Page 31 of 141

Posted: Sun Jul 07, 2019 10:17 am
by Formerfish
Good luck gents! Lets get that lovely XP!

Posted: Sun Jul 07, 2019 1:15 pm
by Jackal711
. . . Fire!
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Posted: Sun Jul 07, 2019 2:48 pm
by Gamma Emerald
Fire at Charlie
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Also I'd say someone heal Fish but it seems if he doesn't act they won't attack him

Posted: Sun Jul 07, 2019 2:50 pm
by Formerfish
In post 752, Gamma Emerald wrote:Fire at Charlie
Original Roll String: 1d3 (STATIC)
1 3-Sided Dice: (3) = 3

Also I'd say someone heal Fish but it seems if he doesn't act they won't attack him
Let me take the hits anyways, if i die, i start out at the same lvl, and as long as I get a shot in i should share xp

Posted: Sun Jul 07, 2019 7:32 pm
by the worst
DIE
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Posted: Sun Jul 07, 2019 7:35 pm
by Formerfish
A rage unleashes deep from within the worst. The living embodiment of his name comes forth and does massive damage to that fucker Charlie!

Posted: Sun Jul 07, 2019 7:51 pm
by the worst
This duckie has met with death once and he is not in a hurry to go back

Posted: Sun Jul 07, 2019 7:54 pm
by Formerfish
Didnt you read, im cannon fodder in a loin cloth and booties.

Posted: Sun Jul 07, 2019 8:06 pm
by the worst
Hey slimes! Kill Formerfish! Leave me alone!

Posted: Sun Jul 07, 2019 8:46 pm
by Formerfish
I didnt say send them my way, just that I will stand with you guys.

Jeez, i see how the new guy gets treated.

Posted: Sun Jul 07, 2019 9:16 pm
by Jackal711
Well that's our 3 actions, considering the time I'd expect the round to be resolved tomorrow.

Also curious if anyone caught the reference I made with how I posted my action.

Posted: Sun Jul 07, 2019 9:17 pm
by Formerfish
In post 760, Jackal711 wrote:Also curious if anyone caught the reference I made with how I posted my action.
I assumed you were using the fire spell?

Posted: Mon Jul 08, 2019 4:46 am
by Ircher
Jackal711 begins moving his hands and shouting ancient chants. Soon, red wisps form around his hands. He points towards Charlie who is then engulfed by a faint red light. **Charlie has
10/15
HP left.**

Gamma Emerald makes several motions with his hands and chants ancient words. Red wisps begin encircling his hands. He points towards Charlie, and Charlie is bathed in an intense red light. **Charlie has
7/15
HP left.**

Last to attack is the worst. He performs the same motions and chants as Gamma Emerald while also shouting "DIE!", and his hands glow a bright red. He points towards Charlie, and an intense red light shines on Charlie, burning it. **Charlie has
4/15
HP left.**
---
Charlie ejects a silver object from its body. The silver object goes flying in the worst's direction.
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4

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

Posted: Mon Jul 08, 2019 4:48 am
by Ircher
the worst gets lucky as the object hits him center mass instead of the head, decreasing the damage he takes. Since the object looks like a silver coin, the worst picks it up and pockets it. **the worst has
2/20
HP left.**
---
Current Monster Statuses
(Threshold 3)
(5) Alpha : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(5) Beta : Orange Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2
(5) Charlie : Silver Slime : HP =
4/15
| Attack = 1d6 | Defense = 1d2 | 2 CD
(5) Delta : Slime : HP =
DEAD
| Attack = 1d6 | Defense = 0d2

Active Battle Effect #1: Players may not use normal attacks or skills.
Exception: If a new player joins, they may perform a normal attack that deals 1d2 damage.
Active Battle Effect #2: Players require and use one less mana to cast spells.

Posted: Mon Jul 08, 2019 5:06 am
by inspiratieloos
Fire Charlie
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

Posted: Mon Jul 08, 2019 5:06 am
by inspiratieloos
That's a kill even with 2 more 1s.

Posted: Mon Jul 08, 2019 5:34 am
by James Brafin
Defense, buddy

Posted: Mon Jul 08, 2019 5:35 am
by James Brafin
Speaking of, change Charlie’s name to Cinders
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Posted: Mon Jul 08, 2019 5:38 am
by Jackal711
In post 761, Formerfish wrote:
In post 760, Jackal711 wrote:Also curious if anyone caught the reference I made with how I posted my action.
I assumed you were using the fire spell?
Well, obviously. But the specific way I typed it is a direct quote from an old RPG.
Anyway...

FINISH HIM!
Original Roll String: 1d3
1 3-Sided Dice: (3) = 3

Posted: Mon Jul 08, 2019 6:08 am
by Ircher
inspiratieloos begins casting the "Fire" spell. His hands begin to show a reddish glow. He points at Charlie, and Charlie is seared by a red light. **Charlie has
2/15
HP left.**

James Brafin starts moving his hands in intricate ways and shouting loud chants in an ancient language. Soon, red wisps form around his hands. He points towards Charlie, and a bright red light engulfs it, burning the poor slime to mere cinders. **Charlie is
dead
.**

Jackal711, not noticing the slime is already dead, begins chanting the same spell as James Brafin. His hands glow a fiery red, and he points towards where Charlie was located at. Unable to find a valid target, the spell fails and puffs of smoke form around Jackal711's hands.
---
Party Experience:

Base XP = 2 + 2 + 3 + 1 = 8 XP
XP Adjustment = 5 XP
Average Enemy Level = (5 * 4) / 4 = 5.0
Number of Participants = 9
XP Awarded Per Participant = 1.4 XP at Level 5.0.

(4) James Brafin gains 2 XP.
James Brafin levels up from level 4 to 5! Please choose a specialization path at your earliest convenience.
You may also reallocate your stat point.
(5) the worst gains 1 XP. the worst stays at level 5.
(4) Not Known 15 gains 2 XP. Not Known 15 stays at level 4.
(5) inspiratieloos gains 1 XP. inspiratieloos stays at level 5.
(5) Cerberus v666 gains 1 XP. Cerberus v666 stays at level 5.
(1) Formerfish gains 4 XP.
Formerfish levels up from level 1 to level 2!

(4) Jackal711 gains 2 XP. Jackal711 stays at level 4.
(5) Inferno390 gains 1 XP. Inferno390 stays at level 5.
(4) Gamma Emerald gains 2 XP. Gamma Emerald stays at level 4.

Posted: Mon Jul 08, 2019 6:32 am
by Ircher
You again begin to search for your weapons, and once again, you are unable to find them. You do find a crate of weapons made out of wood, so you decide to take those for the time being. They are much weaker than your normal weapons, but they should help you out.

Suspecting that the owner of the maniacal laughter is the one who stole your weapons, you quickly rush deeper in the cave to find the person. At long last, you enter a brightly lit room deep within the cave. A masked man carrying a powerful shortbow is waiting for you. To your surprise, the room is devoid of slimes. Clearly, the man is not intent on ambushing you.

"Well, you sure took your time getting here. I bet you all are searching for your weapons, aren't you?" taunts the masked man. "The good news is that I do indeed possess them. You may wonder how I managed it. It twas a simple task: I simply extinguished the torches in that other room using darkness magic so that you wouldn't notice me teleporting your weapons away."

You gasp! There are very few people who possess this high-level magical ability. From of the looks of it, the masked man appears to be a high-ranking member of a clan known as the Occult Clan, a group of powerful cultists.

"Now, I suspect you want your weapons back. I will give them to you if and only if you defeat me in a duel! The terms of the duel are simple. You send your best two members to fight against me alone. If they can survive for two rounds, I'll consider letting you swap out members. The victor is whichever side decides to surrender first. If you win, you get your weapons back. If I win, I get to murder all of you. Mwahahahaha! Now, let me introduce myself: I am Cultist Szyme of the Occult Clan, and you adventurers will rue the day that you decided to interfere with the Occult Clan!"
---
Battle #15
(Threshold
2
)
(I)(H) (5) Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12/12 | Attack = 1d6 | Defense = 1d4

Active Battle Effect #1: All normal attacks and active skills receive a -2 penalty on rolls.

Active Battle Effect #2: Players require and use one less mana to cast spells.

Active Battle Effect #3: The same players must act for two rounds. After two rounds pass, you may choose to swap out players. Only players who are currently acting are valid targets for the enemy. (Note: Speed Slash and other initiative-granting actions may not be used. You can still use level 1 Scry Monster.)


Please select two challengers for the first two rounds.

Posted: Mon Jul 08, 2019 6:47 am
by James Brafin
I should probably take the first slot. I’ll be a barbarian for flavor.
Also, what if we cast Protective Shield is such a way to redirect the damage back to the enemy?

Posted: Mon Jul 08, 2019 6:50 am
by Ircher
Only allies are valid targets for redirection shield. Nice try though. (Plus it redirects damage back to the caster anyway.)

Posted: Mon Jul 08, 2019 7:17 am
by Inferno390
If there is only one target for Tornado, is there some sort of additional bonus to the attack? I’m not going to get greedy and say I want two targets, but I was wondering about that.
Also is my MP not restored?

Posted: Mon Jul 08, 2019 7:19 am
by Inferno390
Oh I misunderstood two battles. Nvm.
I want the second slot.