An Evolving RPG:

For completed/abandoned Mish Mash Games.
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An Evolving RPG:

Post Post #0 (isolation #0) » Sun Sep 04, 2016 4:39 pm

Post by mastin2 »

Hello! This is pretty simple: I will be taking the first
five
six players to sign up for this game on an adventure.
(I will have a queue, however, both for replacements, and because...people WILL die, and when they die, they get bumped to the back of the queue, barring special circumstances.)

It will evolve with time, player feedback, and the characters leveling up! Each level will add features, making the game slightly more complex, not to mention, harder. (Or, depending on balance, perhaps easier.) The goal is pretty simple: live as long as you can!

The Current Party
  1. Killthestory (
    Level 1
    ;
    facing 3/5
    )
  2. swyellowtail (
    Level 1
    ;
    facing 4/5
    )
  3. Ircher (
    Level 1
    ;
    facing 4/5
    )
  4. StaplerTowel (
    Level 1
    ;
    facing 2/5
    )
  5. Cheery Dog (
    Level 1
    ;
    facing 1/5
    )
  6. Felissan (
    Level 1
    ;
    facing 2/5
    )

The Queue
  1. inspiratieloos
  2. BS2000
  3. Realeo
  4. Frozen Angel
  5. Aronis
  6. KuroiXHF
  7. Gamma Emerald
  8. Tatsuya Kaname
  9. Annadog40


Death Count
  • Gamma Emerald:
    Four deaths total.
    4
    deaths at
    Level 0
    (Two at 1/3 victories).
  • Aronis:
    Four deaths total.
    4
    deaths at
    Level 0
    (One at 1/3 victories; One at 2/3 victories).
  • BS2000:
    Three deaths total.
    3
    deaths at
    Level 0
    (One at 2/3 victories).
  • animorpherv1:
    Three deaths total.
    3
    deaths at
    Level 0
    (One at 1/3 victories).
  • McMenno:
    Three deaths total.
    3
    deaths at
    Level 0
    .
  • JDGA:
    Two deaths total.
    2
    deaths at
    Level 0
    (1/3 victories).
  • Tatsuya Kaname:
    Three deaths total.
    3
    deaths at
    Level 0
    (Two at 1/3 victories).
  • KingdomAces:
    Three deaths total.
    3
    deaths at
    Level 0
    (One at 1/3 victories).
  • randomidget:
    Two deaths total.
    2
    deaths at
    Level 0
    .
  • Radja:
    Two deaths total.
    2
    deaths at
    Level 0
    (One at 2/3 victories).
  • KuroiXHF:
    Two deaths total.
    2
    deaths at
    Level 0
    (One at 2/3 victories).
  • swyellowtail:
    One death total.
    1
    death at
    Level 0
    (1/3 victories).
  • Cheery Dog:
    One death total.
    1
    death at
    Level 0
    .
  • Felissan:
    One death total.
    1
    death at
    Level 0
    (1/3 victories).
  • inspiratieloos:
    One death total.
    1
    death at
    Level 0
    (2/3 victories).
  • Annadog40:
    One death total.
    1
    death at
    Level 0
    .


Level 0:

Each player holds with them a 1d6 die. They will fight an enemy, who also has a 1d6 die. If the player is lower, they die. If the player is higher, they win. If the rolls are identical, you go again.
You need to win
three fights
in order to level-up!

Level 1:

.
Each player now has 10 HP.
Each enemy they face will have 8 HP.
As of , Each enemy they face will now have
6
HP.
For this level, players will randomly roll a 1d6 against an enemy, also rolling a 1d6, as before.
HOWEVER, this time, the loser will lose 1 HP. Nothing happens upon a tie.
After each fight, a player's HP will be restored to maximum.

A player needs to win
five fights
in order to level-up.
This is a
local upgrade
: In order to use the Level 1 rules, a player MUST reach level 1.

As of , JDGA is authorized to give rolls to Level 0 and Level 1 players; JDGA has been promoted to co-mod and will be helping design/run the game.


Second thread.
Last edited by mastin2 on Sat Oct 08, 2016 10:13 am, edited 74 times in total.
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Post Post #3 (isolation #1) » Sun Sep 04, 2016 4:47 pm

Post by mastin2 »

It's meant to start that hard.
Every level will either slightly reduce or slightly increase the randomness factor involved, while giving more choice to the players.
But right now, your options are "roll" or "concede defeat". :P
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Post Post #8 (isolation #2) » Sun Sep 04, 2016 5:49 pm

Post by mastin2 »

Yes!

Let's!

animorpherv1:
There is an enemy before you. Roll your die.
JDGA:
There is an enemy before you. Roll your die.
swyellowtail:
There is an enemy before you. Roll your die.
Aronis:
There is an enemy before you. Roll your die.
GammaEmerald:
There is an enemy before you. Roll your die.
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Post Post #11 (isolation #3) » Sun Sep 04, 2016 5:52 pm

Post by mastin2 »

animorpherv's enemy rolls
.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #12 (isolation #4) » Sun Sep 04, 2016 5:53 pm

Post by mastin2 »

It's a tie!
Roll again, animorpherv!
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Post Post #15 (isolation #5) » Sun Sep 04, 2016 6:07 pm

Post by mastin2 »

animorpherv's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #16 (isolation #6) » Sun Sep 04, 2016 6:08 pm

Post by mastin2 »

Congratulations, animorpherv1!
You are the first fatality!

Of course, there's currently no queue, so you can simply re-enter and try again.
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Post Post #19 (isolation #7) » Sun Sep 04, 2016 6:48 pm

Post by mastin2 »

swyellowtail's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #20 (isolation #8) » Sun Sep 04, 2016 6:49 pm

Post by mastin2 »

swyellowtail has won!

You need
2
more victories to level-up!
...
There is an enemy before you! Roll your die.
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Post Post #23 (isolation #9) » Sun Sep 04, 2016 7:15 pm

Post by mastin2 »

Gamma Emerald's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #24 (isolation #10) » Sun Sep 04, 2016 7:16 pm

Post by mastin2 »

Well, Gamma Emerald, sorry to say, you're the second casualty!
BS2000, you're up!
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Post Post #26 (isolation #11) » Sun Sep 04, 2016 7:29 pm

Post by mastin2 »

Why spectate?
You can be in by tomorrow.
We're gonna have that many deaths, guarantee you. :P

(People will die less in the higher levels, for obvious reasons, but here at the lowest level...)
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Post Post #29 (isolation #12) » Sun Sep 04, 2016 7:34 pm

Post by mastin2 »

Ouch, Aronis! Let's see what your opponent has to say!
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #30 (isolation #13) » Sun Sep 04, 2016 7:34 pm

Post by mastin2 »

I think that translates to "You're fucked".
Gamma Emerald's back in the game!
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Post Post #34 (isolation #14) » Sun Sep 04, 2016 10:38 pm

Post by mastin2 »

Gamma Emerald's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

JDGA's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #35 (isolation #15) » Sun Sep 04, 2016 10:39 pm

Post by mastin2 »

Congratulations, Gamma! You now need only
two more
!
...
An enemy approaches! Ready your die!

JDGA, you'll need to roll again!
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Post Post #38 (isolation #16) » Sun Sep 04, 2016 10:56 pm

Post by mastin2 »

BS2000's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #39 (isolation #17) » Sun Sep 04, 2016 10:57 pm

Post by mastin2 »

The good news is,
Aronis
is back in!
The bad news is, at the cost of
BS2000
, who joins the list of mortalities.
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Post Post #45 (isolation #18) » Mon Sep 05, 2016 12:24 am

Post by mastin2 »

What I should be doing is sleeping, but what I am doing is seeing if JDGA can pull off a miracle.
Let's see if her opponent dies from laughter. (Or at least is distracted enough.)
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #46 (isolation #19) » Mon Sep 05, 2016 12:24 am

Post by mastin2 »

And there you have it!
JDGA lives!
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Post Post #63 (isolation #20) » Mon Sep 05, 2016 11:13 am

Post by mastin2 »

JDGA's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

swyellowtail's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Gamma Emerald's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Aronis's enemy laughs...and then rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #64 (isolation #21) » Mon Sep 05, 2016 11:16 am

Post by mastin2 »

Ouch!
If those results had been backwards, JDGA and swyellowtail would have had nullified rounds.
As-is, JDGA lives (and advances, needing 2 wins!), and swyellowtail (along with Aronis and Gamma Emerald) dies.

McMenno, Tatsuya Kaname, and BS2000, you're up!
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Post Post #67 (isolation #22) » Mon Sep 05, 2016 11:21 am

Post by mastin2 »

Tatsuya Kaname's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #68 (isolation #23) » Mon Sep 05, 2016 11:22 am

Post by mastin2 »

Close one, but you move on!
...
An enemy stands before you. Ready your die!
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Post Post #72 (isolation #24) » Mon Sep 05, 2016 5:20 pm

Post by mastin2 »

In post 69, swyellowtail wrote:So what happens if you get killed? Does your level progress get reset? If so, we may be here a while.
Right now, it gets reset. You're level 0, that means that you're effectively cannon fodder right now who die in droves.
Leveling up to Level 1 represents a graduation into proper adventurer. At which point, you will die far less often. It might take a while to get there, but once you reach a certain level, you won't lose your character upon death. I won't say what level that is, though; details about a level will only be revealed upon the first player to reach that level.

JDGA's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #73 (isolation #25) » Mon Sep 05, 2016 5:21 pm

Post by mastin2 »

JDGA unfortunately suffers her first fatality.
Killthestory
, you're up!
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Post Post #74 (isolation #26) » Mon Sep 05, 2016 5:24 pm

Post by mastin2 »

(After all, what's a good RPG without some grinding and lots of luck? :P)
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Post Post #82 (isolation #27) » Tue Sep 06, 2016 2:48 pm

Post by mastin2 »

You know the drill.
Tatsuya Kaname's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

McMenno's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

BS2000's enemy rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #83 (isolation #28) » Tue Sep 06, 2016 2:49 pm

Post by mastin2 »

And we've got a triple-fatality, folks!
Not quite a total party kill, but fairly close.

KingdomAces
,
swyellowtail
, and
Radja
, you're up!
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Post Post #89 (isolation #29) » Tue Sep 06, 2016 6:00 pm

Post by mastin2 »

KingdomAces's opponent rolls.
Original Roll String: 1d6+6
1 6-Sided Dice: (6)+6 = 12
(I'm not even sure that tag will work but I'll try it.)
swyellowtail's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #90 (isolation #30) » Tue Sep 06, 2016 6:01 pm

Post by mastin2 »

Congratulations, you both win!
...
An enemy is before you! Ready your die.
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Post Post #99 (isolation #31) » Wed Sep 07, 2016 10:11 am

Post by mastin2 »

KingdomAces's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

swyellowtail's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
(Let's see how much you tempted fate!)
Radja's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #100 (isolation #32) » Wed Sep 07, 2016 10:13 am

Post by mastin2 »

I'm sorry, KingdomAces and Radja, you both die.
But swyellowtail moves on to a
final round
!
We may yet find out what Level 1 entails!

Also,
Ircher
and
Gamma Emerald
are both in the field again.
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Post Post #102 (isolation #33) » Wed Sep 07, 2016 10:38 am

Post by mastin2 »

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #103 (isolation #34) » Wed Sep 07, 2016 10:38 am

Post by mastin2 »

Roll again, Ircher!
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Post Post #110 (isolation #35) » Wed Sep 07, 2016 2:21 pm

Post by mastin2 »

Gamma Emerald's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

swyellowtail's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

And now, for the moment of truth...
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Post Post #111 (isolation #36) » Wed Sep 07, 2016 2:22 pm

Post by mastin2 »

Ircher
and
Gamma Emerald
both have
1 win
.
However, more importantly...

swyellowtail has leveled up!


Details to follow.
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Post Post #114 (isolation #37) » Wed Sep 07, 2016 2:28 pm

Post by mastin2 »

Level 1:

HP unlocked!

Each player now has 10 HP.
Each enemy they face will have 8 HP.
For this level, players will randomly roll a 1d6 against an enemy, also rolling a 1d6, as before.
HOWEVER, this time, the loser will lose 1 HP. Nothing happens upon a tie.
After each fight, a player's HP will be restored to maximum.

A player needs to win
five fights
in order to level-up.

This should be a cakewalk; the odds are in your favor. It might be a little bit of a grind (that's 40 rolls minimum to level up), but in that time, other players might catch up! (Trust me, you don't want to be the only player on a level indefinitely.)

This is a
local upgrade
: In order to use the Level 1 rules, a player MUST reach level 1.
Last edited by mastin2 on Wed Sep 07, 2016 2:35 pm, edited 1 time in total.
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Post Post #115 (isolation #38) » Wed Sep 07, 2016 2:29 pm

Post by mastin2 »

swyellowtail encounters an enemy, and you decide to engage
.

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #117 (isolation #39) » Wed Sep 07, 2016 2:32 pm

Post by mastin2 »

Ircher's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #119 (isolation #40) » Wed Sep 07, 2016 2:34 pm

Post by mastin2 »

Congratulations,
Ircher
, you have beaten the odds!
You are now
Level 1
. Refer to either the OP or for how those mechanics work.
Ircher fails to sneak around an enemy, and combat now begins.
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Post Post #121 (isolation #41) » Wed Sep 07, 2016 2:37 pm

Post by mastin2 »

Gamma Emerald's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #122 (isolation #42) » Wed Sep 07, 2016 2:38 pm

Post by mastin2 »

No good, Gamma Emerald! Go again.
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Post Post #125 (isolation #43) » Wed Sep 07, 2016 2:46 pm

Post by mastin2 »

WELL THEN, let's see how your opponent reacts.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #126 (isolation #44) » Wed Sep 07, 2016 2:46 pm

Post by mastin2 »

SO close.
And yet...

MechaGoomba, you're up!
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Post Post #127 (isolation #45) » Wed Sep 07, 2016 2:48 pm

Post by mastin2 »

(Also prodded ani and KTS.)
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Post Post #140 (isolation #46) » Wed Sep 07, 2016 10:17 pm

Post by mastin2 »

In post 128, swyellowtail wrote:Slight suggestion: XdY for combat, so instead of having to manually roll one at a time, you can speed things up a little bit. And to prevent having a billion rolls at once, perhaps just setting a cap (like in this case, 5d6).
That'd work right now, but would become problematic later-on.
At some higher level, XdY die will actually be introduced.
In post 138, JDGA wrote:It's not so easy to clear Level 1.
[-snip-]
I'll make you a deal: If both of our current level 1 adventurers die before anyone else reaches level 1, without reaching level 2, then I'll reduce the enemy's die to 1d5 for Levels 0 and 1, with the understanding that it's not a permanent reduction.

With two adventurers at that level, I'm not really expecting them to
both
die (maybe one), so if they do, I owe the players an apology. :P

Rolls to be posted momentarily.
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Post Post #141 (isolation #47) » Wed Sep 07, 2016 10:21 pm

Post by mastin2 »

sdyellowtail makes a mighty swing, and their opponent makes their move in response.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

animorpherv1's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Killthestory's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #142 (isolation #48) » Wed Sep 07, 2016 10:23 pm

Post by mastin2 »

swyellowtail's opponent cannot evade, yet alone, counterattack, thus, gets clobbered.

swyellowtail:
10 HP. Your roll.
Opponent:
7 HP.

ani, unfortunately, dies again.
However,
Killthestory
wins and is up for a second fight!
Also,
randomidget
is back in.
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Post Post #152 (isolation #49) » Thu Sep 08, 2016 2:44 pm

Post by mastin2 »

In post 149, KuroiXHF wrote:Does this RPG have any narrative?
Maybe you've noticed this, but each level has combat more detailed than the last! Level 0 is just literally, "oh, do this" and "this is the result", but Level 1 is increasing that and Level 2 will take it further.

So, right now...only barely, but if you continue to level up...eventually! The evolution of this RPG is not just in the mechanics.
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Post Post #153 (isolation #50) » Thu Sep 08, 2016 2:45 pm

Post by mastin2 »

As so. (Compare the two.)
swyellowtail's opponent, hit by the prior attack, takes a firm stance, and while swyellowtail prepares a follow-through, attempts to make a move.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

randomidget's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #156 (isolation #51) » Thu Sep 08, 2016 2:48 pm

Post by mastin2 »

In a close encounter, ultimately,
swyellowtail
's opponent is slightly faster on the uptake, landing a blow.
swyellowtail's HP:
9
Opponent:
7.

randomidget
, the good news is, you've now earned yourself a place on the memorial wall.
The bad news is, it's commemorating those that have fallen, so
Aronis
is back in the game!
(Okay, so I might make Level 0 deaths a little more colorful than I should, but they're the most fun to watch. :P)
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Post Post #157 (isolation #52) » Thu Sep 08, 2016 2:50 pm

Post by mastin2 »

In post 154, KingdomAces wrote:Do you revert to level 0 if you die, or do you go into the back of the queue at the level you're currently at?
This has probably been stated somewhere else, but I'm too lazy to look.
Right now, you lose it.
A future level unlocks a "save game" feature.
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Post Post #158 (isolation #53) » Thu Sep 08, 2016 2:52 pm

Post by mastin2 »

swyellowtail takes a firm stance, swinging a mighty blow.
Their opponent will need perfect reflexes to stop the attack from connecting.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #159 (isolation #54) » Thu Sep 08, 2016 2:53 pm

Post by mastin2 »

swyellowtail connects with a hard blow!

swyellowtail's HP:
9.
Opponent:
6.
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Post Post #162 (isolation #55) » Thu Sep 08, 2016 2:57 pm

Post by mastin2 »

Happy accident, that.
Mod error, patched to say you're fighting 1/5. That'll be a handy indicator later-on.
Anyway...

swyellowtail, gloating, doesn't recognize the incoming counterattack.
Their opponent needs to epically fudge their attack.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #163 (isolation #56) » Thu Sep 08, 2016 2:58 pm

Post by mastin2 »

...And it turns out, in a stroke of luck, they do exactly that;
swyellowtail
survives unscathed, albeit dealing no damage.
Combat resumes!
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Post Post #170 (isolation #57) » Thu Sep 08, 2016 5:38 pm

Post by mastin2 »

swyellowtail sees the failed attack, and reciprocates!
...Fully!
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Killthestory's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Aronis's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #171 (isolation #58) » Thu Sep 08, 2016 5:40 pm

Post by mastin2 »

swyellowtail
fumbles, and is clobbered by their opponent.
swyellowtail's HP:
8.
Opponent:
6.

Killthestory and Aronis both advance!

Killthestory needs just
one more
victory in order to level-up!
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Post Post #179 (isolation #59) » Fri Sep 09, 2016 12:03 pm

Post by mastin2 »

swyellowtail recovers, charging forth, intent on revenge. Their opponent rolls for reaction.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Aronis's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Ircher initiates combat against his opponent with a fierce swing, almost assured to deal a blow.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Killthestory's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #180 (isolation #60) » Fri Sep 09, 2016 12:07 pm

Post by mastin2 »

swyellowtail
, while charging forward, does catch their opponent off-guard, however, their opponent manages to counter at the last second.
swyellowtail's HP:
7.
Opponent:
6.
No good, Aronis; roll again.
Ircher clobbers his opponent, dealing first blood of the fight.

Ircher's HP:
10.
Opponent:
7.

Killthestory has leveled up!

(I'll adjust the deal: if ever there's a time where we have no Level 1 players and nobody has leveled up to Level 2, I'll reduce the opponent's die.)
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Post Post #181 (isolation #61) » Fri Sep 09, 2016 12:07 pm

Post by mastin2 »

(Also, prodding MechaGoomba.)
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Post Post #183 (isolation #62) » Fri Sep 09, 2016 12:09 pm

Post by mastin2 »

As Killthestory explores, he ends up triggering a trap, from which his opponent emerges. Killthestory, unfazed, readies himself.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #184 (isolation #63) » Fri Sep 09, 2016 12:10 pm

Post by mastin2 »

Dealing first blood,
Killthestory
lands a blow as his opponent charges.
Killthestory's HP:
10.
Opponent:
7.
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Post Post #190 (isolation #64) » Fri Sep 09, 2016 1:06 pm

Post by mastin2 »

Killthestory, shocked at landing the blow, doesn't really notice his opponent moving.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Ircher, overconfident, makes no attempt to stop his opponent from counterattacking.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Aronis's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #191 (isolation #65) » Fri Sep 09, 2016 1:08 pm

Post by mastin2 »

OUCH, Aronis.
Dat luck.
KuroiXHF
is now in!

Killthestory
takes the hit, having suspected nothing.
Killthestory's HP:
9.
Opponent:
7.

Ircher
learns his lesson the hard way, knowing now the fight is serious.
Ircher's HP:
9.
Opponent:
7.
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Post Post #198 (isolation #66) » Sun Sep 11, 2016 1:32 pm

Post by mastin2 »

Apologies for the delay. Busy weekend.
Ircher, though consciously aware of the dire situation he's in, was winded last attack, and does not respond well to his opponent's follow-through.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Killthestory unleashes a mighty offensive, payback for before.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail one again tries to attack after having taken the hit.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #199 (isolation #67) » Sun Sep 11, 2016 1:36 pm

Post by mastin2 »

Ircher's opponent
doesn't manage much of an attack, but it's enough to land a notable blow.
Ircher's HP:
8.
Opponent:
7.

Killthestory's opponent
can't unleash a counterstrike in time to deal damage, but does manage to evade his initial strike, nullifying the round.

swyellowtail
's strike lands on target, finally getting back to the start of the fight in odds.
swyellowtail's HP:
7.
Opponent:
5.

Prods (and maybe a replacement) will go out tomorrow. We have five active combatants, but only the level 1s are rolling right now. (I'm giving some leniency both because of my V/LA and the weekend.)
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Post Post #206 (isolation #68) » Mon Sep 12, 2016 12:43 pm

Post by mastin2 »

The turnover is slow right now because we've got THREE people at Level 1, where it's harder to get killed, and of the two people at level 0, only one is playing. (I'll fix that momentarily.) Also, yes, I was V/LA but not anymore, soyeah. I might increase the slots available to six; that'd be best in the long-run. (I chose five arbitrarily.)

Ircher finally gets some firm footing, readying to strike his opponent.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail, trying their luck, progresses for a further attack.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

KuroiXHF's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Killthestory, not amused, enraged, lashes out violently at his opponent.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #207 (isolation #69) » Mon Sep 12, 2016 12:48 pm

Post by mastin2 »

However, while
Ircher
's attack was a noble one, his opponent sees it coming and manages to sucker-punch Ircher, winding him.
Ircher's HP:
7.
Opponent:
7. (Uh-oh.)

swyellowtail
isn't quite so unfortunate, but does suffer similar misfortune in their opponent managing to see the attack and evade it.

KuroiXHF, you have fallen. Welcome to hell. Population? All those on the waiting list.

Killthestory
manages to deliver a critical blow, overwhelming his opponent.
Killthestory's HP:
9.
Opponent:
6.

MechaGoomba
is being kicked out for inactivity.
JDGA
and
Tatsuya Kaname
, you two are now both (finally) back up!
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Post Post #208 (isolation #70) » Mon Sep 12, 2016 12:51 pm

Post by mastin2 »

Correction:
JDGA, Tatsuya Kaname, AND McMenno
are up. Official bump to six adventurers total!
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Post Post #220 (isolation #71) » Tue Sep 13, 2016 1:22 pm

Post by mastin2 »

In post 212, KingdomAces wrote:With how much having multiple higher level players slows things down, and the fact that it's possible to only have one update a day, are you sure that you want anyone who makes it to level 1 to be stuck there for over a month? Even if someone loses every single roll, that still takes a week and doesn't progress the game. At this rate, there's a chance that no one will get to level 2 by the end of the year, which is even more problematic if you consider the high flake rate of Mish Mash in general.
I've been updating only once a day because I've been a little swamped. Updates will come more frequently than that.

Also, as for the level 1s: one reason it's taking longer for them is that it's MEANT to take longer for them; I want the adventuring party to be all at around the same level, because there will be...
issues
...if only one player is advancing in levels eventually. So, it's a self-balancing mechanic, at least in theory.
Plus, if any of the level 1+ heroes flake...a person on the queue will inherit that hero, rather than starting over with their own.

As per the first post, I am of course open to feedback.
In post 215, JDGA wrote:Nominating a co-mod or someone who can "roll for enemy" would perhaps be a not-bad idea if people are worried about things taking super forever.
I would be open to this. I could also use someone to take a look at the PT I've got which details what I have in mind for the higher levels, which a co-mod could do. If anyone volunteers for it, I'll accept them, though in the interest of things being unbiased, that person would no longer be able to play.
Last edited by mastin2 on Tue Sep 13, 2016 1:30 pm, edited 1 time in total.
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Post Post #223 (isolation #72) » Tue Sep 13, 2016 1:35 pm

Post by mastin2 »

See for discussion on the game moving forward. As a reminder, the game gets more complex with each level, and it gets more complex in
every
way. So, the job of co-modding would get more difficult with every level-up involved. (Speaking of which: one thing I haven't kept close attention to is player activity. I generally prod by feel, and one thing that picking the game up would do is probably require certain activity standards.)

Killthestory decides to follow through, attempting a second blow.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5

Ircher, panicked, resigns himself to failure, in perhaps a self-fulfilling prophecy.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (2) = 2

Tatsuya Kaname's opponent rolls.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6

JDGA's opponent rolls.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (1) = 1

McMenno's opponent rolls.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6

swyellowtail, frustrated, attempts a follow-through attack.
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (2) = 2
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Post Post #226 (isolation #73) » Tue Sep 13, 2016 1:42 pm

Post by mastin2 »

Uh, that static is from me being pedited by Gamma Emerald. The rolls have not been messed with in any way; you'll just have to take my word for it. (Whoops.)
I'll be more careful about it in the future, but for this time: regardless of the results (sorry/happy), we're running with what we got there, soooooooooooooo...

Killthestory
, while having a decent stride, broadcasts his move well enough that his opponent is not only able to see it coming, but deliver a counterstrike.
Killthestory's HP:
8.
Opponent:
6.

Ircher's opponent
almost feels bad for him, wanting to take pity on him.
...Almost.
Unfortunately, his opponent is still just aggressive enough to take advantage of the situation, again injuring Ircher.
Ircher's HP:
5.
Opponent:
6.

Tatsuya Kaname
and
McMenno
have died.
JDGA
, however, lives, with one victory.
Two left!


swyellowtail's opponent
doesn't mount much of a defense, allowing for the blow to connect.
swyellowtail's HP:
7.
Opponent:
4.
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Post Post #227 (isolation #74) » Tue Sep 13, 2016 1:42 pm

Post by mastin2 »

Oh, and
BS2000 and Cheery Dog
are now both up.
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Post Post #228 (isolation #75) » Tue Sep 13, 2016 1:45 pm

Post by mastin2 »

Ircher resigns himself to death, not even mounting resistance.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #229 (isolation #76) » Tue Sep 13, 2016 1:45 pm

Post by mastin2 »

...However, miraculously, his opponent fumbles!
Since Ircher rolled a second time, I'll just go and see what
Ircher
does next!
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #230 (isolation #77) » Tue Sep 13, 2016 1:46 pm

Post by mastin2 »

Ircher
finally catches a glimmer of hope, resolving to live.
Ircher's HP:
5.
Opponent:
5.
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Post Post #235 (isolation #78) » Tue Sep 13, 2016 2:42 pm

Post by mastin2 »

Cheery Dog's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Ircher, fiercely determined to live, strikes out a second time.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

JDGA's opponent rolls.[/give]
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #237 (isolation #79) » Tue Sep 13, 2016 2:46 pm

Post by mastin2 »

I don't know how the heck I managed to do that, but can't fix for obvious reasons.
Anyway, no dice,
Cheery Dog
. Go again.

Ircher
lunges forward, and while his opponent does anticipate this second strike, Ircher is too fast, landing a solid blow.

Ircher's HP:
5.
Opponent:
4.

JDGA is being promoted to comod.

With one final death on the wall.

She's being given the permissions to roll in my place (at least for levels 0 and 1; she should have a fair idea for what the roleplay involved there is by now), and will be helping me design future levels.
Felissan
is in the game now.
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Post Post #238 (isolation #80) » Tue Sep 13, 2016 2:47 pm

Post by mastin2 »

Ircher, encourages, continues, launching forward for an unprecedented third blow.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #239 (isolation #81) » Tue Sep 13, 2016 2:48 pm

Post by mastin2 »

Ircher
lands a mighty blow, sending his opponent reeling back.
Ircher's HP:
5.
Opponent:
3.
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Post Post #247 (isolation #82) » Tue Sep 13, 2016 2:52 pm

Post by mastin2 »

Ircher tries his luck, swinging a fourth time...perhaps encountering the luck associated with that number.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

swyellowtail follows through, delivering a second mighty strike.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #249 (isolation #83) » Tue Sep 13, 2016 2:54 pm

Post by mastin2 »

Ircher
takes the blow like a man, but doesn't stop, deciding to continue his assault anyway.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


swyellowtail
connects, dealing some serious damage to their opponent.
swyellowtail's HP:
7.
Opponent:
3.
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Post Post #253 (isolation #84) » Tue Sep 13, 2016 2:55 pm

Post by mastin2 »

Ircher
, however, is quickly countered and takes a second blow from his opponent, placing him in critical condition.
Ircher's HP:
3.
Opponent:
3.

swyellowtail, encouraged by the results, continues again with a third strike
.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #257 (isolation #85) » Tue Sep 13, 2016 2:57 pm

Post by mastin2 »

Ircher, now desperate, tries again with a mighty swing.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

swyellowtail
, though noble in their efforts, finds they cannot quite keep their momentum going. Their opponent quickly takes advantage, delivering a blow.
swyellowtail's HP:
6.
Opponent:
3.
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Post Post #259 (isolation #86) » Tue Sep 13, 2016 2:59 pm

Post by mastin2 »

Ircher lands another blow, but decides to recklessly go berserk and try for more...with some very disastrous results.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail, stunned but not broken, goes on the attack once more.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #262 (isolation #87) » Tue Sep 13, 2016 3:01 pm

Post by mastin2 »

Okay, I know we're on a roll, here, but can you stop rolling for a few minutes?
I just lost track of where combat should be on both of you, which means that I can't continue until I make sure I don't make any mistakes. (Particularly on Ircher's fight, because that one could go either way.)
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Post Post #266 (isolation #88) » Tue Sep 13, 2016 3:05 pm

Post by mastin2 »

In post 265, swyellowtail wrote:
In post 262, mastin2 wrote:Okay, I know we're on a
roll
, here, but can you stop rolling for a few minutes?
And accidental stealth pun. :P
Who said anything about stealth? :P
I believe we're at 2-2/6-2 respectively between you two, but I just need to verify.
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Post Post #267 (isolation #89) » Tue Sep 13, 2016 3:08 pm

Post by mastin2 »

Ircher, once again dire straights, goes for another enraged strike.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

swyellowtail
's noble recovery pays off, delivering a near-lethal blow, with the end in sight.
swyellowtail's HP:
6.
Opponent:
1.

Okay you two. You can continue.
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Post Post #268 (isolation #90) » Tue Sep 13, 2016 3:09 pm

Post by mastin2 »

In this case,
Ircher's
persistence pays off, and while his opponent makes a good effort, he is ultimately the one to strike first, putting things in a position where he could win at any moment.
Ircher's HP:
2.
Opponent:
1.
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Post Post #271 (isolation #91) » Tue Sep 13, 2016 3:12 pm

Post by mastin2 »

Sensing weakness, swyellowtail and Ircher both move in for the kill.
(These rolls will be for swyellowtail/Ircher respectively.)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #274 (isolation #92) » Tue Sep 13, 2016 3:15 pm

Post by mastin2 »

swyellowtail
, after a long struggle, proves victorious, celebrating the night by resting. Come morning, it's back to the same routine, as swyellowtail once again sets forth on an adventure, where they encounter an enemy they decide to fight.
Roll whenever ready.

Ircher
takes time himself to rest, licking his wounds. The fight was close. Too close. So he needed some time to collect himself, but come morning, he is discovered by another enemy, leaving him no time to run: he'd be forced to fight again.
Roll whenever ready.
(You'll get breaks on future levels.)
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Post Post #276 (isolation #93) » Tue Sep 13, 2016 3:37 pm

Post by mastin2 »

What I mean by that is, you'll get breaks between fights: you enter into combat only when you choose to enter into combat, rather than having it start automatically.
But, for now, it's auto-time.
swyellowtail instantly takes a strong initiative, opening the fight up with a favorite attack.
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1 6-Sided Dice: (1) = 1
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Post Post #277 (isolation #94) » Tue Sep 13, 2016 3:38 pm

Post by mastin2 »

swyellowtail
's strategy pays off, as their opponent is taken off-guard.
swyellowtail's HP:
10.
Opponent:
7.
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Post Post #304 (isolation #95) » Wed Sep 14, 2016 1:07 pm

Post by mastin2 »

Good job, JDGA. OP will be updated soon.
swyellotail moves in for another strike.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Ircher cries. Why does he even try?
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Gamma Emerald's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #307 (isolation #96) » Wed Sep 14, 2016 1:13 pm

Post by mastin2 »

swyellowtail
connects once again, as their opponent is caught off-guard.
swyellowtail's HP:
9.
Opponent:
5.

Ircher
, ever plagued by bad fortune, suffers a critical failure.
Ircher's HP:
9.
Opponent:
6.

Sorry,
Gamma Emerald
, but you died. Again.
animorpherv1
is up!

Killthestory lunges forward, hoping to connect.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #308 (isolation #97) » Wed Sep 14, 2016 1:14 pm

Post by mastin2 »

By a close margin,
Killthestory
lands the blow, further driving his fight to its hopeful conclusion.
Killthestory's HP:
8.
Opponent:
5.
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Post Post #309 (isolation #98) » Wed Sep 14, 2016 1:14 pm

Post by mastin2 »

(Also, stay tuned; you may get an announcement soonish.)
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Post Post #312 (isolation #99) » Wed Sep 14, 2016 1:21 pm

Post by mastin2 »

Also, in case it comes up as an issue: while doubtful (especially with pedits), if JDGA and I both respond to the same posts, whoever posted first gets the priority in handling the roll, for better or for worse.

Killthestory, encouraged, follows through with a mighty strike, convinced he cannot be stopped.
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1 6-Sided Dice: (3) = 3
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Post Post #313 (isolation #100) » Wed Sep 14, 2016 1:23 pm

Post by mastin2 »

And indeed, it seems exactly like that.
Killthestory
, up against a skilled opponent, almost doesn't connect. However, by a close margin, his strike does make it through.
Killthestory's HP:
8.
Opponent:
4.
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Post Post #315 (isolation #101) » Wed Sep 14, 2016 1:30 pm

Post by mastin2 »

Killthestory continues his rampage, going on a strong offensive.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

KTS clearly is using weighed dice. :P
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Post Post #316 (isolation #102) » Wed Sep 14, 2016 1:31 pm

Post by mastin2 »

However, in spite of
Killthestory's
strong offensive, his opponent's timing is impeccable, perfectly matching and blocking the strike. While unable to counterattack, this is enough to nullify the damage done.
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Post Post #321 (isolation #103) » Wed Sep 14, 2016 7:19 pm

Post by mastin2 »

swyellowtail continues their assault, hoping to end this quickly.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Killthestory, taken aback by his failure to connect, hesitates--a vital error.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Ircher continues to feel sorry for himself, doing nothing as his opponent closes in.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #322 (isolation #104) » Wed Sep 14, 2016 7:22 pm

Post by mastin2 »

Triple-hit!
Unfortunately for
swyellowtail
, their opponent is slightly faster, so swyellowtail takes damage instead.
swyellowtail's HP:
8.
Opponent:
5.

Meanwhile,
Killthestory
receives a solid hit, payback for his failed attack.
Killthestory's HP:
7.
Opponent:
4.

And then,
Ircher's opponent
, though sympathetic, still chooses to take advantage of the suicidal adventurer who seemingly has lost his will to live.
Ircher's HP:
8.
Opponent:
6.
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Post Post #333 (isolation #105) » Thu Sep 15, 2016 11:58 am

Post by mastin2 »

animorpherv1's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

randomidget's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail convinces themself that getting hit was just a clever trap, to allow for a mighty blow.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5


Still may have an announcement soon.
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Post Post #334 (isolation #106) » Thu Sep 15, 2016 12:00 pm

Post by mastin2 »

Congrats, ani! You're at 1/3.
Unfortunately, no good for you, randomidget. Go again.

swyellowtail
apparently was successful in this mindset, as their blow connects solidly.
swyellowtail's HP:
7.
Opponent:
4.
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Post Post #339 (isolation #107) » Thu Sep 15, 2016 9:43 pm

Post by mastin2 »

Announcement!
All Level 1 enemies, instead of having 8 base HP, now start with 6!
This change is
retroactive
, and thus, all players who are fighting an opponent at level 1 should be made aware of their new stats as of .

swyellowtail's HP:
7.
Opponent:
2.
(I'll handle your roll next post.)

Ircher's HP:
8.
Opponent:
4.

Killthestory's HP:
7.
Opponent:
2.

This was done to better balance the levels to follow.

Enjoy your much easier fights!
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Post Post #340 (isolation #108) » Thu Sep 15, 2016 9:44 pm

Post by mastin2 »

swyellowtail, celebrating the weakened state of their opponent, lashes out with a mighty swing.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

animorpherv1's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

randomidget's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #341 (isolation #109) » Thu Sep 15, 2016 9:46 pm

Post by mastin2 »

However, while a noble effort,
swyellowtail's opponent
is apparently determined to live, evading the strike.
Sorry, ani. You died.
And randomidget, your roll was no good, either.
StaplerTowel
is up!
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Post Post #347 (isolation #110) » Fri Sep 16, 2016 12:38 pm

Post by mastin2 »

StaplerTowel's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

randomidget's opponent does their best to grant his request.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

swyellowtail, though, persists, pursuing further for another strike.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #349 (isolation #111) » Fri Sep 16, 2016 12:41 pm

Post by mastin2 »

Congratulations on your first victory,
StaplerTowel
! You need
two more
to level up.
...
An enemy stands before you. Time to fight!

randomidget, the good news is: no tie!
The bad news is: you needed a tie in order to live.
inspiratieloos
is up!

Again,
swyellowtail's opponent
, however, is able to evade once more, determined not to let swyellowtail land that blow.
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Post Post #350 (isolation #112) » Fri Sep 16, 2016 12:42 pm

Post by mastin2 »

Killthestory goes in for the kill, knowing the end is near.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #351 (isolation #113) » Fri Sep 16, 2016 12:43 pm

Post by mastin2 »

And sure enough,
Killthestory
delivers that critical blow, readying himself for the finishing strike.
Killthestory's HP:
7.
Opponent:
1.
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Post Post #354 (isolation #114) » Fri Sep 16, 2016 12:46 pm

Post by mastin2 »

Killthestory goes for a coup de grace, taking his time in the moment.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #355 (isolation #115) » Fri Sep 16, 2016 12:46 pm

Post by mastin2 »

However, in his recklessness,
Killthestory
leaves himself open for attack: his victory would be delayed.
Killthestory's HP:
6.
Opponent:
1.
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Post Post #357 (isolation #116) » Fri Sep 16, 2016 12:49 pm

Post by mastin2 »

Killthestory is taken aback by this affront. How DARE his opponent have the nerve to live! Instead of expressing this with his weapon, however, he expresses it verbally.
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Post Post #358 (isolation #117) » Fri Sep 16, 2016 12:50 pm

Post by mastin2 »

Killthestory's opponent
responds by making a lewd comment about his mother.
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Post Post #360 (isolation #118) » Fri Sep 16, 2016 1:00 pm

Post by mastin2 »

Killthestory, gravely offended, decides to just end the fight with one blow.
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1 6-Sided Dice: (3) = 3
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Post Post #361 (isolation #119) » Fri Sep 16, 2016 1:01 pm

Post by mastin2 »

Unfortunately,
Killthestory
is taken off-guard by a perfect counter.
Killthestory's HP:
5.
Opponent:
1.
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Post Post #364 (isolation #120) » Fri Sep 16, 2016 1:40 pm

Post by mastin2 »

Killthestory devolves to a more primal level of thinking as he lashes out.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #365 (isolation #121) » Fri Sep 16, 2016 1:41 pm

Post by mastin2 »

This, unfortunately, proves to be detrimental to his well-being, as in spite of his strength, he is still countered.
Killthestory's HP:
4.
Opponent:
1.
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Post Post #370 (isolation #122) » Fri Sep 16, 2016 7:07 pm

Post by mastin2 »

Killthestory continues his rampage, lashing out with a somewhat-clumsy blow. It's still enough where, if connecting, it'd be lethal, but it needs to hit first!
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

swyellowtail, frustrated at their opponent's not-dying skills, continues trying to land that critical blow.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

StaplerTowel's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #371 (isolation #123) » Fri Sep 16, 2016 7:12 pm

Post by mastin2 »

FINALLY, panting, sweating, exhausted, and enraged,
Killthestory
brings his opponent down. Having just escaped the trap, he can only rest and hope nobody finds him.
While he gets through to the morning, he encounters another opponent come the next day, forcing an encounter.
Ready your die, Killthestory!
Killthestory's HP:
10.
Opponent:
6.

swyellowtail
can't quite finish their opponent off, but landing a solid blow, they're in the home stretch. The end is near!
swyellowtail's HP:
7.
Opponent:
1.

StaplerTowel
advances, and now needs
one more
victory in order to level up!
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Post Post #405 (isolation #124) » Sun Sep 18, 2016 4:20 pm

Post by mastin2 »

Apologies for my absence. My cat died yesterday, was...not a fun experience to say the least.
I'll consult with JDGA on which role from Annadog to use if it becomes relevant.
Annadog's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

swyellowtail can smell victory in the air.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

StaplerTowel's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #406 (isolation #125) » Sun Sep 18, 2016 4:22 pm

Post by mastin2 »

Annadog's results are either a win or a tie, so either way, Annadog will be rolling again.
swyellowtail
takes another hit. Not yet! But soon, the fight would end.
swyellowtail's HP:
5. (I think.)
Opponent:
1. (I believe.)

Miraculously,
StaplerTowel
gets a third chance, with another tie!
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Post Post #411 (isolation #126) » Sun Sep 18, 2016 4:40 pm

Post by mastin2 »

StaplerTowel's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


swyellowtail facepalms. "Not
this
again." Which leads them wide open to attack.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #412 (isolation #127) » Sun Sep 18, 2016 4:42 pm

Post by mastin2 »

StaplerTowel
is the fourth to reach Level 1, having finally emerged victorious. Eager at earning the title of adventurer proper, they set out on an adventure, and are quick to provoke an enemy, confident they will emerge victorious. Ready your die!

swyellowtail
takes a critical hit, an absolute failure. Yes. This again.
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Post Post #415 (isolation #128) » Sun Sep 18, 2016 4:48 pm

Post by mastin2 »

"Have at thee!", StaplerTowel shouts with a lunge.
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Post Post #416 (isolation #129) » Sun Sep 18, 2016 4:49 pm

Post by mastin2 »

StaplerTowel's opponent
responds with a salute which happens to double as a deflection, nullifying the first round of combat.
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Post Post #418 (isolation #130) » Sun Sep 18, 2016 4:52 pm

Post by mastin2 »

In post 413, Gamma Emerald wrote:FUCK NOW I HAVE TO WAIT LONGER
If the line gets long enough and/or it looks like the current party isn't going to die at any point short of extreme circumstances, I'll open up a second adventure. But right now, it's still taking only about a week for players to get back in the game. All things considered, that's not so bad; it could be much, much worse.
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Post Post #419 (isolation #131) » Sun Sep 18, 2016 4:55 pm

Post by mastin2 »

In post 417, StaplerTowel wrote:btw, now that there are 4 people on level 1, shouldn't there be a plus 1 for a level 0 slot?
Due to mechanics unlocked at a higher level, this would not be a viable solution. Perhaps a seventh adventurer slot could open up at some point, but that time is not right now.
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Post Post #420 (isolation #132) » Sun Sep 18, 2016 4:55 pm

Post by mastin2 »

StaplerTowel goes for a second strike, albeit a much weaker one.
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Post Post #421 (isolation #133) » Sun Sep 18, 2016 4:56 pm

Post by mastin2 »

As if an extent of the first salute, however, StaplerTowel's apparently-gentlemanly opponent simply treats the attack with another deflection, continuing the lack of bloodshed.
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Post Post #422 (isolation #134) » Sun Sep 18, 2016 5:04 pm

Post by mastin2 »

(For those wondering: I would prefer to have a queue of 8-12 players at all times available. If I started a second adventure right now, I'd be left with only 6. I can do that, but that'd be cutting it close in worst-case scenarios where I need to suddenly bring in a lot of players all at once, which could come up in the future.)
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Post Post #429 (isolation #135) » Mon Sep 19, 2016 1:34 pm

Post by mastin2 »

Geez, always the critic. :P

inspiratieloo's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Ircher finally decides to put effort into his battle, striking out.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

StaplerTowel, sick of the foreplay, goes in for a quick, yet precise, strike.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail knows the end is near, it's just a matter of actually reaching the end.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Annadog40's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #431 (isolation #136) » Mon Sep 19, 2016 1:41 pm

Post by mastin2 »

Unfortunately, both inspiratieloo (2/3) and Annadog (ruling 0/3) expire.
Aronis
and
KuroiXHF
, you're both up!

While his opponent isn't exactly keen on letting him through,
Ircher
gives no choice in the matter, barely delivering the blow needed to get started.
Ircher's HP:
7.
Opponent:
5.

StaplerTowel
, similarly, is up against a tough opponent, who StaplerTowel knows will be a challenge. All the same, first blood is finally drawn, and the real fight now begins.
StaplerTowel's HP:
10.
Opponent:
5.

swyellowtail
finally delivers the killing blow, ending their second fight in their adventure.
After some rest an relaxation, they eagerly depart once more on the road, to their next encounter.
Ready your die, swyellowtail! You're the first to reach 3/5!
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Post Post #437 (isolation #137) » Mon Sep 19, 2016 3:05 pm

Post by mastin2 »

Ircher continues his fierce assault.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

KuroiXHF's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

StaplerTowel continues the strong assault, going for a mighty blow.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Aronis's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #440 (isolation #138) » Mon Sep 19, 2016 3:08 pm

Post by mastin2 »

Ircher
, having gained his resolve, lands a strong strike.
Ircher's HP:
7.
Opponent:
4.

KuroiXHF
and
Aronis
both claim their first victories!

StaplerTowel's opponent
once more puts up a noble effort, a near-perfect defense, but against a perfect offense, it is no good.
StaplerTowel's HP:
10.
Opponent:
4.
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Post Post #441 (isolation #139) » Mon Sep 19, 2016 3:09 pm

Post by mastin2 »

Correct, KuroiXHF!
KuroiXHF's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #442 (isolation #140) » Mon Sep 19, 2016 3:10 pm

Post by mastin2 »

You're on a roll, Kuroi! That's two down!
Just one more, and you'll claim your spot as the fifth level 1 adventurer!
...
One final opponent is before you. Ready your die.
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Post Post #448 (isolation #141) » Mon Sep 19, 2016 4:53 pm

Post by mastin2 »

KuroiXHF's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

StaplerTowel attempts to move forward again, though weakly.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Killthestory moves forward with a weak blow.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Aronis's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #449 (isolation #142) » Mon Sep 19, 2016 4:57 pm

Post by mastin2 »

No dice, Kuroi!
Go again.

StaplerTowel
takes the first bit of damage thusfar.
StaplerTowel's HP:
9.
Opponent:
4.

Killthestory
's opponent, though, responds even weaker, allowing for a connecting blow.
Killthestory's HP:
9.
Opponent:
5.

Aronis
claims a second victory!
Numbers may not be accurate; JDGA should double-check.
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Post Post #455 (isolation #143) » Tue Sep 20, 2016 7:22 pm

Post by mastin2 »

Aronis's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Killthestory laughs triumphantly, while going for another strike.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail makes a swift move, determined to continue.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

KuroiXHF's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Ircher continues his rampage.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #456 (isolation #144) » Tue Sep 20, 2016 7:28 pm

Post by mastin2 »

OUCH.
Dem dice be stacked, man.
Sorry,
Aronis
and
KuroiXHF
, but while you both put up a valiant effort, you're dead now.
Tatsuya Kaname
and
McMenno
, you're up!

Killthestory
lands yet another blow, continuing on as he has.
Killthestory's HP:
9.
Opponent:
4.

The blow
swyellowtail
makes is seen by their opponent, but not quite countered, allowing for first blood.
swyellowtail's HP:
10.
Opponent:
5.

With a change in the winds, seemingly nothing can slow
Ircher
down.
Ircher's HP:
7.
Opponent:
3.
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Post Post #459 (isolation #145) » Tue Sep 20, 2016 8:49 pm

Post by mastin2 »

StaplerTowel resolves not to take damage again.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

McMenno's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #460 (isolation #146) » Tue Sep 20, 2016 8:51 pm

Post by mastin2 »

And
StaplerTowel
indeed succeeds at exactly that, delivering a clean strike.
StaplerTowel's HP:
9.
Opponent:
3.

McMenno
is not so fortunate. So,
Cheery Dog
is back up!
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Post Post #468 (isolation #147) » Wed Sep 21, 2016 5:34 pm

Post by mastin2 »

StaplerTowel rolls with the flow, hoping the streak will continue.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Cheery Dog's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

swyellowtail hopes to continue dominating the fight.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Ircher laughs triumphantly as he continues his fierce assault.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #470 (isolation #148) » Wed Sep 21, 2016 5:38 pm

Post by mastin2 »

And seemingly, this strategy works!
StaplerTowel
continues the assault successfully.
StaplerTowel's HP:
9.
Opponent:
2.

Cheery Dog, congrats on the win! Go again.

swyellowtail
, while performing adequately, can't connect, though neither can their opponent counter.

Ircher's opponent
once more puts up a strong effort, and yet, cannot withstand the onslaught.
Ircher's HP:
7.
Opponent:
2.
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Post Post #471 (isolation #149) » Wed Sep 21, 2016 5:39 pm

Post by mastin2 »

Killthestory doesn't put much passion into it, but he does attempt a follow-through strike.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #472 (isolation #150) » Wed Sep 21, 2016 5:40 pm

Post by mastin2 »

This is enough that
Killthestory
doesn't take damage, but also doesn't dish it out.
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Post Post #478 (isolation #151) » Wed Sep 21, 2016 10:26 pm

Post by mastin2 »

StaplerTowel confidently boasts, "I cannot die!" Apparently, that translates into 'cannot properly roll a die'.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Cheery Dog's Opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

swyellowtail, frustrated with the lack of results, makes a reckless move, stumbling before the strike can connect.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #479 (isolation #152) » Wed Sep 21, 2016 10:28 pm

Post by mastin2 »

The price for
StaplerTowel
's arrogance is a painful blow.
StaplerTowel's HP:
8.
Opponent:
2.

So, too, does
swyellowtail
get crippled by the failed assault, when their opponent counterattacks flawlessly.
swyellowtail's HP:
9.
Opponent:
5.

Congratulations,
Cheery Dog
.
You just need one more!
...
An enemy stands before you. Roll your die.
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Post Post #488 (isolation #153) » Thu Sep 22, 2016 12:44 pm

Post by mastin2 »

Tatsuya Kaname's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

StaplerTowel apparently did not learn the lesson the first time, shouting, "YOU WILL DIE!"
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Cheery Dog's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Killthestory angrily lashes out.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

swyellowtail continues the fruitless assault.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #489 (isolation #154) » Thu Sep 22, 2016 12:49 pm

Post by mastin2 »

Congratulations,
Tatsuya Kaname
! You didn't die! Unfortunately, neither did you win.
Similarly so for
Cheery Dog
. You've still got one more to go.

Apparently, 'you will die' translates into "you will roll effectively", which makes sense as a counterpart to 'I cannot die'. As such,
StaplerTowel
takes the hit badly.
StaplerTowel's HP:
7.
Opponent:
2.

While
Killthestory
does make a good effort, his opponent is slightly faster, allowing for a clean strike.
Killthestory's HP:
8.
Opponent:
4.

Similarly,
swyellowtail
falls upon the misfortune of a well-timed counter, dealing another blow.
swyellowtail's HP:
8.
Opponent:
5.
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Post Post #491 (isolation #155) » Thu Sep 22, 2016 12:57 pm

Post by mastin2 »

By the way: if every adventurer alive is level 1 and/or we have an adventurer reach level 2 with 5 members at level 1 or higher, then I'll take the risk and open up a second adventuring party. This second adventuring party will be placed in a separate thread. Death counts will be kept between the two worlds, so you can have a running death count both on this world and on the alternative world. This, because players within the queue will be put in whichever world they are needed in, unless they specifically request to join just one world. Players can still join at any time and be added to the queue. (The default will be for both worlds.)

However
, do so with the knowledge that the second world will run slower. It'll have lower-level adventurers, who'll die off faster, buuuuuuuuuuuuuuuuuuuuuut, I'm only human and I have limited amounts of time. Asking JDGA to help me in two threads would also be a bit much, so she'd only help out in there if she chose to. As such,
the second world would update less often
, maxing out at once a day, whereas this thread will update every chance I get (and every time JDGA chooses to), usually a minimum of once a day.

This isn't quite relevant yet, but it's getting closer to relevant with each additional victorious fight right now.
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Post Post #492 (isolation #156) » Thu Sep 22, 2016 12:59 pm

Post by mastin2 »

While not optimistic, undeterred, swyellowtail strikes out again.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #493 (isolation #157) » Thu Sep 22, 2016 1:00 pm

Post by mastin2 »

Though certainly no mighty blow,
swyellowtail
manages to connect all the same, as the attempted counter was slightly too slow.
swyellowtail's HP:
8.
Opponent:
4.
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Post Post #495 (isolation #158) » Thu Sep 22, 2016 1:19 pm

Post by mastin2 »

Cheery Dog's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #496 (isolation #159) » Thu Sep 22, 2016 1:21 pm

Post by mastin2 »

Congratulations,
Cheery Dog
!
You're adventurer level 1 #5!

Immediately, an opponent stands before you, in the way of you progressing. You know that in order to continue on your quest, you must best them, and thus, you prepare yourself for the offensive, readying yourself for the assault to come.
The challenge has been issued; ready your die!
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Post Post #505 (isolation #160) » Thu Sep 22, 2016 8:25 pm

Post by mastin2 »

StaplerTowel curses at their mother. For the sake of StaplerTowel's mother, their opponent moves to punch StaplerTowel in the face.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

swyellowtail attempts to give another, albeit with a weak blow.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Ircher resumes with a vengeance.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Starting off strong, as if compensating for various others, Cheery Dog leads with a mighty attack.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Tatsuya Kaname's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #506 (isolation #161) » Thu Sep 22, 2016 8:30 pm

Post by mastin2 »

StaplerTowel's opponent
delivers a mighty strike, and lectures StaplerTowel on talking down about your progenitors.
StaplerTowel's HP:
6.
Opponent:
2.

swyellowtail's opponent
attempts to give another, albeit weak, evasion, succeeding barely, but being unable to counterattack.

Ircher
begins to move in for the kill. He senses the end is near......
Ircher's HP:
7.
Opponent:
1.

While his opponent puts up a strong defense,
Cheery Dog
lands the first blow of their fight, drawing blood.
Cheery Dog's HP:
10.
Opponent:
5.

Tatsuya Kaname
, 'grats on the win! Just two more!
Look at that enemy before you. Ready your die!
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Post Post #509 (isolation #162) » Thu Sep 22, 2016 9:13 pm

Post by mastin2 »

StaplerTowel takes the advice to heart, praising their parents while going on the offensive, to great effect.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Cheery Dog, scared by the blood, thrashes about randomly.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #510 (isolation #163) » Thu Sep 22, 2016 9:15 pm

Post by mastin2 »

However, in spite of this changed attitude and renewed confidence,
StaplerTowel
does not land a blow, as their opponent is both strong and wise.

Meanwhile,
Cheery Dog
gets hit, and now has his own blood leaking out.
Cheery Dog's HP:
9.
Opponent:
5.
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Post Post #516 (isolation #164) » Fri Sep 23, 2016 12:28 pm

Post by mastin2 »

Cheery Dog, in a panic, continues to wildly swing about.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

StaplerTowel curses at misfortune, perhaps to ill effect.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

The strings of weak attacks from swyellowtail continues.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Ircher makes a strong, but slow, blow, enough to finish his opponent off if it connects.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #517 (isolation #165) » Fri Sep 23, 2016 12:36 pm

Post by mastin2 »

This time, however,
Cheery Dog
connects!
Cheery Dog's HP:
9.
Opponent:
4.

And, apparently, cursing at misfortune does nothing to cause it for
StaplerTowel
! The end is near.
StaplerTowel's HP:
6.
Opponent:
1.

swyellowtail
, on the other hand, does suffer some from this, taking another blow.
swyellowtail's HP:
7.
Opponent:
5.

Ircher
, however, dispatches his opponent, laughing maniacally as the blood spatters onto him.
Victory!
Ircher rests up once more, to lick his wounds. This time, he is able to gather himself before immediately heading out...
...At which point, he triggers
another
trap, once more facing an opponent. Whoops!
Combat begins; ready your die!
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Post Post #531 (isolation #166) » Sat Sep 24, 2016 3:48 pm

Post by mastin2 »

swyellowtail, recognizing the dire nature of the situation, carefully controls the next strike to be both precise and powerful.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Cheery Dog, apparently liking the idea of "pain, but not too much", makes a fair strike.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Killthestory, frustratingly, tries to continue on again, without much success.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Ircher starts off strong, launching a perfect attack to initiate combat.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Tatsuya Kaname's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

StaplerTowel, confident, moves forward, only to realize they moved forward...without readying their weapon first.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #532 (isolation #167) » Sat Sep 24, 2016 3:54 pm

Post by mastin2 »

This strategy pays off for
swyellowtail
, who once more gains the advantage in the fight.
swyellowtail's HP:
7.
Opponent:
4.

Similarly,
Cheery Dog
manages to inflict some minor hurt, but nothing too crippling.
Cheery Dog's HP:
8.
Opponent:
3.

Unfortunately for
Killthestory
, his weak blow is countered by a strong strike, placing him at a disadvantage.
Killthestory's HP:
7.
Opponent:
4.

Ircher
, meanwhile, delivers a critical blow, strongly delivering a flawless flick of his wrist, extending through to his weapon.
Ircher's HP:
10.
Opponent:
5.

The good news is,
StaplerTowel
, you lucked out! Your opponent similarly steps back, realizing they missed the opportunity to strike.

The bad news is,
Tatsuya Kaname
, you died!

KingdomAces
, you're up!
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Post Post #540 (isolation #168) » Sun Sep 25, 2016 6:54 pm

Post by mastin2 »

Cheery Dog hopes to continue his minor hurt plan.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

swyellowtail maps out the entirety of the battle, foreseeing how it would go. With this foresight, it's only natural to start with a strong initiative.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Ircher continues his relentless preemptive assault, leaving his opponent no room to move.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

KingdomAces's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Killthestory, enraged, lashes out with fury.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

StaplerTowel, dumbstruck, makes the unfortunate mistake of repeating history, unable to fathom the circumstances.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #541 (isolation #169) » Sun Sep 25, 2016 6:58 pm

Post by mastin2 »

Sadly for
Cheery Dog
, this time, he is the one suffering the hurt.
Cheery Dog's HP:
7.
Opponent:
3.

Also unable to succeed,
swyellowtail
's prediction seems to have failed, as their opponent makes a perfect counter, disrupting the pattern.

However,
Ircher
fares much better, delivering a crippling strike.
Ircher's HP:
10.
Opponent:
4.

Killthestory
, also aggressive, seems to have paid off with his rage delivering a satisfying smack.
Killthestory's HP:
7.
Opponent:
3.

And while
StaplerTowel
is up against an opponent who doesn't seem the most aggressive, it's still enough to land a blow.

Also,
KingdomAces
died.
Felissan
, your turn!
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Post Post #550 (isolation #170) » Mon Sep 26, 2016 12:49 pm

Post by mastin2 »

ITT we learn that Ircher and Felissan are rigging the game in their favor. :P
Cheery Dog, upset, does nothing. Except leave himself open.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

StaplerTowel, looking forward to the future, forgets to look to the present.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

swyellowtail, annoyed, tries to stick to the plan. (Let's hope cooking chicken wasn't involved.)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Ircher laughs maniacally as he continues his rampage.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Felissan's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #551 (isolation #171) » Mon Sep 26, 2016 12:57 pm

Post by mastin2 »

Surely enough,
Cheery Dog
gets clobbered by his opponent, bleeding profusely from the blow.
Cheery Dog's HP:
6.
Opponent:
3.

And similarly,
StaplerTowel
takes the blow, delaying the end to the fight further.
StaplerTowel's HP:
4.
Opponent:
1.
(This is down two from the last time I posted, because StaplerTowel took a hit that I forgot to record.)

LEEEEEEEEEEROOOOOOOOOOOOOY...JEEEEEEEEEEEEEEN--

...
swyellowtail
doesn't even get to finish, yet alone, land a blow.
swyellowtail's HP:
6.
Opponent:
4.

While his opponent once more puts up a noble resistance,
Ircher
is again able to overcome it with his raw power, delivering a deadly strike.
Ircher's HP:
10.
Opponent:
3.

Felissan
, one down, two to go!
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Post Post #553 (isolation #172) » Mon Sep 26, 2016 12:59 pm

Post by mastin2 »

Killthestory, still enraged, continues his bloodlust-induced assault.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #554 (isolation #173) » Mon Sep 26, 2016 1:00 pm

Post by mastin2 »

Killthestory
laughs, as his opponent can mount no defense.
Killthestory's HP:
7.
Opponent:
2.
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Post Post #556 (isolation #174) » Mon Sep 26, 2016 1:09 pm

Post by mastin2 »

Killthestory continues his winning strategy.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Killthestory's HP:
7.
Opponent:
1.
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Post Post #557 (isolation #175) » Mon Sep 26, 2016 1:11 pm

Post by mastin2 »

Um, whoops. I can't edit that post, but ignore the HP part there.

Killthestory
is, however, flabbergasted when the blow he was supposed to deliver onto his opponent instead lands on him!
Killthestory's HP:
6.
Opponent:
2.
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Post Post #560 (isolation #176) » Mon Sep 26, 2016 1:22 pm

Post by mastin2 »

Killthestory angrily chides his opponent for not being dead yet.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #561 (isolation #177) » Mon Sep 26, 2016 1:23 pm

Post by mastin2 »

The result?
Killthestory
gets clobbered.
Killthestory's HP:
5.
Opponent:
2.
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Post Post #563 (isolation #178) » Mon Sep 26, 2016 1:58 pm

Post by mastin2 »

Cheery Dog freaks out, panicking.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #564 (isolation #179) » Mon Sep 26, 2016 1:59 pm

Post by mastin2 »

And, once more,
Cheery Dog
takes a near-lethal blow.
Cheery Dog's HP:
5.
Opponent:
3.
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Post Post #566 (isolation #180) » Mon Sep 26, 2016 2:16 pm

Post by mastin2 »

Cheery Dog ponders his mortality as he lashes out.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #567 (isolation #181) » Mon Sep 26, 2016 2:16 pm

Post by mastin2 »

Things aren't looking so good for
Cheery Dog
.
Cheery Dog's HP:
4.
Opponent:
3.
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Post Post #570 (isolation #182) » Mon Sep 26, 2016 2:39 pm

Post by mastin2 »

(Not by much--you botch one more roll than your opponent does, and...)
Cheery Dog, recognizing the dire straights, puts forward some serious effort to live.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #571 (isolation #183) » Mon Sep 26, 2016 2:40 pm

Post by mastin2 »

This effort appears successful, and
Cheery Dog
is (maybe) back in the game!
Cheery Dog's HP:
4.
Opponent:
2.
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Post Post #579 (isolation #184) » Mon Sep 26, 2016 7:24 pm

Post by mastin2 »

Cheery Dog, pleased, continues as before.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

StaplerTowel, dissatisfied, attempts to deliver one final satisfying 'whack' to end the fight.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

swyellowtail remains calm and confident, while striking out.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #580 (isolation #185) » Mon Sep 26, 2016 7:28 pm

Post by mastin2 »

Cheery Dog
connects: it's almost time!
Cheery Dog's HP:
4.
Opponent:
1.

StaplerTowel
is similarly able to finally put an end to the fight, and at last claims victory.
Licking wounds to recover for a while, on the next day, StaplerTowel is once again on the road, looking for a fight. One soon finds them.
Ready your die!

swyellowtail
doesn't claim victory, but neither is defeat an option.
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Post Post #586 (isolation #186) » Tue Sep 27, 2016 10:58 am

Post by mastin2 »

StaplerTowel opens with a decent advance.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Cheery Dog laments the loss of life soon to follow, forgetting to actually strike.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Killthestory attempts to bash his opponent into the ground.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

swyellowtail recognizes the stalemate, and realizes a move must be made, even at the risk of death.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Felissan's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #587 (isolation #187) » Tue Sep 27, 2016 11:02 am

Post by mastin2 »

However, despite
StaplerTowel
giving a good opening, a perfect counter means first blood goes to the opponent.
StaplerTowel's HP:
9.
Opponent:
6.

Cheery Dog
allows the blow to hit, in part thanks to his pitying his opponent.
Cheery Dog's HP:
3.
Opponent:
1.

Killthestory
succeeds, and readies the finishing blow!
Killthestory's HP:
5.
Opponent:
1.

swyellowtail
also connects, bringing much-needed life to the fight.
swyellowtail's HP:
6.
Opponent:
3.

Congratulations,
Felissan
! You only need one more victory!
Not to put pressure on you or anything, but if you succeed, then a second adventure can finally open up.
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Post Post #598 (isolation #188) » Wed Sep 28, 2016 10:00 am

Post by mastin2 »

swyellowtail, perhaps in a self-fulfilling prophecy, ominously predicts a failed hit.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Ircher continues his strong showing.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

StaplerTowel brushes the hit off, deciding to show how it's done.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Killthestory goes for a killing strike, neither powerful nor fast, to allow for full acknowledgement of the act.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Cheery Dog, hesitant to end the fight, decides it'd be okay to even the odds.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Felissan's opponent rolls.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #600 (isolation #189) » Wed Sep 28, 2016 10:07 am

Post by mastin2 »

Indeed,
swyellowtail
fails to hit...but so too, does the opponent.

Meanwhile,
Ircher
continues as he has: his opponent is strong, but not quite strong enough.
Ircher's HP:
10.
Opponent:
2.

And, similarly,
StaplerTowel
shows flawless technique, landing a strong blow, indeed demonstrating how it is done.
StaplerTowel's HP:
9.
Opponent:
5.

However,
Killthestory
is on the
receiving
end of such a strike, prolonging his fight.
Killthestory's HP:
4.
Opponent:
1.

Similarly,
Cheery Dog
places himself dangerously close to death's door, knowing his opponent is in a similar position.
Cheery Dog's HP:
2.
Opponent:
1.

And
Felissan
levels up!

First order of business:

Felissan strolls confidently forward, onto the future, one to be filled with adventuring. He knows that many a dungeon shall soon fall to him, but first, he has some cleanup to do: an enemy stands in his way, and it's time to mop the floor with them.
Ready your die, Felissan!
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Post Post #603 (isolation #190) » Wed Sep 28, 2016 10:17 am

Post by mastin2 »

Second order of business...as promised,
The second adventuring team has now begun. Refer to for details.
Essentially, both threads are separate: what happens in one won't happen in the other.
However, both threads are still the same: rules of one apply to the other, updates to one will update the other. (Exception: global upgrades apply only to the thread where that global upgrade is applicable.)

So we'll have a second game running now!
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Post Post #604 (isolation #191) » Wed Sep 28, 2016 10:25 am

Post by mastin2 »

Felissan eagerly opens with a typical adventuring maneuver.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Cheery Dog lives dangerously, knowing the fight would soon end one way or the other.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #605 (isolation #192) » Wed Sep 28, 2016 10:28 am

Post by mastin2 »

And, of course,
Felissan
encounters a typical parry, which prevents damage to either party.

Meanwhile,
Cheery Dog
deals the finishing blow, finding his first kill.

Cheery Dog's quest would continue some more. He takes a leisurely stroll to cool off and recover, but he still progresses forward, finding himself fully rested after a while. And soon after, a foe appears, once again impeding his path.
Ready your die!
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Post Post #609 (isolation #193) » Wed Sep 28, 2016 10:33 am

Post by mastin2 »

Cheery Dog seems to not enjoy the fight, only weakly putting forward some halfhearted strike.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Ircher, for the first time in his battle, fumbles, leaving an opening.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #611 (isolation #194) » Wed Sep 28, 2016 10:34 am

Post by mastin2 »

Against the hesitant
Cheery Dog
, his opponent has no qualms clobbering the young adventurer.
Cheery Dog's HP:
9.
Opponent:
6.

Sadly for
Ircher
, his chances at a perfect fight end, as his opponent does take advantage of the situation.
Ircher's HP:
9.
Opponent:
2.
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Post Post #614 (isolation #195) » Wed Sep 28, 2016 10:36 am

Post by mastin2 »

Felissan, a little disappointed in his lack of instant success, is unsure of himself as he moves forward.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Ircher continues, dumbfounded, to do nothing, shocked at the reversal at hand.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #615 (isolation #196) » Wed Sep 28, 2016 10:38 am

Post by mastin2 »

This ends up hurting
Felissan
, as his opponent lands the first strike in the fight, drawing blood.
Felissan's HP:
9.
Opponent:
6.

Similarly,
Ircher
suffers the misfortune of having his opponent suddenly have a strong drive, pushing him back further.
Ircher's HP:
8.
Opponent:
2.
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Post Post #617 (isolation #197) » Wed Sep 28, 2016 10:45 am

Post by mastin2 »

Cheery Dog gains a sense of purpose, and instinctively lashes out with great force.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #618 (isolation #198) » Wed Sep 28, 2016 10:45 am

Post by mastin2 »

This allows for
Cheery Dog
to connect, his first blood of the new fight.
Cheery Dog's HP:
9.
Opponent:
5.
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Post Post #626 (isolation #199) » Wed Sep 28, 2016 7:51 pm

Post by mastin2 »

Ircher will have none of that survival crap, pushing forward once more.
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Felissan, undeterred, continues with a normal strike.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Cheery Dog tests the waters of another blow.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1

Killthestory taunts his opponent for the audacity of surviving.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

swyellowtail, pissed, lashes out with a mighty blow.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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