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Posted: Mon Jul 15, 2019 3:29 am
by inspiratieloos
Okay, so defenitely leaving Szyme for last, his mana discount is the only thing that might allow us to win.

Posted: Mon Jul 15, 2019 3:40 am
by James Brafin
Agreed

Posted: Mon Jul 15, 2019 7:27 am
by Ircher
the worst begins moving his hands in complex ways and chanting ancient words. Soon, blue and white wisps form around his hands. He points towards Cultist Szyme and Alpha, and the wisps follow his lead. Cultist Szyme prepares to defend himself while the Alpha Slime is blown away by the tornado of wisps. **The Alpha Slime has
31/43
HP left.** **the worst has
4/5
MP left.**
(Defense for Cultist Szyme:)
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

(Stun resistance roll for the Alpha Slime:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6


David begins carefully watching the Beta Slime's movements. He learns the following information:
Spoiler: Beta Slime's Scrying Info
(6) Beta Slime : Green Slime : Level = 6 | HP = 47 | Morale = 75 | Attack = 1d4 + 1d3 | Defense = 1d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 6 is rolled, this creature will avoid being stunned.
- Passive Skill "Poisonous Touch": Enemies that take damage from this creature are covered in poison for one round and take 1d3 damage (after defenses) at the end of every round.
- Passive Skill "Critical Hit": If this creature makes a perfect attack roll, this creature's target is stunned for two rounds.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Active Skill "Spit Poison" (2 CD): Coats a target in poison for three rounds causing them to lose 1d3 health at the end of every round.
- Special Ability "Field Cleanser" (Unlimited use; lose turn): Decreases everyone's cooldowns (both friendly and hostile, including this creature) by two rounds.


Inferno390's action in is unfortunately invalid because of static.

Formerfish rushes forward and slashes downward at the Alpha Slime. Formerfish trips along the way upsetting his stance. (1 so far on Alpha Slime.) **The Alpha Slime has
30/43
HP left.**

Not Known 15 chants an ancient curse and moves his hands around. Soon, his hands glow a sinister black. He points at Cultist Szyme and black wisps fly towards the cultist.
Cultist Szyme has been cursed (-1) for three rounds!
**Not Known 15 has
3/4
MP left.**

inspiratieloos begins perform an ancient spell rituals. Soon, blue and white wisps form around him. He points at the Beta Slime and the Delta Slime, and wisp tornadoes are sent flying in those directions. (3 so far on the Beta Slime.) (5 so far on the Delta Slime.) The slimes prepare to defend themselves. **inspiratieloos has
4/5
MP left.**
(Beta Slime defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

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

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


And that makes 4/1 actions. Any subsequent actions are void. Also, I should take this opportunity to note that silencing counts as a crowd control status affliction. To be specific, as of right now, Silenced, Stunned, and Bound count as crowd control afflictions. Scared notably counts as a mental status affliction rather than crowd control.

Posted: Mon Jul 15, 2019 7:41 am
by Ircher
(It was 5 on Szyme from the Tornado.)
Cultist Szyme manages to partially defend against the incoming tornado, but he still takes notable damage. **Cultist Szyme has
39/45
HP left.** The Alpha Slime is able to naturally resist the normal stun effect of the tornado.

The Beta Slime does not see the incoming wisp tornado and is stunned by it while taking moderate damage.
The Beta Slime is stunned for one round.
**The Beta Slime has
44/47
HP left.** The Delta Slime attempts to move out of the way, but it still manages to be hit.
The Delta Slime is stunned for one round.
**The Delta Slime has
29/31
HP left.**

Cultist Szyme loads an arrow into his bow and fires it at inspiratieloos.
Original Roll String: 1d6-1
1 6-Sided Dice: (3)-1 = 2

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


Cultist Szyme begins conducting a spell ritual. Soon, his hands glow white. He points at the Alpha Slime, and a white light engulfs the Alpha Slime, healing it.
Original Roll String: 1d4-1
1 4-Sided Dice: (1)-1 = 0


The Alpha Slime begins moving its body in weird ways and letting out high-pitched sounds. Many red wisps begin encircling its body. It proceeds to make gestures towards inspiratieloos, the worst, Not Known 15, Formerfish, and David. Red lights engulf each of them. (All rolls ignore defenses.)
(inspiratieloos:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

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

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

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

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

Posted: Mon Jul 15, 2019 7:47 am
by Ircher
Though inspiratieloos sees the arrow in advanced, he is unable to leap out of the way in time and suffers minor damage. **inspiratieloos has
16/20
HP left.**

Cultist Szyme's healing magic begins working, and the Alpha Slime grows in size by a notable amount. **The Alpha Slime has
33/43
HP left.**

inspiratieloos takes two damage from a fiery arrow. **inspiratieloos has
14/20
HP left.**

the worst takes one damage from a fiery arrow. **the worst has
17/20
HP left.**

Not Known 15 takes two damage from a fiery arrow. **Not Known 15 has
21/23
HP left.**

Formerfish takes three damage from a fiery arrow. **Formerfish has
8/15
HP left.**

David takes two damage from a fiery arrow. **David has
12/14
HP left.**
---
Current Monster Statuses
(Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP =
39/45
| MP = 15/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | 1 CD | Cursed (-1) (2 Rounds)
(6) Alpha Slime : White Slime : Level = 6 | HP =
33/43
| MP =
24/28
| Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP =
44/47
| Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP =
29/31
| MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.

Posted: Mon Jul 15, 2019 7:57 am
by inspiratieloos
Tornado Alpha and Delta

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

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

David Double shots Delta
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
Original Roll String: 1d6-2
1 6-Sided Dice: (5)-2 = 3

Posted: Mon Jul 15, 2019 7:58 am
by inspiratieloos
Forgot to edit the shot, first one is supposed to be alpha.

Posted: Mon Jul 15, 2019 7:59 am
by inspiratieloos
We'll probably want another Tornado on Delta, probably Beta+Delta?

Posted: Mon Jul 15, 2019 1:06 pm
by Formerfish
Attack alpha

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

Posted: Mon Jul 15, 2019 1:06 pm
by Formerfish
Booyakasha

Posted: Mon Jul 15, 2019 1:55 pm
by Jackal711
In post 1082, inspiratieloos wrote:We'll probably want another Tornado on Delta, probably Beta+Delta?
I got this!
TORNADO!


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


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

Posted: Mon Jul 15, 2019 4:04 pm
by the worst
What do you guys want me to do?

Posted: Mon Jul 15, 2019 6:11 pm
by James Brafin
Attack Symze and start to whittle him down

Posted: Mon Jul 15, 2019 7:57 pm
by the worst
Attack Szyme.
Original Roll String: 2d4
2 4-Sided Dice: (1, 1) = 2

Posted: Mon Jul 15, 2019 8:24 pm
by inspiratieloos
Didn't we just agree that we should
not
attack Szyme, since he's the one that's giving us a mana discount.

Posted: Mon Jul 15, 2019 8:46 pm
by the worst
sry unsure, reacting to updates in egopost. busy day.

Posted: Mon Jul 15, 2019 9:15 pm
by Not Known 15
Tornado Alpha and Beta

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

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



David: Double shot on Alpha

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

Original Roll String: 1d6-2
1 6-Sided Dice: (4)-2 = 2

Posted: Mon Jul 15, 2019 9:18 pm
by Not Known 15
In post 1091, Not Known 15 wrote:
Tornado Alpha and Beta

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

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



David: Double shot on Alpha

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

Original Roll String: 1d6-2 (STATIC)
1 6-Sided Dice: (4)-2 = 2
NVM. The double shot is invalid.

Posted: Tue Jul 16, 2019 6:42 am
by Ircher
inspiratieloos begins moving his hands in intricate ways and chanting ancient words. Soon, blue and white wisps form around his hands. He points towards Alpha and Delta, and the wisps are sent flying in those directions. (2 on the Alpha Slime.) (2 on the Delta Slime.) **inspiratieloos has
3/5
MP left.** **The Alpha Slime has
31/43
HP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(Delta Slime's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


David takes out two arrows, loads his bow, and fires them one after another at Delta. He misses Delta completely with his second shot. (4 so far on Delta Slime.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Formerfish leaps into the air and slashes downward at Alpha. He hacks off a large chunk of the slime. (7 so far on Alpha.) **The Alpha Slime has
24/43
HP left.**

Jackal711 starts making the motions and chants for a spell. His hands begin to glow a bright blue color. He points towards Beta and Delta, and wisp tornadoes are sent flying in those directions. (5 on the Beta Slime.) (3 on the Delta Slime.) **Jackal711 has
3/5
MP left.**
(Beta Slime's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

(Delta Slime's defense:)
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3


the worst goes and slashes at Cultist Szyme. Cultist Szyme attempts to defend himself. (6 so far on Cultist Szyme.)
(Defense:)
Original Roll String: 1d4-1
1 4-Sided Dice: (4)-1 = 3


That makes 4/1 actions. Not Known 15's actions do not count.

Posted: Tue Jul 16, 2019 6:51 am
by Ircher
The Alpha Slime is stunned for one round.
The Delta Slime manages to withstand the effects of the first tornado sent flying its way.

David's first arrow his the Delta Slime and deals minor damage. **The Delta Slime has
27/31
HP left.**

The Beta Slime and the Delta Slime are stunned for one round.
Jackal711's spell is much more effective against the slimes, and both slimes' defenses fail them. **The Beta Slime has
40/47
HP left.** **The Delta Slime has
25/31
HP left.**

Cultist Szyme's attention is diverted elsewhere, and the worst manages to land a brutal wound. **Cultist Szyme has
33/45
HP left.**
---
Cultist Szyme removes a vial filled with a red substance from his backpack. He pours it on the Alpha Slime, and the slime noticeably grows in size.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Cultist Szyme loads an arrow with a grayish tip into his bow and fires it at inspiratieloos.
Original Roll String: 1d6-1
1 6-Sided Dice: (4)-1 = 3

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


Cultist Szyme removes another vial from his backpack. This one has a greenish color. He pours the vial's contents onto the next arrow he loads into his bow. He then fires the arrow at Jackal711.
Original Roll String: 1d6-1
1 6-Sided Dice: (4)-1 = 3

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

Posted: Tue Jul 16, 2019 6:53 am
by Ircher
Though the Alpha Slime definitely grew in size, the amount it grew by was rather low. **The Alpha Slime has
26/43
HP left.**

inspiratieloos leaps out of the way of Cultist Szyme's first arrow. Jackal711 is fortunate as Cultist Szyme manages to miss him.
---
Current Monster Statuses
(Threshold 4)
(I)(H) (6) Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP =
33/45
| MP = 15/15 | Morale = 75/75 | Attack = 1d6 | Defense = 1d4 | Cursed (-1) (1 Rounds)
(6) Alpha Slime : White Slime : Level = 6 | HP =
26/43
| MP =
24/28
| Morale = 75/75 | Attack = 1d6 | Defense = 0d2
(6) Beta Slime : Green Slime : Level = 6 | HP =
40/47
| Morale = 75/75 | Attack = 1d4 + 1d3 | Defense = 1d2
(6) Delta Slime : Purple Slime : Level = 6 | HP =
25/31
| MP = 12/12 | Morale = 75/75 | Attack = 2d2 | Defense = 1d3

Active Battle Effect #1: Players require and use one less mana to cast spells.

Posted: Tue Jul 16, 2019 6:59 am
by inspiratieloos
One more damage on delta slime I think? I already took off it's magic defence before Jackal's Tornado.

Tornado on Alpha and Delta, David attacks Delta
Alpha
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

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

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

Posted: Tue Jul 16, 2019 7:00 am
by inspiratieloos
Consistency!

Posted: Tue Jul 16, 2019 7:00 am
by Ircher
All spells require a separate defense roll. So tornadoing them twice means there are two defense rolls.

Posted: Tue Jul 16, 2019 7:00 am
by Ircher
(And then attacking them causes a third defense roll.)