mon Aug 24, 2020 1:33 pm

Post by Ircher »

the worst attempts to sidestep out of the way of the Proto-G Slime, but the slime is too fast and pins him down. **the worst has
14/20
HP left.**

Formerfish isn't paying attention, and Alpha manages to squeeze much of his life from him.
**Formerfish has
1/23
HP left.**


Not Known 15 manages to focus enough to counter the majority of Beta's attack.
**Not Known 15 has
1/23
HP left.**

---
NotMySpamAccount is no longer scared.

McMenno is no longer scared.

PrivateI is no longer scared.

tris is no longer scared.

dsjstr is no longer scared.

lilith2013 is no longer scared.

David is no longer scared.

---
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 =
63/74
| 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 =
6/12
| 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.

---
As a little side note, I have the following people down as having acted this battle: Gamma Emerald, Jackal711, lilith2013, Not Known 15, Formerfish, GeorgeBailey, inspiratieloos, dsjstr, and David (NPC). If you want experience from this battle and aren't on this list, now is the time to jump in!
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Post Post #2585 (isolation #619) » Fri Aug 28, 2020 2:17 am

Post by Ircher »

(expired on 2020-08-29 20:00:00) left in the round.
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Post Post #2591 (isolation #620) » Sat Aug 29, 2020 1:30 pm

Post by Ircher »

Not Known 15, seeing that the end in within reach, decides now is the time to summon all of his energy. He twists and twirls his arms in various intricate gestures as he recites a ritual composed of thousands of words at an ungodly speed. Soon, several wisps of various colors begin encircling his hands, each one carrying a powerful bolt of energy. The wisps begin to sizzle and pop as they slowly combined into one gigantic wisp of energy. Then with a quick and agile motion by Not Known 15, the ball of wisps is sent flying into the Proto-G Slime, and a loud explosion is heard reverbrating throughout the walls of the caves. The Proto-G Slime attempts to brace itself against the impact. (39 so far on the Proto-G Slime.)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Though exhausted from the effort, Not Known 15 finds new energy surging through him replacing the energy he used up.

Meanwhile, the rest of the Murderhobos, tired and weary from the drawn out battle, put their faith in Jackal711. "Please send your prayers my way, and I shall call upon my god(s) to empower us all," shouts Jackal711 as he begins preparing the spell. inspiratieloos, the worst, dsjstr, lilith2013, and Gamma Emerald all shout out their own mini prayers in an attempt to help Jackal711's connection. As Jackal711 continues performing the spell, several green and white wisps appear. Jackal711 finishes the spell with one great "Amen!" and the wisps begin to fly into the party, rejuvenating them.
All allies have regained 7 HP.
**Jackal711 has
0/7
MP left.**
---
Alpha attacks Gamma Emerald.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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

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


Beta begins making strange motions and noises. Its body briefly glows red. It makes a motion towards dsjstr, and dsjstr is bathed in a pillar of flame.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Delta attempts to hug Not Known 15.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

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

(Defense:)
Original Roll String: 1d6-1
1 6-Sided Dice: (6)-1 = 5
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Post Post #2592 (isolation #621) » Sat Aug 29, 2020 1:40 pm

Post by Ircher »

Alas the Proto-G Slime's pathetic attempt to protect itself ends in failure. The impact of Not Known 15's spell sends the poor slime flying across the room. **The Proto-G Slime has
25/74
HP left.**
---
Gamma nearly avoids Alpha's advance, but he is a bit late to start moving and suffers minor chemical burns. **Gamma Emerald has
14/20
HP left.**

Beta's spell dissipates with a small faint cloud of smoke. dsjstr sustains only minor injuries from it. **dsjstr has
9/15
HP left.**

Not Known 15 is not so fortunate. Having attracted the other slimes' ire from casting such a powerful spell, he also finds himself wide open to attacks. Seizing the opportunity, Delta manages to severely burn Not Known 15 with its corrosive slime.
**Not Known 15 has
2/21
HP left.**

---
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 A) Proto-G Slime : Giant Slime : Level = 7 | HP =
25/74
| 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 #2600 (isolation #622) » 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.
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Post Post #2602 (isolation #623) » 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 (isolation #624) » 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 #2607 (isolation #625) » 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 (isolation #626) » 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 (isolation #627) » 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 #2612 (isolation #628) » 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 #2622 (isolation #629) » 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 #2624 (isolation #630) » 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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Post Post #2627 (isolation #631) » Mon Sep 07, 2020 10:26 am

Post by Ircher »

inspiratieloos leads the charge with a strong and focused attack against Charlie. (16 so far on Charlie {1}.) dsjstr follows up with a side slash, but he trips on the way and nearly slashes himself instead. (16 + 3 = 19 so far on Charlie {2}.) Not Known 15 circles around behind the cultist and manages to land a solid blow. (19 + 9 - 1 = 27 so far on Charlie {3}.) The cultist stumbles backwards before falling to the ground. **Charlie is
dead
.**
---
"No! You killed my friend! I will never forgive you!" shouts Beta as she deftly slashes at dsjstr.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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


Alpha swings his blade against Not Known 15.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

(Defense:)
Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0
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Post Post #2628 (isolation #632) » Mon Sep 07, 2020 10:29 am

Post by Ircher »

Despite dsjstr's quick leap backwards, Beta manages to inflict a small wound on dsjstr. **dsjstr has
18/20
HP left.**

Not Known 15 manages to avoid getting cut by the sharpest part of Alpha's blade. **Not Known 15 has
19/21
HP left.**
---
Current Monster Statuses
(Threshold 4/0)
(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 =
DEAD
| MP = 4/4 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d3
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Post Post #2634 (isolation #633) » Thu Sep 10, 2020 2:49 am

Post by Ircher »

(expired on 2020-09-11 19:00:00) left in the round. You still have four actions left.
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Post Post #2638 (isolation #634) » Fri Sep 11, 2020 12:23 pm

Post by Ircher »

dsjstr spends some time studying Alpha. He learns the following information:
Spoiler: Alpha's Scrying Info
**(7) Cultist : HP = 20 | MP = 2 | Morale = 5 | Attack = 1d4 + 1d2 | Defense = 1d3
- Active Skill "Speed Slash" (3 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.


inspiratieloos deftly stabs at Alpha. He manages to land a critical hit briefly stunning the cultist. (9 so far on Alpha {1}.)
Alpha is stunned for one round.

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


Not Known 15 begins uttering ancient words as he makes a circle with his hands followed by bringing them upwards and then outwards. Several wisps of many different colors appear. He points towards Beta, and the wisps are sent flying. After a while, the wisps return to Not Known 15 bearing him much knowledge.
Spoiler: Beta's Examination Info
**Cultist Blademaster : HP = 22 | MP = 2 | Morale = 8 | Attack = 1d4 + 1d3 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls {Max Attack Roll} - 1 or higher on an attack, the target is stunned for two rounds.
- Active Skill "Double Slash" (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Active Skill "Blade Sweep" (4 CD): Sweeps enemies legs dealing {Attack Dice} damage (before defenses) to every enemy attacking this creature this round. If a target suffers damage, their cooldown is increased by one round.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.


Gamma Emerald begins making complicated motions and uttering strange words. Black wisps begin encircling his hands. He points towards Beta, and a black flash of light descends upon Beta.
Beta is cursed (-2) for three rounds.

---
Beta slashes at Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

Original Roll String: 1d3-2
1 3-Sided Dice: (2)-2 = 0

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #2639 (isolation #635) » Fri Sep 11, 2020 12:29 pm

Post by Ircher »

Alpha manages to solidly deflect a portion of the blow with their blade. **Alpha has
14/20
HP left.**
---
Beta swings wildly at Gamma Emerald and misses him completely.
---
Current Monster Statuses
(Threshold 4/0)
(7) Alpha : Cultist : HP =
14/20
| 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 | Cursed (-2) (2 Rounds)
(7) Charlie : Cultist Sharpshooter : HP =
DEAD
| MP = 4/4 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d3
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Post Post #2643 (isolation #636) » Sun Sep 13, 2020 1:14 pm

Post by Ircher »

The round ends in (expired on 2020-09-14 19:00:00). Y'all have one action left.
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Post Post #2644 (isolation #637) » Tue Sep 15, 2020 7:49 am

Post by Ircher »

inspiratieloos charges forth into battle. He swings down mightily at Alpha with his sword. (7 so far on Alpha {1}.) dsjstr follows up with a powerful side slash from behind. (7 + 9 = 16 so far on Alpha {1}.) Alpha attempts to deflect some of the blows.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Not Known 15 leaps forth and slashes downward at Beta. The cultist lifts her blade in response. (5 so far on Beta {1}.)
(Defense:)
Original Roll String: 1d4-2
1 4-Sided Dice: (3)-2 = 1

---
Beta swings her blade swiftly at inspiratieloos twice.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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

Original Roll String: 1d3-4
1 3-Sided Dice: (1)-4 = -3
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Post Post #2645 (isolation #638) » Tue Sep 15, 2020 7:53 am

Post by Ircher »

Forgot the defense roll...
Original Roll String: 2d3
2 3-Sided Dice: (1, 2) = 3
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Post Post #2646 (isolation #639) » Tue Sep 15, 2020 7:54 am

Post by Ircher »

Alas, Alpha's attempt is in vain, and the poor cultist falls to the ground motionless. **Alpha is
dead
.**

Beta succeeds in deflecting Not Known 15's blade, but by sheer luck, she manages to lose her balance in the process and fall to the ground taking minor damage. **Beta has
20/22
HP left.**
---
inspiratieloos manages to roll out of the way of the first blow, and Beta, in her fury, slashes at thin air with her second strike.
---
Current Monster Statuses
(Threshold 4/0)
(7) Alpha : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Beta : Cultist Blademaster : HP =
20/22
| MP = 2/2 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d4 | Cursed (-2) (2 Rounds) | 3 CD
(7) Charlie : Cultist Sharpshooter : HP =
DEAD
| MP = 4/4 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d3

P.S.: Happy scumday Not Known 15!
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Post Post #2649 (isolation #640) » Thu Sep 17, 2020 11:09 am

Post by Ircher »

(expired on 2020-09-18 20:00:00) left in the round. Y'all have two actions left.
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Post Post #2651 (isolation #641) » Fri Sep 18, 2020 2:02 pm

Post by Ircher »

inspiratieloos leaps forward and slashes at Beta. He manages to land a solid blow. (8 so far on Beta {1}.) dsjstr follows up inspiratieloos's attack, but his stance is somewhat off decreasing his effectiveness. (8 + 4 = 12 so far on Beta {2}.) Not Known 15 then stumbles forth and manages to somehow lodge his blade in amongst the other two attackers. (12 + 3 - 1 = 14 so far on Beta {3}.) Beta raises her blade as she tries to ward off the attacks.
(Defense:)
Original Roll String: 1d4-2
1 4-Sided Dice: (2)-2 = 0

---
Beta takes a step back and then swings her blade down aggressively at dsjstr.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2652 (isolation #642) » Fri Sep 18, 2020 2:04 pm

Post by Ircher »

Unfortunately for Beta, she is too slow in drawing her weapon, and her feeble attempt to ward off the attacks ends in failure. **Beta has
6/22
HP left.**

dsjstr easily manages to parry Beta's attack.
---
inspiratieloos can use active skills again.

---
Current Monster Statuses
(Threshold 4/0)
(7) Alpha : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Beta : Cultist Blademaster : HP =
6/22
| MP = 2/2 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d4 | 2 CD
(7) Charlie : Cultist Sharpshooter : HP =
DEAD
| MP = 4/4 | Morale = 8/8 | Attack = 1d4 + 1d3 | Defense = 1d3
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Post Post #2654 (isolation #643) » Mon Sep 21, 2020 11:21 am

Post by Ircher »

(expired on 2020-09-22 19:00:00) left in the round.

Edit: Fixed timer.
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Post Post #2660 (isolation #644) » Tue Sep 22, 2020 10:36 am

Post by Ircher »

With one powerful slash, Beta collapses to the ground. "Nooooooo!!!! You'll pay!!!!" she screams.

dsjstr takes some time to meditate and reflect on his surroundings.

Congratulations, you won this battle!

---
Seeing as it is dark, you pitch camp for the evening and wake up in the morning fully refreshed.
Health and mana have been restored.

---
Party Experience:

Base XP = 2 + 2 + 2 = 6 XP
XP Adjustment = 3 XP
Average Enemy Level = (7 * 4) / 4 = 7.0
Number of Participants = 4
XP Awarded Per Participant = 2.2 XP at Level 7.0.

(8) inspiratieloos gains 2 XP. inspiratieloos stays at level 8.
(6) dsjstr gains 3 XP. dsjstr stays at level 8.
(7) Not Known 15 gains 2 XP.
Not Known 15 levels up from level 7 to level 8!
You may reallocate your stat points.
(7) Gamma Emerald gains 2 XP. Gamma Emerald stays at level 7.
---
I am raising the level floor to level 4 now; players being at lower levels can present some issues with regards to balancing. Players that die respawn at the maximum of either their last checkpoint level or the party level floor.
---
(3) PrivateI gains 3 XP. PrivateI levels up to level 4.
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Post Post #2661 (isolation #645) » Tue Sep 22, 2020 11:10 am

Post by Ircher »

After waking up early in the morning, you continue along the path. It does not take long for you to run into another group of cultists. Seeing how oddly dressed you are, they immediately begin to reach for their blades. One of them, probably their leader, shouts loudly, "This is the end for you! Our secrets will not be revealed!" He and the rest of the cultists begin chanting words in a language you cannot comprehend. Soon, the air around you feels different. Red and pink sparks occassionally sputter in the air.
---
Battle #26
(Threshold 4/0)
(8) Alpha : Cultist : HP = 21/21 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(7) Beta : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Charlie : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Delta : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3

Active Battle Effects #1: At the
start
of every third round (starting on round 3), all enemies are healed by 5 HP.

Counter: 0/3 (Updates at the
beginning
of each round.)
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Post Post #2669 (isolation #646) » Thu Sep 24, 2020 10:58 am

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(expired on 2020-09-25 19:00:00) left in the round.
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Post Post #2673 (isolation #647) » Fri Sep 25, 2020 9:34 am

Post by Ircher »

inspiratieloos takes a step backwards before jumping forward and ramming his blade into Alpha. The cultist is unprepared and is knocked back a few millimeters by the impact. (15 so far on Alpha {1}.) dsjstr follows up with a downward swing, which the cultist, having recovered from inspiratieloos's attack, attempts to block. (15 + 5 = 20 so far on Alpha {2}.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Gamma Emerald begins moving his hands in intricate motions and reciting ancient words. Purple wisps start encircling his wisps. He points consecutively at Alpha, Beta, Charlie, and Delta. One-by-one, the wisps are sent flying at their target. The cultists brace themselves for impact. **Gamma Emerald has
3/7
MP left.**
(Alpha defense (5 on Alpha):)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

(Beta defense (4 on Beta):)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

(Charlie defense (5 on Charlie):)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Delta laughs maniacally as he dodges the wisp arrow.
---
Beta and Delta team up against Gamma Emerald.
(Beta:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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

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

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


Charlie sends her blade crushing down on inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 2) = 5
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Post Post #2674 (isolation #648) » Fri Sep 25, 2020 9:46 am

Post by Ircher »

Alpha collapses from inspiratieloos and dsjstr's combined attack, but before the cultist can get back up, Gamma Emerald's arrow hits him. The arrow sends sparks flying everything and Alpha's body disintegrates into dust. **Alpha is
dead
.**

Beta is barely fazed by Gamma's projectile. **Beta has
19/20
HP left.**

Charlie is not so fortunate as the magic arrow hits her squarely in the chest. **Charlie has
16/20
HP left.**
---
Gamma Emerald manages to parry Delta's blow, but he is unable to defend himself against Beta's strike. **Gamma Emerald has
14/20
HP left.**

inspiratieloos rolls out of the way of Charlie escaping most of the immediate danger. **inspiratieloos has
24/25
HP left.**
---
Current Monster Statuses
(Threshold 4/0)
(8) Alpha : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(7) Beta : Cultist : HP =
19/20
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Charlie : Cultist : HP =
16/20
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Delta : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3

Active Battle Effects #1: At the
start
of every third round (starting on round 3), all enemies are healed by 5 HP.

Counter: 1/3 (Updates at the
beginning
of each round.)
---
Just a note that if you have any feedback/suggestions, you are still welcome to provide them. Particularly, I am interested in your thoughts regarding the current balance of some spells like say Magic Arrows.
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Post Post #2677 (isolation #649) » Fri Sep 25, 2020 11:47 am

Post by Ircher »

To be clear, the casting cost is the minimum mana you need to cast the spell. You don't actually spend that amount; the usage cost is how much you actually spend.

Edit: This is now explicitly specified under special rules---level 7 in the opening post.
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Post Post #2678 (isolation #650) » Sun Sep 27, 2020 4:25 am

Post by Ircher »

(expired on 2020-09-28 19:00:00) left in the round. You have 3 actions left.
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Post Post #2685 (isolation #651) » Mon Sep 28, 2020 9:08 am

Post by Ircher »

inspiratieloos slashes downward at Charlie. The cultist raises her blade and attempts to ward off the attack. (4 so far on Charlie {1}.) But before the cultist can reposition herself, dsjstr swings in and sweeps her legs. (4 + 7 = 11 so far on Charlie {2}.) Seeing that Charlie is struggling to defend herself, Not Known 15 decides to join in the fun and attacks from behind. (7 + 8 - 1 = 14 so far on Charlie {3}.) Finally, Gamma Emerald swoops in for the kill. Surrounded and outnumbered, Charlie succumbs to her attackers. (14 + 7 + 3 - 2 = 22 so far on Charlie {4}.) **Charlie is
dead
.**
---
Beta attacks Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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


Delta attacks dsjstr.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #2686 (isolation #652) » Mon Sep 28, 2020 9:12 am

Post by Ircher »

Once more, Gamma's luck fails him. Perhaps he was too distracted by dispatching Charlie that he failed to notice Beta creep up on him. With a powerful blow, Beta knocks Gamma Emerald off his feet. **Gamma Emerald has
9/20
HP left.**

dsjstr is also slow to notice Delta's presence. While Delta catches dsjstr offguard, Delta fumbles the attack decreasing its effectiveness. The cultist silently curses himself for not doing better. **dsjstr has
18/20
.**
---
Current Monster Statuses
(Threshold 4/0)
(8) Alpha : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(7) Beta : Cultist : HP =
19/20
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Charlie : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Delta : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3

Active Battle Effects #1: At the
start
of every third round (starting on round 3), all enemies are healed by 5 HP.

Counter: 2/3 (Updates at the
beginning
of each round.)
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Post Post #2690 (isolation #653) » Tue Sep 29, 2020 4:04 pm

Post by Ircher »

(expired on 2020-09-30 20:00:00) left in the round. Round is a bit shorter since I will be V/LA this weekend.

@dsjstr -- You are not on cooldown.
Last edited by Ircher on Wed Sep 30, 2020 8:31 am, edited 1 time in total.
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Post Post #2694 (isolation #654) » Wed Sep 30, 2020 1:29 pm

Post by Ircher »

The remaining cultists chant a brief prayer. Suddenly, a surge of red light fills your vision. As the light fades, you notice that some of the cultists wounds have begun to close up already.
All living cultists have regained five (5) health.

---
inspiratieloos, as always, is quick to rush into battle. He slashes vigorously at Beta. (6 so far on Beta {1}.) dsjstr releases his weapon at Beta with a mighty throw. He succeeds in inflicting a grievous wound. (6 + 10 = 16 so far on Beta {2}.) Not Known 15 tries to sneak up behind Beta, but he nearly trips! Lucky for him, he regains his balance and manages to deal a hefty blow against Beta. The cultist attempts to defend itself against the onslaught. (16 + 7 - 1 = 22 so far on Beta {3}.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

---
Delta lunges at dsjstr:
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2695 (isolation #655) » Wed Sep 30, 2020 1:31 pm

Post by Ircher »

Alas, the incoming onslaught is too much to overcome, and Beta dies a tragic death. **Beta is
dead
.**
---
dsjstr nimbly sprints out of the way of Delta's attack and suffers no damage.
---
Current Monster Statuses
(Threshold 4/0)
(8) Alpha : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(7) Beta : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Charlie : Cultist : HP =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3
(7) Delta : Cultist : HP = 20/20 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d2 | Defense = 1d3

Active Battle Effects #1: At the
start
of every third round (starting on round 3), all enemies are healed by 5 HP.

Counter: 0/3 (Updates at the
beginning
of each round.)
---
Next update is almost certainly going to be next week as I am V/LA for the rest of the week.
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Post Post #2701 (isolation #656) » Sat Oct 03, 2020 2:37 pm

Post by Ircher »

Ah, don’t copy the code tags. Just what is inside the code tags.
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Post Post #2706 (isolation #657) » Sat Oct 03, 2020 3:50 pm

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(expired on 2020-10-04 20:00:00) left in the round. 1 action left.
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Post Post #2712 (isolation #658) » Sun Oct 04, 2020 2:27 pm

Post by Ircher »

Nancy Drew 39 is sleeping one night when she is awoken by a loud boom. As she looks around, she notices that it is still dark outside. The distinctive odor of smoke begins to drift to her nose. She looks outside again to see a group of lightly robed people heading towards her house. Fearing the worst, she quickly dons her clothes and runs outside yelling for help. She manages to leave her home just as the group of robed people finish their weird chanting. To her utter horror, her entire house collapses down into a heap of rubble. The cultists decide to move onto the next house and ignore Nancy Drew 39's presence.

With her house gone, Nancy Drew seeks shelter at the local inn and vows to get her revenge. She spends some time training and learning how to wield a weapon. Eventually, she feels she has enough training to go on her first adventure. With directions from the innkeeper, she decides to pursue her revenge and manages to stumble upon the group of adventurers known as the Murderhobos. "I may be inexperienced, but I will get my revenge!" she shouts as she joins the ongoing battle.
---
dsjstr is first to attack this round. He quickly slashes downward at Delta. (9 so far on Delta {1}.) inspiratieloos follows up with a powerful uppercut slash. (9 + 8 = 17 so far on Delta so far {2}.) After some helpful hints from the other Murderhobos, Nancy Drew 39 rushes forth and attacks Delta from behind. She manages to land a solid blow. (17 + 5 - 1 = 21 so far on Delta {3}.) "Let's finish this!" Not Known 15 shouts as he too lunges at Delta. The cultist, unable to keep up with all of the attacks, falls to the ground lifeless. **Delta is
dead
.**
---
Not Known 15 is no longer exhausted.
Note: You do not regain the hitpoints lost from exhaustion when the exhaustion status wears off.
---
Congratulations, you won this battle!

---
Party Experience:

Base XP = 2 + 2 + 2 + 2 = 8 XP
XP Adjustment = 2 XP
Average Enemy Level = (8 + 7 * 3) / 4 ~ 7.3
Number of Participants = 5
XP Awarded Per Participant = 2.0 XP at Level 7.3.

(8) inspiratieloos gains 2 XP. inspiratieloos stays at level 8.
(6) dsjstr gains 2 XP. dsjstr stays at level 6.
(7) Gamma Emerald gains 2 XP.
Gamma Emerald levels up from level 7 to level 8!
You may reallocate your stat points.
(8) Not Known 15 gains 2 XP. Not Known 15 stays at level 8.
(4) Nancy Drew 39 gains 4 XP. Nancy Drew 39 stays at level 4. You may allocate your stat point for either 3 HP or 1 MP.
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Post Post #2713 (isolation #659) » Sun Oct 04, 2020 2:39 pm

Post by Ircher »

You continue down the path when you meet another cultist. Unlike the last few groups, this cultist is watching the road quietly by himself. "So you have come, I see. The great slayers of the slime. I'm afraid though that your time is up," he says as you approach. He then chuckles and states, "I imagine you have heard that many times by now. But sadly for you, you will not be defeating me today." He begins moving his arms and chanting words really fast. White wisps begin to fill the sky.

Battle #27
(Threshold
3
)
(8) Alpha : Cultist Acolyte : HP = 17/17 | MP = 12/12 | Morale = 15/15 | Attack = 1d8 | Defense = 1d3

Active Battle Effect #1: Unable to determine information.


Active Battle Effect #2: Unable to determine information.

Counter: 0/7 (Updates at the end of every round.)
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Post Post #2716 (isolation #660) » Sun Oct 04, 2020 3:27 pm

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17 XP for level 5, and you are currently at 14 XP. Thus, you need three more XP.
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Post Post #2718 (isolation #661) » Sun Oct 04, 2020 4:05 pm

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No, but you can reallocate your current two that are both currently allocated to MP.
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Post Post #2728 (isolation #662) » Tue Oct 06, 2020 11:48 am

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(expired on 2020-10-07 20:00:00) left in the round.
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Post Post #2730 (isolation #663) » Wed Oct 07, 2020 1:08 pm

Post by Ircher »

While all the rest of the Murderhobos silently watch on fearing the cultist's tricks, inspiratieloos charges forth and slashes twice at the cultist. (6 + 2 = 8 so far on Alpha {1}.) The cultist attempts to defends himself from the blows.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

---
The cultist then begins moving his hands in strange motions and reciting words of old. White wisps begin to form around the cultist. After circling the cultist for a while, the wisps surge inward and the cultist is surrounded by a small white glow.
Alpha is blessed (+2) for four rounds.
**Alpha has
10/12
MP left.**
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Post Post #2731 (isolation #664) » Wed Oct 07, 2020 1:13 pm

Post by Ircher »

Alpha succeeds in erecting a small energy shield around himself. inspiratieloos finds himself forcibly repelled from the cultist. **Alpha has
12/17
HP left.**
---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP =
12/17
| MP =
10/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Blessed (+2) (3 Rounds)

Active Battle Effect #1: Unable to determine information.


Active Battle Effect #2: Unable to determine information.

Counter: 1/7 (Updates at the end of every round.)
---
In post 2726, Nancy Drew 39 wrote:How/when do we get another dice roll?
You get a new action at the end of every round. Each round is defined as a sequence of the players acting and then the monsters acting; thus, for instance, you could attack again after this post. (There are some cases where the monsters act at the beginning of the round, but as a general rule, they act at the end.)
In post 2729, Nancy Drew 39 wrote:
In post 2727, dsjstr wrote:If you get another action then it should be good, we only have 2 more attacks left.
In post 2728, Ircher wrote:(expired on 2020-10-07 20:00:00) left in the round.
Can I take an action without a dice roll?
There aren't many actions that do not require a dice roll, but one such action is "Scry Monster". It's a skill that tells you more information about a monster.
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Post Post #2733 (isolation #665) » Fri Oct 09, 2020 11:42 am

Post by Ircher »

(expired on 2020-10-11 13:00:00) left in the round. Y'all have three actions left.
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Post Post #2742 (isolation #666) » Sat Oct 10, 2020 10:24 am

Post by Ircher »

In post 2740, Nancy Drew 39 wrote:
In post 2737, Gamma Emerald wrote:You didn’t take an action the required a dice roll
How do I do that? What am I doing wrong then? The initial dice roll was already in my role pm.
That was a sample/intro pm, not a role pm. As Gamma points out, there are no "roles" here. You can use the same dice roll I sent in that pm whenever you haven't acted in a round. You have already acted this round, so you can't use it right now, but when I update thread later (maybe tonight), you will be able to use that same dice roll after that.
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Post Post #2743 (isolation #667) » Sat Oct 10, 2020 2:23 pm

Post by Ircher »

Nancy Drew 39 spends some time studying the motions of Alpha.
Spoiler: Alpha's Scrying Info
**Cultist Acolyte : HP = 17 | MP = 12 | Morale = 15 | Attack = 1d8 | Defense = 1d3
- 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.
- Active Skill "Defensive Slash" (2 CD): Slashes at an enemy for {Attack Dice} - 4 damage. This creature will take no damage on the following round.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d3 hitpoints.
- Magic Spell "Bless" (2 Mana): Blesses an ally granting them a +2 modifier on all rolls for four rounds.
- Magic Spell "Curse" (2 Mana): Curses an enemy granting them a -2 modifier on all rolls for three rounds.
- Magic Spell "Holy Thunder" (3 Mana): Electrocutes an enemy for 2d4 damage. If they take damage, they become vulnerable to spells and take double damage from all spells for two rounds.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 1d4 hitpoints.

It's a normal cultist acolyte, but you can consider this an event battle of sorts.


dsjstr takes the opportunity to slash twice at Alpha. He lands a very powerful first strike, but he nearly misses his second one. (10 + 2 so far on Alpha {1}.) inspiratieloos follows up with a powerful uppercut slash. (10 + 2 + 6 = 10 + 8 so far on Alpha {2}.)

Gamma Emerald begins performing the motions and chants of a spell ritual. Red wisps begin to form around his hands. He mutters a few more words and then points at Alpha. The wisps leave him and drift towards Alpha where they explode. (4 more on Alpha.)

Alpha collapses to the ground exhausted. Despite his wounds, he shouts, "This is not the end!" He mutters a word of command, and the charm around his neck glows a bright light briefly. Several of the white wisps that had been idling in the sky also glow brightly for a few seconds. As the light fades, you see the cultist stand back up rejuvenated with his wounds healed.
Alpha's HP and MP have been restored.

---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP = 17/17 | MP = 12/12 | Morale = 15/15 | Attack = 1d8 | Defense = 1d3

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: Unable to determine information.

Counter: 2/7 (Updates at the end of every round.)
---
As a reminder, this constitutes the end of a round. That means you can submit a new action. (An action could be a normal attack using the dice tags, it could be a skill, or it can be a spell (which requires mana to cast).)
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Post Post #2747 (isolation #668) » Tue Oct 13, 2020 10:16 am

Post by Ircher »

(expired on 2020-10-14 20:00:00) left in the round. Two actions left.
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Post Post #2749 (isolation #669) » Wed Oct 14, 2020 1:27 pm

Post by Ircher »

In post 2748, Gamma Emerald wrote:
In post 2744, inspiratieloos wrote:
Wrestle Alpha to the ground and take the necklace


More seriously, seems like Alpha is immortal until the 7 turn timer runs out, so I think the strategy is to just put them at 1HP and then wait?
Is this an option? I recall this sort of non-standard action working in a prior battle
(Unfortunately, no, this is not an option in this battle.)
---
dsjstr begins making motions with his hands. Black wisps begin to float around him. He points at Alpha, and the black wisps are sent flying in that direction. They disappear in a black mist.
Alpha is cursed (-2) for 3 rounds!

---
Alpha begins making exotic motions and reciting ancient chants. Purple and white wisps begin encircling the cultist. He points at dsjstr, and purple light descends from the sky onto dsjstr.
Original Roll String: 2d4-2
2 4-Sided Dice: (1, 4)-2 = 3

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #2750 (isolation #670) » Wed Oct 14, 2020 1:31 pm

Post by Ircher »

dsjstr is too busy calling upon the powers to be to curse Alpha to notice that some of them turn against him. The purple light zaps him and sends him flying backwards. It also turns him into a lightning rod making him more vulnerable to spells in the future.
dsjstr is vulnerable to spells for two rounds.
**dsjstr has
16/20
HP left.**
---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP = 17/17 | MP =
9/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Cursed (-2) (2 Rounds)

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: Unable to determine information.

Counter: 3/7 (Updates at the end of every round.)
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Post Post #2753 (isolation #671) » Fri Oct 16, 2020 1:02 pm

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(expired on 2020-10-17 15:00:00) left in the round. Two actions left.
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Post Post #2755 (isolation #672) » Fri Oct 16, 2020 2:20 pm

Post by Ircher »

In post 2754, Gamma Emerald wrote:Does the focus bonus always affect the next action?
Yes, it always affects your next action provided that you do not sustain damage before you use the bonus. (It also goes away if the battle ends.)
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Post Post #2756 (isolation #673) » Sat Oct 17, 2020 12:32 pm

Post by Ircher »

inspiratieloos slashes downward at Alpha. (7 so far on Alpha {1}.) Alpha attempt to repel the attack.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

---
Alpha begins making motions with his hands and reciting ancient words. Soon, purple and white wisps surround the cultist's hands. He points at inspiratieloos causing purple light to descend upon him.
Original Roll String: 2d4-2
2 4-Sided Dice: (4, 2)-2 = 4

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 1) = 4
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Post Post #2757 (isolation #674) » Sat Oct 17, 2020 12:36 pm

Post by Ircher »

I forgot the -2 on defense from the curse.

With the powers to be acting against Alpha, inspiratieloos blade leaves behind a vicious wound on Alpha. **Alpha has
10/17
HP left.**

Alpha's magic goes haywire and scatters in all directions, leaving inspiratieloos unharmed.
---
inspiratieloos can use active skills again.

dsjstr is no longer vulnerable to spells.
---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP =
10/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Cursed (-2) (1 Round)

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: Unable to determine information.

Counter: 4/7 (Updates at the end of every round.)
---
New thing: if you want to end the round early, you can bold
Skip Turn
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Post Post #2764 (isolation #675) » Mon Oct 19, 2020 2:52 pm

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(expired on 2020-10-20 16:00:00) left in the round.
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Post Post #2765 (isolation #676) » Tue Oct 20, 2020 9:12 am

Post by Ircher »

inspiratieloos dashes forward and slashes downard on the culitst. The cultist attempts to repel the attack.
(Defense:)
Original Roll String: 1d3-2
1 3-Sided Dice: (3)-2 = 1


Gamma Emerald begins making motions with his hands. Soon, purple and yellow wisps begin to float around him. He points at Alpha, and the cultists finds his lips suddenly unable to move. **Gamma Emerald has
4/7
MP left.**
Alpha is silenced for three rounds.
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Post Post #2766 (isolation #677) » Tue Oct 20, 2020 9:14 am

Post by Ircher »

Despite the cultist's best efforts, the cultist finds himself thrown violently backwards by inspiratieloos's attacks, briefly stunning the cultist. **Alpha has
2/17
HP left.**
---
dsjstr can use active skills again.

---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP =
2/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Silenced (2 Rounds)

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: Unable to determine information.

Counter: 5/7 (Updates at the end of every round.)
---
Reminder: If you want to end the round early, you can bold
Skip Turn
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Post Post #2772 (isolation #678) » Thu Oct 22, 2020 4:29 pm

Post by Ircher »

Round ends in (expired on 2020-10-23 15:00:00).
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Post Post #2776 (isolation #679) » Fri Oct 23, 2020 8:06 am

Post by Ircher »

Gamma Emerald rams Alpha with his blade forcing the cultist baskwards. Alpha collapses to the ground from the impact, but with great effort, he manages to stand back up. **Alpha has
1/17
HP left.**
---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Silenced (1 Rounds)

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: Unable to determine information.

Counter: 6/7 (Updates at the end of every round.)
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Post Post #2782 (isolation #680) » Sun Oct 25, 2020 7:31 am

Post by Ircher »

You have to specify whether you want HP or MP.

1 stat point gives you
either
3 HP OR 1 MP.
---
(expired on 2020-10-25 19:00:00) left in the round.
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Post Post #2785 (isolation #681) » Sun Oct 25, 2020 12:17 pm

Post by Ircher »

In post 2784, Nancy Drew 39 wrote:
In post 2782, Ircher wrote:You have to specify whether you want HP or MP.

1 stat point gives you
either
3 HP OR 1 MP.
---
(expired on 2020-10-25 19:00:00) left in the round.
What’s the difference?

Btw, I am V/LA until Friday.
HP stands for Hitpoints. As you take damage from the monsters' attacks, you lose HP. If you reach 0 HP or less, you die. MP, which stands for Mana Points, is used to cast magic spells.
---
Gamma Emerald begins making complex motions and reciting words from an ancient language. Soon, black wisps form around him. He points at the cultist Alpha, and a black light descends upon the cultist.
Alpha is cursed (-2) for three rounds.
**Gamma Emerald has
2/7
MP left.**
---
Alpha attempts to stab Gamma Emerald.
Original Roll String: 1d8-2
1 8-Sided Dice: (1)-2 = -1

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 2) = 4
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Post Post #2786 (isolation #682) » Sun Oct 25, 2020 12:52 pm

Post by Ircher »

Gamma Emerald tries his best to sidestep out of the way, but Alpha is amazingly fast and stabs Gamma Emerald before he has a chance to move. **Gamma Emerald has
23/25
HP left.**
---
"Enough! You have no hopes of winning for I am invulnerable," shouts the cultist as he begins making complicated motions with his hands. Seeing as the cultist is invulnerable as long as he has that amulet, you watch hopelessly as tens and hundreds of wisps begin to appear and revolve around the cultists hands. After what feels like an eternity, a blinding light appears. You close your eyes in reaction to the intense light. As you open them, you are surprised by what you see.

"You again! I thought I told the others to get rid of you!" shouts the cultist angrily as the wisps around him fade into the shadows and his spell fails. "It is I, the reknowned magician and adventurer Allahandra, and your time has come. Depart and trouble us no more, wicked Zyliono," shouts an unknown voice. You turn around and see a tall woman wearing bright red robes. "You think you are so cool, interrupting my spell like that! No matter, I have other safeguards in-place. Arise, my minions!" Out of nowhere, several new shapes materialize. While each looks individually weak, you see scores of them. "Fear not, my friends! I will aid you!" shouts Allahandra as she joins you in battle.
---
Allahandra (NPC)Level 6 | XP = 28
HP = 12/12 | MP = 10/10 | Morale = 15/15
Attack = 2d3 | Defense = 1d4
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Luck Mitigation.
Level 1 Power Aura.
Level 1 First Aid.

Spoiler: Spells
Level 3 Redirection Shield (3 Mana).
Level 2 Fire (1 Mana).
Level 2 Examine Creature (1 Mana).
Level 2 Cure (1 Mana).
Level 2 Tornado (2 Mana): Choose two targets and roll 2d6 for each. If a target takes damage, that target is also stunned for one round.
Level 1 Magic Arrows (Cast: 1 Mana | Uses: {Number of Targets} Mana}).

---
Current Monster Statuses
(Threshold
3/1
)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Cursed (-2) (2 Rounds)
(3) Beta : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Charlie : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Delta : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Echo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Foxtrot : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Golf : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Hotel : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) India : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Juliet : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Kilo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Lima : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Mike : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Oscar : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Papa : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Quebec : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Romeo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Sierra : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Tango : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3

Active Battle Effect #1: Whenever Alpha would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7
---
One other note: I am changing the damage per arrow for level 1 Magic Arrows from 1d8 to 2d4 because 1d8 seems a bit low when you factor in defense.
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Post Post #2796 (isolation #683) » Mon Oct 26, 2020 10:12 am

Post by Ircher »

In post 2793, Not Known 15 wrote:Does Magic Arrows use a dice for each target or one dice roll for all targets?
Roll separately for each.
In post 2792, inspiratieloos wrote:What happens if multiple people use redirection shield on the same target?
Good question. I will edit this later as I haven't thought about that interaction yet.


Edit: Okay, my ruling is this: damage is split evenly amongst all players that casted redirection shield. The excess damage, if it exists, always goes in the order of when people cast the spell. The damage effect triggers multiple times.
In post 2795, Gamma Emerald wrote:No, I think Magic Arrows’ multiple dice work like a standard attack’s dice, where 1 defense roll is done against the scum of the attack roll
Otherwise the change would have made things worse
That's not currently the case, but I might change it to that. I just changed the damage value for magic arrows.
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Post Post #2797 (isolation #684) » Tue Oct 27, 2020 10:25 am

Post by Ircher »

(expired on 2020-10-29 19:00:00) left in the round. Y'all have 2 normal actions and an NPC action left.
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Post Post #2801 (isolation #685) » Wed Oct 28, 2020 1:04 pm

Post by Ircher »

Yes, that's it. Welcome to the game!
---
Still waiting on an NPC action for the current round of actions.
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Post Post #2805 (isolation #686) » Thu Oct 29, 2020 7:49 am

Post by Ircher »

In post 2804, Gamma Emerald wrote:
NPC (idc to type that name) uses Level 2 Tornado on Beta and Charlie
(You forgot to roll, but I'll do it for you.)
Beta:
Original Roll String: 2d6
2 6-Sided Dice: (5, 2) = 7

Charlie:
Original Roll String: 2d6
2 6-Sided Dice: (4, 2) = 6
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Post Post #2806 (isolation #687) » Thu Oct 29, 2020 8:20 am

Post by Ircher »

Not Known 15 begins shouting insults at the enemy, drawing their attention. The goblins quickly lob retorts and insults back at him.

inspiratieloos begins making complex motions with his hands and reciting mystical words. White and yellow wisps form around him. He points towards Not Known 15, and a faint yellow beam of light forms between them.
inspiratieloos and Not Known 15 are linked by Redirection Shield for three rounds.
**inspiratieloos has
4/7
MP left.**

dsjstr follows inspiratieloos's lead and casts the same spell. A second beam of yellow light links the two together.
dsjstr and Not Known 15 are linked by Redirection Shield for two rounds.
**dsjstr has
4/6
MP left.**

Allahandra begins calling upon the great winds and making the motions needed to summon them. Soon, blue and white wisps begin encircling her wrists. She points at Beta and Charlie, and huge gusts of wind assail them.
Beta and Charlie are stunned for one round.
(5 on Beta. 6 on Charlie.)
(Beta Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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

---
Cultist Zyliono spends time watching the battle unfold and does nothing.

Delta attempts to club inspiratieloos in the face.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6

Keep in mind that the shared damage will be added here.

Echo thinks that Allahandra looks weak and swings at her.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Foxtrot, Golf, Kilo, Lima, Oscar, Quebec, Sierra, and Tango, enraged by Not Known 15's insults, team up against him.
For simplicity sake, I am rolling a single attack die here. It is the same distribution.
Original Roll String: 8d4
8 4-Sided Dice: (2, 3, 4, 1, 1, 2, 2, 2) = 17

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

I'm doing a similar thing for the redirection shield damage. The rolls correspond to the order they are listed in above.
(inspiratieloos -- Redirection Shield; ignores defense:)
Original Roll String: 8d4
8 4-Sided Dice: (4, 1, 2, 1, 1, 4, 4, 2) = 19

(dsjstr -- Redirection Shield; ignores defense:)
Original Roll String: 8d3
8 3-Sided Dice: (3, 2, 1, 1, 3, 1, 2, 3) = 16


Hotel attacks McMenno.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


India swings its club at Cerberus v666.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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


Juliet and Romeo decide to express their love for each other by teaming up against dsjstr.
(Romeo:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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

Again, the shared damage will also be added to the attack values.

Mike menacingly approaches lilith2013.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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


November gets ready to swing at Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 3) = 5


Papa grins wickedly as it prepares to attack Inferno390.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #2807 (isolation #688) » Thu Oct 29, 2020 8:44 am

Post by Ircher »

Beta manages to muster some fortitude to withstand Allahandra's gusts, but Charlie is not as fortunate. **Beta has
5/7
HP left.** **Charlie has
2/7
HP left.**

inspiratieloos nimbly dodges Delta's club.

Oh, I forgot Allahandra's defense roll. I don't feel like making another post for a single roll, so we'll just assume she rolled the maximum (i.e.: a 4).
"Silly goblin! You can't touch me!" shouts Allahandra as she sidesteps Echo's attack.

Foxtrot, Golf, Kilo, Lima, Oscar, Quebec, Sierra, and Tango are able to surround and overpower Not Known 15 simply by their sheer numbers, but they also find that as they bash Not Known 15, several invisible forces assault them. Despite the strength of the forces, the goblins are hearty enough to all survive. **Not Known 15 has
22/28
HP left.** The redirection shield effect activates causing some of the damage to be redirected to dsjstr and inspiratieloos. **inspiratieloos has
19/25
HP left.** (7 damage is also sent to dsjstr.)

McMenno is lightly grazed by Hotel's club. **McMenno has
14/15
HP left.**

Cerberus v666 is slow to react and gets a minor beating. **Cerberus v666 has
18/20
HP left.**

dsjstr is overwhelmed by Romeo and Juliet's combined attack and takes heavy damage. **dsjstr has
5/20
HP left.**

lilith2013 is also lightly injured by Mike. **lilith2013 has
22/23
HP left.**

Gamma Emerald dodges out of the way of November.

Papa cackles triumphantly as it pounds Inferno390 with its club. **Inferno390 has
22/23
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Cursed (-2) (2 Rounds)
(3) Beta : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Charlie : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Delta : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Echo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Foxtrot : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Golf : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Hotel : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) India : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Juliet : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Kilo : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Lima : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Mike : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Oscar : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Papa : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Quebec : Goblin Warrior : HP =
4/7
| Attack = 1d4 | Defense = 1d3
(3) Romeo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Sierra : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Tango : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3

Active Battle Effect #1: Whenever Cultist Zyliono would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7
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Post Post #2809 (isolation #689) » Thu Oct 29, 2020 9:33 am

Post by Ircher »

In post 2808, Gypyx wrote:Okay so, what are some kool skills that i should get?
At level 4, you have:

HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3

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 / 3 ICD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

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).

Descriptions for spells/skills are in ; keep in mind that PLV is short for player level there.
You can also use friendship skill Aid to give an ally +1 on their dice roll.

If you have a question about a specific skill/spell, feel free to ask.
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Post Post #2813 (isolation #690) » Fri Oct 30, 2020 12:31 pm

Post by Ircher »

In post 2812, Gamma Emerald wrote:We should probably be told which foes are stunned on the monster status post
The tornado stun effect lasts for one round, so no monsters are currently stunned.
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Post Post #2816 (isolation #691) » Fri Oct 30, 2020 12:47 pm

Post by Ircher »

I should point out that Provoke had a cooldown (unfortunately.)
---
I'm going to go with yes that blessings work with redirection shield; however, you need to cast it on the person who casted Redirection Shield since it is the caster that determines how much damage Redirection Shield does.
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Post Post #2818 (isolation #692) » Fri Oct 30, 2020 1:00 pm

Post by Ircher »

Both inspiratieloos and dsjstr casted redirection shield last round. inspiratieloos's effect lasts longer though since inspiratieloos casted a higher level variant of the spell.

As a note, player statuses are in . (I realize that it's not super clear who the caster/target are for redirection shield though. The target's status will include the spell level information while the caster's status will not.)
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Post Post #2819 (isolation #693) » Sat Oct 31, 2020 3:56 pm

Post by Ircher »

(expired on 2020-11-01 20:00:00) left in the round. 3 player actions and 1 NPC action remaining.
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Post Post #2825 (isolation #694) » Mon Nov 02, 2020 9:55 am

Post by Ircher »

Gypyx is meandering along a back path when he stumbles upon a goblin. The goblin lets out a brief war cry before being promptly decimated by Gypyx's blade. He wanders around the back path some more until he hears the sounds of chanting and steel. He follows the direction of the sounds until he eventually runs into the group of adventurers known as the Murderhobos. "Good, we could use more aid," one of them yells as he joins the battle with them.
---
Gypyx begins making motions with his hands and chanting ancient words. White wisps start encircling his wrists. He points at inspiratieloos, and a white light descends upon inspiratieloos.
inspiratieloos is blessed (+1) for three rounds.
**Gypyx has
2/4
MP left.** Note that at player level 4, you only have access to level 1 bless, so the bonus is +1.

inspiratieloos also begins casting a spell. Blue and white wisps form around him. He points at Delta and Echo, and huge gusts of winds begin blowing in those directions. **inspiratieloos has
2/7
MP left.** (4 on Delta and 3 on Echo.)
(Delta Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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

Note: inspiratieloos got an additional +1 on the dice from power aura. Speaking of which, it seems I did not properly update that skill's description when I changed it from being a penalty on the enemy's defense roll to a bonus on the player's attack roll. I will rectify that after this round.

Allahandra begins waving her arms about and chanting words of unknown origin. Blue and white wisps begin to appear around her hands. She points at Hotel and India, and the wisps are sent flying in their directions. **Allahandra has
6/10
MP left.** (9 on Hotel, 5 on India.)
(Hotel defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

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


Not Known 15 swings his blade against Foxtrot. (7 + 1 = 8 so far on Foxtrot.) The monster cowers in fear as Not Known 15's blade descends upon it. It lets out one last squeal as its spirit departs from it. **Foxtrot is
dead
.**

dsjstr attempts to quickly dispatch Oscar, but he is so intent on dispatching the goblin that he does not pay attention to where he is aiming. His blade cuts through thin air.
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Post Post #2826 (isolation #695) » Mon Nov 02, 2020 10:14 am

Post by Ircher »

Delta is confused by inspiratieloos's spell, but Echo manages to resist it. **Delta has
5/7
HP left.** Delta is stunned for one round.

Hotel and India are pushed backwards by Allahandra's spell, but they both manage to hold onto the breath of life. **Hotel has
1/7
HP left.** **India has
4/7
HP left.** Hotel and India are stunned for one round.
---
Beta, Papa, and Quebec attempt to club Not Known 15.
(Beta:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 2) = 4

(Side Note: Redirection Shield damage is counted as the equivalent of one attack's worth of damage for the purpose of Healing Grace. Also doing the same thing as last time for redirection shield damage. I'll manually add the +1's from inspiratieloos.)
(Redirection Shield --- inspiratieloos --- Ignores defense:)
Original Roll String: 3d4
3 4-Sided Dice: (3, 3, 4) = 10

(Redirection Shield --- dsjstr --- Ignores defense:)
Original Roll String: 3d3
3 3-Sided Dice: (2, 3, 1) = 6


Charlie and Mike are attracted by inspiratieloos's faint glow.
(Charlie:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 2d3+1
2 3-Sided Dice: (1, 3)+1 = 5


Echo and Tango have had enough of Allahandra's baiting tactics and attack her.
(Echo:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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


Golf sees the newcomer Gypyx as an easy target.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


Juliet begins moving towards Inferno390.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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


November sees NotMySpamAccount hiding in the shadows.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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


Oscar attempts to get revenge against dsjstr.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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


Romeo and Sierra swing their clubs at Gamma Emerald.
(Romeo:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 3) = 5
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Post Post #2827 (isolation #696) » Mon Nov 02, 2020 10:23 am

Post by Ircher »

Cultist Zyliono continues to watch the battle unfold and elects to take no action.
---
Beta, Papa, and Quebec, despite their numbers advantage, struggle to land a solid blow on Not Known 15. A powerful yet invisible force sends many of them flying to their graves. **inspiratieloos has
17/25
HP left.** **dsjstr has
3/20
HP left.** **Beta is
dead
.** **Papa is
dead
.** **Quebec has
1/7
HP left.**

inspiratieloos is quick enough to dodge both Charlie's and Mike's attacks.

Despite Allahandra's agility, she is still outnumbered and suffers minor damage. "Is that all you can do?" taunts Allahandra. **Allahandra has
9/12
HP left.**

November clumsily makes its way to NotMySpamAccount giving NotMySpamAccount plenty of time to get out of the way.

dsjstr nimbly rolls out of the way of Oscar's strike.

Gamma Emerald manages to parry Romeo's attack and dodge Sierra's clumsy attempt to club him.
---
Not Known 15 and dsjstr are no longer linked by Redirection Shield.

---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Cursed (-2) (1 Rounds)
(3) Beta : Goblin Warrior : HP =
DEAD
| Attack = 1d4 | Defense = 1d3
(3) Charlie : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Delta : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Echo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Foxtrot : Goblin Warrior : HP =
DEAD
| Attack = 1d4 | Defense = 1d3
(3) Golf : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Hotel : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) India : Goblin Warrior : HP =
4/7
| Attack = 1d4 | Defense = 1d3
(3) Juliet : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Kilo : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Lima : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Mike : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Oscar : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Papa : Goblin Warrior : HP =
DEAD
| Attack = 1d4 | Defense = 1d3
(3) Quebec : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Romeo : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
(3) Sierra : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Tango : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3

Active Battle Effect #1: Whenever Cultist Zyliono would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7
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Post Post #2829 (isolation #697) » Tue Nov 03, 2020 3:43 am

Post by Ircher »

In post 2828, inspiratieloos wrote:If I get another +1 shouldn't Echo have taken 1 damage and be stunned? Also you forgot to add the blessing bonus to my redirection shield.
Your original roll had +2. The blessing was +1 and power aura was +1, so that made the two equivalent.
As for redirection shield, I did add the +1, just mentally. Quebec had 4 HP to begin with, and took 1 + 1 + 1 damage from redirection shield, so being left with 1 HP is correct.

If you see anything else that you think is off, let me know, and I will double-check.
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Post Post #2831 (isolation #698) » Thu Nov 05, 2020 3:50 am

Post by Ircher »

(expired on 2020-11-06 15:00:00) left in the round. 3 player actions and 1 NPC action are left.

Edit: Extended to (expired on 2020-11-07 11:00:00). I've been rather busy.
Last edited by Ircher on Fri Nov 06, 2020 4:53 pm, edited 1 time in total.
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Post Post #2836 (isolation #699) » Sat Nov 07, 2020 5:35 am

Post by Ircher »

inspiratieloos once more begins casting a spell ritual. Blue and white wisps form around him. He points at Mike and November, and the two goblins are assailed by strong gusts of wind.
Mike and November are stunned for one round.
inspiratieloos is left drained of energy after the casting of several spells.
**inspiratieloos has
0/7
MP left.**
(5 on Mike, 4 on November.)
(Mike Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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


Allahandra begins invoking the ancient words and making a flurry of intricate motions. Soon, blue and white wisps begin encircling her wrists. She points at Echo and Romeo, and the wisps are sent flying in those directions.
Echo and Romeo are stunned for one round.
**Allahandra has
4/10
MP left.** (6 on Echo, 9 on Romeo.)
(Echo Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

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


Gypyx strikes at Kilo quickly with his blade, but he misses.
A little tip: You can do the +/- as part of the dice roll by doing something like this:

Code: Select all

[dice]1d6[/dice]
[dice]1d2-2[/dice]


Not Known 15 also starts casting a spell. He waves his hands in a slow but focused manner while reciting ancient verses. White and yellow wisps begin to shimmer around him. He points at Allahandra, and a faint white light connects the two.
Not Known 15 and Allahandra are linked by Redirection Shield for two rounds.
**Not Known 15 has
4/6
MP left.**
---
Cultist Zyliono continues watching, but he also takes a moment to taunt Allahandra.

Echo, Mike, November, Romeo are stunned.

Charlie sees Allahandra and strikes at her.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

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


Delta attempts to club inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 2d3+1
2 3-Sided Dice: (1, 3)+1 = 5


Golf begins to advance against McMenno.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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


Hotel attacks lilith2013.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


Not Known 15 invokes the wrath of India and Juliet.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Redirection Shield Damage -- inspiratieloos -- India)
Original Roll String: 1d4+1
1 4-Sided Dice: (3)+1 = 4

(Redirection Shield Damage -- inspiratieloos -- Juliet)
Original Roll String: 1d4+1
1 4-Sided Dice: (3)+1 = 4


Kilo attempts to club Cerberus v666.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Lima attempts to bash the worst.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Oscar and Quebec team up against Gypyx.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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


Sierra strikes at PrivateI.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Tango attempts to club Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6
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Post Post #2837 (isolation #700) » Sat Nov 07, 2020 5:54 am

Post by Ircher »

Mike and November are sent flying backwards and take moderate damage. **Mike has
4/7
HP left.** **November has
6/7
HP left.**

Echo and Romeo are also caught up by great winds. Echo manages to survive the fall, but the same cannot be said for Romeo. **Romeo is
DEAD
.** **Echo has
2/7
HP left.**
---
Allahandra is paying too much attention to Zyliono's taunt that she fails to see Charlie approach. She gets smacked in the face, but a mysterious force then pushes Charlie away. **Allahandra has
8/12
HP left.** **Charlie has
1/7
HP left.**

Delta's attack is swiftly dodged by inspiratieloos.

McMenno is unable to dodge Golf and takes minor damage. **McMenno has
12/15
HP left.**

Hotel manages to graze lilith2013's right arm as she rolls out of the way. **lilith2013 has
21/23
HP left.**

I forgot Not Known 15's defense roll, so we'll just pretend it was a 6. Not Known 15 manages to skillfully dodge both India and Juliet. Alas for them, they get too close and are repelled by a mysterious force. India collapses to the ground, but Juliet manages to land on its feet. **India is
DEAD
.** **Juliet has
5/7
HP left.**

Cerberus v666 manages to parry Kilo's attack.

the worst also parries his attacker's offense.

Gypyx is outnumbered and outmaneuvered by Oscar and Quebec and suffers moderate damage. **Gypyx has
12/15
HP left.**

PrivateI sees Sierra's attack well in advance and manages to agilely get out of the way.

Gamma Emerald parries Tango's attack.
---
Not Known 15 and inspiratieloos are no longer linked by redirection shield.
Not Known 15 can use active skills again.

dsjstr can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3
(3) Charlie : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Delta : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Echo : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Golf : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Hotel : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Juliet : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Kilo : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Lima : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Mike : Goblin Warrior : HP =
4/7
| Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP =
6/7
| Attack = 1d4 | Defense = 1d3
(3) Oscar : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Quebec : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Sierra : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Tango : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3

Active Battle Effect #1: Whenever Cultist Zyliono would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7
Removed dead enemies.
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Post Post #2841 (isolation #701) » Mon Nov 09, 2020 12:47 pm

Post by Ircher »

(expired on 2020-11-10 20:55:00) left in the round.
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Post Post #2842 (isolation #702) » Tue Nov 10, 2020 3:24 pm

Post by Ircher »

inspiratieloos leaps forth and slashes Charlie with great speed and precision. The goblin dies from the impact. **Charlie is
dead
.** Yes, postive and negative modifiers generally cancel out.

Not Known 15 slashes downward at Kilo and quickly follows up with a horizontal slash against Lima. He executes the manuever gracefully and adeptly, ending the lives of the two goblins. **Kilo and Lima are
dead
.**
---
Cultist Zyliono mutters a few words of commands and makes a few motions, but nothing appears to happen... for now.

Delta attacks NotMySpamAccount.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


Echo, Mike, and November team up against Not Known 15.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6


Golf swings its club at inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 2d3+1
2 3-Sided Dice: (1, 2)+1 = 4


Hotel attempts to bash Inferno390.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Juliet sees Cerberus v666 and decides to launch an attack against him.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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


Oscar attacks PrivateI.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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


Quebec takes it chances against the worst.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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


Sierra unleashes its fury twice against Gypyx.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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


Tango swings its club twice at Allahandra.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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

(Redirection Shield Damage -- Ignores Defense)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #2843 (isolation #703) » Tue Nov 10, 2020 3:32 pm

Post by Ircher »

NotMySpamAccount is grazed by Delta's club. **NotMySpamAccount has
14/15
HP left.**

Not Known 15 cleverly manages to dodge Echo and Mike's attacks, but the number advantage eventually overcame his defenses, and he suffers moderate damage. (Note: An extra 1 damage from redirection shield on Allahandra.) **Not Known 15 has
18/28
HP left.**

inspiratieloos nimbly rolls out of the way of Golf's club.

Hotel's strike is parried by Inferno390.

Cerberus v666 sees Juliet's attack in the nick of time and manages to dodge it.

PrivateI is a bit slow to react to Oscar's attack. **PrivateI has
14/15
HP left.**

Quebec is parried by the worst.

Gypyx laughs as both of Sierra's strikes miss him.

Tango manages to slightly overpower Allahandra's defenses, but it soons finds itself being flung backwards by an invisible force ultimately leading to its death. **Tango is
dead
.**
---
inspiratieloos is no longer blessed.
Not Known 15 and Allahandra are no longer linked by redirection shield.
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Post Post #2846 (isolation #704) » Wed Nov 11, 2020 12:43 pm

Post by Ircher »

In post 2845, Gamma Emerald wrote:Monster statuses?
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3
(3) Delta : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Echo : Goblin Warrior : HP =
2/7
| Attack = 1d4 | Defense = 1d3
(3) Golf : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3
(3) Hotel : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Juliet : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Mike : Goblin Warrior : HP =
4/7
| Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP =
6/7
| Attack = 1d4 | Defense = 1d3
(3) Oscar : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Quebec : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) Sierra : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3 | 3 CD

Active Battle Effect #1: Whenever Cultist Zyliono would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7

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Post Post #2851 (isolation #705) » Thu Nov 12, 2020 12:05 pm

Post by Ircher »

(expired on 2020-11-13 19:00:00) time left in the round.
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Post Post #2854 (isolation #706) » Fri Nov 13, 2020 3:00 pm

Post by Ircher »

Gypyx begins waving his hands and reciting ancient verses. Red wisps form around him. He points at Hotel, and the wisps are sent flying in that direction. When the flame fades away, all that is left is the charred remains of the goblin. **Hotel is
dead
.** **Gypyx has
1/4
MP left.**

inspiratieloos charges forth and slashes downward at Golf. The goblin lets out a squeal as it attempts to ward off the attack. (5 so far on Golf.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


dsjstr performs a lightning-fast slash against Oscar. His aim is spot on, and the goblin in cleanly sliced into two halves. **Oscar is
dead
.**

Not Known 15 dispatches Echo with one powerful sweep of his blade. **Echo is
dead
.**

Allahandra stabs at Hotel's former position, but she soon figures out that she is stabbing at thin air.
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Post Post #2855 (isolation #707) » Fri Nov 13, 2020 3:06 pm

Post by Ircher »

inspiratieloos succeeds in overpowering Golf, and the poor goblin collapses to the ground. **Golf is
dead
.**
---
Cultist Zyliono mutters more words that once more have no immediate effect.

Delta attacks McMenno.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


Juliet attempts to club Gypyx.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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


Mike sneaks its way towards inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (1, 3) = 4


November approaches Inferno390.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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


Quebec slashes twice at Gamma Emerald.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6


Sierra attempts to beat Not Known 15.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6
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Post Post #2856 (isolation #708) » Fri Nov 13, 2020 3:09 pm

Post by Ircher »

McMenno is startled by Delta's attack and suffers minor damage. **McMenno has
10/15
HP left.**

Gypyx dodges Juliet's attack in the nick of time.

Mike's attempt to assault inspiratieloos fails miserably. November's attack against Inferno390 also fails miserably.

Gamma Emerald parries Quebec's first attack and dodges the second one.

Sierra swings wildly and manages to miss Not Known 15.
---
inspiratieloos can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3
(3) Delta : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Juliet : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3
(3) Mike : Goblin Warrior : HP =
4/7
| Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP =
6/7
| Attack = 1d4 | Defense = 1d3
(3) Quebec : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3 | 3 CD
(3) Sierra : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3 | 2 CD

Active Battle Effect #1: Whenever Cultist Zyliono would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7
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Post Post #2857 (isolation #709) » Tue Nov 17, 2020 3:37 am

Post by Ircher »

(expired on 2020-11-17 18:05:00) left in the round. 3 actions and 1 NPC action left.

I meant to post this yesterday; sorry for the late notice.
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Post Post #2861 (isolation #710) » Tue Nov 17, 2020 12:59 pm

Post by Ircher »

Gypyx leaps forth and lunges at Mike. (5 so far on Mike.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


dsjstr cleanly dispatches Juliet with a sweep of his blade. **Juliet is
dead
.**

inspiratieloos swings his blade against Delta. The goblin attempts to ward off the attack. (6 so far on Delta.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Allahandra laughs as she chops off Quebec's head. **Quebec is
dead
.**
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Post Post #2862 (isolation #711) » Tue Nov 17, 2020 1:04 pm

Post by Ircher »

Despite dsjstr's powerful attack against Mike, Mike remains standing. **Mike has
1/7
HP left.**

inspiratieloos's strength is too great, and Delta falls to the floor motionless. **Delta is
dead
.**
---
Cultist Zyliono looks displeased at the state of the battle, but he continues to avoid intervening in the battle.

Mike attempts to club dsjstr.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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


November attacks Gypyx.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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


Sierra attempts to bash inspiratieloos.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 2) = 5
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Post Post #2863 (isolation #712) » Tue Nov 17, 2020 1:06 pm

Post by Ircher »

dsjstr dodges Mike's attack.

Gypyx is unable to outrun November and recieves a minor injury. **Gypyx has
11/15
HP left.**

inspiratieloos easily parries Sierra's strike.
---
dsjstr can use active skills again.

Gypyx can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Zyliono : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3
(3) Mike : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3
(3) November : Goblin Warrior : HP =
6/7
| Attack = 1d4 | Defense = 1d3
(3) Sierra : Goblin Warrior : HP =
3/7
| Attack = 1d4 | Defense = 1d3 | 3 CD

Active Battle Effect #1: Whenever Cultist Zyliono would otherwise die, the charm around his neck will rejuvenate him restoring his health and mana. All status afflictions will be reset to their original state.


Active Battle Effect #2: When the counter expires, a new ally joins the battle! The battle ends after all enemies except Cultist Zyliano are dead.

Counter: 7/7
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Post Post #2869 (isolation #713) » Fri Nov 20, 2020 2:37 pm

Post by Ircher »

Not Known 15 and Gypyx work together to take down November. (8 + 4 = 12 so far on November {2}.) The goblin is overwhelmed by their power and falls. **November is
dead
.**

Allahandra begins making various sounds and motions with her hands. Soon, blue and white wisps form around her. She points at Mike and Sierra, and two wisp tornadoes are sent flying their way. The two goblins are swept up into the air before violently being pushed to the floor. **Mike and Sierra are
dead
.**

inspiratieloos takes a moment to meditate. **inspiratieloos has
21/25
HP left.**

---
"Impossible!" utters Cultist Zylliono. You then hear a loud popping noise as the cultist teleports out of the area. It seems the cultist, in his hurry to leave, left something behind: a small red pen. One of you picks it up and instantly feels a surge of energy emanating from the pen.
You found the Pen of Energy Flow! It allows the user to cast magic spells that cost one mana for free. This discount does not apply to variable cost magic spells (like magic arrows).

Equipment can only be equipped by a single user, and only one piece of equipment may be equipped by a user at any given time. Equipment can only be transferred to another player within the first three rounds of combat.

---
Congratulations, you've won this battle!


Party Experience:

Base XP = 3 + 19 * 2 = 41 XP
XP Adjustment = 1 XP
Average Enemy Level = (8 + 19 * 3) / 20 ~ 3.3
Number of Participants = 7
XP Awarded Per Participant = 6.0 XP at Level 3.3.

(8) inspiratieloos gains 3 XP. inspiratieloos stays at level 8.
(4) Nancy Drew 39 gains 6 XP.
Nancy Drew levels up from level 4 to level 5. You may now choose a specialization path.
You may reallocate your stat point.
(6) dsjstr gains 4 XP. dsjstr stays at level 6.
(8) Gamma Emerald gains 3 XP. Gamma Emerald stays at level 8.
(8) Not Known 15 gains 3 XP. Gamma Emerald stays at level 8.
(4) Gypyx gains 6 XP. Gypyx stays at level 4.
---
(6) Allahandra (NPC) gains 4 XP. Allahandra stays at level 6.
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Post Post #2870 (isolation #714) » Fri Nov 20, 2020 2:39 pm

Post by Ircher »

Next battle will be in early January I am afraid as I will lack access to this site on desktop between Thanksgiving and that time. In the meantime, if you have any suggestions or cool ideas for the game, let me know. I will probably send out a pm about a week before we start up again.
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Post Post #2871 (isolation #715) » Thu Dec 31, 2020 5:06 am

Post by Ircher »

Happy New Years Eve everyone!

Bumping this to note that we are starting back up on January 7.
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Post Post #2872 (isolation #716) » Wed Jan 06, 2021 1:27 pm

Post by Ircher »

Having defeated Cultist Zyliono's massive army of goblins, you continue on your merry way only to be ambushed by a well-rounded quartet of cultists.

Battle #28
(Threshold 3/1)
(8) Alpha : Cultist Blademaster : HP = 25/25 | MP = 3/3 | Morale = 10 | Attack = 2d4 | Defense = 1d4
(8) Beta : Cultist Sharpshooter : HP = 23/23 | MP = 5/5 | Morale = 10 | Attack = 2d4 | Defense = 1d3
(8) Charlie : Cultist Magician : HP = 16/16 | MP = 12/12 | Morale = 5 | Attack = 1d6 | Defense = 1d2
(8) Delta : Cultist Acolyte : HP = 17/17 | MP = 12/12 | Morale = 15 | Attack = 1d8 | Defense = 1d3
---
As a reminder, don't forget y'all have the Pen of Energy Flow now. Y'all can only equip it during the first three rounds of each battle.
I will also take applications for someone to help out with modding (mainly so we don't have the pauses where I don't have access to the site on a computer), but do keep in mind that if you accept this responsibility, there will be some special rules regarding when you can play.
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Post Post #2876 (isolation #717) » Fri Jan 08, 2021 5:08 am

Post by Ircher »

Y'all also have an NPC action.
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Post Post #2878 (isolation #718) » Sat Jan 09, 2021 9:18 am

Post by Ircher »

As a little note about summons, they cannot attack nor are they targetable on the round they are summoned on. On subsequent rounds, they will act immediately after all player actions, but before any enemies take action. The dogpiling penalty also resets when resolving summons' actions.

inspiratieloos takes the strange pen and equips it in his non-weapon hand. Its power begins coursing through his body, and he relies upon it as he begins a summoning ritual. After reciting many long ancient verses, a small goblin materializes into the surrounding area.

Gypyx slashes at Charlie with great speed, but nearly misses his attack. (1 so far on Charlie {1}.) Not Known 15 launches a powerful and focused attack against Charlie. (1 + 11 = 12 so far on Charlie {2}.) Allahandra stabs at Charlie, and Charlie attempts to dodge the attack. (12 + 3 - 1 = 14 so far on Charlie {3}.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Alpha slashes at Gypyx.
Original Roll String: 2d4
2 4-Sided Dice: (3, 1) = 4

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


Beta loads his bow with an arrow with a green and yellow tip. He takes aim at Not Known 15 and fires. Not Known 15 attempts to dodge the arrow.
Original Roll String: 2d4
2 4-Sided Dice: (2, 2) = 4

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


Charlie assumes a defensive stance and slashes at Gypyx.
Original Roll String: 1d6-3
1 6-Sided Dice: (3)-3 = 0


Delta also assumes a defensive stance. She slashes at Allahandra.
Original Roll String: 1d8-4
1 8-Sided Dice: (6)-4 = 2

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #2879 (isolation #719) » Sat Jan 09, 2021 9:27 am

Post by Ircher »

Charlie succeeds in dodging Allahandra's overly confident attack. **Charlie has
4/16
HP left.**
---
Gypyx is slow to react to his attackers and suffers heavy damage. **Gypyx has
5/15
HP left.**

Despite Not Known 15's efforts, he is unable to dodge Beta's arrow. As the arrow strikes him, its venom seeps into his skin. It acts quickly, and Not Known 15 finds himself rooted to the spot.
Not Known 15 is stunned for four rounds.


Delta misses Allahandra. Allahandra takes the opportunity to taunt Delta.
---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Blademaster : HP = 25/25 | MP = 3/3 | Morale = 10 | Attack = 2d4 | Defense = 1d4
(I) (8) Beta : Cultist Sharpshooter : HP = 23/23 | MP = 5/5 | Morale = 10 | Attack = 2d4 | Defense = 1d3 | 3 CD
(8) Charlie : Cultist Magician : HP =
4/16
| MP = 12/12 | Morale = 5 | Attack = 1d6 | Defense = 1d2 | 1 CD | Invulnerable (1 Round)
(8) Delta : Cultist Acolyte : HP = 17/17 | MP = 12/12 | Morale = 15 | Attack = 1d8 | Defense = 1d3 | 1 CD | Invulnerable (1 Round)

Friendly Summons:

(3) Zulu : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
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Post Post #2882 (isolation #720) » Sat Jan 09, 2021 10:20 am

Post by Ircher »

You used a skill last round and currently have a cooldown. The cooldown is global amongst all skills; you cannot use another skill while on cooldown, so that action is invalid.
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Post Post #2885 (isolation #721) » Sat Jan 09, 2021 10:23 am

Post by Ircher »

Zulu is friendly. Maybe the current monsters post isn't the most ideal place to put friendly summons, but I think it's the place where it best fits, especially since the players post is pretty long already and I'm using a lot of the other posts for different things.
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Post Post #2891 (isolation #722) » Sun Jan 10, 2021 4:19 pm

Post by Ircher »

(expired on 2021-01-11 19:00:00) left in the round. One NPC action remaining.
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Post Post #2893 (isolation #723) » Mon Jan 11, 2021 1:18 pm

Post by Ircher »

inspiratieloos strikes with great precision and power at Beta. (15 so far on Beta {1}.)

Gypyx grimaces as he passes by Zulu's ugly face. Gypyx then swings his blade at Alpha, but he is too busy thinking about Zulu to aim properly. (3 so far on Alpha {1}.) Alpha raises his shield to block the attack.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Allahandra attacks Beta with some success. (15 + 3 = 18 so far on Beta {2}.) Zulu swings its club twice at Beta. The cultist attempts to avoid the attack.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #2894 (isolation #724) » Mon Jan 11, 2021 1:32 pm

Post by Ircher »

Gypyx's blade collides with the bottom tip of Alpha's shield with a loud thud. Gypyx does manage to get a small cut in. **Alpha has
24/25
HP left.**

Beta doesn't have much luck avoiding Zulu's club and suffers heavy damage from inspiratieloos, Allahandra's, and Zulu's combined attacks. **Beta has
2/23
HP left.**
---
"Puny goblin! Be gone already!" shouts Alpha as he runs towards Zulu. Alpha positions his feet carefully.
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

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

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


Beta shoots an arrow at inspiratieloos.
Original Roll String: 2d4
2 4-Sided Dice: (2, 3) = 5

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 1) = 4


Charlie begins making complex motions and reciting ancient words. Purple and yellow wisps form around her. She points towards Allahandra, and the wisps begin gravitating in Allahandra's direction.
Allahandra is silenced for three rounds.


Delta also begins chanting and making motions. Soon, white and purple wisps begin to surround her palms. She points at Allahandra, and the wisps explode with a loud noise. A purple light engulfs Allahandra.
Original Roll String: 2d4
2 4-Sided Dice: (1, 4) = 5

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2895 (isolation #725) » Mon Jan 11, 2021 1:40 pm

Post by Ircher »

Alpha makes a small motion in one direction, luring Zulu's eyes in that direction. He then proceeds to make his attack in the opposite direction and dispatches the goblin with one powerful blow. **Zulu is
dead
.**

inspiratieloos is hit in his left arm by Beta's arrow. He pulls it out with relative ease, but it leaves a slight wound. **inspiratieloos has
20/25
HP left.**

Allahandra is able to muster enough concentration to absorb Delta's attack by sheer force of will.
---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Blademaster : HP =
24/25
| MP = 3/3 | Morale = 10 | Attack = 2d4 | Defense = 1d4 | 2 CD
(I) (8) Beta : Cultist Sharpshooter : HP =
2/23
| MP = 5/5 | Morale = 10 | Attack = 2d4 | Defense = 1d3 | 2 CD
(8) Charlie : Cultist Magician : HP =
4/16
| MP =
10/12
| Morale = 5 | Attack = 1d6 | Defense = 1d2
(8) Delta : Cultist Acolyte : HP = 17/17 | MP =
9/12
| Morale = 15 | Attack = 1d8 | Defense = 1d3

Friendly Summons:

None.
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Post Post #2898 (isolation #726) » Thu Jan 14, 2021 2:37 am

Post by Ircher »

(expired on 2021-01-14 16:00:00) left in the round. One player action and one NPC action left.
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Post Post #2901 (isolation #727) » Fri Jan 15, 2021 9:12 am

Post by Ircher »

Gamma Emerald begins the motions and chants of a spell ritual. Soon, he feels power swell up from within, and several purple wisps appear. They shift and coelesce into several arrows, and Gamma Emerald points at Beta and Charlie. The wisps begin to veer in those directions. Try as they might, the two cultists are unable to dodge the magical arrows and collapse to the ground. **Beta is
dead
. Charlie is
dead
.** **Gamma Emerald has
0/7
MP left.**

inspiratieloos once more draws upon the mysterious pen's power to summon forth a goblin.

Gypyx leads an attack against Delta and swings his blade viciously at the cultist. (4 so far on Delta {1}.) Allahandra comes in to help him. (4 + 3 = 7 so far on Delta {2}.) The cultist attempts to deflect Allahandra's attack.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

---
Alpha slashes at Gamma Emerald.
Original Roll String: 2d4
2 4-Sided Dice: (2, 1) = 3

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 2) = 4


Delta assumes a defensive stance and attacks inspiratieloos.
Original Roll String: 1d8-4
1 8-Sided Dice: (8)-4 = 4

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 1) = 3
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Post Post #2902 (isolation #728) » Fri Jan 15, 2021 9:17 am

Post by Ircher »

Delta fails to generate enough magical power and suffers major damage as a result. **Delta has
11/17
HP left.**
---
Both Gamma Emerald and inspiratieloos are able to dodge their attackers' actions.
---
Gypyx can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Blademaster : HP =
24/25
| MP = 3/3 | Morale = 10 | Attack = 2d4 | Defense = 1d4 | 1 CD
(8) Beta : Cultist Sharpshooter : HP =
DEAD
| MP = 5/5 | Morale = 10 | Attack = 2d4 | Defense = 1d3
(8) Charlie : Cultist Magician : HP =
DEAD
| MP =
10/12
| Morale = 5 | Attack = 1d6 | Defense = 1d2
(8) Delta : Cultist Acolyte : HP =
11/17
| MP =
9/12
| Morale = 15 | Attack = 1d8 | Defense = 1d3 | 1 CD | Invulnerable (1 Round)

Friendly Summons:

(3) Yankee : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3
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Post Post #2910 (isolation #729) » Tue Jan 19, 2021 5:27 am

Post by Ircher »

inspiratieloos leaps forth into battle and strikes a powerful blow at Alpha. (8 so far on Alpha {1}.) Gypyx attempts to supports inspiratieloos's attack, but stumbles along the way. (8 + 3 = 11 so far on Alpha {2}.) From nowhere, Jackal711 sends his blade crashing into Alpha. (11 + 6 - 1 = 16 so far on Alpha {3}.) Allahandra also joins in the fun. (16 + 4 - 2 = 18 so far on Alpha {4}.)

Yankee swings its club at Alpha twice. Alpha attempts to defend themselves from the attack.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

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

---
Alpha attacks inspiratieloos.
Original Roll String: 2d4
2 4-Sided Dice: (3, 4) = 7

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


Delta begins casting a spell. Wisps appear around the cultist's hands, and the cultist points at Yankee. A loud noise occurs and a flash of light descends upon the goblin.
Original Roll String: 2d4
2 4-Sided Dice: (1, 2) = 3

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #2911 (isolation #730) » Tue Jan 19, 2021 5:35 am

Post by Ircher »

Alpha sidesteps Yankee's attacks but suffers heavy damage from the other attackers. **Alpha has
6/25
HP left.**

inspiratieloos manages to parry Alpha's attack.

The poor goblin Yankee is electrocuted by Delta's spell and suffers minor damage.
Yankee is vulnerable to spells for two rounds.
**Yankee has
5/7
HP left.**
---
Not Known 15 is no longer stunned.

Not Known 15 can use active skills again.

Allahandra is no longer silenced.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Blademaster : HP =
6/25
| MP = 3/3 | Morale = 10 | Attack = 2d4 | Defense = 1d4
(8) Beta : Cultist Sharpshooter : HP =
DEAD
| MP = 5/5 | Morale = 10 | Attack = 2d4 | Defense = 1d3
(8) Charlie : Cultist Magician : HP =
DEAD
| MP =
10/12
| Morale = 5 | Attack = 1d6 | Defense = 1d2
(8) Delta : Cultist Acolyte : HP =
11/17
| MP =
6/12
| Morale = 15 | Attack = 1d8 | Defense = 1d3

Friendly Summons:

(3) Yankee : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3 | 3 CD | Vulnerable to Spells (x2) (1 Round)
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Post Post #2915 (isolation #731) » Thu Jan 21, 2021 9:55 am

Post by Ircher »

1 NPC action left. I'll resolve actions sometime tomorrow.
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Post Post #2917 (isolation #732) » Fri Jan 22, 2021 1:06 pm

Post by Ircher »

inspiratieloos steps towards Alpha and slashes at the cultist. As the cultist attempts to defend themselves, Gypyx swoops in from behind and strikes a killing blow. **Alpha is
dead
.**

dsjstr turns his attention to the last cultist. "Time to die!" he shouts as he rushes the cultist. Allahandra sneaks in from another direction and stabs at the cultist. (3 + 5 = 8 so far on Delta {2}.)

Yankee attacks Delta. The cultist attempts to dodge the attack.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (2, 3) = 5
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Post Post #2918 (isolation #733) » Fri Jan 22, 2021 1:10 pm

Post by Ircher »

Yankee's club bruises Delta's arm. **Delta has
2/17
HP left.**

inspiratieloos swiftly dodges Delta's haphazard attack.
---
inspiratieloos can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Blademaster : HP =
DEAD
| MP = 3/3 | Morale = 10 | Attack = 2d4 | Defense = 1d4
(8) Beta : Cultist Sharpshooter : HP =
DEAD
| MP = 5/5 | Morale = 10 | Attack = 2d4 | Defense = 1d3
(8) Charlie : Cultist Magician : HP =
DEAD
| MP =
10/12
| Morale = 5 | Attack = 1d6 | Defense = 1d2
(8) Delta : Cultist Acolyte : HP =
2/17
| MP =
6/12
| Morale = 15 | Attack = 1d8 | Defense = 1d3

Friendly Summons:

(3) Yankee : Goblin Warrior : HP =
5/7
| Attack = 1d4 | Defense = 1d3 | 2 CD
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Post Post #2924 (isolation #734) » Sat Jan 23, 2021 8:28 am

Post by Ircher »

Technically speaking, yes. You could use scry monster on Yankee.

Anyway, 1 NPC action left.
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Post Post #2928 (isolation #735) » Mon Jan 25, 2021 4:14 am

Post by Ircher »

You can't control summons. They act automatically. Aside from that, "Scry Monster" isn't a skill that Yankee possesses anyway.
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Post Post #2931 (isolation #736) » Tue Jan 26, 2021 9:39 am

Post by Ircher »

Jackal711, seeing the end in sight, charges forth and slashes vigorously at Delta. The cultist loses their balance and falls down, but manages to get back up. (6 on Delta.) **Delta has
1/17
HP left.**

Gypyx and Not Known 15 take some time to reflect and regain their compusure. **Gypyx has
7/15
HP left.** **Not Known 15 has
21/28
HP left.**

Allahandra takes some time to study Yankee's movements. She learns the following:
Spoiler: Scrying Info on Yankee
**Goblin Warrior : HP = 7 | Attack = 1d4 | Defense = 1d3 | XP @ 3 = 2
- Active Skill "Double Slash" (4 CD): Slashes at an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.

Note: This information will be recorded under chapter 1 of the monster codex.

Note 2: Gamma Emerald's action was too late to be counted. (Initiative from Allahandra's scry monster doesn't allow him to act because the two thresholds are treated separately.)
---
Yankee lets out a fierce warcry and charges Delta. The cultist attempts to defend themselves.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #2932 (isolation #737) » Tue Jan 26, 2021 9:49 am

Post by Ircher »

Alas, it is Delta's fate to perish today, and they give out one last scream as they collapse to the ground motionless.
---
Congratulations, you have won this battle!


Party Experience:

Base XP = 2 + 2 + 3 + 3 = 10 XP
XP Adjustment = 4 XP
Average Enemy Level = (8 * 4) / 4 = 8.0
Number of Participants = 7
XP Awarded Per Participant = 2.0 XP at Level 8.

(8) inspiratieloos gains 2 XP. inspiratieloos stays at level 8.
(4) Gypyx gains gains 5 XP.
Gypyx levels up from level 4 to level 5! You may now choose a specialization path.
You may reallocate your stat points.
(8) Not Known 15 gains 2 XP. Not Known 15 stays at level 8.
(8) Gamma Emerald gains 2 XP. Gamma Emerald stays at level 8.
(7) Jackal711 gains 2 XP.
Jackal711 levels up from level 7 to level 8!
You may reallocate your stat points.
(6) dsjstr gains 3 XP. dsjstr stays at level 6.
---
(6) Allahandra (NPC) gains 3 XP. Allahandra stays at level 6.
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Post Post #2933 (isolation #738) » Tue Jan 26, 2021 10:08 am

Post by Ircher »

You continue traveling. After some time, the road ends, and you find yourself at the entrance of a large forest. Without anywhere else to go, you decide to enter the forest. You hear many strange voices deep within the forest and cannot help but to follow. Before you realize it, you find yourself caught among several cultists. They immediately draw their weapons.

Battle #29
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP = 19/19 | MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Beta : Cultist Musician : HP = 19/19 | MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP = 19/19 | MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Delta : Cultist Musician : HP = 19/19 | MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Echo : Cultist : HP = 21/21 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Foxtrot : Cultist : HP = 21/21 | MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2935 (isolation #739) » Fri Jan 29, 2021 5:19 am

Post by Ircher »

(expired on 2021-01-30 13:00:00) left in the round. 3 player actions left.
Last edited by Ircher on Fri Jan 29, 2021 6:39 pm, edited 1 time in total.
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Post Post #2938 (isolation #740) » Sat Jan 30, 2021 7:05 am

Post by Ircher »

I will extend the deadline for actions to tonight at 8:00 PM: (expired on 2021-01-30 20:00:00).
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Post Post #2943 (isolation #741) » Sat Jan 30, 2021 4:33 pm

Post by Ircher »

inspiratieloos passes on the pen to Allahandra who takes it eagerly. "Behold, my power!" shouts Allahandra as she begins casting a spell ritual. Blue and white wisps form around her. She points at Alpha and Beta, and great gusts of winds begin to assail the cultists. The cultists attempt to brace themselves against the impact. (3 on Alpha. 4 on Beta.)
(Alpha Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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


inspirateloos then rushes forth into battle and slashes his blade vigorously at Charlie. (15 so far on Charlie {1}.) dsjstr rushes forth to support inspiratieloos's assault. (15 + 3 = 18 so far on Charlie {2}.) The cultist attempts to evade dsjstr's attack.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Charlie begins reciting ancient words as he weaves his hands intricate ways. Soon, wisps begin to surround him. He shouts a word of command, and the wisps begin to encircle closer and closer to the cultist.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Delta also begins chanting. Wisps form around the cultist and begin to circle around her. Echo and Foxtrot also follow the other cultists' actions and more wisps appear.
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Post Post #2944 (isolation #742) » Sat Jan 30, 2021 4:38 pm

Post by Ircher »

Alpha and Beta are both blown backwards and momentarily stunned by the impact. **Alpha has
18/19
HP left.** **Beta has
16/19
HP left.**

Charlie succeeds in moving out of the way of dsjstr's attack, but he stumbles and injures himself in the process. **Charlie has
3/19
HP left.**
---
The wisps are absorbed by the cultists, and they glow briefly. Some of Charlie's wounds begin to heal. **Charlie has
5/19
HP left.** The cultists' motions become faster and harder to concentrate upon.

Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
18/19
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Beta : Cultist Musician : HP =
16/19
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
5/19
| MP =
11/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (2 Rounds)
(8) Delta : Cultist Musician : HP = 19/19 | MP =
11/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (2 Rounds)
(8) Echo : Cultist : HP = 21/21 | MP =
1/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (2 Rounds)
(8) Foxtrot : Cultist : HP = 21/21 | MP =
1/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (2 Rounds)

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2950 (isolation #743) » Mon Feb 01, 2021 9:45 am

Post by Ircher »

In post 2948, Kcdaspot wrote:/in

what do?
Hi, welcome to the game.

As Gypyx pointed out, basically, you work together with the other players to defeat monsters. You can attack by using the dice tags and stating a target. You also have other abilities (active skills and spells), which the other players can explain to you in due time. For now, you can use the following code to perform a normal attack:

Code: Select all

[dice]1d6[/dice]
[dice]1d2[/dice]
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Post Post #2951 (isolation #744) » Wed Feb 03, 2021 12:23 pm

Post by Ircher »

1 action left. The round ends in (expired on 2021-02-04 19:00:00).
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Post Post #2955 (isolation #745) » Thu Feb 04, 2021 1:08 pm

Post by Ircher »

Gypyx charges forth and swings his blade vigorously at Foxtrot twice. (5 + 4 = 9 so far on Foxtrot {1}.) The cultist attempts to defend themselves.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


Allahandra begins speaking in a loud and booming voice while moving her hands in intricate ways. Soon, blue and white wisps begin to float around her palms. She points at Alpha and Beta, and powerful gusts of winds are sent their way. (4 on Alpha, 9 on Beta.)
(Alpha Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

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


inspiratieloos attempts to dispatch Charlie with one strike, but he fumbles his strike. (4 so far on Charlie {1}.) The cultist attempts to dodge the attack.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Kcdaspot, bored of his job, travels to a nearby inn in search of a new job. Just as he arrives, several goblins jump out from the shadows. Together with the help of the local townspeople, he manages to mercilessly cut them down before they cause too much damage. "Man, that was fun!" he thinks and with that, he quits his former job. Off in search of new monsters to kill, he stumbles into a large forest. Perhaps by fate, he manages to locate the band of adventurers known as the Murderhobos, and after a brief greeting, he charges into battle.
---
Kcdaspot charges swiftly into the ongoing battle and hacks at Echo. The cultist attempts to dodge the attack. (3 so far on Echo.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

---
Charlie begins humming a deep and menacing tune. The tune carries over to where lilith2013 is located, and she finds herself frozen to the spot.
lilith2013 is scared for three rounds!


Feeling a sudden surge of energy, Charlie assumes a defensive stance and strikes at dsjstr.
Original Roll String: 1d8-4
1 8-Sided Dice: (1)-4 = -3

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


Delta begins humming an alluring tune. inspiratieloos finds himself captivated by it.
(Morale Damage:)
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7


Delta begins humming another tune made of several irritating notes. It reaches Allahandra's ears.
(Mana Damage:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Echo attempts to stab Allahandra.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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


Echo, feeling a burst of energy, then strikes at Gypyx.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

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


Foxtrot attacks Kcdaspot.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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


Foxtrot then attacks Jackal711.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 1) = 4
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Post Post #2956 (isolation #746) » Thu Feb 04, 2021 1:21 pm

Post by Ircher »

Despite Gypyx's powerful strike, Foxtrot is a skilled defender and manages to mitigate a significant portion of the damage. **Foxtrot has
15/21
HP left.**

Alpha and Beta are swept backwards by the gusts of wind and find themselves unable to do anything this round. **Alpha has
16/19
HP left.** **Beta has
9/19
HP left.**

Charlie has little luck in mitigating inspiratieloos's attack. **Charlie has
2/19
HP left.**

Echo laughs as Kcdaspot's attack glances off them. **Echo has
20/21
HP left.**
---
dsjstr manages to dodge Charlie's attack.

The music is too alluring for inspiratieloos, and he finds himself unable to do anything.
inspiratieloos is stunned for two rounds.
**inspiratieloos has 8/15 morale left.**

Allahandra mumbles a curse as Delta's tune causes her to lose her concentration. **Allahandra has
0/10
MP left.**

Despite losing her concentration, Allahandra still senses Echo's approach and manages to dodge the attack.

Gypyx is not slow to react to Echo's movements and sustains moderate damage as a result. **Gypyx has
16/20
HP left.**

Kcdaspot tries his best to dodge Foxtrot, but the cultist is too fast. **Kcdaspot has
13/15
HP left.**

Jackal711 is a little slow to react to Foxtrot and suffers some damage. **Jackal711 has
22/25
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
16/19
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Beta : Cultist Musician : HP =
9/19
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
2/19
| MP =
10/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (1 Round) | Invulnerable (1 Round) | 1 CD
(8) Delta : Cultist Musician : HP = 19/19 | MP =
7/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (1 Round)
(8) Echo : Cultist : HP =
20/21
| MP =
1/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (1 Round)
(8) Foxtrot : Cultist : HP =
15/21
| MP =
1/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (1 Round)

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2960 (isolation #747) » Sat Feb 06, 2021 1:41 pm

Post by Ircher »

Allahandra begins to make motions with her hands and recite ancient words. Though weary, the surrounding energy in the area helps her keep her concentration. Blue and white wisps form in the air. She points at Alpha and Beta who are blown away by gusts of winds. (8 on Alpha. 8 on Beta.)
(Alpha Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


Not Known 15 readies himself before driving his blade into Delta. (13 so far on Delta.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Gypyx swoops in and delivers a finishing blow to Beta. **Beta is
dead
.**
---
Charlie begins a humming a loud and irritating tune. It reaches Jackal711's ears who grumbles at his lost concentration.
(Mana damage:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Charlie then hums a darker and more menacing tune. The tune travels across to dsjstr who freezes where he is.
(Morale damage:)
Original Roll String: 2d6
2 6-Sided Dice: (3, 2) = 5


Delta also begins humming a long dreadful tone. It reaches Allahandra ears, and she loses her composure for a minute.
(Morale damage:)
Original Roll String: 2d6
2 6-Sided Dice: (6, 1) = 7


Delta begins humming once more, and Allahandra finds herself even less willing to move.
(Morale damage:)
Original Roll String: 2d6
2 6-Sided Dice: (3, 2) = 5


Echo and Foxtrot team up against Gypyx.
(Echo:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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

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

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


Echo, feeling a burst of energy, strikes at Not Known 15.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

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


Foxtrot sees inspiratieloos and takes the opportunity to strike.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

(Defense:)
Original Roll String: 2d3
2 3-Sided Dice: (3, 3) = 6
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Post Post #2961 (isolation #748) » Sat Feb 06, 2021 1:53 pm

Post by Ircher »

Alpha is blown off his feet by the winds and suffers a mighty fall. **Alpha has
9/19
HP left.**

Delta is caught by surprise by Not Known 15's powerful attack. **Delta has
7/19
HP left.**

Jackal711 manages to regain his concentration after a short time. **Jackal711 has
6/7
MP left.**

dsjstr finds him paralyzed by the tune and unable to do anything.
dsjstr is stunned for two rounds.
**dsjstr has 3/10 morale left.**

Delta's humming is very effective and Allahandra finds herself frozen to the spot.
Allahandra is stunned for two rounds.
**Allahandra has -3/15 morale left and is scared until morale is greater than zero again. Note: Due to auto-regen of morale at the end of rounds, she will have >0 morale at the end of this round. She's still stunned though.**

Echo and Foxtrot's combined efforts manage to have a powerful effect against Gypyx. **Gypyx has
11/20
HP left.**

Not Known 15 dodges Echo's attack, but Foxtrot's skill catches inspiratieloos slightly off-guard. **inspiratieloos has
18/25
HP left.**
---
inspiratieloos is no longer stunned.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
9/19
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Beta : Cultist Musician : HP =
DEAD
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
2/19
| MP =
7/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Delta : Cultist Musician : HP =
7/19
| MP =
5/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Echo : Cultist : HP =
20/21
| MP =
1/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Foxtrot : Cultist : HP =
15/21
| MP =
1/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2964 (isolation #749) » Tue Feb 09, 2021 5:18 am

Post by Ircher »

2 actions left.
(expired on 2021-02-10 14:00:00) left in the round.
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Post Post #2965 (isolation #750) » Wed Feb 10, 2021 8:32 am

Post by Ircher »

inspiratieloos leaps forth and strikes a killing blow against Charlie. **Charlie is
dead
.**
---
Alpha begins chanting words from long-dead languages. Soon, multicolored wisps form around him. The wisps quietly circle around him until finally, Alpha breaks the silence with a word of command. The wisps begin to circle closer towards the cultist.
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


The other three cultists perform a similar ritual. More wisps appear and begin to circle inwards to the cultists.
(Delta:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

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

(Foxtrot:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #2966 (isolation #751) » Wed Feb 10, 2021 8:36 am

Post by Ircher »

Eventually, the wisps are absorbed by the cultists and their wounds begin to heal. The movements of the cultists also become faster and harder to concentrate on.
---
inspiratieloos can use active skills again.

dsjstr is no longer stunned.

lilith2013 is no longer scared.

Allahandra is no longer stunned.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
13/19
| MP =
11/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (2 Rounds)
(8) Beta : Cultist Musician : HP =
DEAD
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
DEAD
| MP =
7/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Delta : Cultist Musician : HP =
8/19
| MP =
4/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (2 Rounds)
(8) Echo : Cultist : HP = 21/21 | MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (2 Rounds)
(8) Foxtrot : Cultist : HP =
17/21
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (2 Rounds)

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2971 (isolation #752) » Thu Feb 11, 2021 9:22 am

Post by Ircher »

Gypyx swings his blade at Delta. (6 so far on Delta.) Before Delta has a chance to respond, inspiratieloos leaps in from behind and delivers a finishing blow. **Delta is
dead
.**

Gamma Emerald lunges wildly at Echo. The cultist, surprised by the sudden attack, attempts to defend herself from the attack. (4 so far on Echo {1}.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Allahandra summons the fury of the winds and points at Alpha and Foxtrot. Both are assailed by heavy winds. (11 on Alpha. 8 on Foxtrot.)
(Alpha Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

(Foxtrot Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #2972 (isolation #753) » Thu Feb 11, 2021 9:28 am

Post by Ircher »

Echo manages to muster up a small defense, but she is still stunned by the impact. Gamma Emerald finds himself dizzy after his attack.
Gamma Emerald is stunned for two rounds. Echo is stunned for three rounds.
**Echo has
20/21
HP left.**

Both Alpha and Foxtrot are sent flying backwards and suffer major falls. **Alpha has
3/19
HP left.** **Beta has
12/21
HP left.**
---
Gypyx can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
3/19
| MP =
11/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2 | Hasted (1 Round)
(8) Beta : Cultist Musician : HP =
DEAD
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
DEAD
| MP =
7/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Delta : Cultist Musician : HP =
DEAD
| MP =
4/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Echo : Cultist : HP =
20/21
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (1 Round) | Stunned (2 Rounds)
(8) Foxtrot : Cultist : HP =
12/21
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Hasted (1 Round)

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2976 (isolation #754) » Sat Feb 13, 2021 7:27 am

Post by Ircher »

1 action left. (expired on 2021-02-13 19:30:00) left in the round.
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Post Post #2977 (isolation #755) » Sat Feb 13, 2021 2:35 pm

Post by Ircher »

Gypyx runs up and slashes vigorously at Foxtrot twice. (5 + 6 = 11 so far on Foxtrot {1}.) Foxtrot manages to deflect some of Gypyx's power, but it's not enough to avoid a vicious wound. **Foxtrot has
4/21
HP left.**

Allahandra begins chanting ancient words and making complex hand gestures. Soon, blue and white wisps form around her. She points at Alpha and Foxtrot, and great gusts of wind begin blowing in their direction. Foxtrot is caught by surprise and plunges to their death. **Foxtrot is
dead
.** Alpha also tries to avoid a deadly fall, but alas, fate is not on Alpha's side. **Alpha is
dead
.**

inspiratieloos takes some time to reflect on his surroundings. **inspiratieloos has
19/25
HP left.**
---
Echo watches onward in a confused daze.
---
Not Known 15 can use active skills again.

---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
DEAD
| MP =
11/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Beta : Cultist Musician : HP =
DEAD
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
DEAD
| MP =
7/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Delta : Cultist Musician : HP =
DEAD
| MP =
4/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Echo : Cultist : HP =
20/21
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3 | Stunned (1 Round)
(8) Foxtrot : Cultist : HP =
DEAD
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)

---
Happy scum day, inspiratieloos!
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Post Post #2979 (isolation #756) » Sat Feb 13, 2021 2:44 pm

Post by Ircher »

Nope, you can act!
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Post Post #2985 (isolation #757) » Mon Feb 15, 2021 11:28 am

Post by Ircher »

(expired on 2021-02-16 16:00:00) left in the round. One action left.
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Post Post #2987 (isolation #758) » Wed Feb 17, 2021 11:19 am

Post by Ircher »

dsjstr starts the round with a powerful downward slash at Echo. (6 so far on Echo.) Gypyx follows up with an attack, but he trips reducing the effectiveness of his strike. (6 + 2 = 8 so far on Echo.) The cultist attempts to defend against the attack.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Allahandra summons powerful gusts of winds and sends them in Echo's direction. The cultist is blown backwards. (10 additional on Echo.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Not Known 15 takes some time to reflect on his surroundings. **Not Known 15 has
22/28
HP left.**
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Post Post #2988 (isolation #759) » Wed Feb 17, 2021 11:21 am

Post by Ircher »

The cultist manages to avoid critical damage but is still left with vicious injuries from the attacks. **Echo has
6/21
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Alpha : Cultist Musician : HP =
DEAD
| MP =
11/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Beta : Cultist Musician : HP =
DEAD
| MP = 12/12 | Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Charlie : Cultist Musician : HP =
DEAD
| MP =
7/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Delta : Cultist Musician : HP =
DEAD
| MP =
4/12
| Morale = 12/12 | Attack = 1d8 | Defense = 1d2
(8) Echo : Cultist : HP =
6/21
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Foxtrot : Cultist : HP =
DEAD
| MP =
0/2
| Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3

Active Battle Effect #1:
Ritual of Speed:
Anyone who casts the "Cultist Ritual" spell also gains the Hasted status for three rounds.

Active Battle Effect #2:
Energizing Music:
All spells require and use one less mana. (This effect stacks with other mana discounts like from the Pen of Energy Flow.)
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Post Post #2994 (isolation #760) » Fri Feb 19, 2021 3:09 pm

Post by Ircher »

(expired on 2021-02-20 13:00:00) time left in the round. One player action left.
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Post Post #2995 (isolation #761) » Sat Feb 20, 2021 9:25 am

Post by Ircher »

dsjstr makes a quick stab at Echo. As the cultist attempts to defend against the attack, Allahandra sends a huge gust of wind towards the cultist. The cultist is swept off their feet and sent flying into a nearby tree branch. **Echo is
dead
.** Gypyx strikes at the position Echo was in, but his blade grazes empty air.

Congratulations, you have won this battle!

---
Party Experience:

Base XP = 3 * 4 + 2 * 2 = 16 XP
XP Adjustment = 5 XP
Average Enemy Level = (8 * 6) / 6 = 8.0
Number of Participants = 8
XP Awarded Per Participant = 2.6 XP at Level 8.

(8) inspiratieloos gains 3 XP. inspiratieloos stays at level 8.
(6) dsjstr gains 4 XP.
dsjstr levels up from level 6 to level 7! You have gained an additional stat point.
You may reallocate your stat points.
(5) Gypyx gains 5 XP. Gypyx stays at level 5.
(4) Kcdaspot gains 6 XP. Kcdaspot stays at level 4. Please allocate your stat point to HP (1 SP = 3 HP) or MP (1 SP = 1 MP).
(8) Jackal711 gains 3 XP. Jackal711 stays at level 8.
(8) Not Known 15 gains 3 XP. Not Known 15 stays at level 8.
(8) Gamma Emerald gains 3 XP. Gamma Emerald stays at level 8.
---
(6) Allahandra gains 4 XP. Allahandra stays at level 6.
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Post Post #2996 (isolation #762) » Sat Feb 20, 2021 9:44 am

Post by Ircher »

With less cultists influencing you with their captivating music, you are able to make much progress through the forest. Just as you begin to see a clearing again, a cultist appears out from the forest's shadows. "My, my, my, who do we have here? If it isn't the infamous Murderhobos!" With a very quick motion, the cultist unsheathes her blade. "Let's see whether you are deserving of your infamy!" she shouts as she rushes towards you. Though you don't see anyone else in the area, you feel as if there are many eyes fixed upon you.

Battle #30
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP = 60/60 | MP = 24/24 | Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6

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.


Active Battle Effect #3:
Hidden:
You don't know what this effect does, but you do know that either an additional special effect is active or a special event will occur during the battle.

Counter: 0/4
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Post Post #2999 (isolation #763) » Mon Feb 22, 2021 9:39 am

Post by Ircher »

(expired on 2021-02-23 13:00:00) left in the round. One action left.
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Post Post #3002 (isolation #764) » Tue Feb 23, 2021 9:08 am

Post by Ircher »

Gypyx, never one for caution, surges forth and strikes at Adriana. (5 so far on Cultist Adriana.) Allahandra throws the Pen of Energy Flow to inspiratieloos and then supports Gypyx's attacks. (5 + 4 = 9 so far on Cultist Adriana.) The cultist attempts to parry the attack.
(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2


inspiratieloos channels the power of the pen and begins casting a summoning ritual. After some time, a short and chubby goblin appears in front of you.
---
Cultist Adriana blows a loud whistle, and you see sudden movement in the surrounding foliage.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #3003 (isolation #765) » Tue Feb 23, 2021 9:13 am

Post by Ircher »

Gypyx's and Allahandra's blades make a loud clang sound as they rebound off of Cultist Adriana's thick armor. **Cultist Adriana has
58/60
HP left.** Note: This is not an error.

A vicious cultist carrying a wickedly sharp blade jumps out from the shadows.
---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
58/60
| MP = 24/24 | Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 1 CD | 7 ICD

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 = 25/25 | MP = 3/3 | 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

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.


Active Battle Effect #3:
Hidden:
You don't know what this effect does, but you do know that either an additional special effect is active or a special event will occur during the battle.

Counter: 1/4
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Post Post #3007 (isolation #766) » Fri Feb 26, 2021 12:13 pm

Post by Ircher »

I will assume Gypyx meant to target Adriana.

(expired on 2021-02-27 14:00:00) left in the round. 1 player action and one NPC action left.
Edit: Extended to (expired on 2021-02-28 18:00:00).
Last edited by Ircher on Sat Feb 27, 2021 5:13 pm, edited 2 times in total.
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Post Post #3010 (isolation #767) » Sun Feb 28, 2021 1:49 pm

Post by Ircher »

Gypyx begins to make assorted motions and reciting words from a long forgotten language. Soon, red wisps begin to encircle his wrists. Gypyx points at Cultist Adriana, and the wisps begin to fly towards the cultist. A faint red light shines upon the cultist and the wisps disappear in a puff of black smoke. **Cultist Adriana has
57/60
HP left.**

dsjstr sneaks around Cultist Adriana and strikes with a determined and powerful stance. (10 so far on Cultist Adriana.)

inspiratieloos makes a few gestures with his hands while reciting some ancient words. Wisps of various colors form around him. He points at Cultist Adriana, and the wisps begin to fly towards the cultist. After a while, they return to inspiratieloos and impart to him various knowledge.
Spoiler: Cultist Adriana Examination Results
**Cultist Adriana : Cultist Blademaster : Level = 8 | HP = 60 | MP = 24 | Morale = 20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6
- 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 "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed.
- Passive Skill "Armored": This creature is heavily armored further reducing physical damage (normal attacks and most damaging skills) by 60% after accounting for the defense roll. The final result is rounded to nearest; however, a minimum of one damage is dealt if the value before this reduction was greater than zero.
- Passive Skill "In Control": Crowd control effects last for one round less than normal.
- Passive Skill "Magic Vulnerability": Direct damage spells stack against this enemy similar to how normal attacks and active skills do. The anti-dogpiling penalty is also waived against this enemy when using direct damage spells.
- Active Skill "Berserk Lunge" (4 CD): Lunges at an enemy for {Attack Dice} damage. If the target takes damage, they are stunned for four rounds. Otherwise, the target is stunned for two rounds. After using this skill, this creature is stunned for three rounds (the rest of this round and the following two rounds).
- Active Skill "Call for Aid" (2 CD / 8 ICD): Calls for reinforcements. A random level 8 cultist appears. Roll 1d6: 1 => Blademaster, 2 => Sharpshooter, 3 => Magician, 4 => Acolyte, 5 => Musician, 6 => Summoner.
- Magic Spell "Heal All" (5 Mana): Heals all allies by 1d8 + 1d3 hitpoints.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 3d4 hitpoints.
- Power Spell "Blood Slash" (4 CD | 4 Mana): Slashes an enemy for {Attack Dice} damage and uses the victim's blood to rejuvenate this creature. This creature regains hitpoints equal to 25% of the roll (rounded to nearest, but minimum of 1 if roll was greater than or equal to 1), regardless of how much damage the target actually took.


Zulu swings its club twice at Beta. The cultist laughs at the puny attack as he attempts to dodge the attack.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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

---
Cultist Adriana slashes at Gypyx.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

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

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


Beta begins performing a spell ritual. Various wisps appear and then begin to spiral inwards towards the cultist. The cultist begins to glow a bright color.
Beta is blessed (+1) for five rounds.
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Post Post #3011 (isolation #768) » Sun Feb 28, 2021 1:55 pm

Post by Ircher »

Cultist Adriana is briefly knocked back by the force and precision of dsjstr's attack but quickly recovers. **Cultist Adriana has
53/60
HP left.**

Despite easily dodging Zulu's first strike, Beta is caught offguard by the goblin's second attack. **Beta has
23/25
HP left.**
---
Gypyx tries his best to parry Cultist Adriana's attack, but the cultist manages to pierce his defenses. **Gypyx has
6/20
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
53/60
| MP = 24/24 | Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 6 ICD

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 =
23/25
| MP =
1/3
| Morale = 10/10 | Attack = 2d4 | Defense = 1d4 | Blessed (4 Rounds)

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.


Active Battle Effect #3:
Hidden:
You don't know what this effect does, but you do know that either an additional special effect is active or a special event will occur during the battle.

Counter: 2/4
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Post Post #3014 (isolation #769) » Thu Mar 04, 2021 2:45 am

Post by Ircher »

(expired on 2021-03-04 19:00:00) left in the round. One NPC action and one player action left.
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Post Post #3018 (isolation #770) » Fri Mar 05, 2021 10:20 am

Post by Ircher »

inspiratieloos rushes forth into battle and with a great warcry, makes a mighty swing against Beta. (17 + 2 = 19 so far on Beta.)

dsjstr begins making motions and reciting ancient words. White wisps form around him. He points towards inspiratieloos, and the wisps flow into inspiratieloos, empowering him.
inspiratieloos is blessed (+2) for three rounds.


Allahandra joins inspiratieloos's assault and attempts to stab the cultist from behind. The cultist attempts to avoid the attack. (19 + 4 = 23 so far on Beta.)
(Defense:)
Original Roll String: 1d4+1
1 4-Sided Dice: (4)+1 = 5


Heavy blow used two actions and dsjstr's action used a third one, so I cannot count Gypyx's action.
---
Zulu runs towards Cultist Adriana and swings its club at the cultist.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

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

---
Cultist Adriana lunges at dsjstr.
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

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

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


Beta sweeps his blade in a fast but powerful circular motion.
(inspiratieloos:)
Original Roll String: 2d4+1
2 4-Sided Dice: (1, 4)+1 = 6

(Defense:)
Original Roll String: 2d3+2
2 3-Sided Dice: (2, 3)+2 = 7

(Allahandra:)
Original Roll String: 2d4+1
2 4-Sided Dice: (2, 4)+1 = 7

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #3019 (isolation #771) » Fri Mar 05, 2021 10:28 am

Post by Ircher »

Beta manages to dodge the majority of Allahandra's attack but suffers major damage from inspiratieloos's powerful blow. **Beta has
3/25
HP left.**

Zulu swings wildly to the east and misses Cultist Adriana altogether.
---
Despite dsjstr's best efforts, Cultist Adriana's attack is too swift for him to dodge it completely. The impact knocks him backwards and leaves both of them dizzy.
Cultist Adriana is stunned for three rounds. dsjstr is stunned for four rounds.
**dsjstr has
16/20
HP left.**

inspiratieloos sees Beta's motions coming and quickly leaps out of the way.

Allahandra is not as fortunate and is knocked off her feet by Beta's blade. **Allahandra has
5/12
HP left.**
---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
53/60
| MP = 24/24 | Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 3 CD | 5 ICD | Stunned (2 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 =
3/25
| MP =
1/3
| Morale = 10/10 | Attack = 2d4 | Defense = 1d4 | Blessed (3 Rounds) | 3 CD

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 | 2 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.


Active Battle Effect #3:
Hidden:
You don't know what this effect does, but you do know that either an additional special effect is active or a special event will occur during the battle.

Counter: 3/4
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Post Post #3023 (isolation #772) » Fri Mar 05, 2021 12:02 pm

Post by Ircher »

In post 3020, dsjstr wrote:
Cast Fire Beta


Original Roll String: 1d4 (STATIC)
1 4-Sided Dice: (3) = 3
You're stunned.
In post 3021, Gypyx wrote:my action didn't go thourgh?
It did not. As mentioned, the action threshold was already met by the time you submitted an action.
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Post Post #3026 (isolation #773) » Tue Mar 09, 2021 3:09 am

Post by Ircher »

(expired on 2021-03-09 20:15:00) left in the round. 2 player actions and 1 NPC action left.
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Post Post #3029 (isolation #774) » Tue Mar 09, 2021 2:31 pm

Post by Ircher »

Since inspiratieloos had already killed Beta, I will be changing Not Known 15's target to Cultist Adriana without penalty.

inspiratieloos steps forth and violently plunges his blade into Beta's armor. The force of the impact knocks Beta back and into the ground. The cultist attempts to get back up, but the weight of the cutlist's armor dooms the cultists. Eventually, he stops breathing. **Beta is
dead
.**

Gypyx and Not Known 15 team up and strike at Cultist Adriana in the hopes of penetrating the cultist's heavy armor. Zulu joins in on the attack. (4 + 5 + Zulu = 9 + Zulu so far.) The cultist attempts to defend herself.
(Zulu's attack:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #3030 (isolation #775) » Tue Mar 09, 2021 3:01 pm

Post by Ircher »

Alas, their efforts are in vain, and their weapons bounce off Cultist Adriana's armor with a loud clang. **Cultist Adriana has
51/60
HP left.**
---
Out of nowhere comes running a short stubby figure. In a high pitched voice, it yells, "I'm free!" It takes it a few seconds to realize that it stumbled upon an ongoing battle. It takes one look at Cultist Adriana before running straight towards you. The short figure shouts a few sentences at you, "That person! Evil cultist! She enslaves us! I'm Gobanzo. I'll fight with you."
Gobanzo has joined your party.

Gobanzo (NPC)Level 10 | XP = 100
HP = 9/15 | MP = 5/8 | Morale = 20/20
Attack = 2d4 | Defense = 1d6
Spoiler: Skills
Level 2 Double Slash (4 CD).
Level 2 Focus (4 CD): Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next two actions have a *2 modifier on their dice roll(s).
Level 2 Gather Energy (2 CD): Instead of attacking, you can gather energy. On the next three rounds, any spell you cast gains a +2 modifier on dice rolls.
Level 3 Meditate (6 CD / 3 ICD): Spend some time meditating to restore 1d4 hitpoints and 1d2 mana points.
Level 1 Clear Mind (1 CD): Restores the user's morale to the maximum amount and cures one level of the "Sealed" status affliction.
Level 1 Elemental Mastery: Direct damage spells with fixed mana costs require and use one less mana to cast. (These spells are marked with ^ in the skills/spells list.)

Spoiler: Spells
Level 1 Fire (1 Mana).^
Level 2 Examine Creature (1 Mana).
Level 1 Tornado (2 Mana).^
Level 2 Bless (2 Mana).
Level 2 Curse (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).
Level 1 Sanctuary (1 Mana).

---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
51/60
| MP = 24/24 | Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 2 CD | 4 ICD | Stunned (1 Round)

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 | 1 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 #3034 (isolation #776) » Sat Mar 13, 2021 5:36 am

Post by Ircher »

Not Known 15 surges forth and slashes at Cultist Adriana with great force. (16 so far on Cultist Adriana {1}.) inspiratieloos joins Not Known 15 in the assault. (16 + 9 + 2 = 27 so far on Cultist Adriana {2}.) Gobanzo lets out a war cry and slashes twice at Adriana. (27 + 2 + 2 - 1 = 30 so far on Cultist Adriana {3}.)

Zulu attacks from a different angle. The cultist attempts to parry the attack.
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #3035 (isolation #777) » Sat Mar 13, 2021 5:40 am

Post by Ircher »

Oops, I accidentally listed inspiratieloos's +2 twice. Fixing that here. Cultist Adriana's dazed state affects the cultist's ability to defend, but the cultist's heavy armor manages to absorb a large part of the impact. **Cultist Adriana has
39/60
HP left.**
---
inspiratieloos is no longer blessed.
---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
39/60
| MP = 24/24 | Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 1 CD | 3 ICD

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 | 1 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 #3036 (isolation #778) » Mon Mar 15, 2021 1:39 pm

Post by Ircher »

(expired on 2021-03-16 20:15:00) left in the round. I've received no actions so far.
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Post Post #3039 (isolation #779) » Wed Mar 17, 2021 1:48 pm

Post by Ircher »

inspiratieloos steps forth and slashes at Cultist Adriana. (7 so far on Cultist Adriana {1}.) Gobanzo begins to approach the cultist from another angle and attempts to stab the cultist. (7 + 3 = 10 so far on Cultist Adriana {2}.) Gypyx leaps into the fray with another powerful swing. (10 + 7 - 1 = 16 so far on Cultist Adriana {3}.)

Zulu also joins in on the action. The cultist attempts to dodge the attack.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

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

---
Cultist Adriana begins chanting ancient words and making wild gestures with her hands. Soon, various wisps begin to encircle her wrists. She utters a word of command, and the wisps begin circling inward towards her, invigorating her.
Original Roll String: 3d4
3 4-Sided Dice: (4, 4, 2) = 10
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Post Post #3040 (isolation #780) » Wed Mar 17, 2021 1:57 pm

Post by Ircher »

Cultist Adriana manages to avoid Zulu's attack while parrying Gobanzo's attack. Her heavy armor absorbs most of the impact from the remaining attacks. **Cultist Adriana has
34/60
HP left.**
---
Some of Cultist Adriana's wounds begin to heal as the wisps begin working their magic.
Cultist Adriana is blessed (+1) for five rounds.
**Cultist Adriana has
40/60
HP left.**
---
inspiratieloos can use active skills again.

dsjstr is no longer stunned.

---
Current Monster Statuses
(Threshold 3/1)
(8) Cultist Adriana : Cultist Blademaster : Level = 8 | HP =
40/60
| MP =
22/24
| Morale = 20/20 | Attack1 = 1d8 | Attack2 = 1d4 | Defense = 1d6 | 2 ICD | Blessed (+1) (4 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

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 #3044 (isolation #781) » Sat Mar 20, 2021 3:55 am

Post by Ircher »

I don't have you listed as on cooldown, so you can currently use active skills.

@Noraa: Welcome to the game. We would be more than happy to have you. It's a bit of a complex game, so rather than presenting it all at once, we'll start with the basics. (I'll pm you.)

(expired on 2021-03-21 11:00:00) left in the round. Two actions and one NPC action left.
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Post Post #3049 (isolation #782) » Sun Mar 21, 2021 4:03 am

Post by Ircher »

Noraa is sleeping quite soundly when she is suddenly awoken by a loud commotion. She peers outside her window to see tens of short stubby creatures just outside her home. Quickly, she dons her clothes, packs her most valuable belongings, and runs outside. Just as she manages to make it a few feet outside her door, she hears a loud kaboom! Her house collapses to the ground in an instant and the short stubby creatures all vanish while cackling maniacally.

With no other place to stay, she visits the local inn. The innkeeper there offers to allow her to stay for free in exchange for helping vanquish local nuisances. Despite having very little experience with combat before this point, Noraa quickly proves to be a natural. After a while, the innkeeper suggests that she goes on more dangerous missions and join the roving band of adventurers known as the Murderhobos. Taking the innkeeper's advice, she begins to follow the Murderhobo's trail.
---
Gypyx runs forth to slash at Adriana, but he trips along the way. The cultist laughs at his flimsy attack. (3 so far on Cultist Adriana.) Noraa, having found the Murderhobos after a several days trip, rushes forth to help. (3 + 4 = 7 so far on Cutlist Adriana.) inspiratieloos also joins in and swings twice at Cultist Adriana. (7 + 7 + 5 - 1 = 18 so far on Cultist Adriana.) Gobanzo also attacks Cultist Adriana and manages to land a hit despite the number of attackers. (18 + 5 - 2 = 21 so far on Cultist Adriana.) Zulu attempts to get in on the action as well and attacks the cultist twice in a row. The cultist laughs as she tries to defend herself.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

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

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

---
Cultist Adriana slashes at Gobanzo.
Original Roll String: 1d8+1
1 8-Sided Dice: (5)+1 = 6

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

(Defense:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #3050 (isolation #783) » 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 (isolation #784) » 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 #3056 (isolation #785) » 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 (isolation #786) » 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 #3060 (isolation #787) » 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 #3063 (isolation #788) » 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 #3065 (isolation #789) » 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 #3068 (isolation #790) » 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 #3070 (isolation #791) » 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 (isolation #792) » 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 (isolation #793) » 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 #3078 (isolation #794) » Sun Apr 04, 2021 1:03 pm

Post by Ircher »

Apologies for the delay; I went home for Easter and have not had as much access to the site as usual.

dsjstr leaps to his feet and charges forth at Beta. He swings not once but twice at the cultist. (7 + 6 - 1 = 12 so far on Beta {1}.) inspiratieloos joins dsjstr in the assault. (12 + 7 = 19 so far on Beta {2}.) Noraa, a little confused, also attempts to join in on the attack. (19 + 4 - 1 = 22 so far on Beta {3}.)

Gobanzo begins chanting ancient words and making complex motions with his hands. Blue and white wisps form around him. He points at Beta and Charlie, and gusts of winds begin to assail the creatures. Beta is sent flying backwards, and like Alpha before her, she too falls to her death. **Beta is
dead
.** (4 on Charlie.) Charlie attempts to defend itself.
(Defense:)
Original Roll String: 2d2
2 2-Sided Dice: (1, 2) = 3
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Post Post #3079 (isolation #795) » Sun Apr 04, 2021 1:06 pm

Post by Ircher »

Charlie is swept up off the ground but manages to land without suffering too great a fall. The imp is left momentarily dazed by the impact.
Charlie is stunned for one round.
**Charlie has
12/14
HP left.**
---
Delta begins chanting and making strange motions. Red wisps form around the imp. Delta lets out an evil cackle and points at inspiratieloos, and the red wisps begin to travel in inspiratieloos's direction.
(Ignores defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #3080 (isolation #796) » Sun Apr 04, 2021 1:10 pm

Post by Ircher »

A red flash of light briefly strikes inspiratieloos leaving a minor wound. **inspiratieloos has
19/25
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 =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Charlie : Imp : HP =
12/14
| 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: 2/5
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Post Post #3089 (isolation #797) » Mon Apr 05, 2021 4:15 pm

Post by Ircher »

(expired on 2021-04-06 20:15:00) left in the round. 1 action left.

Edit: Extended to (expired on 2021-04-06 20:45:00).
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Post Post #3090 (isolation #798) » Tue Apr 06, 2021 2:09 pm

Post by Ircher »

Though exhausted from his earlier exertions, Not Known 15 rushes into battle and strikes at Charlie with a mighty swing of his blade. (9 so far on Charlie {1}.) inspiratieloos charges at Charlie from the other direction. (9 + 6 = 15 so far on Charlie {2}.) The imp attempts to defend itself.
(Defense:)
Original Roll String: 2d2
2 2-Sided Dice: (2, 1) = 3


Gobanzo begins to cast the "Tornado" spell. Blue and white wisps form around him. He points at Charlie and Delta, and the two creatures are assailed by great gusts of winds. Charlie laughs as the spell doesn't faze it at all. (6 so far on Delta.)
(Defense:)
Original Roll String: 2d2
2 2-Sided Dice: (1, 2) = 3
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Post Post #3091 (isolation #799) » Tue Apr 06, 2021 2:14 pm

Post by Ircher »

Charlie lets out a cry of anguish as Not Known 15's and inspiratieloos's combined attack severely injures the creature. Soon, the creature stops moving. **Charlie is
dead
.**

Delta is left stunned by the impact of its fall from the winds, but suffers relatively minor damage. **Delta has
11/14
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 =
DEAD
| MP = 2/2 | Morale = 5/5 | Attack = 1d4 + 1d3 | Defense = 1d3
(8) Charlie : Imp : HP =
DEAD
| MP =
3/4
| Morale = 3/3 | Attack = 1d4 + 1d2 | Defense = 2d2
(8) Delta : Imp : HP =
11/14
| 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: 3/5

I've fixed some errors that I've made in the past few rounds, so status might look a little different than what they were before this update.
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