Let’s do all this.
But if things start to turn south, we prob need to do a tactical retreat. I hate saying it, but we have too many players at level 4 to risk losing them.
Am I on CD? If not I’ll brutalize dear old Szyme.
Posted: Sun Jul 28, 2019 4:33 pm
by Ircher
Yes you are.
Posted: Sun Jul 28, 2019 8:53 pm
by inspiratieloos
Keep in mind that the first speed slash gets countered, so if Formerfish is going to use it other people should as well.
Posted: Sun Jul 28, 2019 8:56 pm
by Formerfish
Heard, like I said, I will do whatever, Ill be around between now and deadline.
Just let me know.
Posted: Mon Jul 29, 2019 2:45 pm
by Formerfish
In post 1215, Ircher wrote:(expired on 2019-07-30 18:39:13) until the round ends. (So far, I have seen zero actions.)
You can also CTRL-F your name in this post to check if you are on cooldown as well.
If you are, you'll see something like "{Name} | {Level} | {XP} | {Rounds Left on Cooldown} CD" (with things in curly braces replaced as appropriate.)
Posted: Mon Jul 29, 2019 4:56 pm
by Jackal711
Double Slash Alpha
Original Roll String: 2d4
2 4-Sided Dice: (4, 2) = 6
Original Roll String: 2d4-2
2 4-Sided Dice: (1, 4)-2 = 3
(Activity note: Payday was today so I have working internet at home again. Still without a phone, so I will be out of contact from Thursday to next Monday while I'm out of town)
Posted: Mon Jul 29, 2019 5:03 pm
by Formerfish
I appear to be on cooldown for 2 more turns. I dont know if at lvl 3 i can hurt anyone too badly.
If I cant speed slash is there a point to attack?
Posted: Tue Jul 30, 2019 7:50 am
by inspiratieloos
Eh, it's not that much worse than the higher levels. 1d8 averages to 4.5, 2d4 averages to 5.
Posted: Tue Jul 30, 2019 7:59 am
by Formerfish
I was more worried about the defensive roll, but if you think me attacking would be alright, just let me know who to target and ill roll.
In absence of upper echelons of command you would be in charge.
Posted: Tue Jul 30, 2019 8:43 am
by Gamma Emerald
Attacking Alpha
Original Roll String: 2d4-1
2 4-Sided Dice: (4, 3)-1 = 6
Let's just stack damage on alpha probably
Posted: Tue Jul 30, 2019 9:00 am
by Formerfish
Attack Alpha
Original Roll String: 1d8
1 8-Sided Dice: (4) = 4
Posted: Tue Jul 30, 2019 9:01 am
by Ircher
one npc action left
Posted: Tue Jul 30, 2019 9:07 am
by Formerfish
Dave could do double shot?
Posted: Tue Jul 30, 2019 9:28 am
by James Brafin
Sounds good to me.
Dave Doubleshoots Szyme
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Original Roll String: 1d6-2
1 6-Sided Dice: (6)-2 = 4
Posted: Tue Jul 30, 2019 9:40 am
by Ircher
the worst begins moving his hands in intricate ways and shouting words from an ancient language. Blue and white wisps form around his hands. He points towards the Alpha Slime and the Beta Slime, and the wisps combine into two swirling tornadoes of death. **The Alpha Slime has
28/43
HP left.** (2 so far on the Beta Slime.) **the worst has
2/5
MP left.**
(Alpha Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
(Beta Slime's defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
(Beta Slime's stun resistance:)
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Jackal711 jumps in and slashes twice at the Alpha Slime. His first slash hacks off a significant part of the slime, but his second slash cuts a bit to the side. (4 + 1 = 5 so far on the Alpha Slime.) Gamma Emerald follows up with a powerful diagonal slash and cuts off a gigantic chunk of the slime. (5 + 8 = 13 so far on the Alpha Slime.) Formerfish jumps in last and slashes a small piece of the slime away. His effectiveness is decreased due to interference from the other attackers. (13 + 3 - 1 = 15 so far on the Alpha Slime.) **The Alpha Slime has
13/43
HP left.**
David withdraws two arrows from his quiver, loads his bow, and fires at Cultist Szyme. He then fires again at the cultist. The first arrow flys straight, but his second arrow veers off to the left. (6 + 0 = 6 so far on Cultist Szyme.) Cultist Szyme attempts to defend himself.
(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
---
Not Known 15 is no longer scared. (Technically at the end of this round after the monsters attack.)
Posted: Tue Jul 30, 2019 9:48 am
by Ircher
Sadly, neither the Beta Slime nor the Alpha Slime are able to defend themselves from the stunning effects of the wisp tornadoes.
The Alpha Slime and the Beta Slime are stunned for one round.
**The Beta Slime has
30/47
HP left.**
Cultist Szyme moves too slow to attempt to dodge the incoming arrows. The first arrow embeds itself in his forehead. Cultist Szyme pulls out the arrow and a lot of blood begins to pour out from his head. Sadly, enemies in this world can survive even extreme cases of bleeding. I may add a bleeding DoT similar to poison/acid in the future, but this is just flavor. **Cultist Szyme has
28/45
HP left.**
---
Cultist Szyme begins reciting a really long ancient prayer at a rapid speed while moving his hands in complex ways. Cultist Szyme's hands are soon surrounded by a multitude of white and green wisps. He points towards the Alpha Slime, and the slime regrows to its original size. **The Alpha Slime has 43/43 HP left.**
Despite casting such an exhausting spell, Cultist Szyme is still able to load his bow and fire an arrow at Formerfish.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
Posted: Tue Jul 30, 2019 9:49 am
by Ircher
Cultist Szyme's arrow hits Formerfish with pinpoint accuracy, and blood gushes out of the wound as Formerfish removes the arrow. **Formerfish has
Active Battle Effect #1: Players require and use one less mana to cast spells.
Posted: Tue Jul 30, 2019 10:35 am
by Gamma Emerald
Well FF needs healing, like, yesterday
I'm glad we managed to get Szyme to use the full heal on Alpha rather than rezzing Delta
Also if we have bleed added as a status I'm 100% doing whatever I can to get abilities that inflict it, bleed is badass
Posted: Tue Jul 30, 2019 10:41 am
by Jackal711
(Acting on the plan discussed a few minutes ago in discord)
*makes the appropriate gestures* I call upon the power of the winds! TORNADO!
Alpha:
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
Beta:
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
Posted: Tue Jul 30, 2019 10:45 am
by Jackal711
FF's at a checkpoint level so him dying isn't terrible, but we'd like to avoid it if possible.
Posted: Tue Jul 30, 2019 10:53 am
by Cerberus v666
He only dies if he gets attacked twice this round; generally speaking, healing should be reserved for when someone is at 1 hp, unless they have a DoT on them.
Silence Alpha
James, TW, if you'd like to coordinate how we should work to maximize damage; Not sure if Silencing Alpha is the best move, but it works to keep him limited in his utility until we can either the other slime or the cultist out of the way, and it means we can be confident he will not do anything more than a 1d6 attack next round even if he succeeds on his roll to avoid being stunned.