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Posted: Sat Jun 29, 2019 2:23 pm
by Ircher
pagetop. 2 actions left and the slime is at 1 HP.

Posted: Sat Jun 29, 2019 2:42 pm
by Gamma Emerald
Attack Gamma
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

Posted: Sat Jun 29, 2019 3:51 pm
by Cerberus v666
And another attack

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


Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

Posted: Sat Jun 29, 2019 3:55 pm
by Ircher
So it's like 11 PM my time, so I'll be resolving this tomorrow afternoon.

Posted: Sun Jun 30, 2019 9:12 am
by Ircher
Inferno390 attacks the large Gamma Slime, but he slashes a little too far to the right and only hacks off a small piece of the slime. (3 so far on the Gamma Slime.) Not Known 15 joins him and powerfully cuts right through the middle of the slime. The big slime screetches in pain. (9 so far on the Gamma Slime.) Just as the battle is about finished, yet another adventurer comes trampling into the entrance of the cave of slimes. He walks up to the slime and swings his sword at it, stealing the killing blow. "Well that was easy," he said, not knowing the blood, sweat, and tears that it took to dispatch the entrance slimes. **The Gamma Slime is
dead
.**

Cerberus v666, oblivious to the fact that the slime is dead, slices his sword wildly about in thin air.

Posted: Sun Jun 30, 2019 9:47 am
by Ircher
Party Experience:

Base XP = 8 + (2 + 2) + (2 + 2) + (3) + (2) + (2 + 2) + (3) + (3 + 3) + (2 + 2) = 38 XP
XP Adjustment = 13 XP
Average Enemy Level = (5 + 4 * 13) / (1 + 13) ~4.1
Number of Participants = 10
XP Awarded Per Participant = 5.1 XP at Level 4.1.

(3) James Brafin gains 6 XP.
James Brafin levels up from level 3 to level 4!
(You may reallocate your stat point if you like. For now, I'll assume you will keep it at HP.)
(4) the worst gains 5 XP.
the worst levels up from level 4 to level 5!
Please allocate your stat point at your earliest convenience. In addition, please choose a specialization path (see below).

(4) Cerberus v666 gains 5 XP.
Cerberus v666 levels up from level 4 to level 5!
Please choose a specialization path.
You may reallocate your stat point if you like.
(3) Inferno390 gains 6 XP.
Inferno390 levels up from level 3 to level 4!
Please allocate your stat point at your earliest convenience.
(3) inspiratieloos gains 6 XP.
inspiratieloos levels up from level 3 to level 4!
Please allocate your stat point at your earliest convenience.

(4) Chemist1422 gains 5 XP. Chemist1422 stays at level 4.
(1) Not Known 15 gains 8 XP.
Not Known 15 levels up from level 1 to level 3!

(1) Jackal711 gains 8 XP.
Jackal711 levels up from level 1 to level 3!

(4) Amzela gains 5 XP.
Amzela levels up from level 4 to level 5!

(1) Gamma Emerald gains 8 XP.
Gamma Emerald levels up from level 1 to level 3!


Level 5
(XP Needed: 17)
-
Hitpoints = 20
|
Attack = 2d4
| Defense = 1d3
- Mana Points = 4 | 1 Stat Point
- Gain active skill "Provoke" (3 CD): Increases the likelihood you are targeted for one round.
- Gain active skill "Focus" (3 CD): Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next action has a *2 modifier on its dice roll(s).
- Gain active skill "Gather Energy" (2 CD): Instead of attacking, you can gather energy. On the next two rounds, any spell you cast gains a +1 modifier on dice rolls.
- Gain magic spell "Minor Heal" (2 Mana): Heals an ally by 1d3 hitpoints.
- Gain magic spell "Cure" (1 Mana): Cures a target of a single negative status afflictions. You may choose which one to cure.
- Gain magic spell "Tornado" (2 Mana): Choose two targets. Each target takes 1d6 damage (roll separately for each), and if the target takes damage, the target is additionally stunned for one round.
- Upgrade passive skill "Luck Mitigation" to level 2: If you roll the minimum you can roll on an attack roll on three of your past four attack rolls, you may reroll the last roll up to two times. (You may only reroll a reroll if it is the minimum again.) After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
- Upgrade active skill "Defensive Slash" to level 2 (3 CD): Slashes at an enemy for {Attack Dice} - 4 damage. You will take half damage for two rounds.
- Upgrade magic spell "Redirection Shield" to level 2 (2 Mana): Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d3 damage (ignores defenses). This effect lasts for two rounds.
- Choose one path to take. Once you choose a path, you cannot change it unless you die and respawn at a level lower than level 5.

Level 5.A: Path of the Berserker

- Gain active skill "Fury Blade" (4 CD): Attacks an enemy for {Attack Dice} - 3 damage and grants a bonus action to the user. (A bonus action basically means you can act again. You will not be able to use active skills though because the cooldown from this skill immediately becomes effective.)

Level 5.B: Path of the Warrior

- Gain active skill "Cross Slash" (4 CD): Attacks two different enemies for {Attack Dice} - 2 damage. If an enemy takes damage from this attack, that enemy takes an additional one damage.

Level 5.C: Path of the Magician

- Gain magic spell "Silence" (2 Mana): Silences an enemy for two rounds, preventing the enemy from using spells.

Level 5.D: Path of the Acoylyte

- Gain magic spell "Minor Heal All" (4 Mana): Heals all allies by 1d2 hitpoints. (You should only roll once for this spell.)
----
The band of adventurers search the nearby crate from which the Gamma Slime withdrew the potions for any loot. Inside, they found another Lesser Healing Potion and junk items that are worth a total of four silver coins. **The party now possesses six silver coins.** Just as the group finishes grabbing the items, another band of slimes appear. Compared to the colorful rainbow of slimes the group had just fought, all of these slimes have a dull, silver color to them.

Battle #12
(Threshold
3
)
(5) Alpha : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Beta : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Charlie : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2
(5) Delta : Silver Slime : HP = 15/15 | Attack = 1d6 | Defense = 1d2

Posted: Sun Jun 30, 2019 10:02 am
by Not Known 15
/Scry Charlie

Posted: Sun Jun 30, 2019 10:03 am
by James Brafin
Path of the Bezerker is just an objectively worse double slash, unless I’m missing something.

Posted: Sun Jun 30, 2019 10:05 am
by Ircher
You could use fury blade then cast a healing spell or something like that. Basically, path of the berserker gives great utility, which admittedly is a bit strange.

Posted: Sun Jun 30, 2019 10:06 am
by James Brafin
Also, D-slash Alpha.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

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

Original Roll String: 1d2-2
1 2-Sided Dice: (1)-2 = -1

Posted: Sun Jun 30, 2019 10:10 am
by Gamma Emerald
Should I attack Charlie too?

Posted: Sun Jun 30, 2019 10:12 am
by Not Known 15
In post 535, Gamma Emerald wrote:Should I attack Charlie too?
No? Attack Alpha!

Posted: Sun Jun 30, 2019 10:13 am
by Ircher
Fury Blade is also likely to be really strong with adrenaline rush as you won't trigger Fury Blade's cooldown in that case. So you could do Fury Blade + Double Slash then or Fury Blade + Meditate then with 0 cooldown.

Posted: Sun Jun 30, 2019 10:21 am
by Gamma Emerald
Ok, Attack Alpha
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

Posted: Sun Jun 30, 2019 10:34 am
by Ircher
Not Known 15 stops for a moment and examines Charlie's movements. They learn the following information:
Spoiler: Charlie Scrying Info
**Silver Slime : HP = 15 | Attack = 1d6 | Defense = 1d2
- Active Skill "Spit Coin" (3 CD): Spits a silver coin at the player for {Attack Dice} + 1 damage. The coin then enters the party's inventory.


James Brafin slashes twice at Alpha. (5 + 4 = 9 so far on Alpha.) Gamma Emerald joins him to help out. (9 + 1 = 10.) The silver slime's skin begins to harden.
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

----
A silver cylindrical item escapes from Alpha. While it is translucent at first, it hardens and becomes more opaque as it flies through the air towards Not Known 15.
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6


A similar thing flies off of Beta towards Gamma Emerald.
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6


Charlie moves towards Cerberus v666.
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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


Delta attempts to give James Brafin a hug.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

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

Posted: Sun Jun 30, 2019 10:43 am
by Ircher
James Brafin and Gamma Emerald manage to slice off a large chunk of Alpha, but due to the thickness of the slime's skin, it was not as big as they'd hoped. **Alpha has
7/15
HP left.**

Not Known 15 is unable to move out of the way of the incoming object. It hits them directly on the forehead. Once they recovered from the impact, they notice that the object is made of solid silver and is shaped like a silver coin. He places the coin into his pocket. **Not Known 15 has
9/15
HP left.**

Gamma Emerald does not see the silver object coming and is hit in the nose by it. Like the object that Not Known 15 was hit by, this one too is shaped like a coin. Gamma Emerald pockets the object. **The party has gained two silver coins!** **Gamma Emerald has
9/15
HP left.**

Cerberus v666 sees Charlie from a mile away and quickly moves out of the way.

James Brafin runs as far away from Delta as he can, preventing the slime from reaching him.

Posted: Sun Jun 30, 2019 10:47 am
by inspiratieloos
So PSA, don't use scry if you're not lvl 4+, you're just wasting an action while a bunch of people who could do it for free are doing nothing.

Double Slash Alpha
Original Roll String: 2d6
2 6-Sided Dice: (5, 5) = 10

Original Roll String: 2d2-2
2 2-Sided Dice: (1, 2)-2 = 1

Posted: Sun Jun 30, 2019 10:52 am
by Gamma Emerald
Probably good to finish off alpha at this point I assume they all have the exact same abilities

Posted: Sun Jun 30, 2019 10:59 am
by inspiratieloos
My hit kills Alpha even if it rolls high on defence.

Posted: Sun Jun 30, 2019 11:00 am
by James Brafin
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1

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

I’ll attack Beta. Die, Beta!

Posted: Sun Jun 30, 2019 11:00 am
by James Brafin
Welp

Posted: Sun Jun 30, 2019 11:05 am
by Inferno390
Double slash Beta
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

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

Original Roll String: 1d2
1 2-Sided Dice: (2) = 2

Posted: Sun Jun 30, 2019 11:06 am
by Inferno390
Beta is now completely, totally, utterly, and most definitely dead.

Posted: Sun Jun 30, 2019 11:07 am
by Inferno390
Oh, and I’d like my point in HP plz.

Posted: Sun Jun 30, 2019 11:28 am
by Ircher
inspiratieloos charges in and slashes twice at Alpha. The slime is hacked to tiny bits and pieces, killing it. **Alpha is
dead
.**

James Brafin charges in and attacks Beta. But perhaps he was focusing too much on his battle cry as his axe barely slices through the slime. (3 so far on Beta.) Inferno390 leaps in and with two powerful slashes, he manages to shred Beta to tiny bits and pieces. **Beta is
dead
.**
----
Charlie spits a silver object towards James Brafin.
Original Roll String: 1d6+1
1 6-Sided Dice: (4)+1 = 5

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


A similar object is sent flying away from Delta and towards Inferno390.
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4

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