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Posted: Fri Aug 10, 2018 7:13 am
by Ircher
No.

Posted: Fri Aug 10, 2018 7:13 am
by Ircher
In post 821, Charles510 wrote:Attack!

Original Roll String: 1d8 (STATIC)
1 8-Sided Dice: (4) = 4

Posted: Fri Aug 10, 2018 7:16 am
by Inferno390
If I land a berserker lunge, will it be extended?

Posted: Fri Aug 10, 2018 7:21 am
by Ircher
Yes, it would, but debuffs clear if “Second Chance” activates.

Edit: Also:
I have decided to add a twist to this battle sooner or later to make it more interesting. *You have been warned!*

Posted: Fri Aug 10, 2018 8:52 am
by Cerberus v666
6 health, and a max of 7 he can roll on defense. Attack then double slash if the attack did enough damage that your first double slash hit will trigger the grace, so the second just kills him? I think that's optimal.

Posted: Fri Aug 10, 2018 9:57 am
by Inferno390
Kk
I ATTACK
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

Posted: Fri Aug 10, 2018 9:57 am
by Inferno390
Yas
That’s at least 3 confirmed damage.

Posted: Fri Aug 10, 2018 10:00 am
by Cerberus v666
I think double slash is worth it here now? just need 2 damage to drop him to 1 hp, so teh second hit would kill. So yeah. Gamma, double slash and he's dead for the first time. Then all his debuffs will wear off(which they were going to do anyways), and he'll have a round of actions.

Posted: Sat Aug 11, 2018 4:23 am
by Gamma Emerald
alright, double slash
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

Original Roll String: 1d8-2
1 8-Sided Dice: (8)-2 = 6

Posted: Sat Aug 11, 2018 4:23 am
by Gamma Emerald
WOW THAT SUCKED

Posted: Sat Aug 11, 2018 4:32 am
by James Brafin
Good job man
*Slow claps*

Posted: Sat Aug 11, 2018 4:57 am
by Gamma Emerald
I know.

Posted: Sat Aug 11, 2018 7:43 am
by Cerberus v666
Lol, well, we can get lucky on his defense roll and then your first hit will be the lethal one! :P

Posted: Sat Aug 11, 2018 9:06 am
by Ircher
Defense:
Original Roll String: 1d8
1 8-Sided Dice: (1) = 1

Posted: Sat Aug 11, 2018 9:12 am
by Ircher
Charles510, Gamma Emerald, and Inferno390 all valiantly decide to replace the three challengers. First to attack is Charles510 who goes to stab Q from the front.

Next comes Inferno390 who stabs from behind. (5 damage so far; Healing Grace activates)

Gamma Emerald tries to join in with a powerful double slash but absolutely fumbles in executing the attack dealing only 1 damage on the first strike... Which is enough to activate "Second Chance"!

Posted: Sat Aug 11, 2018 9:23 am
by Ircher
The Cultist Leader falls to the ground, heavily wounded by Gamma Emerald's strike. "This is not the end!" shouts the Cultist Leader as the necklace he is wearing begins to glow, rejuvenating him. "Aha! Yes, let the dark magic revive me!" The necklace stops glowing as Cultist Qwzyrkjyv rises back up from the ground, reinvigorated.

Meanwhile, the cultists who have been formerly simply spectators begin to murmer among themselves.... And then it happens... The remaining cultists and segment the group of adventurers, dividing them into three groups:

Group A:

1. the worst
2. James Brafin
3. Skygazer
4. Gamma Emerald
5. Inferno390
6. Charles510

Group B:

1. Cerberus v666
2. McMenno
3. Errantparabola
4. TehBrawlGuy
5. 2 718281828459

Group C:

1. Irrelephant11
2. Felissan
3. Draynth
4. Invisibility
5. Agent Sparkles

Cultist Qwzyrkjyv tries to tell them to stop, but to no avail. "Long live Cultist Qwzyrkjyv!" they shout as they raise their swords and attack.

The Cultist Leader:
(Group A)
1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 16 | Morale = 25 | Attack = 2d6 | Defense = 1d8

Group B:

1. (6) Alpha : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
2. (6) Beta : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
3. (6) Charlie : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 7 | Attack = 1d4 | Defense = 1d3

Group C:

1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (7) Foxtrot : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 8 | Attack = 1d4 | Defense = 1d3

Note: You may only attack enemies that correspond to your group. The Cultist Leader is still using the three players thingy, and monsters will only attack enemies in their own group. You can still heal and cure across groups.


Edit: Also, attacking only begins a round for a group that you are in; it does not affect other groups.

Posted: Sat Aug 11, 2018 9:34 am
by Invisibility
oh

Posted: Sat Aug 11, 2018 9:35 am
by Invisibility
OH

Posted: Sat Aug 11, 2018 9:35 am
by Invisibility
cerberus is at 8 hp lol

Posted: Sat Aug 11, 2018 9:58 am
by Skygazer
Oooh this looks fun

Posted: Sat Aug 11, 2018 10:51 am
by Inferno390
I say fudge it. All six of us tag team Bob.

Posted: Sat Aug 11, 2018 10:58 am
by Invisibility
btw we better full scry

Posted: Sat Aug 11, 2018 11:22 am
by Ircher
In post 845, Inferno390 wrote:I say fudge it. All six of us tag team Bob.
You can only swap within Group A, but the regular mechanics of the boss still apply.

Posted: Sat Aug 11, 2018 12:40 pm
by Inferno390
Fudge

Posted: Sun Aug 12, 2018 7:08 am
by Gamma Emerald
Do we still have to last for 3 rounds?