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Posted: Fri Oct 23, 2020 4:34 am
by Nancy Drew 39
Mod told me I was supposed to get dice at the end of the last round but so far I haven’t got any and if I need dice to move, I don’t know what I’m supposed to do?

Posted: Fri Oct 23, 2020 8:06 am
by Ircher
Gamma Emerald rams Alpha with his blade forcing the cultist baskwards. Alpha collapses to the ground from the impact, but with great effort, he manages to stand back up. **Alpha has
1/17
HP left.**
---
Current Monster Statuses
(Threshold 3)
(8) Alpha : Cultist Acolyte : HP =
1/17
| MP =
6/12
| Morale = 15/15 | Attack = 1d8 | Defense = 1d3 | Silenced (1 Rounds)

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


Active Battle Effect #2: Unable to determine information.

Counter: 6/7 (Updates at the end of every round.)

Posted: Fri Oct 23, 2020 8:36 am
by Gamma Emerald
In post 2775, Nancy Drew 39 wrote:Mod told me I was supposed to get dice at the end of the last round but so far I haven’t got any and if I need dice to move, I don’t know what I’m supposed to do?
every time you see that last post with "current monster statuses" is when you get a new action

Posted: Fri Oct 23, 2020 11:02 am
by dsjstr
In post 1, Ircher wrote:
Nancy Drew 39Level 4 | XP = 14
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Number of Deaths = 0
Spoiler: Causes of Death
If you want to roll a standard attack you would normally roll 1d6 and a 1d2

DO NOT attack this time because we want to keep the monster at 1 hp

You have 1 stat point to allocate which would give you 3 hp OR 1 mana

Posted: Sat Oct 24, 2020 7:30 am
by inspiratieloos
Skip turn

Posted: Sat Oct 24, 2020 10:08 am
by dsjstr
Skip Turn

Posted: Sun Oct 25, 2020 6:59 am
by Nancy Drew 39
In post 2778, dsjstr wrote:
In post 1, Ircher wrote:
Nancy Drew 39Level 4 | XP = 14
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP Unallocated.
Number of Deaths = 0
Spoiler: Causes of Death
If you want to roll a standard attack you would normally roll 1d6 and a 1d2

DO NOT attack this time because we want to keep the monster at 1 hp

You have 1 stat point to allocate which would give you 3 hp OR 1 mana
So, I should do this then?

allocate 1 stat point

Posted: Sun Oct 25, 2020 7:31 am
by Ircher
You have to specify whether you want HP or MP.

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

Posted: Sun Oct 25, 2020 9:50 am
by Gamma Emerald
Use Curse on Alpha

Posted: Sun Oct 25, 2020 11:34 am
by Nancy Drew 39
In post 2782, Ircher wrote:You have to specify whether you want HP or MP.

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

Btw, I am V/LA until Friday.

Posted: Sun Oct 25, 2020 12:17 pm
by Ircher
In post 2784, Nancy Drew 39 wrote:
In post 2782, Ircher wrote:You have to specify whether you want HP or MP.

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

Btw, I am V/LA until Friday.
HP stands for Hitpoints. As you take damage from the monsters' attacks, you lose HP. If you reach 0 HP or less, you die. MP, which stands for Mana Points, is used to cast magic spells.
---
Gamma Emerald begins making complex motions and reciting words from an ancient language. Soon, black wisps form around him. He points at the cultist Alpha, and a black light descends upon the cultist.
Alpha is cursed (-2) for three rounds.
**Gamma Emerald has
2/7
MP left.**
---
Alpha attempts to stab Gamma Emerald.
Original Roll String: 1d8-2
1 8-Sided Dice: (6)-2 = 4

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

Posted: Sun Oct 25, 2020 12:52 pm
by Ircher
Gamma Emerald tries his best to sidestep out of the way, but Alpha is amazingly fast and stabs Gamma Emerald before he has a chance to move. **Gamma Emerald has
23/25
HP left.**
---
"Enough! You have no hopes of winning for I am invulnerable," shouts the cultist as he begins making complicated motions with his hands. Seeing as the cultist is invulnerable as long as he has that amulet, you watch hopelessly as tens and hundreds of wisps begin to appear and revolve around the cultists hands. After what feels like an eternity, a blinding light appears. You close your eyes in reaction to the intense light. As you open them, you are surprised by what you see.

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

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

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

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


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

Counter: 7/7
---
One other note: I am changing the damage per arrow for level 1 Magic Arrows from 1d8 to 2d4 because 1d8 seems a bit low when you factor in defense.

Posted: Sun Oct 25, 2020 1:40 pm
by Not Known 15
Provoke

Posted: Sun Oct 25, 2020 1:41 pm
by Not Known 15
(someone please cast redirection shield on me)

Posted: Sun Oct 25, 2020 1:43 pm
by Not Known 15
(the other two please use focus for casting Magic Arrows next time)

Posted: Sun Oct 25, 2020 3:02 pm
by Nancy Drew 39
In post 2785, Ircher wrote:
In post 2784, Nancy Drew 39 wrote:
In post 2782, Ircher wrote:You have to specify whether you want HP or MP.

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

Btw, I am V/LA until Friday.
HP stands for Hitpoints. As you take damage from the monsters' attacks, you lose HP. If you reach 0 HP or less, you die. MP, which stands for Mana Points, is used to cast magic spells.
---
Gamma Emerald begins making complex motions and reciting words from an ancient language. Soon, black wisps form around him. He points at the cultist Alpha, and a black light descends upon the cultist.
Alpha is cursed (-2) for three rounds.
**Gamma Emerald has
2/7
MP left.**
---
Alpha attempts to stab Gamma Emerald.
Original Roll String: 1d8-2 (STATIC)
1 8-Sided Dice: (8)-2 = 6

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

Posted: Sun Oct 25, 2020 4:17 pm
by dsjstr
Magic Arrows is a level 7 spell so some people can't use that.

Posted: Sun Oct 25, 2020 7:18 pm
by inspiratieloos
What happens if multiple people use redirection shield on the same target?

Posted: Mon Oct 26, 2020 1:58 am
by Not Known 15
Does Magic Arrows use a dice for each target or one dice roll for all targets?

Posted: Mon Oct 26, 2020 2:29 am
by inspiratieloos
I wouldn't use magic arrow, they still all get a 1d3 defence roll on each shot, so even two magic arrows on the same target isn't that likely to kill. Provoke+redirection shield seems like a better tactic.

Posted: Mon Oct 26, 2020 2:33 am
by Gamma Emerald
No, I think Magic Arrows’ multiple dice work like a standard attack’s dice, where 1 defense roll is done against the scum of the attack roll
Otherwise the change would have made things worse

Posted: Mon Oct 26, 2020 10:12 am
by Ircher
In post 2793, Not Known 15 wrote:Does Magic Arrows use a dice for each target or one dice roll for all targets?
Roll separately for each.
In post 2792, inspiratieloos wrote:What happens if multiple people use redirection shield on the same target?
Good question. I will edit this later as I haven't thought about that interaction yet.


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

Posted: Tue Oct 27, 2020 10:25 am
by Ircher
(expired on 2020-10-29 19:00:00) left in the round. Y'all have 2 normal actions and an NPC action left.

Posted: Tue Oct 27, 2020 11:37 am
by inspiratieloos
Cast Redirection Shield on NK15

Posted: Tue Oct 27, 2020 8:38 pm
by dsjstr
^