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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: SeriousConcentrate on February 21, 2011, 06:18:49 am

Title: CvRTD: End Of The Line
Post by: SeriousConcentrate on February 21, 2011, 06:18:49 am
I've been playing a lot of Castlevania: Harmony of Despair recently. I've also been wanting to try my hand at running an RTD, so I thought I'd merge those two interests. This is my first time out as a GM, so hopefully I won't do too badly. ^^ This will be fairly serious, so please keep that in mind. Disregard that, I'd rather peeps have fun than take it too seriously. :3

Spoiler: Background (click to show/hide)

Spoiler: Rules (click to show/hide)

Spoiler: Character Creation (click to show/hide)


Spoiler: Profession Examples (click to show/hide)

Spoiler: Skill Examples (click to show/hide)
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 06:19:13 am
Spoiler: Malleus Raulat / Ahra (click to show/hide)






Spoiler: Biernat Hara / Riccto (click to show/hide)




Spoiler: Waiting List (click to show/hide)

Title: Re: Roll to Castlevania: Sign-Ups
Post by: Talarion on February 21, 2011, 06:41:35 am
Name: Marcus Raust
Gender: Male
Appearance: Long, black hair, with dark eyes, tinged with green. Marcus often wears a plain shirt and pants under his leather armor.
Background: Marcus was born in Romania. As he grew up, he was taught to fear the night. Then, that fear served him well. His house, a lonely farm, was attacked, and his parents died. He had no siblings. He ran, utilising his fear to somehow escape, possibly while his parents corpses were defiled. He was traumatized; A few weeks later, he vowed to himself never to run away from Darkness again, to fight it back for the good of the world.
Weapon: Longsword
Armor: Leather
Sub-Weapon: Holy Water
Profession: Hunter
Skills: Warrior

Also, a few questions. One, how does Holy Water work? Two, how many skills may I have, if more than one.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ze Spy on February 21, 2011, 07:29:25 am
Sure, why not

Name: Nazara
Gender: Female
Appearance: Medium in height, has Blue eyes, Usually wears a Black blouse and a Long Blue Skirt
Background:  No Past History
Weapon: Claymore
Armor: Leather
Sub-Weapon: Matchlock Rifle
Profession: Town Watchman
Skills: Detail-Oriented
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ahra on February 21, 2011, 07:44:49 am
Name: Malleus Raulat
Gender: Male
Appearance: Long, short dark hair, with blue eyes, . Malleus never takes of his armor.
Background: Malleus was born in Transsylvania. As he grew up, he was taught to alwas try to help pepole. But one day he saw his father pulled of his horse and devoured by a werewolf,ever since it is rumored he have never taken of his armor so that he would remember.
Weapon: Battleaxe
Armor: plate
Sub-Weapon: silver cross (cosmetical change)
Profession: Knight
Skills: Battle hardened
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Talarion on February 21, 2011, 08:27:03 am
Oh Ahra, you make me laugh with your laziness... I hope that's all it is... ^^
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ahra on February 21, 2011, 08:34:57 am
lemme guess the punctuation again?
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ze Spy on February 21, 2011, 08:37:52 am
Background: Marcus was born in Sylvania. As he grew up, he was taught to alwas try to help pepole. But one day he saw his father

No, no, Ahra, look at that, seriously, LOOK AT IT
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ahra on February 21, 2011, 08:48:42 am
i take the first line of a character and takes the words apperance, name, and stuff like that sometimes i forget fail to erase it all.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 10:07:31 am
^^ I'm just happy to have three sign-ups so quickly. To answer your questions...

1. All Subweapons use 1 MP. You just chuck it at the enemies and it deals damage based on whether or not they're weak, strong, or neutral to it. All subweapons are good against one of the three types and bad against one.

The magic books are an exception; they're good against one type and bad against none, and in the hands of a Magician can cause additional effects if they're lucky. However, they cost 2 MP per use.

Basically it comes down to figuring out when to use your subweapons, since MP will only regenerate through item finds.

2. You start with one, but if you roll an eight a few times at a task you might earn a skill for it. Like if, for example, you repeatedly roll eights while trying to track werewolves, you'll get something like "Lycanthrope Tracker: +1 to spotting werewolves."

Any other questions, or suggestions? I'm about to hit the hay for now but you three are in, and I'll update the player list when I get up in a few hours.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ahra on February 21, 2011, 10:22:34 am
no questions from me.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 10:44:00 am
Sounds fun. I'll try to get the sheet right this time.

Name: Wymar Sane
Gender: M
Appearance: Young adult. Wears Fleece jackets and a headband.
Backgroud: No body may ever know ...
Weapon: Bastardsword (I'd pick Bastard sword, but whatev'.)
Armor: Unarmored
Sub: Light Book!
Job: Fortune teller
Skill: Persuasive

Edit:BSs for the win!
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Krath on February 21, 2011, 12:17:07 pm
Name: Pierre Dé Grasse
Gender: Male
Appearance: In his late twenties, has blonde hair that goes down to his shoulders, wears a stylish blue frock coat over his leather armor.
Background: This clearly fabulous French gentleman is going to eradicate the evils of the castle of Aguemort...For the various riches he'll find inside, and undoubtedly get once he rids of the land of vampires and werewolves.
Weapon: Rapier (because we have way too many slashing weapons)
Armor: Light Chain
Sub-Weapon: Throwing Dagger
Profession: Mercenary
Skill: Fancypants (+1 to Rapier damage)

OHOHOHOHO

But yeah, you guys are screwed if you fight anything resistant to Slashing.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ahra on February 21, 2011, 12:21:13 pm
thats where sub weapons and loot comes in.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 12:26:44 pm
You can have a bastard sword if you want, Darvi; the list is just examples. If you want to change it, just let me know in your first post. Anyway, sign-ups are now closed, and I'll get to work on the introduction post directly.

Edit: Oh, and Ze Spy, you get to have another weapon due to being a Town Watchman. Just let me know what it is and I'll update as necessary.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 12:28:19 pm
Suwheet! *edits*
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 12:47:05 pm
Crap, just now noticed you have a magic book, Darvi. Do you wanna switch to one of the mystic classes (magician/priest/fortune teller), or change it to something else?

Edit: lol. Darzi? That was a stupid typo.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 01:10:37 pm
Do I have to be one of 'em? FT then.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 01:13:56 pm
Well, you could make up your own mystic class, like Warlock or whatever.. Just let me know what effect you want and I'll see about it. :D
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 01:36:29 pm
Nah, 's cool.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 01:42:22 pm
All right. Updated, and now I just have to put the finishing touches on the intro post.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 01:51:56 pm
INTRODUCTION

MARCUS RAUST

You have been tracking a certain creature for many days now, hunting it over hill and marsh tirelessly. You believe it to be a werewolf, judging from what you saw when you happened upon a destroyed home, much like your own so long ago. It has taken much diligence, but with your sword in hand and holy water given to you by a priest for ridding his small village of an undead threat, you have fought through many dangerous nights to chase your prey to Aguemort.

NAZARA

Crime has been on the rise in Aguemort. Your shifts have been getting longer, and more and more you're called upon to investigate mysterious deaths. The bodies are torn apart. Some were partially eaten. You and your fellow watchmen have done your best to quell the unrest in the village but your intuition tells you that something truly evil has made its home here. You trust in your weapons and the rifle you bought from a traveling eastern merchant to take down this demon.

MALLEUS RAULAT

You have been dispatched by the holy Catholic church to investigate and eradicate the source of the evil permeating Europe. In your travels you have killed many undead, battled strange creatures that arose from the sea, and endured cold, sleepless nights. Your journeys now bring you to Aguemort, where rumors indicate a lycanthrope has infiltrated the town. With your father's armor and battleaxe in hand, and a silver cross blessed by Pope Innocent II, you will strike this monster down.

WYMAR SANE

You have long felt the evil stirring in the land, an evil that was supposed to have been laid to rest a century ago. But the prophecies of your people warned that it would rise again, and may yet eternally rise. But you have not given up hope. Armed with a bastard sword and one of the most precious relics your wandering clan possessed, a book that allowed one to manipulate and create sunlight, you are the clan's most trusted warrior, and you will save humanity. Like many of your people, you possess the innate ability to sense danger, and this has led you to the village of Aguemort. You feel that it is close to the source of evil...

PIERRE Dé GRASSE

You have heard that the village of Aguemort is troubled by an unknown enemy, and that a mysterious castle recently appeared in the mountains near it. This is your chance to make your name and fortune! You have braved the perilous journey from your native France with your personally-made rapier in hand and the finest silver throwing daggers that money could buy. You will be the first to save Aguemort, then Europe, and the riches of the castle and the adoration of the people will be yours!

GENERAL

It is late afternoon in Aguemort. Marcus and Wymar are just arriving in town. Nazara is on patrol in the town square. Pierre is in the local tavern. Malleus is at the local church.

(lol, I hope my introductions square with your perceptions of your characters. I got a bit carried away.)
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 01:57:27 pm
My character would do it for the lulz too :3 But good intro.

Visit the tavern and gather information about the EEEEEEVIIIIILLLL!!!
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ahra on February 21, 2011, 01:58:31 pm
go to the tavern to listen about what pepole are sying about the werewolf.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Errol on February 21, 2011, 02:05:39 pm
Why did I miss this T_T

Also, if Dracula isn't going to be gloriously hammy, I shall no longer like this RtD.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Krath on February 21, 2011, 03:55:46 pm
Why did I miss this T_T

Also, if Dracula isn't going to be gloriously hammy, I shall no longer like this RtD.

What is an Rtd? A miserable little pile of RNG and lies!

Order the finest ale in the tavern talk to the bartender about the recent happenings.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 05:24:02 pm
@Errol: I can guarantee Dracula will be thick-sliced country ham.[/statements he can't possibly back up]

@Krath: But enough talk. Have at you! *throws goblet at Richter, misses, stains the carpet*
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Dwarmin on February 21, 2011, 05:51:13 pm
Cool!

Name: Friar Greenmoore
Gender: Male
Background: The revered Friar Greenmoore is known as a tireless warrior of God-he's put down lots of evil in his time, just to see it creep back...again and again. He's taken this last mission, perhaps, to meet an honorable end so denied to him.
Appearance: Approaching 50-no more hair, tired brown eyes. Wears a monks habit when travelling.
Weapon: Mace
Armor: Unarmored
Sub-Weapon: Holy Water
Profession: Priest: +1d4 (1d6 if applicable) damage with Holy Water or Cross. Low HP, high MP.
Skill: Exorcist (+1 when fighting evil spirits/incorporeal undead)

I'd love to get in now, but...whatever :P
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 05:57:07 pm
All right. I'll try six, but anyone making a character after you is getting waitlisted. ^^ I'll write your introduction, then update the second post with your data.

FRIAR GREENMOORE

Your entire life you have worked tirelessly as a member of the church, first tending to the sins and cares of the living... and then battling the forces of darkness that began to encroach upon the world. You and your fellow brothers of Mistbridge Abbey fought endlessly against the waves of undead and monsters for many years, roaming across Europe in the hopes of making life a little better, a little easier for the good people of the world. But one by one the Mistbridge brothers fell, and whatever dark sorceror was at work has succeeded in his goal: hell has claimed the night. Although you are the last, you have faith that God will guide you to victory, and you have followed the trail of demonic influence to a remote village called Aguemort...

You are at the church.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Dwarmin on February 21, 2011, 06:23:30 pm
Father, I have a favor to ask. I would like to borrow one of your holy books. The battle to come will pit me against foes beyond comprehension, and I would be prepared. A book of power, taken from a place of genuine worship, fortified with love, hope and true faith...it is a weapon stronger than any blade or bow. If you will be so kind?

Post nubes, lux...


Friar Greenmoore asks the church tender to use his holy book in battle.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 06:38:59 pm
Before I forget, because I've done so multiple times already, here's a map of the village using ASCIIDraw8.

(http://img.photobucket.com/albums/v355/Static_Jester/AguemontVillage.png)

The walls and all the buildings are made of wood, hence the ugly brownish color. The yellow building in the middle is the church. The blue building on the left is the tavern where Pierre, Malleus, and Wyman are hanging out. The red building is the inn. The four green blocks are guardposts. The other buildings are anonymous at the moment, except for the little 3x3 ones - those are housing for the townsfolk.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 06:43:38 pm
What's the teal one? Town hall?
Title: Re: Roll to Castlevania: Sign-Ups
Post by: SeriousConcentrate on February 21, 2011, 06:46:11 pm
... *facepalm* Yeah, I forget to put the map up, and then I forget to explain the whole thing. :-[ Meeting hall, town hall, just splitting semantics; either way you guessed correctly. ^^
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on February 21, 2011, 06:48:48 pm
I'm a fortune teller, I know stuff :3
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Talarion on February 21, 2011, 11:37:34 pm
Marcus sighs, weary from the long hunt, but the time to rest is after the darkness has yet again been beaten back - if only for a short time - not before. Looking around, he tries to find any clue of the monster. If none is apparent, it should be prudent to ask a local for clues.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ze Spy on February 22, 2011, 01:46:07 am
Ask the other watchmen if they had seen anything weird

If we are going up against a Undead army, might of as well know where the hell they are, right?

(Also, Warhammer)
Title: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: SeriousConcentrate on February 22, 2011, 03:01:33 am
MARCUS RAUST

(Search Roll: 2) The trail grew cold at the city gates. You were only able to ascertain that at some point, your quarry entered the village. (Interrogate Roll: 6) One of the villagers is nailing a notice on the wall near the gate, and you approach him. After a brief introduction to state your name and purpose, the man (James Ashby) looks almost hopeful. "Have you come to save us?" he asks. "I'll tell you what I can." James looks around, making sure no-one is listening in, before he continues.

"Five months ago, Andrew - the former innkeeper, God rest his soul - heard strange howls coming from the forest to the south. He said they were not like any wolf howls he had heard in his life, and they made his blood run cold. Less than a week later, the guard found him in the town square." James shivers visibly. "He was torn from limb to limb under the full moon! A werewolf did it, sir, and it is among us!" You ask who he thinks it is, and he shakes his head. "I don't know. Bartholomew Fitzgerald has been travelling recently, and his temper is more violent than before. Many think it is him. But I believe it may be Elizabeth Saddler. I've seen her walk the streets at night as if she isn't afraid of the darkness!"

You ask him where you can find these people. "Elizabeth lives with her husband Harald in the house closest to the eastern gate. Bartholomew's usually in the tavern," he says. After a moment, he holds up a copy of the notice he was nailing to the wall - it says the curfew has been pushed further back to six o'clock because of the recent murders. "I have to finish putting these up. Please, sir, if you can help us, talk to Micheal Ward. He's the head of the town watchmen and the closest thing we have to a leader since..." James stops, not wanting to think any more of what he's seen, and hurries off to continue his work.

NAZARA

(Interrogate Roll: 7) One of your fellow officers, Oliver Mason, signals you over when you ask about anything strange. "Funny you should ask, I've been meaning to ask you something." He pulls out a small bag. "I found these on patrol yesterday." He tips out the bag, revealing three strange square stones, with inscriptions carved upon them in a language you don't understand. "You've always been good at finding the truth. I think these runes have something to do with the murders; maybe you can find out who they belong to?"

(Nazara acquires: Pouch of Glyphs [Unknown Effect])

MALLEUS RAULAT

(Gossip Roll: 3) You listen to the villagers talk among themselves, but no one is speaking openly about the recent murders. Hardly a surprise, that. Still, you are sure the beast is in town. It's only a matter of time before you find it.

WYMAR SANE

(Interrogate Roll: 5) You enter the tavern and take the direct approach, asking the barkeeper about recent news and explaining your purpose. "Times are more troubled than usual, stranger," he says quietly, so his voice won't carry. "Every month there's a murder. Nobody sees it happen. Nobody hears it happen." He shudders. "I don't know what manner of man or demon is doing this, sir, but I'm sure a witch has placed a curse on our village."

He looks around. "You should ask Micheal Ward about them. He leads the town and the watchmen. Tell him that Ralph Isley sent you to see him. He'll welcome any help he can get." His attention is distracted by a Frenchman ordering ale, and he leaves to serve him.

PIERRE Dé GRASSE

(Interrogate Roll: 4) Ralph, the tavernkeeper, seems a bit harried after speaking to the man at the counter, but he brings a bottle of ale to your table. After a moment to introduce yourself as a mercenary, you ask him about recent events, and receive the faintest glimmer of a thankful smile. "Thank God. I'm grateful that there are strangers willing to help us in these days. See Micheal Ward, and let him know Ralph Isley sent you." He leaves the bottle on the table without asking you to pay for it. Well, you may not have gotten much information, but hey, free alcohol. This trip is already paying off.

(Pierre acquires: Bottle of 1098 Ale [Reduces everything, from rolls to damage received, by -1 for two turns])

FRIAR GREENMOORE

(Speech Roll: 8) After praying at the altar, you approach Father Williams. You introduce yourself and ask a favor: will he lend you the holy artifact of his church, one of the magic books said to be written by a saint? He looks solemn, staying silent for a moment, then nods. "The reputation of Mistbridge Abbey precedes you, my brother. I pass this book on to you in the hopes that it will help you eradicate the evils that have fallen upon our country. Go with God, Friar Greenmoore."

He retrieves a book from a hidden compartment inside the altar and passes it over. It has been well-tended; the leather binding is still supple, the pages free from dust. Metal lines the binding on the outside edges, and a red symbol is embedded on the front. You look through the pages and find it is written in Latin, and describes how one might shape and control fire through the power of one's faith.

(Friar Greenmoore acquires: Magic Book: Fire!)

GENERAL

Marcus is at the north gate. Nazara is in the town square. Malleus, Wymar, and Pierre are at the tavern. Friar Greenmoore is at the church. It is still late afternoon, but the air is beginning to feel oppressive. The sun will set within the hour.
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: Ze Spy on February 22, 2011, 03:54:37 am
Inspect the Glyphs and see if there is anything on it
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: Ahra on February 22, 2011, 04:29:57 am
ask them about the werewolfs behaviour (where it kills in the town the most and how)
also ask the armed men who just came into town what they are here for.
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: Talarion on February 22, 2011, 04:57:43 am
Marcus nods his thanks, absently, then starts to walk off to the inn to find this 'Bartholomew' and possibly get some good alchohol. Hey, just because he wouldn't rest doesn't mean he'd relax a bit. Go to the inn, buy some alchohol, and ask around for Bartholomew Fitzgerald.
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: Dwarmin on February 22, 2011, 05:53:30 am
Friar Greenmore heads to the inn to secure a room for the night. While there he tries to prise some information about the local "situation"...
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: Darvi on February 22, 2011, 10:41:23 am
Hang up a note outside the tavern that I'm looking for brave adventurers that might help me on my quest. Then talk to Thomas Michael Ward.
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: Krath on February 22, 2011, 12:10:06 pm
Store the ale for later consumption (lack of alochol WILL be an emergency in the castle!). Then head off towards the inn, I'll go talk to Michael Ward tomorrow.
Title: Re: Roll to Castlevania: Turn 1 [In which the GM is unorganized]
Post by: SeriousConcentrate on February 22, 2011, 02:28:41 pm
MARCUS RAUST

(Interrogation Roll: 3) You go to the inn to buy some ale and ask around about Bartholomew Fitzgerald. The ale is much easier to find than information about the man, it seems; everyone you speak to says they haven't seen him since two days ago, and apparently they just assume you know who he is since none of them gives a description. The only real clue you find is that it's common for him to be out of town, although no one knows why.

NAZARA

(I didn't do this last round, but would you guys prefer it if I showed your skill rolls as #+1, or as just the adjusted number like I did for Darvi? For now I'll stick with the adjusted. Inspection Roll: 5) While you don't recognize the glyphs, you can cross off several things they could be. They're not in any foreign language you've heard, and if they're symbols, they don't match any religion you know. You turn the stones over and look at the backs. For some reason, they are polished to a mirror sheen, the black rock making a perfect reflecting surface. The effect is marred, however, by deep notches in the stone. The first glyph is red and has a single notch on the back. The second is orange and has two. The third is yellow and has three. Unless you're mistaken, you're sure another glyph will turn up soon, and it'll be green with four notches on the back.

You get the feeling it would be very bad if you ever found the purple glyph in town.

MALLEUS RAULAT

(Interrogation Roll: 7) You look around the room until you see a man sitting by himself in the corner, clearly drunk. This type of person has always been a great source of information in the past, so you sit across from him and ask him about the werewolf. "Ha! Werewolves..." he says. "We know all about *hic* werewolves around here! You go outside during a full moon, they'll find you torn apart in the town square. Reg'lar azh... clockwork..." he shakes his head and orders more ale. "Y'know what I wanna know? I wanna know how it gets in here. If it was one of us, we would've found him a long time ago. We'd've... we'd've notized a werewolf..." he trails off.

Sensing that you've gotten all you'll get from him, and that it might be important to remember, you head over to the armed men to talk to them... but it looks like the Frenchman has already left. The man with the bastard sword and headband is right outside - you can see him through the doorway, putting up a notice of some sort. He starts to leave as well once he's finished.

WYMAR SANE

You head outside and put up a notice. A few villagers give it an interested look as they pass in or out of the doorway, but no one takes you up on it. Maybe someone will. For now, you head to the meeting hall to find Micheal Ward. (-Failed Roll-) It turns out he's patrolling the east road leading into the village, but he'll be back in a few hours, and he'll be around all day tomorrow to work on village matters.

PIERRE Dé GRASSE

You store the alcohol among your other supplies and head to the inn. While the innkeeper is understandably leery of strangers, your coin softens his attitude, and he directs you to a room upstairs. The room itself is not really up to your standards; it is threadbare, and the bed looks rather uncomfortable. The only thing you can say in its favor is that it has a large cabinet where you can store your things. There are racks on either side of the door along with a thick piece of wood you can bar the door with; it looks like a recent addition.

FRIAR GREENMOORE

You head to the inn to request lodging. Although people are slower to trust the clergy these days due to the troubles in the Vatican, the innkeeper is not among those, and he directs you to a room upstairs. The lodgins remind you of the abbey; very spartan and frugal. They will be adequate for your needs. You return to the innkeeper to ask about the local situation. (Interrogation Roll: 3) "I'm sorry, Friar," the innkeeper says. "My father..." he trails off.

GENERAL

Marcus, Pierre, and Friar Greenmoore are at the inn. Nazara is in the town square. Malleus is at the tavern. Wymar is outside the meetinghall. The air has grown chill; the sun is sinking below the horizon, and the moon is waxing gibbous. Tomorrow it will be full when night falls.
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: Krath on February 22, 2011, 02:37:33 pm
Bar the door and turn in for the night. Tomorrow will be a good day!
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: Dwarmin on February 22, 2011, 02:47:00 pm
Innkeeper, I sense your a good man, but you are troubled by something. If you feel comfortable talking about it, I am willing to listen. It is how they say, between me, you and God.

I try to comfort the innkeeper and see what he has to say about his father. Afterwards, I volunteer to spend at least part of the night with the city watch, assuming any are left...
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: Ahra on February 22, 2011, 03:12:41 pm
find the armed men and ask them what they are here for.
and if they say they are here for the werewolf i tell them that it always kill in the town square.
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: Darvi on February 22, 2011, 04:11:36 pm
Check if somebody's read my note and is interested. If not, get a bed at the inn.
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: Talarion on February 22, 2011, 04:28:09 pm
Marcus, not finding any information of use, drinks his alchohol, then heads outside, to the house closest to the eastern gate. It's getting late, so if this Elizabeth is a creature of the night, then it'll be much harder to hide it. He hoped.
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: Ze Spy on February 23, 2011, 01:47:53 am
Tail the Long Black haired guy(Marcus), the only reason someone would step outside the gates this late is either Night patrol, or Werewolves
Title: Re: Roll to Castlevania: Turn 2 [In which the inn becomes popular]
Post by: SeriousConcentrate on February 23, 2011, 05:07:43 am
MARCUS RAUST

(Stealth Roll: 7) You have been a hunter for a very long time indeed, and adapting to the shadows of a small village isn't any harder than hiding among bushes. You press yourself against the eastern wall of the inn and watch the entrance.

Before too long, a young woman opens the door and looks around. For a second it seems as if she looks directly at you, but you remain still, and she fails to notice your presence in the shadow. She heads west, then into the alleys between the houses.

She must be on her way to the southern gate. (Tailing Roll: 7) She moves quickly, as if afraid of being caught, but you've trailed animals and monsters much swifter than she, and you follow her, moving from one shadow to the next. (-Failed Roll-) A woman suddenly calls out to you, alerting Elizabeth. She turns, sees you, and flees through the southern gate.

NAZARA

A suspicious man exits the inn, and you immediately follow him. (Tailing Roll: 7) He hides in the shadows on the eastern wall of the inn, his attention fixed on the Saddler household. (-Failed Roll-) Yours is on him, and Elizabeth exits her house with you being none the wiser.

The man moves to the alleyways with such grace and speed you find it hard to keep up with him. (Tailing Roll: 6) But you manage to do so, and just before he turns a corner you yell for him to stop in the name of the watch!

MALLEUS RAULAT & WYMAR SANE

Wymar heads outside to check his notice, just as Malleus comes over to ask him why he's there. (I don't wanna force the conversation for you guys to take a certain path, so, sorry for the short turn. :-[)

PIERRE Dé GRASSE

(Sleep Roll: 8.) No one knows how to relax like a high-born Frenchman with the door to his room barred. Despite the uncomfortable surroundings, you stretch out on the bed and quickly fall asleep. Tomorrow will be a bright day, indeed. (Pierre gets +1 on his next three actions after waking up!)

FRIAR GREENMOORE

(Speech Roll: 5) The young man still seems troubled, but he is willing to talk to a man of faith. "My father used to keep this inn," he says, indicating the general area with a gesture. "I'd always planned to follow in his footsteps, but not so soon..."

He closes his eyes and takes a deep breath to steady himself. "There's been a series of terrible murders here, friar. They started five months ago, and my father was the first. There's been five, once every full moon." He looks around, but the common is mostly deserted. Everyone has headed home, save for the few travelers who have yet to go to their rooms.

"Many people are claiming outlandish things, like werewolves and witches and cultists... I don't know who or what is doing this." He shakes his head. "The watch is doing the best they can, but no one's seen anything. I'm afraid that if this murderer isn't caught soon, they may start arresting people without reason."

You thank him for the information and get a room.

GENERAL

Nazara has cornered Marcus near the southern gate. Malleus and Wymar are talking outside the inn. Pierre is asleep, and Friar Greenmoore is in the common room of the inn.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Talarion on February 23, 2011, 05:15:47 am
Marcus swears, turning for an instant to look furiously at the watch woman, then turns back and sprints after Elizabeth Saddler.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Darvi on February 23, 2011, 05:23:42 am
Tell Malleus that I'm here to kick ass and chew bubble gum (and I don't think they invented bubble gum yet). Also make a sense motive check to see if he wants to help me.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ahra on February 23, 2011, 05:39:38 am
wait...do you mean that you are here to kill the villagers or that lycanthrope?
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Darvi on February 23, 2011, 05:45:11 am
The Eeeviiiiillll! of course. Though I don't know anything about a lycanthrope, and was planning on meeting the chief of the militia tomorrow for more information.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ahra on February 23, 2011, 05:52:02 am
i know one thing about it, it always kill in the town square for some reason.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Darvi on February 23, 2011, 05:56:11 am
I've heard that nobody saw it ever happen. So how would one know it was a lycanthrope?
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ahra on February 23, 2011, 06:00:49 am
lets see i was sent here by my superiors to kill it for it, i talked to some of the townspepole who all said it was a werewolf and if you suspect me then how can i *pulls out cross* touch silver?
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ze Spy on February 23, 2011, 06:06:04 am
"Hey, Mister werewolf, you just got your ass caught, And don't try any funny ideas there, it only takes five seconds to mobilize the whole guard Force"
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ahra on February 23, 2011, 06:46:38 am
how long time until full moon?
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ze Spy on February 23, 2011, 06:54:08 am
The Suspected Werewolf is Elizabeth, and if she walked out of her house, it could pretty much safely indicate that this night's a Full moon
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Darvi on February 23, 2011, 06:55:11 am
In castlevania, it's always full moon.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ahra on February 23, 2011, 06:58:49 am
if its full moon i go to the town square.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ze Spy on February 23, 2011, 07:11:26 am
Since Talarion won't be on anytime soon, posting my action

Make sure that asshole doesn't get away, and force him to touch Silver to prove that he isn't a Werewolf
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Dwarmin on February 23, 2011, 07:43:55 am
Friar Greenmoore goes to search the town streets for strange going-if he doesn't find anything around midnight, he'll retreat to his room and go to sleep.

OOC: I'm hoping to "join the party" with a good role here lol
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ahra on February 23, 2011, 07:47:29 am
the party will probably form when everyone hears the werewolf howling and everyone run to it.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Ze Spy on February 23, 2011, 08:02:45 am
Werewolves don't howl in the middle of towns, unless they have decided to pack up and leave or it's a Big stupid Jellyfish
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: SeriousConcentrate on February 23, 2011, 09:04:17 am
@Ahra: The full moon's the next day. This first day and the daylight part of the next is just to give everyone a chance to meet up, make a few plans, and investigate what's going on. Once the werewolf issue is resolved/first mission's cleared, we'll start moving towards the castle proper.

@Ze Spy: I love how disgusted Shepard sounds on that line, along with the emphatic hand gestures. ^^

I have to get ready for college, so turn later.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: Krath on February 23, 2011, 01:14:26 pm
Continue being asleep.

Good thing I didn't have to post an action this turn, you guys are too fast for me.
Title: Re: Roll to Castlevania: Turn 3 [In which there are minty, minty 7s]
Post by: SeriousConcentrate on February 23, 2011, 03:29:36 pm
I would've waited for you if you weren't. ^^

MARCUS RAUST & NAZARA

(Marcus: 6. Nazara: 3.) Although threatened, Marcus refuses to go along quietly. Nazara reaches for him but he slips her grasp, turns, and sprints towards the southern gate after Elizabeth Saddler. (Marcus Tailing Roll: 1) But Elizabeth is already gone. Even worse than that, the guard who would've otherwise been watching the gate is moving in his direction to see what the commotion is about.

MALLEUS RAULAT & WYMAR SANE

The knight and the fortune teller head to the town square to investigate the site of the murders. (Search rolls - Malleus: 5. Wymar: 5.) Although they search independently, they come to the same conclusion: the victims were dragged there before the werewolf killed them. Most curious.

PIERRE Dé GRASSE

You are asleep. Not even the narrator knows what you're dreaming about. o.O

FRIAR GREENMOORE

(Auto-success) You head outside and look around. You attention is quickly caught by two men diligently searching through the town square. One is wearing armor marked with the cross and carrying a large battle axe, the other clothed lightly but armed with a bastard sword. You sense they are looking for the same thing as you, and you move to join them.

GENERAL

Elizabeth Saddler escaped town successfully. Marcus is near the southern gate, with Nazara and Richard (the southern gate guard) coming towards him. Pierre is sleeping. Malleus and Wymar are in the town square, and have met up with Friar Greenmoore.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ahra on February 23, 2011, 03:34:17 pm
i say we set up an ambush here when the werewolf comes we aim for arms and legs, my dad underestimated how strong these atrocities are so i would like to incapacitate it before killing it.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Krath on February 23, 2011, 03:41:13 pm
Dream that I am in fact sleeping in GOLD!
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Dwarmin on February 23, 2011, 04:05:28 pm
i say we set up an ambush here when the werewolf comes we aim for arms and legs, my dad underestimated how strong these atrocities are so i would like to incapacitate it before killing it.

And doubly difficult to trap, if the rumors are true of their feral sense of smell and eyesight. Friar Greenmoore by the way...I've faced this things before as well.

Werewolves...Poor, misbegotten things. Some willingly embrace the corruption, while others are merely unwilling victims, forced to endure a horror they cannot fathom. Either way, killing them is a mercy. I do not think we will capture it alive.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ahra on February 23, 2011, 04:08:25 pm
we will atleast hear its victim so wo wont need to stand where we can be seen or smelled.
*thinks for a moment* do you think any other pepole have been sent here?
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Talarion on February 23, 2011, 04:13:02 pm
"Oh for the love of... NOW look what you've done." Marcus slows down to a halt, turning around to glare indignantly at the watch woman. "You made me lose one of the werewolf suspects."
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Dwarmin on February 23, 2011, 11:43:11 pm
Lies in ambush for the werewolf, or whatever will come, with the other two hunters
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ze Spy on February 24, 2011, 03:51:03 am
"Look, if you've got the name of a Suspected werewolf and have evidence to back it up, Inform the Town watch, This isn't something to be handled by Civilians"

Attempt to Detain That long haired guy(Marcus)
[/s]
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ahra on February 24, 2011, 04:47:47 am
lies in ambush in the town square
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Talarion on February 24, 2011, 04:50:40 am
"I'm no ordinary civillian, I'm a trained and tried Hunter of the Night! I LIVE to track down and kill these things." I will avoid any attempts at arresting me, and continue to try and convince the town watch woman. "I've tracked this werewolf half across the country... I'm not going to stop now just so you watchfolk can get yourselves mauled!"
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ze Spy on February 24, 2011, 05:06:50 am
"Werewolf hunter, huh?, what's surprising is that you don't even have a Silver weapon or a Weapon lined with silver, what do you take me for? an idiot?"
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Talarion on February 24, 2011, 05:56:06 am
Marcus sighs. "I am not specifically a Werewolf hunter, I hunt all creatures of the night." I will fish out my vial of holy water. "This is my weapon of choice against the darkness. Holy Water."
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ze Spy on February 24, 2011, 06:28:47 am
"Right, you get a damn pass, but if you look behind you, Richard is coming right at you, i'll leave that to ya"

Search around the town square for any Glyphs
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Talarion on February 24, 2011, 07:04:11 am
Marcus sighs. His only lead was dead now. Even if he couldnt fully rest, he needed sleep so he was nice and sharp in the morning. Investigations for tomorrow. Marcus heads back to the inn and buys himself a room, then goes up and falls asleep.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Ahra on February 24, 2011, 07:17:37 am
*looks on the person who seem to search for something in the square*
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: SeriousConcentrate on February 24, 2011, 03:33:57 pm
Sorry for the hold-up on my end; just waiting for Darvi now.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Darvi on February 24, 2011, 03:35:45 pm
lies in ambush in the town square
this. But in such a way that we know where the others are- we don't want the hunters to become the hunted, right?

Oh, and keep spellbook ready

Edit: ya sorry, internet was an arse again.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: SeriousConcentrate on February 25, 2011, 12:06:26 am
No problem, it happens. The weather's pretty bad at my place, so I'm expecting a power outage any moment, or at least a loss of internet. ::) I hate storms.

MARCUS RAUST & NAZARA

[Suspicion Roll: 5] Richard sees that Nazara has already talked to the suspect and let him go, so he returns to his post. Marcus, frustrated, heads to the inn, gets a room, and goes to sleep. Meanwhile, Nazara heads to the town square to look around a little more. [Search Roll: 4] She doesn't find any glyphs, or anything out of the ordinary. Oliver must've picked up the only things of interest.

MALLEUS RAULAT, WYMAR SANE, & FRIAR GREENMOORE

The three make plans to ambush the werewolf, and take to the shadows to prepare an ambush. Not too long afterwards, a watchwoman walks into the square and begins poking around. What would they do with her?

PIERRE Dé GRASSI

If only your surroundings really were precious metals. You could buy a castle and live like a king! But for now the dream will suffice, and sustain you when the journey gets tough. You'll get the gold. How much of it? ALLLLLLLL of it. Yeah. All the gold.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Talarion on February 25, 2011, 12:16:16 am
Marcus sleeps light, nearly sleeping with one eye open. Ready to spring awake the slightest disturbance in his room.
Title: Re: Roll to Castlevania: Turn 4 [In which there is a fugitive]
Post by: Krath on February 25, 2011, 12:33:34 am
Continue dreaming of GLORIOUS GLORIOUS MATERIAL WEALTH...Then have that dream shattered in the morning.
Title: Re: Roll to Castlevania: Turn 5 [In which there is an ambush planned]
Post by: Ze Spy on February 25, 2011, 02:19:29 am
Look around carefully and make sure that there isn't some funny guy hiding somewhere preparing to Ambush me while my back is turned

THEN sift through all this crap and try to see if there is something around that could relate to the Recent murders
Title: Re: Roll to Castlevania: Turn 5 [In which there is an ambush planned]
Post by: Ahra on February 25, 2011, 04:29:21 am
inform ´her that we are going to set up an ambush for the werewolf here.
Title: Re: Roll to Castlevania: Turn 5 [In which there is an ambush planned]
Post by: Dwarmin on February 25, 2011, 05:32:54 am
Stay hidden!
Title: Re: Roll to Castlevania: Turn 5 [In which there is an ambush planned]
Post by: Darvi on February 25, 2011, 07:01:53 am
Stay hidden!
Title: Re: Roll to Castlevania: Turn 5 [In which there is an ambush planned]
Post by: SeriousConcentrate on February 25, 2011, 06:31:58 pm
MARCUS RAUST & PIERRE Dé GRASSI

Y'all are asleep. For now. :D

NAZARA & MALLEUS RAULAT

Malleus approaches Nazara, who's looking around for suspicious people. (Search Roll: 8+1/9) She spots Wyman and Friar Greenmoore almost immediately, which is perhaps for the best, since if she can the werewolf probably would too. Malleus explains the three of them are setting an ambush for the werewolf. (Search Roll: 8+1/9) Nazara checks the immediate area for clues and comes across locks of golden hair. There's only three people in town who have blond hair, and Oliver isn't a suspect since his hair isn't as long as these strands. This has to belong to either Elizabeth Saddler or Albert Carter.

(o.O Double 8's? That's worth a skill-up. Do you wanna raise Detail Oriented by 1 or gain a new skill?)

WYMAR SANE & FRIAR GREENMOORE

(Perception Rolls: 4, 3) Wymar and Greenmoore continue to hide behind some bushes, unaware that not only did Nazara see them but Malleus also basically admitted they were there.

GENERAL

After a few hours, it becomes apparent that nothing is going down tonight, and everyone retires to their respective rooms for some rest. Time passes, and the sun is now low in the sky as sunset approaches once more. -It is three hours to moonrise-
Title: Re: Roll to Castlevania: Turn 5 [In which there is an ambush planned]
Post by: Darvi on February 25, 2011, 06:34:18 pm
Look for Micheal Ward and ask him about the nightly killings. Evtly wait for the others to come with me if they are so inclined.
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Talarion on February 25, 2011, 08:24:27 pm
Marcus wakes up, eager to find and talk to this Michael Ward person. He leaves the inn early to search for him.
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Ze Spy on February 25, 2011, 09:01:46 pm
Report my findings to Micheal Ward
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Darvi on February 25, 2011, 09:07:22 pm
Find that Micheal Ward (Guardian) has been nightkilled!
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Krath on February 25, 2011, 09:26:14 pm
Pfft, all this time in and the moon hasn't even risen yet?

Continue my sleep cycle until the sun rises!
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Dwarmin on February 25, 2011, 11:36:31 pm
Friar greenmoore follows his new allies!
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: SeriousConcentrate on February 26, 2011, 12:58:46 am
Whoops, guess it wasn't clear enough. It's the next day. ^^
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Ze Spy on February 26, 2011, 01:53:54 am
Also, raise Detail Oriented

Edit : And, uh, turn?
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: SeriousConcentrate on February 26, 2011, 02:19:11 am
OK, will raise that, and I'm just allowing Krath a chance to change his action. Or, y'know, twisting his arm to do so since I kinda want everyone out and about. :P
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Ze Spy on February 26, 2011, 02:21:28 am
Just do the turn, Krath would get out once the sun raises
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: SeriousConcentrate on February 26, 2011, 02:57:40 am
I guess no one read the general? :( The sun is out. It's about four in the afternoon.
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Ze Spy on February 26, 2011, 05:04:45 am
Whatever
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Ahra on February 26, 2011, 05:15:45 am
get hiding.
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Draignean on February 26, 2011, 05:34:27 am
Putting myself into your waiting list so you can feel free to kill someone.   ;D

Name: Malakai Ritt
Gender: Male
Appearance: Tall and fair haired, he limps slightly on his left leg not from any injury but rather from an ingrained habit of pretending to be less than he is.
Background: Born to privilege Ritt was raised on stories, tales of darkness and terror, heroes and hope, and Nightmares made flesh. In his youngest days he longed to fight such creatures and himself become a hero, but as he grew he became more and more jaded with the world around him. At the age of 23 he left the ancestral house of his fathers as a disowned outcast for the arts that he taught himself, arts he used as a stage performer to eat and live. live he did, using the stories of his youth to create great epics woven of frost and air, tricking the world with his displays of ice, always letting the crowd believe that it was just a stagemans trick. He fell in love once, a young maid who always laughed at the shapes he made, a young maid who seemed to always have an eye just for him. A young maid who he was forced to try and kill with his magic when she tried to kill him for food. That night changed him and though the mask of the assumed nature of a sideshow trickster still remains, something deeper and more noble arose within him. A desire to fight the darkness, not merely laugh at it.
Weapon: Staff
Armor: None
Sub-Weapon: Book of Ice.
Profession: Magician
Skills: Cooperative
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Dwarmin on February 26, 2011, 10:42:45 am
Draignean smells blood in the water!
Everybody panic!
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: SeriousConcentrate on February 26, 2011, 02:57:00 pm
You've been waitlisted. I'll go ahead and do the turn so as not to keep everyone waiting.

MARCUS RAUST, NAZARA, WYMAR SANE, & FRIAR GREENMOORE

Nazara reports her findings to Micheal. While she's doing so, Marcus, Wymar, and Greenmoore enter the meeting hall to talk with him about the werewolf problem the town has. (Charisma Rolls: MR: 5. WS: 5+1/6. FG: 3.) He doesn't seem to like priests, mumbling something about how they aren't good for anything, but he'll listen to Marcus and Wymar.

MALLEUS RAULAT

You figure there's no time like the present and head straight to the town square to find a good spot for ambushing. (Stealth Roll: 5) You find a decent spot in some bushes. It'll do once night falls and everything's dark.

PIERRE Dé GRASSI

Apparently you went to sleep TOO well. Having been unconscious for about twenty hours straight now it's starting to look doubtful you'll ever wake up. ???

GENERAL

It's 4:15 in the afternoon, 2h and 45m to nightfall. Marcus, Nazara, Wymar, and Friar Greenmoore are at the town hall. Malleus is in the town square. Pierre is in his room.
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: Darvi on February 26, 2011, 02:59:07 pm
You keep misspelling my name :/

But hey, charisma 4tw!
Title: Re: Roll to Castlevania: Turn 6 [In which Nazara has eagle eyes]
Post by: SeriousConcentrate on February 26, 2011, 03:03:30 pm
lol, damnit. I do not know why I had it in my head it was Wyman. I'll go back and correct, thanks for letting me know.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Dwarmin on February 26, 2011, 03:54:39 pm
Friar Greenmoore thinks...

So typical, men like him...people like me have been dying to keep horrors that would freeze the heart in chest from the walls of his city for generations...but I did not enter in this profession seeking praise...

Friar Greenmore excuses himself and goes to comfort the citizens and gather what information he can.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ahra on February 26, 2011, 04:05:16 pm
keep wating
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Darvi on February 26, 2011, 05:12:32 pm
Oh yeah, action.

Ask the warden about what is known about the werewolf, and offer to take care of it.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Krath on February 26, 2011, 08:06:57 pm
Wake up from my incredibly restful sleep and leave to the town square to find Michael Ward.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Talarion on February 26, 2011, 09:13:01 pm
Marcus also talks to Michael Ward, introducing himself as a Hunter of the Night, giving all the information he can about the werewolf and the suspects. "I would be honored if you would allow me to slay this creature."
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ze Spy on February 27, 2011, 02:35:35 am
Search around the town square for Any glyphs...AGAIN
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charming Frenchman]
Post by: SeriousConcentrate on February 27, 2011, 04:41:36 am
MARCUS RAUST & WYMAR SANE

Marcus and Wymar explain themselves to Micheal, with Wymar doing most of the talking. Once he's heard the gathered information and taken a few moments to think it over, he nods. "If you can do this for us, if you can bring me the werewolf's head, I'll give you what reward I can. Is there anything you'd like to ask?" he says, glancing from Marcus to Wymar.

NAZARA

You head outside, obsessed with the idea of the glyphs. (Search Roll: 4+2) You find the knight you saw last night hiding in the bushes, but no mystic objects.

MALLEUS RAULAT

(Perception Roll: 5.) You notice the watchwoman from last night is looking around and has seen you. (Perception Roll: 6) You see a better place to hide, however, just past her. Maybe you can make use of it when the time comes.

PIERRE Dé GRASSI

You head straight for the town square, and from there are directed to the town hall. (Charisma Roll: 8+1 Sleep Bonus; bonus lasts two more actions) Your entrance captures the attention of Marcus, Wymar, and Micheal. Not only that, but both Malleus and Nazara watched you walk into the town square. Not that this is anything new to you; people always notice a gentleman such as yourself.

You introduce yourself to the guard captain and offer to take care of his werewolf problem. "You too?" he says, surprised. He clearly didn't account for the possibility of even one mercenary helping out; so many offering has him a bit off-guard. "Very well. I'll extend you the same offer. If any of you can bring me the head of the werewolf, I'll give you a substantial reward. I'll ask one of our watchmen to help you out. Now where did she go..." he says, looking around for Nazara.

FRIAR GREENMOORE

(Interrogation Roll: 7) You move among the townsfolk, offering blessings to those who want it, comfort to those who need it. Although the people of Aguemort are scared and do not know much of the cause of the recent incidents, you gather some information here and there. You learn that the woods have recently become shrouded in fog and seem alive at times, barring passage to the mountain trail that leads up to a mysterious castle. This castle sits on the edge of a steep cliff and overlooks most of the countryside.

Everyone you ask about this construction has the same reaction: it fills them with a sense of dread and dull terror. You're sure that the castle is the real cause of everything, and the werewolf a mere symptom.

GENERAL

Marcus, Wymar, and Pierre are in the town hall. Nazara and Malleus are in the town square. Friar Greenmoore is at the western gate. It is now 5:30, 1h 15m until nightfall, and with the moon comes the werewolf.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ze Spy on February 27, 2011, 05:09:48 am
"Great, now i've have to spent all day trying to find a glyph because Oliver forgot to tell me where he picked up the glyphs"

go back to the town hall
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ahra on February 27, 2011, 05:27:00 am
to the better spot.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Dwarmin on February 27, 2011, 06:53:15 am
Greenmoore tries to convince his friends to stand guard tonight

My friends, I have found much.

It is clear we must abolish the evil with haste! This creature is but a trifle of what is to come-the first few drops of a storm that will drown the world. There is, I gather, something larger...a castle stands not far from here. Perhaps even THE castle. For those that have hunted the darkness, you know of what I speak.

And I have been waiting my life to strike it...that laughing shadow, always hidden behind his dark legions...if he dares come forth, I will smite him!


Friar Greenmoore stands watch over the town, awaiting the werewolf.

OOC: TLDR, Being a squishy character, I hope I get someone to tank for me :P
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ahra on February 27, 2011, 07:04:19 am
((i practically made this guy to tank :P))
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ze Spy on February 27, 2011, 07:14:44 am
"fuck Priests, totally useless, all they do is cause wars, sacrifice people, kill people and basically Fuck up the things which were the fruits of our hard work"
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Dwarmin on February 27, 2011, 07:37:40 am
"fuck Priests, totally useless, all they do is cause wars, sacrifice people, kill people and basically Fuck up the things which were the fruits of our hard work"

Friar Greenmoore chuckles good naturedly. He looks at the man for signs of corruption

"While your words may be a balm to you, I fear it will not bode well against the darkness to come. You speak it's own words, which its power is most shown in the estrangment of those who stand against it. Sheath what misgivings you have had till the final blow is struck."
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ze Spy on February 27, 2011, 08:05:54 am
"Face it, most of us Old timers know the shit you priests do, Burning anyone who doesn't believe in god at the stake and beheading anyone who opposes you, you assholes would screw people anyday for that stupid bullshit God that invented by serial killers"
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ahra on February 27, 2011, 08:24:20 am
wow a player is already saying heretical stuff.
this is going to be fun.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Dwarmin on February 27, 2011, 09:18:01 am
"Face it, most of us Old timers know the shit you priests do, Burning anyone who doesn't believe in god at the stake and beheading anyone who opposes you, you assholes would screw people anyday for that stupid bullshit God that invented by serial killers"

I conserve my flames for the servants of shadow...but then  again, I can only speak for myself...It's up to every man to determine his own path, good or evil, you included.
I will speak no more of this.


OOC: Don't get to worked up mate. IRL and essentially in the game, I'm a Deist ;)
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Talarion on February 27, 2011, 04:21:27 pm
Marcus sighs and walks into the town square. Then he takes a moment to think; Elizabeth Saddler's house is at the Eastern Gate. The inn is also near the eastern gate. Deciding it to be the best place to confirm suspicions, He decides to look for a hiding spot between the Eastern Gate and the town square; with a good view of both the Inn, Saddler's house and the town square.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Darvi on February 27, 2011, 04:38:06 pm
What do you know about the werewolf? Behavior, schedule, suspects?
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: SeriousConcentrate on February 27, 2011, 09:04:57 pm
Waiting on Krath, glad to see a little friction between the characters. It'll make things more interesting, perhaps even more... Fun?
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Krath on February 27, 2011, 09:09:02 pm
Wake up from my incredibly restful sleep and leave to the town square to find Michael Ward.

Hello.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: SeriousConcentrate on February 27, 2011, 11:42:26 pm
Heh, you already did that. I just forgot to update the turn number.
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: Ze Spy on February 28, 2011, 09:15:48 am
Just auto Krath damnit
Title: Re: Roll to Castlevania: Turn 7 [In which there is a charismatic fortune teller]
Post by: SeriousConcentrate on February 28, 2011, 04:04:08 pm
Well, since you asked...

MARCUS RAUST

You leave the rest of the party and head to the eastern side of town to keep watch on Elizabeth again. (Stealth roll: 6) You find a bale of rather foul-smelling hay near the inn stables. It'll work well to hide in and should mask your scent from any... creatures... that may want to find you. You climb in and keep tabs on everything.

NAZARA, WYMAR SANE, FRIAR GREENMOORE, & PIERRE Dé GRASSI

After a brief argument between Nazara and Greenmoore, Wymar asks Ward about the werewolf, particularly its habits or any suspects. "Bartholomew Fitzgerald and Elizabeth Saddler are suspects. Bartholomew is often gone for days at a time, and we don't know why or where he goes. Elizabeth has been seen outside at night; we suspect she's been leaving the village, although we don't know the reason or even have any proof she's done so."

Micheal turns to Nazara, now that she's here. "I want you to accompany these hunters. I'll assign the rest of the watchmen to the entrances; hopefully it won't show up tonight, but if it does..." He sighs and looks out the barred window on the western wall. "We'll see. Good luck, Nazara, gentlemen." He stands, takes his halberd from the wall, and leaves to go on patrol.

MALLEUS RAULAT

You move to the other hiding spot. (Stealth Roll: 8.) It's such a good spot no one even sees you move to it.

GENERAL & NPCs

Time has jumped ahead; it is now 11:15. (Tailing Roll: 3+1 bonus from previous success) Marcus was able to follow Elizabeth, but only for a time. He lost her in the forest, and is hurrying back towards town amid the sounds of howling wolves...

Nazara, Wymar, Greenmoore, and Pierre are in the town square, preparing for battle.

Malleus is hiding near the town square, waiting to ambush.

Edit: Stupid smileys...
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: Krath on February 28, 2011, 04:34:44 pm
Find my OWN ambush spot!
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: Dwarmin on February 28, 2011, 06:12:00 pm
Prepare firey retribution for the battle to come!
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: Darvi on February 28, 2011, 06:26:27 pm
Boss fight music!

Oh, and prepare spellbook.
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: Talarion on February 28, 2011, 11:40:31 pm
Marcus takes out his Holy Water, and says a short prayer, before looking around for a good place to fight. Running from a Werewolf is neither prudent, nor advised. When said place is found, if found, go there, draw sword and wait. If no such place is found, run like hell, and prepare for one hellish fight.
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: Ahra on March 01, 2011, 01:16:19 am
wait for the abomination.
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: Ze Spy on March 01, 2011, 01:32:06 am
Look around for anyone suspicious
Title: Re: Roll to Castlevania: Turn 9 [In which things pick up a little]
Post by: SeriousConcentrate on March 01, 2011, 09:33:36 am
MARCUS RAUST

(-Minor Success Not Shown-) You look around for a place to fight, but your eyes are drawn by the sight of Elizabeth Saddler. She's returning towards town, and she's being followed - you can't see by what, but you feel the presence. You immediately move to follow as well, and watch as she does... something... to the eastern gate guard. You're too far away to know what it is for sure, but you think she drugged him. She opens the gate and heads inside, and you enter after a few moments to look around for the beast.

When you catch up to her, she's got the leader of the watchmen with her and is leading Micheal to the town square. In the shadows near her house, you can see eyes glowing in the darkness.

NAZARA

You patrol the town, looking for suspicious people. It doesn't take long before you notice Elizabeth Saddler and Micheal Ward heading to the town square. (-Major Success not shown-) A stray bit of moonlight pierces the clouds and illuminates her brightly. In her left hand is a small stone tablet, and you're sure you know what's on it.

MALLEUS RAULAT

You wait for the abomination. You're sure you can sense it nearby. (Observation Roll: 4) It's right behind you! No, wait. That's just a stray dog. You calm down and return to keeping an eye out.

WYMAR SANE

You get out your spellbook and refresh yourself on its contents. You'll be ready for the beast when it appears.

PIERRE Dé GRASSI

(Stealth Roll: 5+1 Sleep Bonus; bonus lasts one more action.) You find a good spot to ambush an enemy from, and crouch in the shadows, rapier drawn. A battle's coming, and you're not going to be caught off-guard.

FRIAR GREENMOORE

Along with Wymar, you look through your spellbook and memorize the passages within. The werewolf is going to be purified in fire before this night is through.

GENERAL & NPCs

Elizabeth leads Micheal to the center of the square. He seems drugged - or maybe entranced is a better word. Elizabeth holds up the stone in her left hand, as if showing the glyph to the castle in the distance. A heavy chuffing sort of sound is heard as a massive werewolf steps out of the shadows near the Saddler household and begins stalking towards the square, intent on watchman Ward. It stops near Elizabeth, and she smiles at it and scratches it behind the ears before stepping back.

Marcus is at the eastern gate. Nazara is by the inn. Malleus and Pierre are hiding in the town square. Wymar and Greenmoore are in the town square, close to the inn. Elizabeth, Micheal, and the werewolf are in the town square - they haven't seen Wymar and Greenmoore yet. It is exactly midnight.
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Ahra on March 01, 2011, 09:37:00 am
CHARGE!!!! silently, preferably taking it with surprise.
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Darvi on March 01, 2011, 09:56:32 am
Wait, when did I go to the inn? Eh, whatever, go to town square.
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: SeriousConcentrate on March 01, 2011, 10:26:18 am
Sorry, I was pressed for time (CIS100 was about to start) and I didn't remember where you were. Go ahead and take your action and I'll correct.
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Dwarmin on March 01, 2011, 12:09:54 pm
Friar Greenmoore waits till Malleus Raulat engages the beast-with its attention diverted, he casts cleansing flame bolts toward the werewolf. If the werewolf charges Greenmore, he will draw a ring of fire around himself.

Friar Greenmoore thought back to the passages he had read earlier...the magic book of...

-Deus Defaeco Tepidus-
Spoiler (click to show/hide)
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Darvi on March 01, 2011, 12:23:24 pm
Sorry, I was pressed for time (CIS100 was about to start) and I didn't remember where you were. Go ahead and take your action and I'll correct.
Wait, whatever. I need to pay attention while reading. Hide and start nuking any suspicious people that might come by. And by suspicious I mean the werewolf :P
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Krath on March 01, 2011, 06:01:32 pm
Jump out and stab the FUCK out of the Werewolf!
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Talarion on March 02, 2011, 01:34:51 am
Get close enough to throw my Holy Water directly at the Werewolf, then do so.
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: Ze Spy on March 02, 2011, 01:38:17 am
Wait 'til their attention is at the rampaging French guy, then, Stab Elizabeth in the back

if Everybody is aiming for the werewolf, i'd aim for the other one, both of them are better off in their graves
Title: Re: Roll to Castlevania: Turn 10 [In which a werewolf is revealed]
Post by: SeriousConcentrate on March 02, 2011, 02:24:43 am
Spoiler: INITIATIVE (click to show/hide)

----------------------

ELIZABETH SADDLER

(Perception Roll: 4) Elizabeth realizes something is wrong and looks around. Malleus and Pierre remain hidden, but she sees Wymar and Friar Greenmoore near the inn. She isn't prepared to fight, though, and begins to get out her spellbook.

GREATER WEREWOLF

(Attack Roll: 7. Wymar Defense Roll: 6-1 Armor Penalty. Damage Roll: Minor Failure; Wymar evades) The wolf howls and launches itself at Wymar, but the fortune-teller is quick on his feet and dives to the side. Its claws rake the wooden side of the building, tearing furrows in the wall.

MALLEUS RAULAT

(Attack Roll: 8+1 Ambush. Werewolf Defense Roll: 6. Malleus Damage Roll: Major Success; 2d4 damage dealt. 5 damage to the werewolf) While the werewolf is extracting its claws from the inn, you rush out of the shadows, battle-axe raised. Despite the clanking of your heavy armor, it doesn't notice you until you're already striking, and you sink the axe deep into its shoulder.

PIERRE Dé GRASSI

(Attack Roll: 5+1 Ambush. Werewolf Defense Roll: 2. Pierre Damage Roll: Minor Success; 1d4 damage dealt. 4 damage to the werewolf) While Malleus is backing away to get more room to swing his axe, you dart in and stab the werewolf in the stomach. It's well and truly angry now, but also hurt.

MARCUS RAUST

(Attack Roll: 3. Werewolf Defense Roll: 2. Marcus loses 1 MP. Marcus Damage Roll: Minor Success; 1d4 damage dealt. 3+1 damage dealt) The wereolf is being flanked by Pierre and Malleus, but there's still plenty of room for you to lob a container of holy water. It arcs through the air and crashes into the wall near the werewolf, spraying it with a blast of holy water and glass shards. The water smokes on contact and the werewolf stumbles away from the wall in an attempt to get away from everyone.

NAZARA

(Attack Roll: 8. Elizabeth Defense Roll: 8. Tiebreaker: 6 vs 1. Nazara Damage Roll: Minor Failure, Elizabeth evades) You creep up behind Elizabeth, but a claymore really isn't the best weapon to attempt a back-stab with. She becomes aware of your presence just before you can strike her and dodges away, finally getting her spell-book out of its hidden pocket in her dress.

WYMAR SANE

(Attack Roll: 7. Werewolf Defense Roll: 5. Wymar loses 2 MP. Wymar Damage Roll: Massive Success; 2d4x2 damage dealt. 8 damage dealt) As you come out of your roll, you raise your hand and unleash an arcane blast of light at the werewolf. Like with Marcus's water, its unholy skin burns and smokes where it is touched by the spell, and the town square is briefly illuminated by the flash.

FRIAR GREENMOORE

(Attack Roll: 3. Werewolf Defense Roll: 3. Tiebreaker: 3 vs 2. Greenmoore loses 2 MP. Greenmoore Damage Roll: Minor Success; 1d4 damage dealt. 1 damage dealt) You prepare your spell and fire arrows of cleansing flame at the werewolf, but you haven't had time to fully practice the words found in the Deus Defaeco Tepidus, and as result the flames mostly glance off of the werewolf.

MICHEAL WARD

He stands stock-still, seemingly unaware of the melee that's broken out around him.
--------------------------

Spoiler: HP/MP Counts (click to show/hide)
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Ze Spy on March 02, 2011, 03:18:40 am
Swing my claymore at Elizabeth
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Krath on March 02, 2011, 04:15:16 am
Perform an incredibly fancy flourish before withdrawing a silver throwing knife and jamming it straight into the werewolf's chest.
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Talarion on March 02, 2011, 05:13:25 am
Marcus draws his sword, moving in closer to the Werewolf. For a moment, he goes to strike it, leaving Saddler to the Watch woman, but then he realises that his sword is iron. Well. "I need a silver sword." He pauses for a moment, fishing around for another vial of holy water to throw at the Werewolf.
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Ahra on March 02, 2011, 05:52:32 am
punch it in the face with the cross.
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Darvi on March 02, 2011, 10:50:44 am
Huzzah! \ol (-_-) lo/ Try to hit me, try to hit me, I can dance all night!

Finish him! Then do a victory dance.
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Ahra on March 02, 2011, 11:11:26 am
you mean zap him hes  got 36 more hp.
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Darvi on March 02, 2011, 11:16:24 am
Eh, I'm confident in our critluck :3
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Ahra on March 02, 2011, 11:49:33 am
lets see if i smash him or you turn him to cinders first.
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Dwarmin on March 02, 2011, 07:22:00 pm
I try to bring a bolt of fire on the werewolf from above!
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: SeriousConcentrate on March 03, 2011, 12:58:16 am
Spoiler: INITIATIVE (click to show/hide)

MARCUS RAUST

(Attack Roll: 8. Werewolf Defense Roll: 4. Marcus loses 1 MP. Marcus Damage Roll: Massive Success; 2d4x2 damage dealt. 8+1 damage dealt) The werewolf turns to you as you close distance. Sure that your iron sword won't deal as much damage as your holy water will, you withdraw another container of the liquid. The werewolf lunges at you, but you've dealt with them before and hold no fear for the beast.

Its jaws are wide open, and you jam the holy water into them, then hit its chin with a knee, slamming it shut and rocking its head back. Blood falls from its lips as the holy water burns the inside of its mouth, causing massive pain.

(Also, you rolled double eights in your initiative... and double eights on your attack... so you get two skill points. :D I have no idea how that happened, but good going.)

PIERRE Dé GRASSI

(Attack Roll: 3. Werewolf Defense Roll: 4. Pierre loses 1 MP; Werewolf evades) More wary of the humans now, the werewolf starts to circle around Marcus. Luckily for it, it sees you as you begin your flourish, and rolls to the side when you throws the dagger. It goes flying off in the darkness somewhere.

ELIZABETH SADDLER

(Attack Roll: 1. Marcus Defense Roll: 3. Elizabeth loses 2 MP. Marcus evades) Elizabeth raises her spellbook and speaks a series of arcane syllables, targeting who she perceives as the greatest threat. Marcus sees the flames running towards him well before they become a massive column reaching to the sky, and he dives away, safe.

MALLEUS RAULAT

(Attack Roll: 6. Werewolf Defense Roll: 7. Malleus loses 1 MP; Werewolf evades) You attack the werewolf as it leaps aside of Pierre's dagger, but it seems that its wounds have caused it to enter a state of heightened awareness. It dives away before your cross comes into contact with it.

NAZARA

(Attack Roll: 6. Elizabeth Defense Roll: 2. Nazara Damage Roll: Massive Success; 2d4x2 damage dealt. 14 damage) Elizabeth shouldn't have taken her eyes off of you. You bring the claymore around in wide arc that hits her between the shoulders and almost carves her in half. Her body is flung to the ground; now you only have to worry about the werewolf.

FRIAR GREENMOORE

(Attack Roll: 2. Werewolf Defense Roll: 1. Greenmoore loses 2 MP. Greenmoore Damage Roll: Massive Success; 2d4x2 damage dealt. 10 damage dealt) You clear your mind and try the words again, bending the remnants of Elizabeth's spell to your will. You pull the fire back down and drop it on the werewolf from above, briefly covering it in fire before the spell fades with her death. Scorched and bleeding heavily, its master dead, the werewolf looks for an escape route.

GREATER WEREWOLF

(Escape attempt: Major Fail) It turns and tries to run, but finds its escape blocked by Wymar, Nazara, and Marcus.

WYMAR SANE

(Attack Roll: 4. Werewolf Defense Roll: 3. Wymar loses 2 MP. Wymar Damage Roll: Massive Success; 2d4x2 damage dealt. 8 damage dealt) Again you speak the words to create sunlight, unleashing it in a wide burst around the square. The werewolf whines like a dog as it shies away from the spell, covering its eyes with a hand. You're sure it's almost finished.

MICHEAL WARD

The watchman recovers and looks around groggily. It takes him a few moments to understand the situation, but when he does, he takes a bell from his belt and begins ringing it to attract the other watchmen to the town square. After a few moments, he puts it away and draws a matchlock pistol from his belt.

(Attack Roll: 2. Werewolf Defense Roll: 1. Ward loses 1 MP. Ward Damage Roll: Minor Success; 1d4 damage dealt. 3 damage dealt) Although still not in his best state, the werewolf is blinded by Wymar's spell and can't evade. Micheal shoots it in the side, attracting its attention.

Spoiler: HP/MP Counts (click to show/hide)
Title: Re: Roll to Castlevania: Turn 11 [In which Wymar counters like a boss]
Post by: Darvi on March 03, 2011, 01:07:41 am
Nice move Talarion.

Finish him! Then do a victory dance.
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: Draignean on March 03, 2011, 01:14:51 am
Oh come on!

Stupid ineffective werewolf not killing anybody....
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: Ze Spy on March 03, 2011, 01:23:35 am
"Die, you son of a bitch"

Punt that werewolf as far as possible with my Warhammer
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: Ahra on March 03, 2011, 01:36:11 am
decapitate
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: Talarion on March 03, 2011, 01:44:00 am
Alright, I will take 2 new skills if I can? 1 Point into Tracking (+1 to Tailing/Tracking rolls (One of the two)) and 1 point into Evasion (+1 to dodge rolls)

Marcus grins, seeing Saddler go down and the Werewolf going down, he pulls out one more vial of Holy water and throws it directly at the Wolf.
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: Krath on March 03, 2011, 11:09:19 am
Strike a fancy pose while everyone else kills the wolf.
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: Dwarmin on March 03, 2011, 04:48:29 pm
Friar Greenmoore intones "Strike it down now! A werewolf that is near dead is at its most dangerous!"

Friar Greenmoore tries to make a low wall of fire to prevent the werewolfs escape
Title: Re: Roll to Castlevania: Turn 12 [In which Marcus beats down a werewolf]
Post by: SeriousConcentrate on March 03, 2011, 09:54:39 pm
Gotcha. Will update Marcus's Skills once the turn is finished.

Spoiler: INITIATIVE (click to show/hide)

GREATER WEREWOLF

(Attack Roll: 7. Malleus Defense Roll: 5+1. Werewolf Damage Roll: Major Success; 2d4 damage dealt. 4-1 damage dealt) The werewolf immediately turns and lungs for Malleus. It bulls him down and tries to bite his head off...

WYMAR SANE

(Attack Roll: 7. Werewolf Defense Roll: 8. Wymar loses 2 MP) The werewolf looks up and snarls as you cast your spell. It leaps away from Malleus, evading the blast of light.

MICHEAL WARD

(Attack Roll: 5. Werewolf Defense Roll: 3. Ward loses 1 MP. Ward Damage Roll: Massive Failure; Werewolf counters. Werewolf Attack Roll: Minor Success, 1d4 damage dealt. 3 damage dealt) It turns out the werewolf was targeting someone else, and charges into Micheal as he finishes reloading his pistol. It hits him low in the stomach with its shoulder and knocks him aside.

MALLEUS RAULAT

(Attack Roll: 7. Werewolf Defense Roll: 4. Malleus Attack Roll: Major Success; 2d4 damage dealt. 6 damage) You get to your feet and raise your axe. You'll not fall to a creature of the night! As it recovers from tackling the watchman, you cover the distance and swing your battleaxe. The blow is not fatal, but it is powerful enough to throw the creature to the ground, stunned.

FRIAR GREENMOORE

(Cast Roll: 6. Greenmoore loses 2 MP) You encircle the square with a wall of flame. No one is getting in or out until you end the spell.

MARCUS RAUST

(Attack Roll: 1. Werewolf Defense Roll: 2. Marcus loses 1 MP; Werewolf evades) You throw the water at the wolf at about the same time Malleus attacks it. The water hits him in the back and although he is merely annoyed by it, his body serves to shield the monster from your attack.

NAZARA

(Attack Roll: 6. Werewolf Defense Roll: 1. Nazara Damage Roll: Major Success; 2d4 damage dealt. 5 damage; kill) Yelling fiercely, you run over to the fallen werewolf and swing your warhammer in a low arc. It connects solidly with the side of its head, and there is a loud snap as its neck breaks. You have done it; the monster is dead.

PIERRE Dé GRASSI

(Pose Roll: 7+1 Sleep Bonus; last round, should've had it earlier but I forgot. -__-) You flourish your rapier and strike a fancy pose, stealing Nazara's thunder as she finishes off the werewolf. Somehow, you're gonna get the credit for this.

META

All right, we made it through the introductory mission. ^^ After another turn or two we'll be heading towards the castle proper. As a reward for defeating the first boss, everyone gets to choose one of the following as their reward from Aguemort:

5 HP
5 MP
New or Improved Weapon
New or Improved Subweapon
New Skill
Random Artifact
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Krath on March 03, 2011, 10:38:19 pm
Improve my mighty Rapier.
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Talarion on March 03, 2011, 11:46:34 pm
Improve my longsword.
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Dwarmin on March 04, 2011, 12:45:19 am
Friar Greenmoore lets the wall fire burn down to nothing. He walks over, and looks down upon the bisected body of Elizabeth Saddler and sighs, placing a hand over her eyes.

"A pity she will soon learn the forces of Hell will torment her all the more for allying with them...what a waste of potential..."

His eyes are drawn to a small black bag she was carrying, laying by her side. No doubt an artifact of some sort she was unable to use before being struck down...Greenmoore can feel some power within, but what it could be, he cannot tell. The tools of the enemy are often a great boon in the right hands.
He reaches for it tentatively...


Friar Greenmoore takes a random artifact.
Edit: Oh yeah, cancel the ring of fire spell too!


OOC: Psh, weapons and skills. I'll take the MYSTERY BOX!
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Darvi on March 04, 2011, 12:58:51 am
Jump on the sword improving bandwagon.
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Ahra on March 04, 2011, 01:09:55 am
the random artifact:D
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Dwarmin on March 04, 2011, 01:26:48 am
Friar Greenmoore weighed the bag carefully. He didn't want to inadvertantly set off some magical trap set by the late Saddler witch...to his surprise he felt more than one artifact within! The kinght Malleus was also looking curiously at it, so Greenmoore offered to share what he had found...
Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: Ze Spy on March 04, 2011, 03:48:47 am
Doh ho ho

New skill : "Blitzkrieg : +2 to Movement rolls, -1 to Tailing rolls"

Please tell me that "Movement" also includes speed

Title: Re: Roll to Castlevania: Turn 13 [In which Pierre steals Nazara's glory]
Post by: SeriousConcentrate on March 04, 2011, 05:28:34 am
GENERAL

The group is led back to the town hall the next day, where they meet with Micheal Ward. "Thank you for all your help, and for going above and beyond the call of duty, Nazara," he says. "I'm prepared to give you whatever reward we can." Marcus, Wymar, and Pierre ask for improvements to their weapons. Friar Greenmoore asks if he and Malleus can keep the relics they took from Elizabeth's body. Nazara asks for special training. Micheal nods to the three. "Visit our blacksmith. I'll give you a missive to let him know why you're there." To Greenmoore and Malleus, he says, "that's a good idea. I'd prefer those stones be as far from Aguemort as possible." To Nazara, he hands over a parchment. "If you train in this way, you'll become faster, but it'll be harder for you to switch direction at will."

Every splits up to go about their tasks, with Marcus, Wymar, and Pierre heading for William Hayes's forge. He takes the missive and reads it. "Aye, I can help out the saviors of our town. What d'you want done with your blades? I can sharpen them or balance them." (Sharp = +1 damage, Balance = +1 Accuracy)

Greenmoore and Malleus return to the inn to study the relics in further depth. Eventually they discover their purposes: One is similar to a rosary, with black beads streaked with deep red. This relic absorbs the blood of its owner in exchange for greater magic output. (Owner of the Blood Rosary can exchange HP for additional damage when using a Subweapon at the rate of 1 = 1. You have to sacrifice the blood first, though, so if the attack misses...) The other is a small figurine. It is utterly unremarkable now, but the pair are able to divine its intent. (The Wax Doll will absorb the first hit the owner takes in battle, as long as it's not a killing blow. Too bad for Elizabeth.)

Nazara heads home to train.

META

Movement covers such things as sprinting, platforming, and climbing. It's a broad category. I should mention, however, that avoiding traps and sudden attacks is Sensing Danger, which is what Wymar has; since everyone else has to choose what they get this round, you can change your mind if you want something else. Once all of that's settled, we'll be moving on.
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Ze Spy on March 04, 2011, 06:22:47 am
Confirmed, someone has to be able to cross big Distances in a short time
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Dwarmin on March 04, 2011, 07:05:29 am
Friar Greenmoore studies both items intensely. One seems to be a wax figure of an ancient fertility Goddess, possibly ancient Ethopian. He can feel a powerful energy within-on close inspection, this power seems defensive in nature, like a loving mother sheltering her young. "Such an item would be of use to anyone in our line of work...I don't like to rely on such trinkets, though."

He turns toward the dark red rosary and examines it in turn. As he feared, it's not an earthly material it's made of-it looks like obsidian to the untrained eye, but one can tell it's not something that came from our Earth. It's the way the material seems to subtly swell like a swamp leech as it sucks in moisture from its enviroment that worries him...it's like touching a living thing.

He can sense the spirit trapped within..not exactly evil, but ancient and very, very hungry. And of course, a massive store of hidden power, waiting for use.
He guesses that the spirit is propiated with blood sacrifice...but it's not the worst thing the friar has sacrificed...
He picks it up gingerly and stores it away from his skin.


Friar Greenmoore claims the blood rosary

Later, speaking to Wymar, he remembers to ask him if he managed to grab that book of fire the saddler woman was using...


OOC: Hmm, I could take the wax doll, but if all goes well, I shouldnt be hit anyway, right?
I should be able to do some really overpowered fire damage with this. :)

Ahra, are you okay with taking the tanking trinket? lol warcraft memories...
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Talarion on March 04, 2011, 07:54:22 am
Marcus looks down at his blade, then shakes his head slightly. "I'm sorry, I'm happy with my blade the way it is. Sorry, again." He walked out, and headed back to Michael, slightly ashamed. "Er, Mr Ward? I'm sorry, but I'd like to request a training method. I should've been able to reach the Werewolf much before it reached Aguemort... I'd like to request a way of moving faster, to help me in my hunt. Or, rather than moving faster, moving more efficiently. Being able to cross any terrain or obstacle as quickly as possible. Can you help?"

(New Skill instead, if I may; Parkour: +1 to movement rolls)
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Ahra on March 04, 2011, 09:19:19 am
this trinket seems pretty good for a tank.
Malleus claims the figure.
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Ze Spy on March 04, 2011, 09:30:05 am
Blah blah blah movement roll blah blah blah

Goddamn, as if +2 to movement rolls for one person didn't allow us to catch just about every werewolf
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Krath on March 04, 2011, 12:31:26 pm
Ask the blacksmith to balance my Rapier!
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Darvi on March 04, 2011, 06:32:04 pm
Balance.Oh, and get ye flask Book.
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: Talarion on March 04, 2011, 06:37:54 pm
Yes, +2 is good, but what if you get into a bad situation, and noone else can get to you in time? :P It helps to always stick together, or atleast go in pairs.
Title: Re: Roll to Castlevania: Turn 14 [In which there are rewards]
Post by: SeriousConcentrate on March 04, 2011, 07:08:33 pm
All right. Updating statuses now. Also, Draignean, if you're keeping up with this, choose something too. ^^ I don't want you to be underpowered when you get a chance to come in.

GENERAL

Three days pass while Marcus and Nazara train the techniques on the scrolls they were given, and Pierre and Wymar wait for their weapons to be returned to them. Friar Greenmoore and Malleus spend the time studying their relics and eventually agree as to how to divide them; Greenmoore takes the Blood Rosary while Malleus takes the Wax Doll. At sunrise of the fourth day, Pierre and Wymar receive word that their weapons have been finished, and they retrieve them. Although there is still an oppressed air about Aguemort, the mood of the town seems to have lightened considerably, as if a great weight was removed from the villagers.

But the ominous feeling Friar Greenmoore got from the castle in the distance has only increased. Something must be done about it. After asking around, it is determined there are two routes that lead towards the mountain trail: one is to go south and through the forest, the other to head east and cross many rivers.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Darvi on March 04, 2011, 07:16:38 pm
Use powers of foresight to determine course of action.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Draignean on March 04, 2011, 07:18:05 pm
Random artifact, some heirloom of the Ritt family that he was given by a more sympathetic family member.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ze Spy on March 04, 2011, 08:52:31 pm
East
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Talarion on March 04, 2011, 09:07:35 pm
Go with the others.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Draignean on March 04, 2011, 09:17:43 pm
Err... Is there anyway for me to know what I got?
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Krath on March 04, 2011, 09:46:48 pm
My French intellect says...WEST!
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: SeriousConcentrate on March 04, 2011, 10:12:34 pm
I've been trying to think of what to give you. Here's what I came up with:

Eagle Feather: Given to him by a trusted cousin, this feather contains the soul of a hunting eagle. By focusing magic on this feather, Malachi can call the eagle's spirit to fight for him. (Costs 3 MP, summons an eagle to fight for two rounds counting the round it is summoned. Malachi determines its target both rounds, and it will permanently blind enemies on a Major or Massive Success when attacking. Can only be used once per battle.)
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Draignean on March 04, 2011, 10:14:45 pm
That is absolutely perfect for my flamboyant trickster of a magician, a pity there probably won't be anymore inns for me to perform at. The feather is totally going in his cap.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ahra on March 05, 2011, 05:29:14 am
east. but what will my armor do to me when we cross the rivers?
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ze Spy on March 05, 2011, 08:22:28 am
-3 to movement?
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ahra on March 05, 2011, 11:01:56 am
i was thinking something like Heavy armor and slip = *blubblubblub*dead*
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Zako on March 05, 2011, 09:57:46 pm
Perhaps you guys should have bought a rope or something? Also, how are you all going to see in the dark?
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Krath on March 06, 2011, 02:20:02 am
Perhaps you guys should have bought a rope or something? Also, how are you all going to see in the dark?

Rope?

Lamp oil?

BOMBS?

Its yours my friend!

As long as you have enough Rupees...
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: SeriousConcentrate on March 06, 2011, 02:44:39 am
BUY SOMETHIN' WILL YA!

Dwarmin, no opinion on which way to go? Also, I'll go ahead and tell you what Wymar senses: the eastern route is faster but much more dangerous, while the southern route holds less monsters but has a connection to what Elizabeth was up to. Either way, I'll do the turn tomorrow, it's getting late.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Dwarmin on March 06, 2011, 10:40:06 am
BUY SOMETHIN' WILL YA!

Dwarmin, no opinion on which way to go? Also, I'll go ahead and tell you what Wymar senses: the eastern route is faster but much more dangerous, while the southern route holds less monsters but has a connection to what Elizabeth was up to. Either way, I'll do the turn tomorrow, it's getting late.

OOC: I would take the more faster+dangerous route, which is EAST
The more we fight the stronger we get, simple as that...I also wouldn't want to make the guys on the waiting list bored. :)
Also! Can you bump up my Exorcism skill a bit SeriousConcentrate. Maybe add +damage along with the + 1 hit? It's sort of weak for 1 skill point, being that it only affects certain enemies-that being ghosts, or possessed objects. Krath just got his rapier balanced for +1 hit to everything for his bonus skill, I mean.  :(

There's no going around this my friends-what time we woulc save on the easy path will be repaid to us in the end. I feel we should take the darker road...

Before he leaves, Friar Greenmoore is going to try and buy, beg, borrow or steal the following items...
-A 2 foot White Ash Stake (for impaling vampires)
-A bag of salt (a line of salt on the ground traditionally is defense vs certain supernatural creatures)
-Drawing Chalk (for recreating runes and defense glyphs we might find)
-A waterproof oil lamp, with extra oil!
-Sturdy rope+grappling hook


Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ahra on March 06, 2011, 12:04:04 pm
buys a ton of grenades.(water resistant grenades. i dont want any ´´your grenades are soaked´´ shit)
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Dwarmin on March 06, 2011, 01:22:55 pm
buys a ton of grenades.(water resistant grenades. i dont want any ´´your grenades are soaked´´ shit)

Or "Your grenade explodes in your hand! All the skeleton warriors drop their weapons and begin to laugh at you!"
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ahra on March 06, 2011, 01:47:09 pm
then i would bash them to death with my cross.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Darvi on March 06, 2011, 02:12:10 pm
Buy ten foot poles. And lots of em. And rations.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Dwarmin on March 06, 2011, 02:55:20 pm
Buy ten foot poles. And lots of em. And rations.

Well...Seriousconcentrate hasnt said anything about us needing to eat yet, or sleep, but then again we're in a village now.
Until further word, I'm gonna assume we carry whole cooked turkeys that magically never go bad in our packs.
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: SeriousConcentrate on March 06, 2011, 03:40:55 pm
The stake and grenades are in subweapon territory, so that'll be a no-go. As for the rest, Dwarmin's got the right of it. Your guys have unlimited storage space and pretty much no need of food or water - except for healing purposes, of course. Besides, turkey never goes bad, even when hidden in bricks and left inside a wall for who knows how long. :P Anyway, about your exorcism skill, I have two ideas. Would making it so you can't Massively Fail attacks against ghosts be alright? (It would mean ghosts can't counter you if you rolled a 1 on your damage roll against them.) The other one is making it so they can't possess you. I'm going to ahead and run the turn, just let me know whether you want either of those or the +1 damage.

GENERAL

The group heads to the general store to make some last minute preparations before they leave for the castle. When asked about grenades and stakes, the shopkeeper merely looks confused, but he does bring out the requested 10-foot pole for Wymar and the other supplies that Greenmoore asked for. "Will there be anything else?" he asks the group. (Giving everyone else a chance to request one or two items) Once their business was settled, the party set out for the eastern entrance. The time was almost noon when they saw the first bridge in the distance. Near it was a small shack, presumably used for toll-keepers.

(Wymar Sane gets: 10-foot pole!
Friar Greenmoore gets: A waterproof oil lamp, with extra oil!
Friar Greenmoore gets: Sturdy rope+grappling hook!

The salt and chalk won't really do anything mechanically speaking, but if you want to have them you can.)
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Ahra on March 06, 2011, 03:44:09 pm
hello good man what is the toll to cross the bridge?
Title: Re: Roll to Castlevania: Turn 15 [In which the path is split]
Post by: Dwarmin on March 06, 2011, 04:23:18 pm
Friar Greenmoore stands still and looks extra solemn

OOC: Well, Ill have those other items RP wise then.
For my skill, I'll take the "can't Massively Fail attacks against ghosts"
Everyone remember to take your 2 general store items. Be creative! Extra lantern+fuels at least...lol
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Zako on March 06, 2011, 08:30:44 pm
Good man, those items will surely help you later on.
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Krath on March 06, 2011, 09:46:10 pm
"I defeated the Werewolf you know!"

Use my influence to get a fancy hat with a feather inside of it.
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Ze Spy on March 07, 2011, 01:59:52 am
"I killed the werewolf, dumbshit"

Wait around
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Darvi on March 07, 2011, 02:06:04 am
"We all killed the beast, asshats! 'cept for Nazara."

Also, buy another lamp with some flint and steel (How else are we going to light the lamps?)
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Ze Spy on March 07, 2011, 02:18:43 am
"Hey, i heard what you said there"
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Ahra on March 07, 2011, 02:25:02 am
"dammit, shut all both of you and pierre you only stole the glory."
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Darvi on March 07, 2011, 02:28:28 am
"Jus' kidding. But we can agree that the frenchman didn't really do a lot."
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: SeriousConcentrate on March 07, 2011, 04:32:46 am
I'll update your statuses now and run the turn after Talarion posts. I don't want y'all to think I'm neglecting you or something. ^^ And you can always light the lanterns with Greenmoore's fire spells... Nah, you get the flint & steel.
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Talarion on March 08, 2011, 07:34:21 pm
Marcus goes to the church, to restock his holy water supply, and then goes to the general store to buy a coil of rope and a grappling hook. (as in, a spare grappling hook separate from the spare rope) Then goes to meet up with the others.
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: SeriousConcentrate on March 08, 2011, 08:02:36 pm
Quick question: Draignean's the only guy in the waiting list and I feel kinda bad making him sit out when there's no line at all, making the list kinda pointless. You guys cool if he starts next turn? Either way, running turn now.

MALLEUS

You head towards the shack and knock, asking what the toll for the bridge is. [-Major Fail-] Almost as if in answer to your question, a long, snake-like skeleton bursts from each of the shack's small windows and moves about in the air, investigating the party. After a moment, one breathes fire at you! [Free attack roll: 8. Malleus Defense Roll: 3+1. Skeletal Dragon damage roll: minor success, 1d4 damage. 4-1 = 3 damage inflicted to Malleus - Wax Doll intercepts the blow!) The fire covers your body but does not burn; from the pouch where you placed the Wax Doll you hear a tiny scream of pain.

GENERAL
(Awareness Rolls - Marcus: 5. Nazara: 3-1 arguing. Wymar: 8-1 arguing +1 sensing danger. Pierre: 4. Greenmoore: 7. Marcus, Wymar, and Greenmore get a bonus to their initiative; Wymar gets a free action next turn for the 8.) Nazara and Pierre are completely caught off-guard by the appearance of the skeletons and the attack on Malleus, but Greenmoore and Marcus weren't distracted by other matters and were able to react quickly... although neither reacted as fast as Wymar, who was already turning towards the enemy before they even appeared!

Enemies

There are three skeletal dragons attacking. Their full stats will be shown when the battle starts for realz.
Title: Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
Post by: Talarion on March 08, 2011, 09:48:54 pm
(I don't mind if Draignean joins...)

Marcus draws his sword and gets out a vial of his holy water, lobbing the vial at the closest Dragon thing.
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Darvi on March 09, 2011, 01:08:08 am
I'm cool with him joining.

Prod the dragons with the 10 foot pole. sword. And by prod them I mean hit them.

Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Ahra on March 09, 2011, 01:22:36 am
challenge the fucker and get in to a bonegrinding fight with him. (sure drainegan can join)(also DRAGONS!!?? thats mean.)
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Ze Spy on March 09, 2011, 01:29:46 am
Let him join

Warhammer -> Skeleton Dragons

Skeletons are weak against Bashing weapons, right?
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Darvi on March 09, 2011, 01:31:43 am
Ya, piercing and slashing weapons go right through them.

On second thought, let me change my action.

Fiat lux.
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Draignean on March 09, 2011, 01:48:05 am
challenge the fucker and get in to a bonegrinding fight with him. (sure drainegan can join)(also DRAGONS!!?? thats mean.)

(sure drainegan can join)

drainegan

That has got to be one of the most WTF manglings of that name I have ever been graced with.

Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Talarion on March 09, 2011, 01:52:11 am
(I dub thee Sir Drainegan, may you drain any E-guns you come across.)
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Draignean on March 09, 2011, 01:54:53 am
I shall rise and fight villany in all its forms with my companion Sir Drain-o! 
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: SeriousConcentrate on March 09, 2011, 02:20:26 am
lol. Don't worry about it. I've called Darvi Darzi once and insisted on referring to Wymar as Wyman. (Sorry, Darvi. For some reason my memory hates you. :P)

Anyway, this is the thing y'all are fighting, just went to go get an image of it.

(http://www.castlevaniacrypt.com/games/sotn/images/enemies/whitedragon.gif)
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Krath on March 09, 2011, 08:52:45 am
Oh god oh god commence the stabbity stab.
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Darvi on March 09, 2011, 10:20:24 am
Dun worry SC, so does mine.
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: SeriousConcentrate on March 09, 2011, 03:27:23 pm
OK, Draignean's in next turn, which will run once Dwarmin posts.
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Dwarmin on March 10, 2011, 01:12:28 pm
Friar greenmoore ducks an errant skeletal whiplash. "Hmm, calling them dragons is somewhat of an overstatement. They're more like overlarge snakes..."

I lob some of that holy water, yo
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: SeriousConcentrate on March 10, 2011, 03:23:01 pm
Well, I did warn y'all this is the combat heavy route. ^^ Turns out they're called White Dragons, the Skeletal Dragon is a different enemy altogether. Anyway...

Spoiler: INITIATIVE (click to show/hide)

FRIAR GREENMOORE

With no hesitation, you pull out some of you holy water and chuck it at the dragons. (Random target: White Dragon 2. Greenmoore Attack Roll: 1. WD2 Defense Roll: 1. Tiebreaker Roll: 6 vs 3. The Friar loses 1 MP. Damage Roll: Minor Success, 1d4+1d4 Priest damage. 8 damage) It sails into the mass and collides solidly with the side of White Dragon 2's head, producing a light blue flame as the water splashes over it.

MARCUS RAUST

You follow Greenmoore's example and lob some holy water of your own. (Random target: WD1. Marcus Attack Roll: 4. WD1 Defense Roll: 8. Marcus loses 1 MP; WD1 evades) The dragons are ready for it though, and each moves out of the way to allow the vial to crash harmlessly against the side of the shack.

WHITE DRAGON 1

The dragon sinuously curves around in an arc, then dives in to bite Marcus! (WD1 Attack Roll: 4. Marcus Defense Roll: 8; Marcus evades) But the hunter was more than ready for a retaliation, and he jumped back. The dragon's teeth clacked together in the air as it passed through the space he had been standing just a moment ago.

WHITE DRAGON 2

The snake-like skeleton moved back and forth, trying to shake off the holy water. (WD2 Attack Roll: 7. Greenmoore Defense Roll: 2-1. WD2 Damage Roll: Minor Success; 1d4 damage. 2 damage inflicted) Still in pain, it lashed out and down, its head colliding with Friar Greenmoore's chest and knocking him down.

WHITE DRAGON 3

The dragon watched Malleus closing distance. (WD3 Attack Roll: 2. Malleus Defense Roll: 2+2; Malleus evades) It swooped down and breathed fire at him once more, but his armor shielded him as he charged through it, raising his axe...

MALLEUS RAULAT

(Malleus Attack Roll: 6. WD3 Defense Roll: 1. Malleus Damage Roll: Major Success; 2d4 damage. 6 damage dealt.) You finish your charge with a crushing overhead blow, slamming the white dragon's skull into the ground. It recoils and raises as far into the air as it can, taking a moment to get its bearings.

WYMAR SANE

You draw your sword and book, ready to fight. (Random target: WD3. Wymar Attack Roll: 6. WD3 Defense Roll: 2. Wymar loses 2 MP. Damage Roll: Major Success, 2d4 damage. 6 damage dealt) With an arcane word you focus the daylight on the white dragon in the window on the far right, burning holes through parts of its skeleton.

NAZARA

Figuring correctly that blunt force will do better than a blade that might hit nothing but air, you draw your warhammer and charge into the fray. (Random target: WD1. Nazara Attack Roll: 7. WD1 Defense Roll: 4. Damage Roll: Minor Success; 1d6 damage. 5 damage dealt) The dragon in the left-most window is still withdrawing from attacking Marcus, and you bring your warhammer around. The head cracks it solidly in the side of the skull, knocking a few teeth loose, and it recoils away.

PIERRE Dé GRASSE

In a panic, you're slow to react. The first thing you think of is pulling out your rapier and going to work on the nearest dragon. (Random target: WD3. Pierre Attack Roll: 8+1. WD3 Defense Roll: 8. Damage Roll: Minor Success; 1d4 damage. 3 damage) Somehow your blade pierces solid bone rather than the spaces between, doing severe damage to the monster.

Spoiler: HP/MP COUNTS (click to show/hide)

MALAKAI RITT

Many too-short days and too-long nights of travel have brought you into the vicinity of Aguemort. Instead of sticking around, you stop only long enough to buy supplies and then continue your journey east. After awhile, you notice something odd ahead of you; it looks like a group of people are attacking a house? What's going on here?
Title: Re: Roll to Castlevania: Turn 17 [In which there are skeletal dragons o.O]
Post by: Darvi on March 10, 2011, 03:25:21 pm
Nuke WD 3 (or WD 2 if I fail my initiative roll)
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 03:30:28 pm
´´grin and prepare for round 2 of the crushing contest`` oh and btw focus on the other dragons nr3 is mine. if the fucker dont come down i throw a stone at him.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Krath on March 10, 2011, 03:34:44 pm
Hop on the back of a dragon and stab it through it's skeletal neck!
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Dwarmin on March 10, 2011, 03:38:18 pm
"I'm getting too old for this..." Friar Greenmoore says, springing to his feet...

Greenmoore sends more holy water toward WD2

OOC: RP is assuming I didnt get "knocked down" status or something
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 10, 2011, 03:40:18 pm
"Damn bandits... As if there were not enough troubles in this world." Malakai grumbles to himself looking on at the shapes of humans surrounding the house. He changes his grip on the stout staff he carried, walking stick and weapon both. Frost creeps up the handle of the well polished ash as Malakai's fingers stroke the spine of a worn leather book chained to his belt... and a trickster's slow smile forms on his lips. "Time to make an entrance, eh Avira?"

Summon the spirit falcon, charge in the most spectacular way possible and blast the first one that looks dangerous with enough frost to freeze it for a week.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: SeriousConcentrate on March 10, 2011, 03:42:18 pm
Nah, if you get stunned it'll be in the combat round. o.O Who're you attacking Draignean? 'Cause I get the feeling it's Malleus.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 03:43:28 pm
eh were not surrounding anything, only me walked over there
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Darvi on March 10, 2011, 03:45:10 pm
Wait, didn't I get an extra action?
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 10, 2011, 03:45:47 pm
He's going to attack the first thing that looks dangerous, If all goes well then it'll be a white dragon, if not... well the dice can decide.

If his powers of observation work then he should realize that these aren't bandits fairly quickly.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 03:53:27 pm
im a templar/knight no sane man would blast me, right? ok now im getting worried.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: SeriousConcentrate on March 10, 2011, 03:55:01 pm
lol, controversy. @Darvi: You only posted one action, I'll allow a carry-over this turn though.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Darvi on March 10, 2011, 03:55:51 pm
Ah. Right. More nukeage.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Dwarmin on March 10, 2011, 03:56:14 pm
Friar Greenmoore is preparing to lob his holy water when he see's a tall man in the distance, limping toward them determinedly.

"If ye be a living man, aid us in our fight against these foul undead serpents!" He says, pointing to the enemies pinwheeling above...


OOC: Whoever would shoot a friar, I would fry the shooter, if you know what I mean.
Let's hope for the best!
Hey, we CAN roleplay out the confusion. Depends how much of a purist Draignean is...
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Darvi on March 10, 2011, 03:57:45 pm
Harharhar :3
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 10, 2011, 04:17:13 pm
One of them had seen him and was shouting something, the sounds of their battle and noise of running water made it difficult discern the words. It sounded like, 'If ... be a ... man, aid us in our fight ... the foul undead Sir pants!'

Okay, not only is he attacking someone's house, he's a lunatic as well. 
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 04:20:09 pm
goddammit not even me is anywhere near the house i backed of as hell when they cameout of it and when i countered.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Dwarmin on March 10, 2011, 04:21:33 pm
goddammit not even me is anywhere near the house i backed of as hell when they cameout of it and when i countered.

OOC: I totally understood that ahra.
Foo, let the dice play it out then. We'll just blast Draig into tiny magician chunks if he actually manages to hurt us.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 04:25:01 pm
OOC: I totally understood that ahra.
Foo, let the dice play it out then. We'll just blast Draig into tiny magician chunks if he actually manages to hurt us.

good idea ......
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 10, 2011, 04:36:36 pm
goddammit not even me is anywhere near the house i backed of as hell when they cameout of it and when i countered.

OOC: I totally understood that ahra.
Foo, let the dice play it out then. We'll just blast Draig into tiny magician chunks if he actually manages to hurt us.


Hey, if I'm too far away to see the GIANT FIRE BREATHING SKELETAL SNAKES then I'm probably too far away to hear what you're saying. You try and blast my and I'll freeze your hands up your nose.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 04:46:40 pm
just sayin im not anywhere near the house(it a toll station btw i think)
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 10, 2011, 04:50:54 pm
Serious said I saw it as a house, so it's a house.

Being attacked by crazy-ass bandits.

(Edit: Repositioned Hyphen, Crazy-ass bandits IS different from Crazy ass-bandits.)
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 04:52:14 pm
.....bandits facing away from the house standing on the road about 50-40metres away?

whatever im dropping this discussion.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 10, 2011, 04:55:47 pm
Quote from: SeriousConcentrate
It looks like a group of people are attacking a house? What's going on here?

The narrator is God.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 10, 2011, 04:57:54 pm
ooops forgot that. whatever my armor will (hopefully) probably hold.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: SeriousConcentrate on March 10, 2011, 06:49:38 pm
OK, we'll never discuss it again Ahra. ^^ In any case, I'm gonna go play Oblivion for awhile, will check back in a couple of hours to see about the turn. (Yep, I'll cause in-fighting and then vanish like it's not my fault in the slightest.)
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Talarion on March 11, 2011, 12:28:49 am
Marcus growls, deciding that his aim must be failing. "Only one way to fix this." he charges at the serpent that has taken the least damage, and tries to jump on it's back, sword raised to strike...
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Dwarmin on March 11, 2011, 12:36:01 am
OOC: Well, now we have *two* players trying to jump on the backs of the skeletal serpents.

This will all end in tears.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 11, 2011, 12:38:06 am
ooc: If they get good rolls they can ride the serpents into each other and each will have their serpent devour the other entire.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Talarion on March 11, 2011, 01:35:22 am
OOC(Totally off topic question): SeriousConcentrate, Draignean, where did you get your truly epic avatars?
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ahra on March 11, 2011, 02:01:18 am
SeriousConcentrate made them.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Ze Spy on March 11, 2011, 02:06:50 am
"The hell you screaming about, Mister Priest?"

Warhammer that goddamn skeleton dragon
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Talarion on March 11, 2011, 02:23:41 am
SeriousConcentrate made them.
Epic. I would say I want one, but.. aww heck, who am I kidding? I want one. ;D
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: SeriousConcentrate on March 11, 2011, 02:53:37 am
Well, technically. Draignean improved his. ^^ Thanks for the compliment, though. Anyway, I'm pretty sure that's everybody, so running turn 19.

Spoiler: INITIATIVE (click to show/hide)

WHITE DRAGON 1

Injured but determined to keep fighting, the dragon snaps at Nazara. (WD1AR: 1. NDR: 2; Nazara evades) However, she's too nimble for it and dives away from its jaws.

PIERRE Dé GRASSE

Those things move in such an interesting way, you think jumping on one might be fun. So you attempt it. (Random Target: WD1. PAR: 6+1. WD1DR: 5. PDR: Minor Success; 1d4 damage. 3 damage) No one is as experienced in flashy techniques as you, and you prove it as you bait the skeleton into snapping at you and then vaulting onto it as if it were a horse. You lock your legs around one of the many vertebra and stab it in the next bone up, causing it to rear back in pain and attempt to buck you off.

MALAKAI RITT

Although at first you may have thought it was a bandit siege, that perception changes entirely when you see a huge, snake-like skeleton rise into the air with a mercenary on it, trying to stab it a second time. Whether or not these people need help, you're going to destroy these things. For her. (Ritt summons Eagle, -3 MP. Random Target: WD2. RittAR: 7. WD2DR: 3. Ritt loses 2 MP. RittDR: Massive Success; No special effect; 2d4x2 damage. 10 damage and kill. Eagle Target: WD3. EAR: 5.  WD3DR: 8; WD3 evades.) You summon the spirit of an eagle to assist you, and it manages to distract the far right White Dragon long enough for you to unleash a glacial blast on the center one. It freezes solid, then shatters.

NAZARA

After asking Friar Greenmoore what he's on about, you turn to pulverize the White Dragon that had just attempted to bite you. (NAR: 5. WD1DR: 4. NDR: Major Success; 2d6 damage. 8 damage) you make the monster pay with a crushing blow that whips it up into the air, almost throwing Pierre off. Lucky for him he has a secure hold on the vertebra!

FRIAR GREENMOORE

This requires divine intervention! You throw more holy water at the monsters. (Random target: WD3. GAR: 2. WD3DR: 4; WD3 evades, Greenmoore loses 1MP.) It just so happens that the dragonyou were aiming at chooses that moment to snap at Malakai's eagle, moving itself out of the path of your toss.

MARCUS RAUST

You're not going to let that Frenchman show you up AND have all the fun. You're going to ride that dragon so hard he'll look like an amateur! ...Wow that sounded all kinds of wrong. You're going to do it anyway. (Auto-target WD3 since Pierre's on WD1. RaustAR: 3. WD3DR: 1. RaustDR: Massive Success; 2d4x2 damage. 12 damage and kill. On a personal note, WTF is this tactic working so well? o.o) You duck past the writhing skeletons and jump at the wall. At the moment of impact, you coil around and jump off, landing just under the head of the dragon. Holding onto one of the ribs with your left hand, you draw your sword with your right and decapitate the monster in a single swing before leaping away, rolling, and landing in a kneeling posture.

THAT is how it's done.

WYMAR SANE

There's only one left now, and you're not gonna be the guy who didn't bring one down. (WAR: 1. WD1DR: 7; WD1 evades, Wymar loses 2 MP.) Or maybe you are. (WAR: 7. WD1DR: 1. Wymar loses 2 MP. WDR: Minor Success, 1d4 damage. 2 damage and kill) Thinking on your feet, you alter the spell as the orb of light misses the skeleton and cause it to explode, bathing the White Dragon in holy light. It roars, spitting flames everyone, and finally manages to throw Pierre off as it starts to disintegrate.

MALLEUS RAULAT

Well. Huh. It looks like they're all dead.

GENERAL

The time is now 1:00 in the afternoon. The original six have been joined by Malakai Ritt, and all stand outside the toll-keepers abandoned shack (to the north). To their east are stairs leading up onto a slimy-looking, ancient stone bridge leading over murky waters.

Spoiler: HP/MP Counts (click to show/hide)

------

I need to count up the amount of 8s rolled during combat. Krath, don't let me forget, your attack that round was an 8 but it got bumped down because Piercing is bad against skeletal types. I'll do an OOC post once I get it figured up and let you know about skill-ups.

@Talarion: I'll see about it, just give me some time. ^^
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: SeriousConcentrate on March 11, 2011, 03:13:46 am
All right, counted it up from the beginning. Marcus is owed another skill-up after the battle, and Pierre has one as well. Everyone else (except for Draignean, since he's only been in for one turn :p) is close to a skill-up.
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Draignean on March 11, 2011, 03:15:49 am
Malakai raised his wrist for the spirit animal to alight on, she wouldn't last much longer but the presence of his oldest companion was always a comfort. Avoiding the addled friar that called out to him before he adresses the strange group that he has stumbled upon. "Forgive me if mine eloquence deserts me, but who in the nine hells are you?"
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Krath on March 11, 2011, 03:19:43 am
Neato. I'll take Fancy Footwork (+1 to dodging) as my new skill. Like a boss.

Introduce myself as a fancy frenchman and ask this newcomer to assist me us in obtaining GLORY.

Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Ahra on March 11, 2011, 03:29:08 am
im an templar sent here to destroy evil.
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Talarion on March 11, 2011, 03:52:45 am
"Hail, newcomer. My name is Marcus Raust, I'm a dedicated hunter of the night. And you?" Marcus dusts himself off, sheathing his sword.

As for skill up, wow I'm doing good... Hunter's Aim: +1 to ranged hit
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: SeriousConcentrate on March 11, 2011, 03:59:59 am
Yeah, you roll a crapton of 8s somehow. In the first fight you rolled like 4 in a row. Anyway, this is my interpretation of Marcus Raust:

(http://img.photobucket.com/albums/v355/Static_Jester/MarcusRaust.jpg)

That'll probably be the last avatar I do for awhile, kinda tapped out creatively there. -_-;
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Talarion on March 11, 2011, 04:07:25 am
Oh my AWESOME!!! You, my good sir, are Awesome, with a capital Awe!
Title: Re: Roll to Castlevania: Turn 18 [In which a magician enters the battle]
Post by: Dwarmin on March 11, 2011, 05:41:48 am
Malakai raised his wrist for the spirit animal to alight on, she wouldn't last much longer but the presence of his oldest companion was always a comfort. Avoiding the addled friar that called out to him before he adresses the strange group that he has stumbled upon. "Forgive me if mine eloquence deserts me, but who in the nine hells are you?"

The priest rolled his eyes. "Friar Greenmoore, at your service...you're quite the dramatic one I see...
If you had not guessed, we are all hunters. Much like you, I would assume."


I tend to my minor wounds and explore the little shack before moving on
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Draignean on March 11, 2011, 06:04:03 am
"A hunter? No good sir, you do me more honor than I worth. My name is Malakai Ritt, I am but a humble performer travelling from town to town in search of friendly crowd, good ale, and a warm girl with a kind heart to share a whisper with." Ritt sweeps the arm that doesn't have a spiritual falcon on it in a broad gesture. "This is merely a place of in-betweens, though a place that I do confess to have found myself with regularity. Friendly people and kind hearts are worn hard in these dark times, and strangers have no lease with forgiveness, but it is in the heart of this that my entertainment is needed most." Malakai pauses for moment, undergoing only a brief moment of consideration before reaching his decision. "As I have seen this night the roads are treacherous, and if it would not burden you I would welcome company on my journey until our roads part. I have some talents which may be of help to you, one of which may be of immediate use."

Malakai is going to help Friar greenmoore treat his wounds, a touch of frost magic should reduce the swelling and pain of being smacked around by a bone head.

ooc: (+1 to rolls helping companions, thought I'd try it.)
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Dwarmin on March 11, 2011, 06:44:09 am
"A hunter? No good sir, you do me more honor than I worth. My name is Malakai Ritt, I am but a humble performer travelling from town to town in search of friendly crowd, good ale, and a warm girl with a kind heart to share a whisper with." Ritt sweeps the arm that doesn't have a spiritual falcon on it in a broad gesture. "This is merely a place of in-betweens, though a place that I do confess to have found myself with regularity. Friendly people and kind hearts are worn hard in these dark times, and strangers have no lease with forgiveness, but it is in the heart of this that my entertainment is needed most." Malakai pauses for moment, undergoing only a brief moment of consideration before reaching his decision. "As I have seen this night the roads are treacherous, and if it would not burden you I would welcome company on my journey until our roads part. I have some talents which may be of help to you, one of which may be of immediate use."

Your assistance is appreciated, though I fear you will find no friendly crowds or warm women where we are going. Indeed, while we will doubtlessly prevail, I do not think we shall ever return to the world of the living.

Our goal is to penetrate the dread castle of Count Dracula, and slay what lies within.

I believe it to be so, at least. It has manifested in different ages, and in various incarnations, but always on the night of a full moon- and it heralds the return of the darkness to the world...the stronger he grows in this world, the greater his evil forces multiply in strength and number, and the castle is his anchor.

Of course, fate has a way of bringing those who would defend this world to challenge it...I feel you have been looking for it all your life, even if you did not know it.
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Talarion on March 11, 2011, 06:49:08 am
Marcus looks at the two. "I apologise to interupt, and for my lack of eloquence... but we were just ambushed by three skeletal dragons. This is only the start. If we're going to move on, it would be best to move on now. Save the chat for later, after we remove this castle from the map."
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Zako on March 11, 2011, 07:22:32 am
Hmmm... This is looking more and more interesting. Do you mind if I can go on the list to join at some point?

Name: Daniel Kingston
Gender: Male
Appearance: Dark brown hair and light blue eyes combined with his pale complexion give a sense of ease to those who look at him, but at the same time a feeling that there is steel behind such gentle hands. Has short, sharp bristles of hair for a beard, which gives him a sense that he hasn't been in a proper town for some time. A scar across his eye and going down his cheek show that the past has had some troubles with this man.

Background: A doctor that originated from the more outstretched parts of Europe, he nonetheless decided that healing people was his purpose in life from early on. After saving up money and traveling to Paris to study medicine and medical proceedures, he left as a full fledged doctor and decided to dedicate his life to the well being of the common man. Sadly, he has not had completely easy travels and has learned that the medical arts can not only restore life but also take it away. To this end, he always carries a large, sharp hunting knife that he recieved as payment from one of his paitents, as well as a few other things.

Weapon: Knife
Armor: Leather Armour
Sub-Weapon: Silver Cross
Profession: Physician
Skills: Cooperative

Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Ze Spy on March 11, 2011, 07:51:12 am
"Name's Nazara, Try to ignore my Blood soaked Skirt, Accidentally fell into a pool of blood days ago and didn't bother to wash it"

Search the Shack

(By the way, Updated my character with a few bits and pieces of information in the "Appearance", not that it'll be that important gameplay-wise)
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Darvi on March 11, 2011, 08:18:53 am
Dammit Talarion, you keep hogging all the good rolls :P

Do a victory pose after the finishing blow. Then help searching the shack. Then notice the newcomer.
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: SeriousConcentrate on March 11, 2011, 01:50:18 pm
lol. As soon as I clear off the waitlist someone jumps into it. All the same, I like this character. ^^ Since I'm awarding all boss-rewards earned so far to new characters so they don't fall too far behind, take your pick from this list:

5 HP
5 MP
New or Improved Weapon
New or Improved Subweapon
New Skill
Random Artifact

Edit: Just now realized you need a little context; Balanced HP/MP loadout means Daniel starts with 25 HP and 20 MP.
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Dwarmin on March 11, 2011, 06:26:27 pm
I'm waiting more than 12 hours for a turn?! Bump for dead game  :-X

And we were going so fast!

Spoiler (click to show/hide)
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: Zako on March 11, 2011, 09:34:02 pm
I'll take the new skill. How about this: Herbalist: Able to identify, combine and use various plants for multiple uses. Plus, if I'm joining, can I get a few items as well? Nothing much, but you could say that they were part of his trade and he takes them wherever he goes?

If so, Daniel has a motar and pestle (used for combining herbs), a brewing kit for potions (similar to that found in an alchemists lab, just more portable) and flint & steel.

Oh, and he was currently traveling through the area on the way to a town past this one. He may have gotten a bit lost on the way however.
Title: Re: Roll to Castlevania: Turn 19 [In which white dragons get pwnt]
Post by: SeriousConcentrate on March 12, 2011, 02:45:30 am
lol, sorry. Blame Lost Planet 2. If anyone knows how the hell to beat the G Akrid in 1-2 Hard let me know; I'm trying to solo every difficulty and I hit a damn roadblock. ::) Anyway, that's a good point Zako. Draignean should have a chance to pick up two items as well and can do so in his post, and I'll note down yours for now.

GENERAL

There is a brief discussion as Malakai Ritt joins the party. There are introductions all around while Nazara and Greenmoore move to investigate the shack. (NSR:7+2 . FGSR: 3.) Greenmoore wanted to, anyway, but Malakai detains him in an attempt to help heal his bruises. (RittHR: 1+1. Greenmoore loses 1 HP, Ritt loses 2 MP.) Unfortunately, the ice does more harm than good, and the friar ends up with minor frostbite on top of his bruise. Meanwhile, Nazara finds two items: one is a sandwich, the other is a journal detailing the last few days at the bridge. According to the journal, strange, fish-like men have been rising from the river to attack travelers and can spit water with deadly force. He observed, however, that their scales are good at absorbing and distributing Blunt force but are easily Pierced. (Nazara gets item: Sandwich! Nazara discovers Merman Weakness: Piercing!)

Wymar poses over the corpses. (WPR: 4) But nobody's paying him any attention. He decided not to investigate the shack after all when Nazara emerges with her finds and declares them the only things worth taking. The spirit eagle vanishes, the magic used in casting the spell depleted. This leaves the party with a choice: press on, or try another route?
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Draignean on March 12, 2011, 03:11:58 am
"Oh dear... that tactic generally works better when I use it on myself. Probably something to do with me not being able to feel how much cold I'm using when working on another, I do apologize" Oh good job Malakai, the only reason they aren't throwing you into the river right now is that you were also capable enough to freeze one of those things solid. Wincing mentally he approaches the one called Nazara, she has a book which has got to be more interesting that a frostbitten friar.

Travel with the party, just do what comes naturally.


Additional Items: Bone flute, pouch of various coins.   




Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Talarion on March 12, 2011, 03:15:30 am
"We should press on. Oh, and Friar? Wrap that up in something warm." Marcus sighs, and heads towards the steps to the east.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Krath on March 12, 2011, 03:17:39 am
I say we press on!
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Ze Spy on March 12, 2011, 03:42:10 am
"Mister Malakai Ritt, You are stupid, Using ice magic to heal wounds will NOT work unless said person is resistant to cold or you are extremely lucky"

Hand Friar the sandwich and press on
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Dwarmin on March 12, 2011, 03:56:19 am
It's the thought that counts... *shiver*

wrap my wounds, eat the sandwich and move on!
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Draignean on March 12, 2011, 03:57:11 am
Malakai's reply to Nazara has a sarcastic frost to it. "Remind me again how much Ice magic you've used, after that remind me how many unorthodox applications for said magic you've come up with you're alone on one of these roads, are wounded, and haven't seen a soul for days. A gentle cold can slow bleeding, prevent swelling and quell aches. I am a clumsy user, but I know more practical uses for it than most.  However, since you clearly have the right of it I will merely refrain from slowing your bleeding if ever you have any, and politely explain that what you ask is impossible."


Once a nobleman always a nobleman.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Ze Spy on March 12, 2011, 04:24:53 am
"How about you remind me the possibility of getting a Dangerous frostbite if you mess up

your argument is invalid, go find something else to do with that ice magic of yours"
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Draignean on March 12, 2011, 04:41:08 am
"Blood useless watchmen..." Mordekai mutters under his breath, he had a lot of things against watchman and it had been a very long week. Fine she can have different.

Freeze Nazara's undergarments.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Dwarmin on March 12, 2011, 04:44:59 am
Nazara, he was only trying his best. He meant no harm, and I agreed to it in any case...
Let's not sunder ourselves with petty arguments, the real fight is yet to come.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Ze Spy on March 12, 2011, 04:56:32 am
"Hey, care to explain that rude magic book pointed at my general direction?"
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Draignean on March 12, 2011, 04:58:32 am
"Oh no, let's sunder ourselves with the antics of high-horse enforcers now, it'll save time later." Mordekai's heart wasn't really in the comment though, along with his general dislike low-key hatred of watchman Mordekai had a fond spot for priests. Yeah, they didn't always approve of his lifestyle, but they didn't approve because they thought he was blackening his soul with it. If misguided that kind of concern was almost touching in a funny sort of way.

Nazara though was just too damn tempting a target to pass up, the priest could pray for him later. "Don't worry Nazzy, it'll become clear in a second."
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: SeriousConcentrate on March 12, 2011, 05:00:12 am
Just a quick "are you sure?" for Draignean. I'm unsure myself as to whether or not it should even do damage, considering the intent is to annoy.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Ze Spy on March 12, 2011, 05:04:37 am
"Great, now we have a Infighting battle just because this Trickster has no sense of humor"

Dodge
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Draignean on March 12, 2011, 05:06:56 am
...

........

Yeah, hit it. It is what he'd do anyway. No sense ruining a good character moment with meta thought.

Also, Ze spy, how the do you dodge freezing underwear?

Other than the obvious of flinging them away, which while funny isn't something that Nazara is likely to do.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: SeriousConcentrate on March 12, 2011, 05:09:59 am
Well, we have until Ahra and Darvi post before the dice decide what happens.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Ahra on March 12, 2011, 05:10:38 am
keep walkin´ and ignore all that the newcomer does.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Ze Spy on March 12, 2011, 05:12:37 am
This is a RTD, you could survive a nuke if you are lucky enough

just like i can dodge magic if i am lucky enough
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Draignean on March 12, 2011, 05:26:42 am
"Great, now we have a Infighting battle just because this Trickster has no sense of humor"

He has a good sense of humor, just not with watchmen types. Part of the extended bio for him, unless you can get past his immense wall of fairly justified prejudice he isn't going to like watchmen or similar. To the point of rather petty strikes. (As can be seen.)
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: Darvi on March 12, 2011, 09:40:30 am
"Dudes, chill! I mean, cool off... I mean, damn!"
I cast calm emotions on em.


Whaddya mean I don't have that spell? Diplomacy roll then.
Title: Re: Roll to Castlevania: Turn 20 [In which Friar Greenmoore gets frostbite]
Post by: SeriousConcentrate on March 12, 2011, 02:34:40 pm
GENERAL

Nazara hands Friar Greenmoore a sandwich, and he promptly devours it. (FGHR: 6 [3 HP healed]) The friar feels better afterwards, but while he was eating, Nazzara and Malakai start arguing over the failed heal attempt. (WCR: 8+1 Persuasive) Somehow, the fortune teller is able to stop Malakai before he can go through his plan of freezing the watchwoman's undergarments, and smooths everything over enough that they follow Marcus, Malleus, and Pierre to the bridge.

The party ascends the steps onto the stone bridge proper. The river seems unusually high, and smells rank and damp like swamp water. Nevertheless, there are things more important than comfort and they press on. (Monster Alert Roll: 1. Mermen are unaware of party's presence this turn) Things seem quiet... for the moment.
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Darvi on March 12, 2011, 02:35:55 pm
Fling a stone over the water and see how often it jumps over the surface.





















:3
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Ahra on March 12, 2011, 02:41:37 pm
cautiously cross the bridge.
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Draignean on March 12, 2011, 03:20:02 pm
Draignean closes his eyes for a moment and counts to ten. Wymar was right, there was nothing to be gained from anything he might have done with his grimoire, amusing as it would have been. It took a moment for the brief rush of adrenaline to fade from his system, with it fled a few of his more impulsive desires as well.

Nazara could be tolerated for now, if only for as long as they traveled together.

Be ready for anything else this place has to offer, make as little sound as possible crossing the bridge.
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Talarion on March 12, 2011, 04:22:39 pm
Marcus draws his sword, and gets out a vial of holy water. Just in case. Be alert for any more monsters attacking. "Stay alert, everyone."
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Darvi on March 12, 2011, 04:24:24 pm
"Actually, he's right. You never know. Oh wait, I do." *fortune telling*


Somebody try to poke the water with my ten foot pole? :P
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Dwarmin on March 12, 2011, 04:53:30 pm
Greenmoore speaks quietly and calmly "Everyone form up in the center of the bridge, single file. When they come, they will come from all sides-pair off into groups of 2 or 3 and fight back to back. These creatures will try to seperate our force and drive us into the lake where they have the advantage."

Friar Greennmoore forms up alongside Malleus (Ahra), and orders the rest of group in preparation of a sneak attack.
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Zako on March 13, 2011, 12:31:40 am
Be careful they dont drag you over the sides. Perhaps you should find something that can be used as a shield to protect yourselves from their spray?
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Dwarmin on March 13, 2011, 12:54:23 am
Be careful they dont drag you over the sides. Perhaps you should find something that can be used as a shield to protect yourselves from their spray?

I have my faith in the Lord to protect me!

*gets one shotted*
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Ze Spy on March 13, 2011, 01:00:54 am
Cross the bridge
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: Krath on March 13, 2011, 01:08:40 am
Whistle and observe the shinyness of my rapier as we walk. Caution? What's that?
Title: Re: Roll to Castlevania: Turn 21 [In which Wymar mediates]
Post by: SeriousConcentrate on March 13, 2011, 02:17:39 am
GENERAL

The party advances along the bridge, some cautiously, some with a devil-may-care attitude. Wymar picks up a piece of the crumbling stone railing and skims it across the water. (MAR: 7+1.) Before it bounces a second time it is snatched and drug under. Not even a moment after that several scaled humanoids burst forth from the murky waters and surround the party!
Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Talarion on March 13, 2011, 02:29:20 am
Marcus spins around, slashing at the closest monster. "Stay together!"
Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Ze Spy on March 13, 2011, 02:47:13 am
Claymore -> Nearest Merman
Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Dwarmin on March 13, 2011, 03:24:23 am
"Do not let them get a hold of you!"

Friar Greenmoore shoots a fireball at a nearby Merman, with preference to a target already damaged and/or out of the water. Try to take cover alongside Malleus.

Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Krath on March 13, 2011, 03:34:27 am
Stab the nearest merman straight through the face!
Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Darvi on March 13, 2011, 05:51:15 am
Stabbystabhackslash.
Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Ahra on March 13, 2011, 05:53:03 am
first try to intimidate them, if that dont work, kill them.
Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: Draignean on March 13, 2011, 11:49:22 am
"Well you all have certainly have very interesting lives!"

Get back to back with one of the other ranged combatants, start flinging ice bolts at anything with scales.

Title: Re: Roll to Castlevania: Turn 22 [In which Wymar alerts the horde]
Post by: SeriousConcentrate on March 13, 2011, 03:33:11 pm
Spoiler: INITIATIVE (click to show/hide)

FRIAR GREENMOORE

Trying to hide in the templar's shadow, you launch a fireball at the closest merman. (Random Target: Merman 3. FGAR: 5. M3DR: 1. Greenmoore loses 2 MP. FGDR: Major Success, 2d4 damage. 7 damage inflicted) The burning sphere strikes the merman in the chest and knocks it down, shrieking in pain.

NAZARA

(Random Target: Merman 7. NAR: 7. M7DR: 2. NDR: Minor Success, 1d4 damage. 3 damage inflicted) With no hesitation, you draw your claymore and slash a merman heading towards you. The blow staggers him but his scales are tough enough that it doesn't cut through, and he glares at you malevolently.

MALAKAI RITT

You walk backwards into Friar Greenmoore, who is too busy blasting a merman with a fireball to notice. (Random Target: Merman 5. RittAR: 7.  M5DR: 4. Malakai loses 2 MP. RittDR: Minor Success; special effect applied. 1 damage, monster frozen for two turns)  One of them is foolish enough to approach you, and you immediately encase the beast in ice, immobilizing it. You bet if your staff, Nazara's warhammer or Friar Greenmoore's mace hit that monster hard enough in this state, it would do some real damage.

MERMAN 8

The monster, logically enough, goes straight for Pierre. Nobody can resist the hat. (M8AR: 2. PDR: 2. Tiebreaker: 6 vs 7.) It spits a thin stream of water at the Frenchman,  but he easily sidesteps it and the water ends up piercing through the stone railing behind him. Wait, what?

MALLEUS RAULAT

You yell a fierce battle cry! (Raulat Intimidation Roll: 6; all monsters roll vs 6. 1, 6, 7-1 injury, 3, Merman 5 is frozen, 4, 7, 2.) Half of the mermen immediately back away from you, and one falls down in its haste to get away. So you attack that one. (RaulatAR: 7-1 second action. M1DR: 1-2 Cowed. Uh, hmm. Didn't think a monster would roll into the negatives... Guess I'll set a precedent here that if it happens to a normal enemy they're just dead, that's it. On the other side, if it happens to a player, automatic 8 on the damage roll for the monster.) It is completely unable to defend itself as you bring the battleaxe down through its chest.

MERMAN 2

It wants no part of Malleus and heads straight for Nazara. (M2AR: 4. NDR: 1. M2DR: Major Success, 2d4 damage. 4 damage) While she's busy attacking Merman 7, it gives her a quick punch to the kidneys. Mermen don't fight fair.

MERMAN 5

The merman struggles to get out of its ice prison. (1 turn until it's free)

WYMAR SANE

Thinking that spells of light would be useless against creatures such as this, you go for the bastard sword and swing it around in a frenzy to keep the monsters back. (Random Target: Merman 2. WAR: 3. M2DR: 4; M2 evades) The merman sees you coming, however, and after giving Nazara a punch to the back it retreats towards the railing of the bridge.

MERMAN 4

It's scared of Malleus, but it's also aware that his armor is very heavy. Screeching, it tackles him from the side in an attempt to drag him into the waters below! (M4 Grapple Roll: 8-1 Intimidated. Raulat Grapple Roll: 3.) The merman pins his arms to his side, unnaturally strong despite its size, and beings trying to haul him to the railing. (2 turns until it is able to do so)

PIERRE Dé GRASSE

The nearest merman turns just in time to see you coming at it, rapier leading the way. (Random Target: Merman 4. PAR: 5+1. M4DR: 6. Tiebreaker: 4 vs 8; M4 evades) The monster twists slightly, pulling Malleus into the way of the attack, and your blade slides harmlessly across his armor.

MERMAN 6

Although scared, the cowardly monster knows an opportunity when it sees one and attacks Greenmoore from the side! (M6AR: 8. FGDR: 3-1. M6DR: 3; Greenmoore evades.) The friar is able to sense it coming, however, and ducks the water spit before it can hit him in the shoulder. Luckily for Malakai it doesn't quite have the angle necessary to hit him either.

MARCUS RAUST

You shout for the party to stay together as you swing your blade at the closest merman. (Random Target: Merman 7. RaustAR: 8+1. M7DR: 5. RaustDR: Minor Success, 1d4+1 damage. 3+1 inflicted) You backhand it in the jaw with the flat of your blade, staggering it to the side.

MERMAN 3

The merman, although on its back, can still spit water, and does so at Marcus. (M3AR: 5. RaustDR: 5. Tiebreaker: 6 vs 4. M3DR: Major Success, 2d4 damage. 6 damage inflicted) The hunter is caught completely off-guard and the water hits him in the thigh, causing a puncture wound in it! Luckily for him it didn't hit the bone, but it's going to hurt.

MERMAN 7

Merman 7 attempts to do the same. (M6AR: 3. RaustDR: 7; Marcus evades) But Marcus is a quick learner, and this time he manages to duck the spray aimed at his chest.

GENERAL

Malleus is being grappled; he can free himself by beating the merman's grapple check and other can try to help him to improve his roll. Or they could just try to kill Merman 4. Nazara and Friar Greenmoore have earned a skill-up.

Spoiler: HP/MP Counts (click to show/hide)
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Darvi on March 13, 2011, 03:35:24 pm
Attack MM 4
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Ahra on March 13, 2011, 03:50:58 pm
make an angryface before throwing this annoying fucker straight into the water straight trough the bridge.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Draignean on March 13, 2011, 04:59:24 pm
Call the Falcon, drive my staff through the frozen merman.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Darvi on March 13, 2011, 05:00:01 pm
o_O
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Krath on March 13, 2011, 05:49:49 pm
Finish off merman 3 with a stab through the chest!
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Dwarmin on March 13, 2011, 05:58:38 pm
"Back to the pits that spawned you!"

Friar Greenmoore shoots at Merman 4 with a fireball through the face.

OOC: Seems these enemies have some resistance to melee. I suggest you guys see if your sub weapons work- Nazara's rifle, Kraths Daggers.
Somehow I doubt holy damage like water and crosses would work, so maybe save that till we trimmed the enemies down a bit for experimentation.

For my skillup, hmm...what benefit does wielding a shield give us SeriousConcentrate? I'm thinking of increasing my defense through this way by having a sort of summonable holy shield on my arm.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Darvi on March 13, 2011, 05:59:52 pm
Oh c'mon, I want to use my weapon for once.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Dwarmin on March 13, 2011, 06:10:50 pm
Oh c'mon, I want to use my weapon for once.

In this case, your sword will probably work better than light magic anyway. There's too many of them now that blinding would have any use.
Also, lol at Ahra's action. He' gonna throw the fishman...back into the water. They're amphibious you know!
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Darvi on March 13, 2011, 06:25:54 pm
Hey, maybe the merman will think "Hey, it's not that bad in here, I think I won't go out and slaghter those guys. Nicely cool and comfortable in here"
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Draignean on March 13, 2011, 06:27:42 pm
Oh c'mon, I want to use my weapon for once.

In this case, your sword will probably work better than light magic anyway. There's too many of them now that blinding would have any use.
Also, lol at Ahra's action. He' gonna throw the fishman...back into the water. They're amphibious you know!

This gives me an idea...

Serious, how much water can a Cryomancer freeze at a single sitting?
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Darvi on March 13, 2011, 06:30:14 pm
Depends on how powerful he is. I, for one, can freeze an entire river by just peeing in it.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Draignean on March 13, 2011, 06:30:49 pm
Then go pee in the river.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Darvi on March 13, 2011, 06:31:18 pm
But I'm not in the game.

Then shut up man.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Talarion on March 13, 2011, 08:01:05 pm
Marcus, despite being wounded, knows that he has to ignore it till the end of the fight. He immediately targets the one that shot him in the leg with that water stream, and lunges in, trying for a stab (pseudo-piercing! Is this even possible? If not, change it to a normal slash.) at the damned thing.
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Ze Spy on March 13, 2011, 09:07:46 pm
Well, it doesn't look like the Mermen are getting any bonuses to not getting hit by melee weapons, but whatever

Fire the matchlock rifle at Merman 2

New skill, Executioner : +1 to attack rolls
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: Dwarmin on March 13, 2011, 10:00:08 pm
Yes, technically....I just thought we should look for weaknesses from what weapons we have.

Your flintlock is *almost certainly* piercing type damage, which should wreck them. Unless it's not, then it won't. :)
Title: Re: Roll to Castlevania: Turn 23 [In which Malleus intimidates the horde]
Post by: SeriousConcentrate on March 13, 2011, 10:21:37 pm
@Draignean: Depends on how high you roll, of course. ^^ A minor success/5 or 6 wouldn't do much, a 7 would freeze the surface, an 8... might freeze the whole river.

@Dwarmin: I'm torn between a shield just giving a straight bonus to defense, or a chance to block special abilities, like a fireball or something. It's still early so no enemies have anything great yet but in the future that could be useful. As for the holy shield, that sounds kinda like an artifact-type thing. I could hook you up with that as your quest reward for this leg of the journey if you want to pick it that far in advance.

@Talarion: While realistically it should, I'm trying to limit each weapon to one type, so having a wide variety helps everyone. You could easily and successfully make an argument that a sword can do all three since the flat of the blade or the pommel could be used for bashing damage, or a mace could be piercing as well if it had a spiked head, but usually swords are used for slashing so I'm just leaving it at that.

@Everyone: I'm streamlining the way combat rolls are noted, it's a chore to write and I'm sure it's a chore to read. :-X

Spoiler: INITIATIVE (click to show/hide)

MERMAN 3

Seeing Marcus come at him, he spits at the hunter again. (3 vs 5, evasion) The hunter rolls aside of the water stream and continues his charge!

PIERRE Dé GRASSE

You attempt to steal Marcus's thunder by going for the downed merman first. (5+1 vs 4; Massive Success = 2d6x2; 14 damage and kill) It's so focused on the hunter that it never sees you coming, and you finish it with a clean thrust through the heart.

MARCUS RAUST

Since Pierre killed your target, you attempt to end your charge by attacking a close-by merman. (RT: M7. 3+1 vs 5; evasion) But you have too much momentum to stop now, and your swing misses.

MERMAN 8

Merman 8 charges into the fray, attacking the first human he comes across: Malakai. (8-1 vs 6; Minor Failure; evasion) The performer hears him coming and ducks his wild swing.

MERMAN 4

Merman 4 continues to grapple Malleus.

WYMAR SANE

While the merman is busy doing that, you run over to hit him in the back. (3 vs 8; evasion) The merman is apparently skilled in doing this, however, and he again twists Malleus into the way of the blow. The bastard sword slides across his plate mail, luckily inflicting no damage to the templar.

MERMAN 2

Merman 2 kicks at Wymar while he's off-balance. (1 vs 6; evasion) But somehow he slips on the slick stone surface of the bridge and falls down. (Next attack against him gets +1 to hit)

FRIAR GREENMOORE

You launch a fireball at the merman, hoping to disentangle him from Malleus. (7 vs 3; -2 MP, Minor Success, 1d4; 4 damage) The fire strikes the monster squarely in the back, burning a large portion of his scales away and causing him to shriek in pain. (Malleus gets +1 to grapple-break roll)

MERMAN 7

Merman 7 goes after Pierre! (5 vs 2; Minor Success, 1d4; 3 damage) It blindsides him with a left hook to the jaw like the cheap fighter that it is.

MALAKAI RITT

You swing your staff at the frozen merman. (Autohit; Massive Success, Autokill) The weapon strikes it solidly in the chest and the monster shatters like glass. Meanwhile, you summon your falcon. (-3 MP. RT: Merman 6. 5 vs 6-1 [8 vs 5-1]; Massive Success, 2d4x2 damage; 8 damage, M6 is permanently blind) The eagle appears with a loud cry and dives straight at Merman 6, gouging its eyes out with its talons.

NAZARA

You whip your rifle from its place on your back and take careful aim at Merman 2. (2 vs 2 [7 vs 4]; -1 MP, Massive Success, 2d6x2; 16 damage and kill) The merman turns just in time to see you pull the trigger. The bullet strikes it in the chest with enough force that the merman is thrown to the ground.

MALLEUS RAULAT

(7+1 vs 6. 2nd action, attack: 6-1 vs 1; Minor Failure, evasion) The merman had merely caught you off-guard, but now that you've adjusted to the situation, you easily break his hold and fling him away. But before you can follow up, he retreats like a coward.

MERMAN 6

Merman 6 fumbles around blindly, swinging at everything that comes near. (Random Target: Merman 8. 1-2 vs 7; evasion) Merman 8 merely backs away from it with something like a 'what the hell are you doing?' expression on what could be called its face.

Spoiler: HP/MP (click to show/hide)

Draignean has also earned a skill-up. For clarification, it would've taken a major or massive success to shatter the frozen merman, he just got extremely lucky this turn.
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Talarion on March 13, 2011, 10:41:06 pm
Marcus frowns slightly, before lunging at the downed Merman! (Merman 2)
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Draignean on March 13, 2011, 10:56:32 pm
"And if the blind lead the blind, both shall fall into the ditch." Mordekai quoted the bible in a low voice, leveling the old staff at the blind merman. "Too bad only one of you is blind, you'd have been safer in the ditch."

Freeze the Blind merman's blood in his veins. (Merman 6)

Avira (The Hawk.) Is going to strike the merman that attacked Pierre (Merman 7)

Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Draignean on March 13, 2011, 11:16:15 pm
New skill. (Yeah, I know I'm probably not going to get it.)

Stunning Wit: Anytime I make a spectacularly witty comment (Like the above  ;D ) I get +2 to the relevant roll.
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Krath on March 13, 2011, 11:42:14 pm
Throw my hat into the air, stab Merman 4, then catch my hat on my head. Like the badass that I am.
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Dwarmin on March 14, 2011, 12:03:23 am
"A fine blow, Nazara! Bring the thunder upon them!!"

Friar Greenmoore will blast Merman 2 with cleansing fire-if it is already dead, I'll blast Merman 6.

OOC: Hmm, I'll save the shield idea then. I was hoping to make it a skill though. I'll have...

New Skill, Divine Wrath: +1 damage when using fire magic

Friar Greenmoore feels a change coming...as the darkness pools thicker, his emotions grow more heated, and his fire powers grow more dangerous.
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Darvi on March 14, 2011, 01:03:27 am
Swear loudly at the random number god and demand that he finally smites those beasts, by way of my sword.
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Ahra on March 14, 2011, 01:59:32 am
i shall teach them not to think im so easy to kill ..... with my axe
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Darvi on March 14, 2011, 02:05:12 am
Oh, I know.
 
Impale the hat and one of the merman in a single move.
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: Ze Spy on March 14, 2011, 02:34:24 am
Kill Merman 7

Figured that i kill the more damaged ones so that someone else doesn't hit said wounded monster while aiming for the max health monsters
Title: Re: Roll to Castlevania: Turn 24 [In which Nazara reveals her boomstick]
Post by: SeriousConcentrate on March 14, 2011, 03:16:19 am
@Draignean: I was thinking about having skills have only two levels; you can either start with a +2 to one thing and a -1 to something else and then in the second level remove the negative, or start with a +1 in something and improve it to +2 in the second level. Anyway, as for the skill in question... regardless of the numerical bonus, I imagine it would function like Malleus's intimidation attempt earlier; roll for the quote and if you succeed you get the bonus. Is that cool?

Spoiler: INITIATIVE (click to show/hide)

WYMAR SANE

Pierre throws his hat up in the air, probably about to do something flashy. You won't allow it this time. (Random Target: Merman 4. 4 vs 3; Massive Success, 10 damage and kill) You throw your sword up after his hat, impale it on the way down, catch it before it hits the ground, spin once, and stab the merman in the chest. Feeling rather satisfied with yourself you kick it off of your blade, although at the moment you're unsure as to what to do about Pierre's hat.

MERMAN 7

Merman 7 goes after Nazara, probably to stop her from using her gun again. (4 vs 8, evasion) It quickly finds out a gun doesn't necessarily have to be fired to be effective as she jabs the butt of the rifle into his face, knocking him back a step.

MARCUS RAUST

You go for the stunned merman, feeling it's best to take him out while he's off-balance. (Changing target to 7 since Nazara killed 2. 6+1 vs 1, Major Success, 6 damage and kill) With a powerful stab, you impale him through the chest, lift him into the air, and fling him off of the bridge back into the water.

MERMAN 8

Although his allies are dying all around him, he refuses to give up and dashes towards Wymar. (5 vs 2-1, Massive Success, 8 damage) He hurts the young fortune teller badly by catching him with a full-on spear and ramming him spine-first into one of the stone railings. Perhaps fortunately, it doesn't break under the impact, and both are still on the bridge.

MALLEUS RAULAT

(Random Target: Merman 8. 3 vs 2, Minor Success, 2 damage) You'll not allow this manhandling of Wymar to stand. On the other hand, you're reluctant to use your full strength in case the monster ducks and you hit him. Therefore you slam the beast in the back of the head with the haft of your axe.

NAZARA

Marcus killed Merman 7, but Merman 6 is looking like an easy target. You put away the gun in favor of your trusty claymore and rush it. (8 vs 4-2, Major Fail, evasion) However, there's a lot of blood and viscera on the floor of the bridge, in addition to the fact it was already damp to begin with, and your foot slides. You barely manage to not fall down, but it'll take a moment to regain your footing.

MALAKAI RITT

You command Avira to get that merman off of Wymar, and cast an ice spell on Merman 6. (Avira: 7 vs 6, Minor Success, 1 damage, fades. Ritt: 6 vs 7-2, -2 MP, Minor Failure) It's a bit harder to freeze blood than you remember. Or maybe it's that these creatures are new to you. Either way, your spell fails, but Avira manages to scratch up Merman 8 a little before disappearing.

FRIAR GREENMOORE

After cheering Nazara on, you turn your attention to Merman 6. (1 vs 1 [4 vs 8], -2MP) Apparently becoming blind was the best thing that ever happened to it, as it stumbles out of the way of your fireball.

PIERRE Dé GRASSE

(Random Target: Merman 8. 2 vs 6) Your hat... why!?!?

MERMAN 6

The merman continues stumbling around, throwing his arms out everywhere like a garrador. (Random Target: Pierre. 4-2 vs 3) It sort of wanders towards Pierre swinging, but doesn't come close to hitting him.

Spoiler: HP/MP (click to show/hide)

Darvi has earned a skill up. ^^
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Darvi on March 14, 2011, 03:17:41 am
Huzzah! ^[i_i]^
 
I out-flashied the frenchman. Good.
 
Lessee what I'll take.
 
I'll take... agile, +1 to dodge rolls.
 
For krath I'd suggest dancefighting (http://www.giantitp.com/comics/erf0141.html)  *g*
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Ahra on March 14, 2011, 03:45:15 am
keep hacking
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Draignean on March 14, 2011, 03:47:40 am
Sounds good serious, I'll take it.



Send shards of ice into the merman attacking wymar. Lots of them.
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Talarion on March 14, 2011, 05:08:55 am
Finish off the closest merman.
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Darvi on March 14, 2011, 05:39:31 am
Defensive stance, don't let the bastards touch me.
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Dwarmin on March 14, 2011, 06:31:50 am
Seeing the fortune teller gravely wounded, Friar Greenmoore was suddenly brought back...years ago. All those friends...Archibald the pious, Bartholemow the strong, Sigurdson, the stoic one....Teller the bard, and Amelie, the Hospitalar Knight...just a few...

How bravely they fought. And one by one, all gone...he gripped the blood rosary, preparing to make the sacrifice if he needed to...

"No, Not today...NOT TODAY!"


If it isn't dead by then, then Friar Greenmoore unleashes a fireball at merman 8.
He activates the blood rosary artifact, sacrificing three health.

If it is dead, he tries to smack merman 6 with his mace for fun.
EDIT: Obviously not using the artifact in that case, of course.


OOC: If I win intiative, he's gonna get gibbed. :I
and if you missed it Serious, I'm taking
New Skill, Purifying Flames: +1 damage when using fire magic
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Krath on March 14, 2011, 07:03:35 am
My hat? My hat! MY HAT!

Pull my hat free from the sword, and bumrush Merman 8, tackling it as hard as I can to knock it off the bridge.

If I can't take it out on my partner I WILL TAKE IT OUT ON THE MERMEN!
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Ze Spy on March 14, 2011, 09:21:29 am
"Well, that was unpleasant"

Attack the nearest merman
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: SeriousConcentrate on March 15, 2011, 10:01:58 am
Sorry, didn't realize all of you had posted. I was waiting on somebody, although now I'm not sure who I thought it was. -.-;

Spoiler: INITIATIVE (click to show/hide)

PIERRE Dé GRASSE

(5 vs 1; Minor Success, 1d6; 5 damage) FRENCH RAEG. You take your hat back from Wymar and rush Merman 8, impaling it in the stomach with your rapier, then kicking it back into the stone rails next to the fortune teller. It screeches in pain as its spine slams into the rock.

MALLEUS RAULAT

You're not finished with these monsters yet. (RT: Merman 8. 4 vs 3; Minor Success, 1d4; 3 and kill) Pushing past Pierre, you bring your ace down in a heavy overhead blow, striking the merman in the forehead. It takes you a few moments to pull your axe free. It's safe to say that the merman's not going to be getting back up from that. Ever.

WYMAR SANE

You huddle down and raise your bastard sword in a defensive position. You're not going to be hit at all if you can help it. (Minor Success; +1 to defense this turn)

MARCUS RAUST

You move to strike down Merman 2. (4 vs 4-2; Major Success, 2d4; 5 and kill) Really, it's a mercy kill. Monsters need to be destroyed, anyway, and you're just putting this one out of its misery by decapitating it.

GENERAL

This battle has ended, although not without injury. The party is halfway across the bridge, although it's hard to see much of the road beyond it as it goes through a small forest.

Spoiler: HP/MP (click to show/hide)
Title: Re: Roll to Castlevania: Turn 25 [In which things just degenerate]
Post by: Ahra on March 15, 2011, 10:04:06 am
"well that was refreshing dont you tink so?" rest after crossing the bridge
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Dwarmin on March 15, 2011, 10:15:27 am
"Let's finish crossing the bridge first, then we can break bread...there's more of these creatures about, you can be assured."

Finish crossing the bridge with the rest
Friar Greenmoore forgoes rest for practicing his incantations (Exp gain?)


Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Darvi on March 15, 2011, 10:46:31 am
Oh hey I'm still alive. Nice.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Draignean on March 15, 2011, 05:21:50 pm
"As I said, exciting lives..."


Help Wymar if he needs it, rest a while with group. Play the flute.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Zako on March 15, 2011, 07:12:18 pm
Yeah, this is why you need a doctor. :P
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Krath on March 15, 2011, 08:02:58 pm
Cross the bridge and rest with the others while cleaning all the blood off my weapon.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Talarion on March 15, 2011, 11:27:57 pm
Cross the bridge and stand guard while the others rest.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Ze Spy on March 15, 2011, 11:46:59 pm
Cross the bridge, Stay up, don't rest
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Dwarmin on March 16, 2011, 11:15:02 am
Hmm, Darvi didn't post an action, but let us assume he will rest...
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Darvi on March 16, 2011, 12:36:25 pm
I didn't? Oh. Yah. Get better, and heal all my up.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: SeriousConcentrate on March 16, 2011, 05:16:42 pm
Sorry for the delay, but, y'know. College. I'm going to have to dedicate the weekend to my algebra homework so turns may be slow/nonexistent then, just depends. Anyway, Turn 27!

GENERAL

After a moment to catch their breath, the party reaches the general consensus they would be better off reaching the other side before they stop for a rest. Bruised and beaten - some more than others - they head onwards. (Monster Alert Roll: 4) It appears that if any merman remain, they want no part of the travelers after the previous battle, and they reach the other side without further incident. Wary of pausing on the edge of a forest and being caught between mermen in the night and unknown monsters in the woods, they press on. (Party Luck Roll: 6) After a few twists and turns, the seven encounter an old, broken-down inn. Though it is in severe disrepair, it could be fortified for the night.

--

Giving everyone a chance to do something (search the environs, fortify, hunt for food, etc.), next turn I post there'll be a time-skip to the next day.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Darvi on March 16, 2011, 05:20:29 pm
Search for supplies.
Title: Re: Roll to Castlevania: Turn 26 [In which Pierre retaliates]
Post by: Dwarmin on March 16, 2011, 05:24:14 pm
Friar Greenmoore fortifies the building against threats both supernatural and mundane...

"Watch carefully, as I draw this..." the Friar says, scribing a strange rune on the ground. "On this..." he finishes, drawing a different rune on top. This is not as good as a set of nailed boards on the window, but it helps...
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: Draignean on March 16, 2011, 05:55:38 pm
The Spirit Falcon and Mordekai will hunt some food down for the group.
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: Zako on March 16, 2011, 07:06:49 pm
This would be an excellent time for my character to run in by the way. He could be running from the dark, looking for shelter, or he could be running from something.

Just saying. :P
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: SeriousConcentrate on March 16, 2011, 07:25:01 pm
I'm considering doing it and having a party split of four and four. :P I don't really want to force y'all to do anything, though; for the most part I'm just here to guide the storyline along and roll.
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: Krath on March 16, 2011, 09:22:50 pm
Practice my fencing in my spare time.
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: Ze Spy on March 16, 2011, 09:54:16 pm
Search

Damnit Darvi leave the searching to me
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: Talarion on March 17, 2011, 12:04:36 am
Marcus starts moving about, seeing what he can do to fortify this building.
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: Ahra on March 17, 2011, 01:05:12 am
look inside the building
Title: Re: Roll to Castlevania: Turn 27 [In which there's a creepy building in the forest]
Post by: SeriousConcentrate on March 17, 2011, 03:04:53 am
MARCUS RAUST

You enter the building and immediately look around for materials to fortify the building with. (5 total) You gather up some light materials.

NAZARA

You decide the best thing to do is search the grounds for useful items to take with you. (6+2) You find the kitchen and, surprisingly, some intact jars. They contain jams of different sorts, and you pack them away to eat later. (Nazara gets 3 Jam Jars!)

MALLEUS RAULAT

You, too, decide to search the building. (5) You find the kitchen just after Nazara leaves it, holding some jars of jam. You look around and eventually you find some dried jerky; she took the only things worth grabbing for the most part. (Malleus gets Strip of Jerky!)

WYMAR SANE

Following Nazara and Malleus's lead, you look around, although you go upstairs. (8) Tucked away in a corner of an otherwise empty room is a small vial filled with a silvery substance. It looks like it is slimy from the way it moves when you tilt the vial, but you're sure you've seen this before. When consumed, it restored a small amount of mana. (Wymar gets: Minor MP Potion!)

PIERRE Dé GRASSE

You clear a space in the common room and go through your usual routine. (5) You practice but you don't feel you really learned anything new.

FRIAR GREENMOORE

While Marcus works on physically fortifying the building, you work on spiritually fortifying it. (8, 13 total) With your knowledge and a handful of drawn runes, you ensure no incorporeal monster is going to cross the threshold of the inn.

MALAKAI RITT

You head out with Avira to hunt for food. (7) Your eagle is able to catch many rabbits and bring them back to you before the animating magic runs out, and you take them to the inn.

GENERAL

The party cooks the rabbits for dinner. (Party's HP is restored; 4, no left-overs. 3, 3, 1 = 7 vs 13) Through the night, they were awoken a few times by banging on the fortifications, but nothing got through, and they were able to sleep in peace. In the morning they set out along the path once more, and eventually found a divergence. One fork led through the woods; the other led to a small dock on a large lake.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Talarion on March 17, 2011, 03:23:47 am
"I say we take the path. We could probably be killed a lot less easier, and a boat could get easily sunken by any aquatic monsters there might happen to be under the treacherous waters." Vote for the forest path.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Ze Spy on March 17, 2011, 04:29:31 am

Vote forest path
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Ahra on March 17, 2011, 05:23:01 am
forest.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Krath on March 17, 2011, 05:53:08 am
Be the odd one out and say 'boat'
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Darvi on March 17, 2011, 06:21:41 am
Use foresight to determine safest path.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Zako on March 17, 2011, 06:47:55 am
No foresight needed here. Can any of you swim?

No?

Then go forest. Especially the guys with a lot of armor or heavy stuff.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Darvi on March 17, 2011, 06:51:38 am
Ah, but that's what the GM wants you to think.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Zako on March 17, 2011, 08:40:26 am
Ahh, but I say:

Why take chances? At least in the forest, I stand a chance. On the lake, im confined to a boat and if i go overboard, I drown and die.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: SeriousConcentrate on March 17, 2011, 10:31:19 am
o.O You'd think Zako would WANT someone to get killed off. Anyway, Wymar's danger sense: 4+1=5. I guess I can let you know that, again, the lake is faster, and the woods are the longer route. Basically take the lake if you want to get to the level rewards faster or take the woods if you want more chances to roll 8s and level up. ^^
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Ahra on March 17, 2011, 10:33:05 am
still forests. i havent got any 8s right?
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Draignean on March 17, 2011, 10:36:42 am
Just go with the group
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: SeriousConcentrate on March 17, 2011, 11:01:41 am
You've been fairly unlucky, Ahra. :( Still, according to my notes one more 8 and you get a skill-up.
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Darvi on March 17, 2011, 01:49:54 pm
So exp vs survivability? 'kay, go into the woods, but look out for big bad wolves and other threats
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: Dwarmin on March 17, 2011, 03:29:51 pm
Let's...stay away from the water...

Woods, because it's been decided!

OOC: I would of voted for the boat personally. If only because I *think* the castle will be more dangerous the longer we take to get there. Then again, I can agree sparing letting people die due to drowning rolls...
Title: Re: Roll to Castlevania: Turn 28 [In which the path diverges]
Post by: SeriousConcentrate on March 17, 2011, 04:23:08 pm
GENERAL

After quietly discussing it, the group decides to take the forest path. The ferryman probably can't be trusted and who knows what lurks in the waters of the lake? (Del Lago) They take the fork and head into the shadows. (MAR: 7.) The monsters that had been trying to get into the inn last night had been tracking them the whole way, however, and once they were in the woods they were easy to surround...

(Should've been doing this earlier rather than just assigning random targets at the beginning of battle, but your opponents are two ectoplasm, (http://www.castlevaniacrypt.com/games/sotn/images/enemies/ectoplasm.gif) two fleamen, (http://www.castlevaniacrypt.com/games/sotn/images/enemies/fleaman.gif) and three ghosts (http://www.castlevaniacrypt.com/games/sotn/images/enemies/ghost.gif).)
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Darvi on March 17, 2011, 04:28:55 pm
Zappa ghost. And stay in the middle, where I won't e harmed.
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Dwarmin on March 17, 2011, 04:30:51 pm
Spirits, begone from this place!

I throw holy water on Ghost 1

Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Draignean on March 17, 2011, 04:34:39 pm
"Remind me again why we thought the woods were a good plan?" Mordekai groans as the assembled creatures advance. How had he gotten into this anyway? What did the friar know of fate...

Freeze something dangerous!

PS. And hostile, hostile is a must.
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Darvi on March 17, 2011, 04:38:08 pm
"Well apparently they wanted to kill stuff. Now they have it their way."
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Ze Spy on March 17, 2011, 09:54:34 pm
hit the closest monster with the claymore
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Krath on March 17, 2011, 11:39:43 pm
Stab a fleaman. Somehow, I don't think a rapier will work on something made of ectoplasm.
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Talarion on March 17, 2011, 11:57:27 pm
Throw Holy Water on one of the Ectoplasms.
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: Ahra on March 18, 2011, 05:01:51 am
punch them with my cross.
Title: Re: Roll to Castlevania: Turn 29 [In which the undead attack]
Post by: SeriousConcentrate on March 18, 2011, 06:38:30 am
@Draignean: Wanna change your character's name to Mordekai? Just wondering. ^^

Spoiler: INITIATIVE (click to show/hide)

GHOST 3

The ghost suddenly appears by Pierre and swoops at him! (4 vs 5) The Frenchman ducks the ghost's dive.

FRIAR GREENMOORE

Reaching into your robes, you remove a vial of holy water and sprinkle it at Ghost 1. (3+1 vs 1. -1 MP; Massive Success, 2d6x2+1d6x2 Priest bonus damage. 26 damage and kill) The ghost shrieks as the holy water purifies it, and it fades away into mist.

MALAKAI RITT

(Random Target: Fleaman 1. 5 vs 1. -2 MP; Minor Success, no special effect. 1d4; 2 damage) Caught off-guard, you barely have time to conjure a sphere of ice and toss it into the face of the first small, leaping hunchback. It's enough to ward it off for the moment.

ECTOPLASM 2

The purple ball of protoplasm expands and contracts violently, screaming faces appearing and disappearing along its surface. Quivering, it swoops towards Wymar. (5 vs 2-1. Massive Fail, Wymar counters. Minor Success (8-2 ineffective weapon), 1d4 damage. 3 damage) The fortune teller steps to the side and swings his bastard sword into its path, lightly wounding the Ectoplasm.

MALLEUS RAULAT

You brandish your cross. (Random Target: Ghost 3. 8 vs 4. Major Success, 2d6. 8 damage) A ghost that had been about to attack you suddenly shrinks back, away from the holy implement.

GHOST 2

The ghost floats at Nazara. (7 vs 4. Minor Success, 1d4.  2 damage) It claws her on the shoulder before floating away.

WYMAR SANE

You unleash a holy spell on the nearest undead. (Random Target: Ghost 2. 3 vs 3, 7 vs 7, 1 vs 8. -2 MP) But the ghost fades away, and reappears a few feet away from your spell.

MARCUS RAUST

(Random Target: Ectoplasm 1. 5+1 vs 3. -1 MP; Minor Success, 1d6. 3 damage) You throw holy water at Ectoplasm 1. The vial smashes against its surface, and the water briefly burns with a pale blue flame.

NAZARA

You retaliate against Ghost 2. (3+1 vs 2. Minor Success (7-2 ineffective weapon), 1d4. 4 damage) Your claymore slices into it, temporarily splitting it in half before it reforms... albeit a little dimmer in outline than before your strike.

ECTOPLASM 1

The ectoplasm goes right for Malleus! (8 vs 2+1. Major Success, 7 damage - absorbed by Wax Doll!) It hits him and passes right through, but no wounds appear on his body - the strange artifact he picked up has again protected him from harm.

FLEAMAN 1

Leaping about and cackling like a hyena, the fleaman attempts to land on Marcus. (7 vs 8) But the hunter predicted his movements and dodged aside!

FLEAMAN 2

The fleaman scampers back and forth before leaping at Greenmoore from behind. (6 vs 7-1, 8 vs 5-1. Major Success, 2d4 damage. 6 damage) It lands squarely between his shoulders, grabs his ears, and repeatedly slams its small, thick head into the back of the friar's before leaping away.

PIERRE Dé GRASSE

You attack the fleaman that just attacked the friar. (2 vs 1. Minor Success, 1d4. 4 damage) You successfully stab him in the back before he's fully recovered from landing!

Spoiler: HP/MP (click to show/hide)

--------------

Malleus, Wymar, and Greenmoore have earned a skill-up. ^^
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Dwarmin on March 18, 2011, 07:01:31 am
"I need your aid Malleus!"

I take cover behind Malleus and throw another holy water at Ghost 3

OOC: Hmm, I can kill a ghost/ectoplasm in one hit, but 10 health sucks. A single attack and your in one shotting range...but I have plenty of mana...lol

Seriousconcentrate, is there any way for higher health chars to try and intercept attacks done to the glass cannons? None of us squishy wizards will survive long without it.

So, I'll take +5 health for my skill up..to be applied now? :B
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: SeriousConcentrate on March 18, 2011, 07:15:59 am
Any character can choose to cover others for a round, and you can block to add a bonus to your defense instead of attacking. Let me think about the skill.

---

Mmm, I'll let the dice decide. Odd it's possible, even it ain't.

...

You're lucky today. :P So yes, +5 HP and +5 MP is possible, will update relevant counts during next turn.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Talarion on March 18, 2011, 07:21:17 am
Get some Holy Water on Ghost 3.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Krath on March 18, 2011, 07:26:06 am
Take out one of my throwing knives and toss it at a Fleaman...in style.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Darvi on March 18, 2011, 08:01:57 am
Keep nuking the effing specter
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Ze Spy on March 18, 2011, 08:50:34 am
Hammer Ghost 2
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Ahra on March 18, 2011, 08:53:55 am
keep cross punching.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Darvi on March 18, 2011, 09:05:49 am
Hammer Ghost 2
You can't touch this!

Also, why the half-selfloathing? :P
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Dwarmin on March 18, 2011, 09:15:53 am
Thinking about it, I think we should set up some sort of system...form up battle phalanx!

We're gonna need some tactics guys.
See-Draignean, me, and Darvi do alot of specialized damage, but die in like two attacks...it would be nice if you guys tried to keep us alive. :)

I'd like to propose the following battle parings-said player would defend the other, and both would concentrate attacks on a SINGLE enemy, unless you could kill it one hit, like me vs ghost enemies.

Ahra-->Dwarmin (Technically Ahra is the best tank :P)
Krath-->Darvi (Krath has the most health!)
Talarion-->Draignean (Meh)

Bad idea? Good idea? Eh?
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Darvi on March 18, 2011, 09:18:07 am
Thing is we're surrounded apparently.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Dwarmin on March 18, 2011, 09:19:58 am
Thing is we're surrounded apparently.

Then we form a battle ring!
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Ahra on March 18, 2011, 09:21:10 am
okay keep punching with the cross and take hits instead of i block friar.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Dwarmin on March 18, 2011, 10:09:30 am
Hmm, I hope we can attack as well as block in a turn, or my whole plan ist kaput.

:(
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Ze Spy on March 18, 2011, 11:03:03 am
Totally disagree, AOE attacks could easily hit two people and if they were lucky, everyone, oh, and the fact that, from what i've seen, monsters spread out and attack everyone, it'd suck for somebody to get hit two times
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: Draignean on March 18, 2011, 11:12:13 am
Blast some new holes in fleaman 2 with spears of ice.


Tactics are good.
Title: Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
Post by: SeriousConcentrate on March 18, 2011, 02:15:37 pm
Ze Spy's observations are accurate. ^^ Just a quick reminder to Darvi/Ahra they have a skill-up.

Spoiler: INITIATIVE (click to show/hide)

MALAKAI RITT

(7 vs 1. -2 MP, Massive Success, Effect added. 2d4x2, 12 damage, frozen for two rounds) Now that your adrenaline is pumping, you unleash a far more powerful spell than before. Four large icicles appear before you and launch themselves in succession at the fleaman; each hits and impales him. The last even freezes him solid!

MALLEUS RAULAT

You place yourself in such a manner as to defend Friar Greenmoore. (Minor Fail, no bonus to defense)

FLEAMAN 1

The fleaman skitters around, quick as a rat, and goes for Wymar's ankles. (2 vs 3-1, 3 vs 8-1) The fortune teller backs away cautiously, and the fleaman abandons the attack.

PIERRE Dé GRASSE

You draw a throwing knife, toss it in the air, catch it by the blade, and pitch it underhanded at (2) Fleaman 2. (Autohit, Major Success, 2d4. 7, kill) The knife strikes the frozen fleaman in the forehead and it falls over, still frozen but clearly deceased.

NAZARA

You take out your warhammer and go for Ghost 2. (3 vs 7) But the ghost vanishes as you approach it!

GHOST 2

The ghost reappears behind Pierre. (1 vs 1, 3 vs 4) Somehow he senses it and dodges forward, avoiding its spectral claws.

WYMAR SANE

You go for another light spell at Ghost 2. (5 vs 4. -2 MP, Minor Success, 1d6. 5 damage) It misses Pierre, giving you the perfect opportunity to strike it with a beam of light. The ghost shrieks in pain, but is still in the fight.

MARCUS RAUST

You go for the holy water again. It hasn't let you down yet. (3+1 vs 3. -1 MP, Massive Fail, ghost counters. Major fail, nothing happens) But you fumble the vial as you pull it out, and it shatters on the ground!

GHOST 3

(5 vs 5, 6 vs 2. Minor Fail, Marcus evades) It swoops in to attack, but the hunter easily ducks its dive.

ECTOPLASM 1

The quivering sphere of protoplasm drifts towards Malakai, exuding malice. (5 vs 4-1. Minor Success, 1d4 damage, effect applied. 2 damage, Malakai is cursed for two rounds and can't use MP!) Suddenly it lunges forward and bashed into the magician, stumbling him back as a strange, sickly yellow aura overtakes him, locking his mana away...

ECTOPLASM 2

This one goes for Greenmoore, but is intercepted by Malleus! (3 vs 1+2, 6 vs 5+2) The knight bashes it back with the haft of his axe, preventing it from getting to the friar.

FRIAR GREENMOORE

You toss some holy water Ghost 3's way. (7+1 vs 7. Massive Success, 2d6x2+1d6x2 damage. 30 damage total and kill) The water envelopes the ghost completely and burns it away in purifying blue flame!

Spoiler: HP/MP (click to show/hide)

----------------------------

And Draignean has one this turn too.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Darvi on March 18, 2011, 02:18:41 pm
Whoa. Overkill.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Ahra on March 18, 2011, 02:22:06 pm
go cross beating again.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Darvi on March 18, 2011, 02:25:52 pm
Kill some snot.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Draignean on March 18, 2011, 03:02:41 pm
Splatter the ectoplasm with my stick!
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Talarion on March 18, 2011, 04:56:02 pm
Sigh and draw my sword, before trying to slash at Fleaman 1.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Darvi on March 18, 2011, 05:17:41 pm
Oh, and Brofist Greenmore when the fighting's over.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Dwarmin on March 18, 2011, 05:32:06 pm
"Prepare for the gift of eternal rest..."

Holy Water ectoplasm 1!

OOC: Well, thanks for the assist Ahra...seems the enemies take preference to attack me. :(
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: SeriousConcentrate on March 18, 2011, 05:34:18 pm
^^ Blame the D7 that comes up on 6 so often.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Krath on March 18, 2011, 11:03:11 pm
Stab things. Stab them good.
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: Ze Spy on March 18, 2011, 11:19:45 pm
Warhammer the closest monster
Title: Re: Roll to Castlevania: Turn 31 [In which Greenmoore is an exorcist]
Post by: SeriousConcentrate on March 18, 2011, 11:56:52 pm
Spoiler: INITIATIVE (click to show/hide)

ECTOPLASM 1

The floating ball of protoplasm headed towards Nazara. (1 vs 1, 3 vs 4) She warded it off with her warhammer.

MALLEUS RAULAT

(RT: G2. 5 vs 4, -1 MP, Massive Success. 2d6x2, 16 damage and kill) Ghost 2 comes near, and you press your cross against its incorporeal form. The phantom shrieks loudly and fades away into nothingness.

WYMAR SANE

(RT: E2. 4 vs 8) You swing your bastard sword at Ectoplasm 2, but it suddenly pulls a loop-de-loop backwards and around, ending up behind you and evading your slash entirely!

NAZARA

(5 vs 2; Minor Success (8-2 Ineffective Weapon), 1d4 damage. 2 damage) You swing your warhammer at the attacking protoplasm, smacking it in one of its many mouths and sending ripples across its surface like a pebble dropped in a lake. It doesn't look very hurt though.

MALAKAI RITT

You attempt to get revenge on Ectoplasm 1. (4 vs 5) But it flies back after Nazara's blow, and you miss it entirely.

FRIAR GREENMOORE

You take out more holy water to use on the malicious spirits. (4+1 vs 1. -1 MP, Massive Success, 2d6x2+1d6x2 damage. 30 total and kill) Your holy water smashes into Ectoplasm 1, burning a hole into it and consuming it from the inside.

PIERRE Dé GRASSE

You continue stabbing... (RT: F1) ...the remaining Fleaman. (1+1 vs 2, 8+1 vs 7. Minor Success, 1d4; 3 damage) Your rapier strikes him in the left side of the chest, causing him to shriek like a howler monkey!

ECTOPLASM 2

The ectoplasm flies right at Pierre! (1 vs 4) But ghosts have nothing on Frenchmen as he dodges the attack again.

FLEAMAN 1

(8 vs 1. Major Success, 2d4. 5 damage) But apparently fleamen do, as the second Pierre turns his back on it the little monster bites his left ankle hard enough to draw blood!

MARCUS RAUST

You draw your sword and swing at Fleaman 1, trying to assist Pierre. (5+1 vs 6, 8 vs 4. Massive Success, 2d4x2 damage. 12 damage) The little bastard never sees your blade coming, and it lops off his left arm and flings him away from Pierre! The fleaman crashes into a tree and looks stunned.

Spoiler: HP/MP (click to show/hide)

---

Ze Spy & Talarion have earned a skill-up.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Talarion on March 19, 2011, 12:11:09 am
Throw Holy Water at an enemy.

(Another skill up... hmm... I'll upgrade my Hunter's Aim, to get a +2 to hit with ranged, instead of a +1.)
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Dwarmin on March 19, 2011, 12:46:22 am
"I've run out of things to say against ghosts!"

Whip out my fire book and blast ectoplasm 2

OOC: Pow!
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Draignean on March 19, 2011, 02:03:44 am
Continue laying about with the staff.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Ahra on March 19, 2011, 04:05:09 am
enough with the cross! go axe theit faces in.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Ze Spy on March 19, 2011, 04:27:04 am
Jesus christ why do i keep hitting monsters with the wrong weapon

Claymore -> Ectoplasm 1
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: SeriousConcentrate on March 19, 2011, 04:43:12 am
It's less hitting them with the wrong weapon and more hitting them with a weapon in general. They are incorporeal, after all. They can still be attacked though, because otherwise you'd have to burn through a LOT of MP to kill them, and Nazara wouldn't be able to hurt them at all since all three of her weapons are physical, and basically it's not cool to have a player sitting around unable to do anything. :-\
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Ze Spy on March 19, 2011, 07:08:17 am
You damn well know how to choose the correct Monsters

Also, raise Detail-Oriented
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Dwarmin on March 19, 2011, 09:16:47 am
SeriousConcentrate mentioned somewhere that skills can only have two levels...

either you gain +1 to whatever, then an additional +1 in whatever on the next level, or you start with +2 in whatever, -1 in something and on the next level lose the negative.

Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: SeriousConcentrate on March 19, 2011, 09:24:36 am
Yeah, I need to update the rules spoiler in the first post. I was limiting it to two levels so if you raise a skill up like that you can only Minor Fail it... as well as have a better chance of getting a Massive Success.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Darvi on March 19, 2011, 01:59:06 pm
Eh, the others seem to do a good job killing the bastards. Defend self.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Krath on March 19, 2011, 02:13:23 pm
Strike a pose as the final blow is struck, stealing Nazara whoever's thunder.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: Darvi on March 19, 2011, 02:17:34 pm
New plan. Defend self and when the fighting's over, foil any plans the frenchman has to look flashy.

Hurhurhur.
Title: Re: CvRTD: Turn 32 [In which Greenmoore & Marcus hit hard]
Post by: SeriousConcentrate on March 19, 2011, 03:19:36 pm
lol, sorry. The woods just seem like a good place for ghosts. Next time I'll try to include a few more fleamen for you. ^^ without decreasing the number of incorporeal undead, of course.

Spoiler: INITIATIVE (click to show/hide)

WYMAR SANE

You decide to take defensive action, and try to prepare a trap for Pierre at the same time. (Block: Major Success, +2 to defense. Anti-Pierre: 3) You're so focused on making sure you don't get hurt that you completely forget about tripping Pierre up.

NAZARA

(3 vs 1; Minor Success (7-2 IW), 1d4; 3 damage.) You strike the remaining Ectoplasm with your sword, but it refuses to die a second time. Damn zombie goasts.

FLEAMAN 1

(1 vs 7, Marcus evades) The fleaman's still stunned after hitting the tree and doesn't even get back up.

ECTOPLASM 2

The ghost flies towards Malleus at top speed! (5 vs 4+1, 5 vs 5+1) But the knight holds it off easily.

MARCUS RAUST

(RT: Fleaman 1. 2 vs 6, -1 MP) You pitch holy water at the fleaman, but it rolls aside at the last second and it shatters against the tree the monster had been propped up on. At least the tree got watered. D:

MALLEUS RAULAT

You strike back at the Ectoplasm who attacked you. (7 vs 2; Major Fail (4-2)) But it floats up above your attack, refusing to stay still and just get killed.

FRIAR GREENMOORE

With a few quick words, you form a fireball and propel it at Ectoplasm 2. (1+1 vs 1; -2 MP, Major Success, 2d4; 7 damage and kill) The fireball strikes it dead on, immolating it so entirely that it ceases to exist.

PIERRE Dé GRASSE

...The fleaman's still alive, but who cares? (Major Success/7) You throw your hat up in the air, twirl, grab it on the way down, and put it back on in an overly flashy display.

MALAKAI RITT

You move towards the fleaman. (6 vs 6, 5 vs 3; Minor Success, 1d4; 4 damage and kill) You put the fleaman out of its misery with a blow to the temple.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Darvi on March 19, 2011, 03:21:38 pm
Hey Peter, next time you celebrate after everything's dead.
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Ahra on March 19, 2011, 03:27:55 pm
split the fleamans head and punch the french in the face with my steel gloves for stealin glory and keep going
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Dwarmin on March 19, 2011, 04:31:57 pm
Friar Greenmoore moves on...

OOC: suh-weet. I killed an enemy every round. :P
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Talarion on March 19, 2011, 05:55:50 pm
Move on aswell.

(Question: Is it wrong to assume that my Hunters Aim would work when I throw Holy Water? Because technically it's a throwing weapon, thus a ranged weapon, thus... yeah? Or is that wrong, and I should be trying to switch it out so I get bonuses from my bonuses? :P . Also, could you update my skills please? I updated Hunters Aim last turn.)
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: SeriousConcentrate on March 19, 2011, 06:13:28 pm
Sure, sorry. I ran the turn up 28 hours without sleep, so I missed a few things and you should've had the +2 from Hunter's aim then.  :-\

Edit: Quick check, anything else I missed?
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Dwarmin on March 19, 2011, 06:27:32 pm
Sure, sorry. I ran the turn up 28 hours without sleep, so I missed a few things and you should've had the +2 from Hunter's aim then.  :-\

Edit: Quick check, anything else I missed?

You forgot my lemon quiche.

 >:(
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Talarion on March 19, 2011, 06:31:18 pm
(Not that I can see, no. Thanks, Serious.)
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Draignean on March 19, 2011, 07:04:48 pm
Loot Move along.
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Krath on March 19, 2011, 07:07:45 pm
Hold my pose for as long as possible to 100% ensure I get credit for the victory.
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Darvi on March 19, 2011, 07:11:04 pm
*facepalm* "Who're you trying to impress man?"
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Draignean on March 19, 2011, 07:36:35 pm
'Accidently' trip up Pierre's legs with my staff.
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Ze Spy on March 19, 2011, 10:30:30 pm
Right, then, Up executioner

Make the frenchman look silly
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Darvi on March 19, 2011, 10:31:06 pm
Cut his belt and make him drop his trousers *g*
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Zako on March 20, 2011, 01:18:25 am
Where am I?   :(  I've been forgotten.  :'(
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: SeriousConcentrate on March 20, 2011, 01:19:46 am
o.O I didn't exactly plan for PvP, but, uh, majority rules, I guess. Sorry Krath.

Spoiler: INITIATIVE (click to show/hide)

MALLEUS RAULAT

You attempt to blindside Pierre while he's posing. (6 vs 8) But he never even notices you miss as...

PIERRE Dé GRASSE

...you moonwalk a few steps with your eyes closed. (5) Unfortunately moonwalking won't be recognized as cool for another nine hundred or so years, so the rest of the party isn't impressed. But you are, and your opinion is the only one that matters at times like these.

MALAKAI RITT

(5 vs 1) You 'accidentally' place your staff in such a manner that he moonwalks into it, trips and lands on his back. Whoops. (Autofail) The only things to loot are the fleamen's ragged clothes, and you're about four times their size, so...

NAZARA

Seeing as Malakai's already taken care of the problem, you point and laugh. (4) You fail to hurt Pierre's feelings.

FRIAR GREENMOORE, MARCUS RAUST, & WYMAR SANE

Wymar rolls his eyes at Pierre and follows Marcus and Greenmoore as they head further into the woods, unaware that doing so has allowed the powers that be to split the party. The trees shift behind the three, blocking them from the view of the four still near the bridge with neither party aware of this. After walking a bit further, the small party runs into another traveller: a physician who has been lost in the woods for several days now, kept alive only by his skill with a knife and ability to tend his wounds with local herbs.

Daniel King is now in play.

Spoiler: HP/MP (click to show/hide)

------

^^ I warned you about attacking Pierre, bro!!!! I told you dog!

...And on that note Pierre actually got a skill-up for his sixth total 8. Malleus got one for the same reason. Anyway, I want to try splitting the party for awhile, if it's too cumbersome/bothersome I can always have the eight of you meet up again.

FAKEEDIT: Don't ninja me asking about yourself when I'm writing you in. :P
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Zako on March 20, 2011, 01:26:13 am
OH SNAP!  :o

Ok, thanks!  :D

"Woah! Dont sneak up on a man like that, bad for the nerves. Well, at least you lot seem better than the rest of the creatures walking around in this forest. May I ask if you mean me harm or are just fellow travellers looking to get out of this nasty place?"
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Draignean on March 20, 2011, 01:29:00 am
I get stuck with Nazara, (who my character hates) and pierre? (Who I just accidentally tripped)

This is going to be interesting.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 20, 2011, 01:32:09 am
Y'all are the three who decided to attack him while the other three went ahead, so don't blame me. *points at turn title* :D
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Ze Spy on March 20, 2011, 02:27:01 am
You know, trying to screw us over by dividing us into two groups and making it seem normal by sending 5-6 at each isn't going to work, yer bloody wanker
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 20, 2011, 02:32:44 am
lol, tbh I'm actually doing it for my benefit. If only one party is fighting at a given time I only have to do half the rolls. >:3
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Ahra on March 20, 2011, 04:28:43 am
split the fleamans head and punch the french in the face with my steel gloves for stealin glory and keep going
well, try to catch up to the others
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 20, 2011, 04:44:40 am
I'll admit I ignored that because it made more dramatic sense to have three guys run ahead and meet Daniel lost in the woods, than to repeat myself and have him also going the same way and catch up with the three left behind. >.>
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Krath on March 20, 2011, 04:59:10 am
Woop woop. Wonder where half our party went and look for another path.

I think I'll take +5 MP as my skill-up. More daggers is always good.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Talarion on March 20, 2011, 05:04:54 am
Look around. Notice that I got stuck with the unarmored folk, lacking endurance. "Hail." I will look at the newcomer suspiciously. "We don't have any crosses on us do we?" Take point, and stay alert for attacks... to make sure that none of the more frail individuals in my group get hurt.

(I'm the tank now. And since I'm not exactly damage takerish, I think I'll need to rely on ze Doctah to keep me (and the rest of us) alive.)
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Zako on March 20, 2011, 06:08:00 am
"Oh, you mean one like this? I got it from a priest who was a past paitent of mine." Daniel gives a quick glance at Greenmore as he says this. "Perhaps it's best not to ask more about that. Anyway, these woods are quite off the beaten path as I have discovered. Mind if I ask why you are here?"

Well, I have a good amount of health so I could take a bit of damage for Greenmore and that. I fear that I will be needed quite a lot later on. I will be happy to be the medic of the group however.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: IronyOwl on March 20, 2011, 06:30:24 am
lol, tbh I'm actually doing it for my benefit. If only one party is fighting at a given time I only have to do half the rolls. >:3
I hate to burst your bubble, but how often is that really going to be?


Also, um. I kind of want to join, but all the good classes are taken. :<
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 20, 2011, 07:22:02 am
... damn it. Every time I clear off the waiting list! *shakes fist* True enough, but I can dream. :D Anyway, if you want to join with a custom class, you can shoot me a PM with the details and we can hash it out. The skills that the players have and their class skills are all allowed, the only thing is your class skill can't be the same as someone else's. That reminds me, actually. Class skills need to be able to level up, right now Nazara's Executioner skill is better than Marcus's class skill. So whenever somebody rolls their tenth and twentieth eight, their class evolves. Which means the two characters I just mentioned have a class evolution.

Talarion, your choices are:

Skilled Hunter: You are especially adept at slaying a certain type of foe. (Damage roll against that foe is increased by 1; for example, a minor fail of 4 becomes a minor success of 5)
Swift Hunter: You are especially adept at reacting to danger. (Initiative rolls increase by 1) - Chosen
Adaptable Hunter: You are especially adept at finding a foe's weak points. (Random chance upon starting a battle to learn an attack effective against a foe)

Ze Spy, your choices are:

Alert Watchman: Years of subduing criminals have prepared you for the most underhanded sneak attacks. (Enemy counter rolls are reduced by 1) - Chosen
Durable Watchman: Years of long shifts enduring hours of boredom and being on your feet have toughened you mentally. (Rolls to defend against mental effects are at +1)
Protective Watchman: You became a watchman to defend others, and you're good at it. (When covering a party member, defense increases by 1)
Title: Re: CvRTD: Turn 33 [In which Pierre jumps the gun & Malakai strikes the final blow]
Post by: Ze Spy on March 20, 2011, 07:41:10 am
Ohwaitdidn'tread

Alert Watchman
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Darvi on March 20, 2011, 08:12:09 am
Great. The way this is going we'll have god tiers when I still haven't reached level 4.


Also, oh the irony, Irony. Yes, I'm going to make as many posts involving the word irony as I can when talking to you :3
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 20, 2011, 08:16:07 am
Me or Irony Owl?

Also to save everybody the trouble of going back and counting their eights, here's the numbers:

Talarion: 10
Ze Spy: 10
Ahra: 6
Darvi: 7
Krath: 6
Dwarmin: 8
Draignean: 6
Zako: No rolls yet
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Darvi on March 20, 2011, 08:17:09 am
Dwarmin should have a 9 for that, for the meta-8.


Also, I was talking about Irony. Heh.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 20, 2011, 08:18:56 am
I was about to ask you what you were talking about, then I was like, "oh, I see." Clever, but they only count as a roll. :P
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Dwarmin on March 20, 2011, 04:31:46 pm
Friar Greenmoore is the first to speak plainly to the disheveled doctor. "Well, in truth, we quest for the evil at its source...the castle dracul', if you've heard of it. We've already faced many dangers, and we have not even gazed upon its fell battlements...I fear four members of our party are already lost...what is your goal then? Indeed, if you seek a safe path, walk in the opposite direction that we are taking! If fate, or perhaps random coincidence has guided you to us, then perhaps you would like to join us?

Do not mistake my intent-it is doubtful any of us will return from this, and my words must seem hollow in the face of such a task. But, it is your decision to make."


While the others wander around, Friar Greenmoore looks for some mana and health restoring herbs/food he or Daniel can use.
Guzzle the mana potion I was given. GUZZLE!



OOC: We've been seperated by evil plot trees!

Though glad to play with you again Zako. I remember you from somewhere. :I

EDIT: Overanalysis of new team complete!

Dwarmin: Ranged DPS, Blunt weapon, fragile defense. Fire Attacks/Holy Water, and one shots ghosts!
Zako: Hybrid DPS, Piercing weapon, average defense. Cross, Can heal!
Talarion: Melee DPS, Slashing Weapons, good defense. Holy water, good at ranged. (We need to get Talarion a boomerang or something. :O )
Darvi: Ranged DPS, Slashing Weapon, fragile defense. Light attacks, Foresight=GM help on decision rolls.

We lack any form of physical ranged damage, but we have all the 3 melee damage types. Thank God Zako took a knife!

Not strong in health points/melee attacks, of course.

We alot of mana though, good at ranged combat.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Darvi on March 20, 2011, 05:21:43 pm
You're in my group right?

"You looking for this?" *hands the friar the mana potion*
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Dwarmin on March 20, 2011, 05:28:06 pm
"Ahh, a gift. Thank you for your charity, friend!"
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Zako on March 20, 2011, 08:35:48 pm
"Ahh, monster slayers eh? Well, your alright in my book then, just as long as you don't make a habit of mugging innocent people." Daniel sheathes his knife, brushes a lock of hair out of his face and shakes the hand of each of the party. "Well, I can see that I am far off the beaten path here and since your goal is ultimately that of helping people in general, I feel obliged to aid you in anyway I can. I would be glad to join your group. For a while at any rate." He grins widely, but the grin dissapears when he sees the wounds on the friar. "And I can see that I can already be of assistance. Well, why dont you just take a seat and let me have a look at those, and I will see what I can do. The name is Daniel King, Dr King when I'm working, but friends and comrades in arms call me Daniel."

Treat Greenmore's wounds as best I can.

Nice analysis of the team Dwarmin. I was going to take a spear but that seemed a bit too out of character for Daniel. A knife would be better, and it also covered the lack of piercing weapons. It seems like we have a nice balance in the group, though I feel somewhat sorry for the poor guys separated by the plot trees. Must be the work of Dracula!!! The sheer amount of evil in his plan is staggering!!

And I'm all over the place in these forums man, I remember playing in some kind of forum game with you but I forget which. :-[
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Dwarmin on March 20, 2011, 08:58:47 pm
Friar Greenmoore explains the injury was caused by a fleaman, whose gruesome strength managed to strike a heavy blow on the back of his head. "A clean bandage and an antiseptic, if you have one, would be fine...

"Well, Daniel...you know, you remind me of a friend I once had, a young bard by the name of Teller...he had the same keen wit and a strong desire to help others. He too chose to join me in another quest, and I warned him as well as I did you.

Let's hope you meet a better end than he did. Poor Teller...

"I heard you carry the cross into battle. Is that a symbol of true faith, or merely a good luck charm?" Friar Greenmoore says, smiling slightly.


Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Zako on March 20, 2011, 09:34:03 pm
Daniel smiles as he tends to the Friar's wounds, nodding about the fleamen and explaining that he has seen such things and a few more during the time he has spent in these woods. He thinks about the friars words and then replies.

"Well, I suppose it's a bit of both now that I think of it. I believe that people can believe in whatever they want, and I have seen the effect that a cross like the one I have has on certain... you might say, unholy creatures that live in the surrounding lands. I just think that it is best to be prepared for whatever these places can throw at you."

Daniel pauses in his work for a moment before continuing.

"As for this Teller you speak of, I may have treated him once in my travels. Not entirely sure it was the same one you speak of, but he sounds similar. He did seem a bit too hasty for my taste, the type that act before thinking things through. I can assure you though, I am not one to make such hasty decisions. After all, I have survived out in these woods for almost 4 days now, by myself I might add and with nothing but what you see on me. I have been told that I am somewhat resourceful, a talent that comes in handy around here I wager."
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Ze Spy on March 21, 2011, 02:35:53 am
We lack any form of physical ranged damage

I have a Shotgun rifle

Catch up with the others
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Darvi on March 21, 2011, 03:06:59 am
"Well, it seems like we're lost. Shall we try to find the others or shall we go ahead and wait for them on the other side of the forest? Oh, I know. *Tarot*"
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 21, 2011, 03:14:29 am
The cards reveal that meeting back up with the others is not possible at this point. You will have to press forward while the other four take another route through the woods. They do not reveal, however, whether or not your exit points will be the same.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Darvi on March 21, 2011, 03:18:53 am
"Oh well. I guess we should finish our rest and continue our journey. But be careful, try not to make too much noise and look out for danger, we're seriously at a disadvantage here!"
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Draignean on March 21, 2011, 08:03:18 am
Run along with the others now.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Ahra on March 21, 2011, 01:11:39 pm
just keep walking carefully.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Dwarmin on March 21, 2011, 07:08:10 pm
Double post...huh
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Dwarmin on March 21, 2011, 07:14:25 pm
We lack any form of physical ranged damage

I have a Shotgun rifle

You are on the opposite team.


Me, Zako, Talarion and Darvi are on the other team. Our new team name is the WOLVERINES.

EDIT

@Seriousconcentrate: Speaking of cards, you ever though of making some kind of artifact like the magic cards from "Castlevania: Circle of The Moon"? In theory, it could be one or multiple artifacts that provides mostly random buffs at a significant mana cost. I would love to get something like this.

I was always a fan of Mercury+Thunderbird. :3

http://strategywiki.org/wiki/Castlevania:_Circle_of_the_Moon/Cards#Griffin <-- For those unlearned in card lore. Scroll to bottom for combos.
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 21, 2011, 10:56:30 pm
I might. My favorite combo was the one that hooked Nathan up with a gun, but I don't remember the card combination off the top of my head. I'll run the turn tomorrow. ^^
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: Talarion on March 21, 2011, 11:42:47 pm
Swift Hunter, for my choice.

Also, I have Holy Water, not a Cross. Just sayin. But yeah, a Boomerang would be deadly in my hands >:) Ozzy ozzy ozzy! Oi Oi Oi! *waves Australia's flag around*
Title: Re: CvRTD: Turn 34 [In which the GM just goes with it]
Post by: SeriousConcentrate on March 22, 2011, 12:30:44 pm
All right, sorry for the two-day delay, finally running turn 35. I'm Dracula's an asshole, so yeah, I think you can blame me him for the evil trees. Anyway, when you ask for a boomerang, are you talking about the kind JoMo gets in Portrait of Ruin or the kind the Belmonts get in pretty much every other game? :p

--

PARTY 1

As Daniel tends to Friar Greenmoore's wounds, the priest drinks the mana potion Wymar gave him. (Daniel: 6+2 - Massive Success, 6 HP healed. Potion consumed, 5 MP restored) After a moment's work they are done, and Marcus leads the party further into the shadows under the forest canopy. (MAR: 3) The hunter is skilled at moving stealthily through the forest, and by emulating his example the party is able to avoid the attention of the monsters that dwell in the woods. After some time, oddly enough, they happen upon the corner of an iron fence, stretching out to the east and the north. Would they try to find an entrance, or head north past it?

PARTY 2

Nazara, Pierre, Malleus, and Malakai advance forward, unable to find the path that Marcus, Wymar, and Greenmoore took. (MAR: 5.) After a short period of time, they come across ominous posts rising from the ground on either side of the dirt road. They look like the skulls of dogs, placed one atop the other into stacks of four and five. It almost appears as if the eyes are glowing... and suddenly a column of fire erupts from the mouth of the closest one! (Party 2 is now fighting three bone pillars. (http://www.castlevaniacrypt.com/games/sotn/images/enemies/bonepillar.gif)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 12:39:37 pm
Sucks to be them :P


Moar GM-asking hax. *g*
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 12:43:59 pm
lol. Hax, indeed. :D Well, this one'll require a roll since most of the time when you ask it's stuff I want everyone to know.

(3)

Wymar notices only that there's a few stone shapes in the distance. Some look like statues.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Dwarmin on March 22, 2011, 12:47:18 pm
Ooh, bone pillars. They're immobile, like the maginot line.

Will do turn later...my first idea is to try and find an entrance.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Ahra on March 22, 2011, 12:49:29 pm
chop them down in an awesome way.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 12:52:05 pm
"Hey guys, I think I can see something over there. Shall we see what it is?"

I suggest that we use different fonts for the two groups as to minimize confusion.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 12:55:34 pm
^^ Dwarmin's got the right of it. These guys have serious penalties to their defense rolls. Just don't ask me about how hard they hit. o.o
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Draignean on March 22, 2011, 01:44:22 pm
Attempt to Intercept incoming fire with waves of hoarfrost. (Defend people with my awesome Ice magic)
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Dwarmin on March 22, 2011, 02:14:24 pm
I think team wolverine should post in Green.

Action: Find an entrance!

"I think we should explore within friends. Items are power may be located within, if we are valiant enough to claim them..
They say Dracula is vain enough he lays the very tools needed to defeat him within the path of the heroes come to do so. Let us see if that proves true!"

Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 02:26:46 pm
But I can't post in green, I'm not the ranger D:


And did Drac already get mentioned? I kinda forgot <_<
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Dwarmin on March 22, 2011, 02:33:09 pm
But I can't post in green, I'm not the ranger D:


And did Drac already get mentioned? I kinda forgot <_<

Not *technically*-Friar Greenmoore is well versed in Hunter lore, so he's only the one who's really addressed the issue, mostly as a working theory-we've recieved no proof either way, of course.
 
Everyone else is free to RP out calling me a crazy old man if they like.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 02:39:06 pm
"You're a crazy old man."


:P *joke*
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Krath on March 22, 2011, 02:44:41 pm
Kill the nearest skull pillar with fire. And by fire, I mean throw a dagger at it to see what happens.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 03:27:30 pm
Well Darvi, Dwarmin may have called green but you still have red, blue, yellow, pink, and black to choose from. If you know what I mean. :-X
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Dwarmin on March 22, 2011, 03:38:07 pm
Hmm, a Power rangers reference and someone used the word "Hoarfrost" all in one day...

Something evil this way comes!
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 03:40:03 pm
I don't know about hoarfrost but you're lucky Castlevania was the first RTD I wanted to try is all I'm going to say. xp
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Draignean on March 22, 2011, 03:48:08 pm
Hmm, a Power rangers reference and someone used the word "Hoarfrost" all in one day...

Something evil this way comes!

Hoarfrost is an awesome word, right along with defenestrate, Quetzalcoatl, and rhododendron. 
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 03:55:49 pm
Defenestrate is also an awesome thing to do and I'm just waiting for the day that you can do that to peeps in Adventure Mode.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 03:58:32 pm
Well Darvi, Dwarmin may have called green but you still have red, blue, yellow, pink, and black to choose from. If you know what I mean. :-X
Those colors are already all distributed among my guys. Except for pink. I'm black.


Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Talarion on March 22, 2011, 04:00:42 pm
Find an entrance aswell.

(Also, about that Dracula thing... doesn't this mean we're getting f***ed over, considering that we don't have any Belmonts? Or anyone with the Vamp Killer?)
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 04:01:34 pm
Eh, silver knives work just as well. (http://www.youtube.com/watch?v=j3TWNMvxZQA)
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 04:15:00 pm
So does magic, if you're going by Order of Ecclesia (sp?), and just straight whipping his ass, if you're going by Symphony of the Night. This RTD is based mostly on Castlevania 3, sort of, since the intro to that can be summed up as "peeps were lucky Trevor of the super strong Belmont clan just happened to be around." But eight more-or-less normal guys should be able to match Trevor and your guardian spirit of choice (Sypha fan personally, even if her jump sucks). On a somewhat related note, is it just me or did Alucard really, really suck in Cv3? I mean, yeah, he could fly and thus negate all the platforming, but he was weak as crap and pretty much literally incapable of killing Dracula.

Then a couple hundred years later he realized he could use a sword. o.O Guess he's just a slow learner?
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Talarion on March 22, 2011, 04:26:36 pm
So does magic, if you're going by Order of Ecclesia (sp?), and just straight whipping his ass, if you're going by Symphony of the Night. This RTD is based mostly on Castlevania 3, sort of, since the intro to that can be summed up as "peeps were lucky Trevor of the super strong Belmont clan just happened to be around." But eight more-or-less normal guys should be able to match Trevor and your guardian spirit of choice (Sypha fan personally, even if her jump sucks). On a somewhat related note, is it just me or did Alucard really, really suck in Cv3? I mean, yeah, he could fly and thus negate all the platforming, but he was weak as crap and pretty much literally incapable of killing Dracula.

Then a couple hundred years later he realized he could use a sword. o.O Guess he's just a slow learner?

Ahh okay. And... Alucard didn't know about swords untill a couple hundred years later! Muahahahaha!
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: IronyOwl on March 22, 2011, 05:56:55 pm
and someone used the word "Hoarfrost" all in one day...
Wasn't in this thread, was it? What did I miss?

I don't know about hoarfrost but you're lucky Castlevania was the first RTD I wanted to try is all I'm going to say. xp
Heheheh, I've actually thought about that. :P
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 06:03:36 pm
Malakai casting some hoarfrost on bone pillars. Other than that, the only things you've missed are some original series Power Ranger jokes (because I refuse to acknowledge anything that happened after Jason, Trini, and Kimberly left. Except maybe for the character Adam Park, because JYB is my boy) and my idle comment about who was moar useful in Cv3 between Alucard and Sypha.

QuickEdit; Just realized you might not know who I'm talking about. If you've played DMC4 Johnny Yong Bosch is Nero, in Persona 4 he's the main character and Adachi, in Dissidia he's Firion, Ichigo in Bleach, Yukimura Sanda in Warriors Orochi. He's been in a lot of other stuff I can't remember off the top of my head.

QuickEdit 2: Don't know how I forgot he was Vash in Trigun too, considering that's one of my favorites. -_-;
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Zako on March 22, 2011, 06:46:22 pm
Daniel looks for herbs to refill his kit, while also looking for a striaght branch as long as he is tall. He reckons that they should look inside.

You never know what we might find in there. And also, if you are going by the traditional ways, a good ol' wooden stake to the heart will kill ol' dracula as well. Also, if we are still in the woods, we should take the chance to make some torches. A lot of monsters are afraid of fire and we can always use a light source to carry each, not to mention we can also make some stakes so that we each have a piercing weapon. Plus, if you didn't realise, I'm hunting for a branch to make into a spear.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 07:07:57 pm
Turning your knife into a spear? Good idea. ^^ Dwarmin already had the idea about stakes and I decided that they would be more of a subweapon than an item, so you won't be able to make any, but the torches are fine. If you do get a stake though, expect it to do massive damage against vampires.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Darvi on March 22, 2011, 07:09:21 pm
Well I've got a lamp and a 10 foot pole, that should do the trick :P


Anyways, what are we going to do about those statues?
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Zako on March 22, 2011, 07:11:08 pm
Keep our distance from them for now. Don't go near them until we are ready for a fight.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 22, 2011, 10:40:24 pm
Was there ever a rainbow ranger? ??? Seems like it would be pretty annoying to type, I mean it would be like rainbow every word. o.O

PARTY 1

There is only a brief discussion, during which Daniel looks around for strong, sturdy branches and relevant herbal materials. (8, 2+1) Strangely, no grass or plants of any sort grow near the fence or on the ground inside of it, although he does find a few discarded tree branches lying against the fence and takes them. (Daniel gets Sturdy Tree Branch x5) The group decides to look for an entrance and they head north along the fence. As they walk, they notice a chill in the air and a thin mist obscuring the ground beneath their feet. The closer they get to the entrance they can see in the distance, the thicker and higher this mist grows, until it is at their knees as they stand before the gate.

There is a rusted sign at the front. Whatever it once said has long since faded away. The gates are held shut by a very old padlock; any of them could smash the chain if they wanted to go in.

PARTY 2

Spoiler: INITIATIVE (click to show/hide)

MALLEUS RAULAT

There's no fear in the heart of a knight, and you demonstrate this by rushing straight for the pillar that's breathing fire. (Autohit; Minor Success, 1d4; 3 damage) Your axe splits the topmost skull in half, but that still leaves three more about to spit flames at you...

MALAKAI RITT

You get the feeling it would be a good idea to prevent these monsters from hurting your allies. (-2 MP; 7) With a quick spell, you construct ice walls in front of each pillar. (Each ice wall will absorb seven damage before they can hit a party member)

NAZARA

(Crap, just realized Ze Spy hasn't posted. Auto'd, I guess) You (odd=claymore/even=warhammer: 4) pull out your warhammer and strike at the same column Malleus just attacked. (Autohit; Minor Success, 1d6; 2 damage) The skull you smash has several cracks in it now, but it isn't broken.

BONE PILLAR 2

The bone pillar spits flames at the ice wall in front of it. (Autohit, autohit, autohit: Minor Success, Minor Failure, Minor Success: 1d6 and 1d6. 2, 5, 7 damage total) The fire melts the ice without getting through, but now there's nothing preventing it from attacking...

PIERRE Dé GRASSE

You fling a knife at Bone Pillar 2 as soon as it melts the ice. (Autohit; -1 MP, Minor Failure) But the resulting steam hides the pillar from sight for just a moment, and your knife goes wide.

BONE PILLAR 3 & 1

Both fire upon their respective ice walls. (BP3: Autohit x3. Major Success, Minor Success, Massive success: 2d6, 1d6, and 2d6x2 -> 7d6. 27 damage. BP1: Autohit x3. Massive Success, Massive Success, Major Success: 2d6 x2, 2d6x2, 2d6 -> 10d6. 36 damage) The blast of flames is so intense the party is forced to take a step back, and the remaining heat lingers oppressively in the air. It might not be a good idea to try ice attacks until that clears up.
----

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Draignean on March 22, 2011, 11:28:50 pm
"This is very very bad!"

STAFF SMASH!
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Dwarmin on March 23, 2011, 12:12:26 am
Stand back, I shall open a path...

Friar Greenmoore smites the padlock with his mace

OOC: Hmm, the spoiler shows you regressed my health+mana gains in from last turn Serious!
I got a healing and a mana pot, remember?

@Zako: No problem with light! Me and Darvi both snagged a waterproof Lanterns+extra oil from the town at the start of the game.
Torches would help, but we're covered on that point a fair ways.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Talarion on March 23, 2011, 12:34:49 am
Get ready to protect the Friar, or smash the lock if he fails. Make sure that I go in first.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Ahra on March 23, 2011, 01:40:33 am
stab the cross in the next skull.
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: Ze Spy on March 23, 2011, 02:13:26 am
Bash a skull
Title: Re: CvRTD: Turn 35 [In which there are moar firebreathing skulls]
Post by: SeriousConcentrate on March 23, 2011, 02:42:24 am
Hmm, the spoiler shows you regressed my health+mana gains in from last turn Serious!
I got a healing and a mana pot, remember?

That's what I get for c/p an older post. ^^ Thanks for pointing that out, fix it in a jiffy.

Also, it won't require a roll to break the lock; that's just my way of giving an in-story "are you sure you wanna go in?"
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Zako on March 23, 2011, 04:21:26 am
Hmmm... I'm not sure about this, but what the hell! Lets do it! Just make sure that nothing sneaks up on us by using the mist.

Daniel creates 4 torches from the branches and sharpens the last one into a spear with his knife which he then hardens the tip of by making a small fire using the shavings and putting the sharp end into it. He also rubs some ash onto the sign to see if there are any indentations left on it.

And while we are well covered for light, some open flame can come in handy against some monsters. We can each get a torch since I got enough branches, so thats a light source for each of us! :D
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Krath on March 23, 2011, 05:08:32 am
Stab the nearest pillar. STAB IT I SAY!
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: IronyOwl on March 23, 2011, 03:56:59 pm
And onto the waiting list I go.
Spoiler: Arrrrrrrr (click to show/hide)
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: SeriousConcentrate on March 23, 2011, 04:32:39 pm
Also, just so everyone knows, Claire's vampiric cutlass is because the pirate's class skill is (starts with an artifact weapon).
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Darvi on March 23, 2011, 04:34:22 pm
You're a pirate? Huzzah! ^[i_i]^
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Dwarmin on March 23, 2011, 04:47:53 pm
Land pirate...!

Post your action already Darvi.
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Darvi on March 23, 2011, 04:50:06 pm
Didn't I already suggest to check the statues?
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Dwarmin on March 23, 2011, 04:52:59 pm
We got a small update after that.
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Darvi on March 23, 2011, 04:56:47 pm
Ya, but nothing about those. You never know, they might be gargoyles or something. Eh, prod statues with 10 foot pole.
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: SeriousConcentrate on March 23, 2011, 05:37:30 pm
This turn might be the only one today since I'm heading over to a friend's house later and he doesn't have an internet connection. :\ On a side note, *crashes through wall*

PARTY 1

Daniel pauses for a moment to attempt some crafting. (3, 6, 7, 8, 2) He fashions three torches, but the first one he tries turns out to be rotted on the inside and useless for burning. When he tries to create a spear, the limb just falls apart for much the same reason. Meanwhile, the Friar bashes the lock with his mace, snapping the brittle links. Slowly but surely the iron gates creak open, and Marcus advances into the mists, followed closely by the rest. They advance upon the statues until Wymar removes his pole and uses it to prod one. It feels solid, and nothing happens other than some moss falling away from the scrape.

It looks like an angel. It is at this point the party realizes they are standing in a graveyard, and that the gates close behind them with a rather loud rattle. In the light of Daniel's torch, they see that bones have risen from the ground on each side of the fence and woven themselves through the gate, preventing it from behind opened again.

(Party is at the marked section of the grid.

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

Spoiler: INITIATIVE (click to show/hide)

PIERRE Dé GRASSE

You stab (RT: BP3. Autohit. Minor Success (8-2 IW), 1d4. 3 damage) the third Bone Pillar in the top right eye. Your rapier almost looks like it will go through without hitting anything at first, but after a moment it punches through part of the skull.

NAZARA

Those bones WILL be powder. (RT: BP3. Autohit. Minor Success, 1d6 damage. 6 damage) Your powerful blow completely pulverizes the top skull against the second one, which shatters. The skull on the ground is unaffected, though.

BONE PILLAR 3

The bone pillar retaliates by firing three fireballs. (RT: Malleus, Malakai, Malleus. 5 vs 3+2 [8 vs 7+2. defense], 1 vs 5-1 evasion, 8 vs 8+2 defense) Malleus steps in front of Malakai and takes all three fireballs to the chest, where they fail to deal any damage to his armor.

MALLEUS RAULAT

After deflecting the fire, you retrieve your cross and strike a bone pillar with it. (RT: BP1. Autohit. -1 MP, Minor Success, 1d6. 5 damage/kill) The silver cross glints in the sunlight as you smite the column of skulls, shattering them with your blow.

MALAKAI RITT

You raise your staff and charge at the closest enemy! (RT: BP2. Autohit. Major Success, 2d6. 4 damage) Your weapon strikes one of the skulls squarely on the occipital lobe, cracking it but not destroying it.

BONE PILLAR 2

After glowing red for a brief moment, it fires back. (RT: Nazara, Pierre, Malleus. 4 vs 1, 8 vs 4, 4 vs 7+2. Massive Success, Nazara takes 2d4x2 damage. 12 damage. Major Success, Pierre takes 2d4 damage. 6 damage) Malleus again takes the fireball with no ill effect, but Nazara and Pierre are caught in the flames! They are forced to stop, drop, and roll to put out the fire enveloping them, and when it goes out, they're much the worse for wear.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Darvi on March 23, 2011, 05:38:55 pm
Look for a crypt. Watch out for body parts sticking out of the earth.
Title: Re: CvRTD: Turn 36 [In which the second team almost gets baked]
Post by: Dwarmin on March 23, 2011, 05:45:44 pm
Hmm...I think we should move in group in a circular path- C6 to F6 to F2 to C2, and stop and search the adjoining hexes in those four spots. We should find something!

We'll cover the whole graveyard pretty much. Any objections?

Lead the group on a merry jaunt through the cursed graveyard, using the above strategy
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Zako on March 23, 2011, 06:54:08 pm
Sounds good to me, just watch out for sneaky undead hiding in the fog. Who wants a torch btw?

Daniel guards the party from attack and carefully keeps an eye on the fog for anything suspicious or moving.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Darvi on March 23, 2011, 07:10:54 pm
Oh yeah. Turn on the
Lamp.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: IronyOwl on March 23, 2011, 07:20:47 pm
Oh yeah. Turn on the
Lamp.

Wuss. Real men eat grues for breakfast.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Darvi on March 23, 2011, 07:33:13 pm
Yeah, but I'm concerned about the other's wellbeing. Not everybody is a real man, ya know)
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: SeriousConcentrate on March 23, 2011, 07:37:10 pm
Hmm, a grue. Good idea, makes the darkness much worse than a mere to-hit penalty... 8)
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Darvi on March 23, 2011, 07:39:03 pm
Pff, demarcation is easy to dodge and dark side of the moon doesn't even get used on normal mode.

And night bird is a joke.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Draignean on March 23, 2011, 07:41:09 pm
Has the Ambient heat from the first blast of skullfire faded yet?
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Krath on March 23, 2011, 08:29:08 pm
Pray that my hat hasn't caught fire and finish off the nearly dead Skull Pillar by punting it.

I take offense to the title!
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Schilcote on March 23, 2011, 09:12:58 pm
French fries? Send some over to You All Wake Up In A Cryochamber V, Zrk has a salt craving.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Ze Spy on March 23, 2011, 11:01:25 pm
"GODDAMNIT"

REVENGE, BREAK BONE PILLAR 2 INTO PIECES
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Talarion on March 24, 2011, 12:43:01 am
Follow the others, watching out for an ambush.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Ahra on March 24, 2011, 01:22:05 am
bash the next one with  my cross.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Draignean on March 24, 2011, 01:24:41 am
ooc: Well to avoid holding up the line...

If the ambient heat is no longer interfering with my ice magic then blast a skull with ice, if the heat is still affecting my magic then just keep breaking bones with my staff.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: Darvi on March 24, 2011, 05:39:07 am
Pour some vinegar on Pierre. Hurhurhur.
Title: Re: CvRTD: Turn 37 [In which there are French Fries]
Post by: SeriousConcentrate on March 24, 2011, 02:26:13 pm
Sorry, over at a friend's house last night/this morning where there's no internet. :D Also I couldn't pass that lame pun up. ^^

PARTY 1

Wymar feels the insane urge to pour vinegar on Pierre. Unfortunately he neither has a bottle of vinegar or a burning Frenchman nearby to pour it on. (1) Wymar feels lonely all of a sudden and forgets what he was going to do. Meanwhile, Friar Greenmoore led the party east through the mist, weaving amongst the gravestones covered in moss and shrouded in mist. Marcus keeps an eye out for enemies while Greenmoore and King search the nearby area. (7, 5) The friar kneels and brushes away some moss from a stone as Daniel lit one of his torches and peered into the gloom.

The first thing Greenmoore noted was the date. "May 3rd 1093 - December 5th 1129." A second brush across the stone revealed the name: "Jonas Weaver." It was one of the monks from Mistbridge. Daniel saw a locked crypt north of them, but the mist was too high and thick to see much beyond that, and as near as he could tell there were more graves to the south and east.

(Party is at the marked section of the grid.

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

PARTY 2

Spoiler: INITIATIVE (click to show/hide)

BONE PILLAR 2

The pillar continues to breathe flames. (Nazara, Malleus, Malleus: 4 vs 4 [7 vs 7] {1 vs 1} |7 vs 2|, 7 vs 6+2, 6 vs 3+2. Minor Failure, Nazara evades; Massive Success, Malleus suffers 2d4x2 damage. 16-1=15 damage) Nazara rolled out of the way of a fireball, but one hit Malleus in the back, where he wasn't protect as well. The impact threw him to the ground quite painfully.

PIERRE Dé GRASSE

(5) Your hat is OK. Some soot has accumulated on it and there's a hole where Wymar stabbed it, but it's nothing that can be washed off and sewn up. Nevertheless, this skull is about to get a first class ticket on the express train to hell. (Autohit, Minor Failure (6-2IW)) From someone else. You're too busy brushing the soot from the brim of your beloved hat.

NAZARA

Nazara SMASH! (Autohit, Massive Success, 2d6x2. 22 damage, kill) The warhammer hits the first skull  on the very top and doesn't stop until ti trikes the ground, pulverizing everything on the way. Only skull fragments are left now.

MALAKAI RITT

You check the temperature. (3) Yeah, still too hot. Luckily, you still have your staff to fall back on, and you intend to use it. (Autohit, Massive Success, 2d6x2 damage. 10 damage) You smash the remaining skull into bits.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Ahra on March 24, 2011, 02:28:40 pm
wax doll. and give my jerky to pierre
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Dwarmin on March 24, 2011, 03:55:09 pm
Check the graves closest to us, then head north to the tomb.
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Darvi on March 24, 2011, 04:03:32 pm
Check the rest of the graveyard before entering the crypt.
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Krath on March 24, 2011, 04:15:18 pm
Search for something to heal the horrible burns the party has accumulated.
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Talarion on March 24, 2011, 04:27:20 pm
Yet again, follow the rest and keep a close watch out for an ambush.
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: SeriousConcentrate on March 24, 2011, 04:52:04 pm
Oh, crap, you're right. I thought you'd gotten hit with all the attacks against you. I'll fix your HP when I post the status for turn 39.
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Draignean on March 24, 2011, 05:02:44 pm
Use my amazing ice magic to heal the burns! (Except on Nazara, unless she asks nicely.)
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Zako on March 24, 2011, 09:24:08 pm
Hmmmm, I don't like the sound of that crypt.

Give a torch to Marcus. Continue to guard from ambush. Don't step on the graves.
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: SeriousConcentrate on March 24, 2011, 10:15:39 pm
Why not? I like the sound of that crypt. ;)
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Zako on March 24, 2011, 11:46:57 pm
Oh. My. God.

IT'S A TRAP!

We have just been sucker punched into entering the graveyard! DAMMIT. >.< We need to get out of here soon...
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: Ze Spy on March 25, 2011, 07:55:52 am
"Not surprised"

Eat a Jar of jam
Title: Re: CvRTD: Turn 38 [In which things are smashed]
Post by: SeriousConcentrate on March 25, 2011, 12:55:20 pm
PARTY 1

Friar Greenmoore searches the immediate area, but all he finds is a withered bouquet on a grave. The inscription is too faded to read. Wymar also looks around, but being unable to see the ground his foot somehow snags on a tree root and he almost falls down. Daniel hands Marcus a torch and lights it for him from his. A general consensus leads to heading north, although not everyone agrees with the idea, and they move to the crypt.

The door is solidly locked, but there isn't a keyhole. There must be a means of opening this door nearby.

(Party is at the marked section of the grid.

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

PARTY 2

After their harrowing encounter, the four decide to stop and try to treat their wounds. Malakai applies ice to Pierre's burns, soothing them somewhat. Nazara cracks open one of her jars of jam as Pierre eats the jerky Malleus gave him. Both feel a little better now, although perhaps somewhat unsettled by the tiny screams of pain still coming from the wax doll. That thing's just creepy.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Darvi on March 25, 2011, 01:01:43 pm
Wait, didn't I turn on my lamp? Do that.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 25, 2011, 02:03:43 pm
You were going to, but then you couldn't pour vinegar on Pierre and forgot about it. :p That's what the dice said.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Darvi on March 25, 2011, 02:12:11 pm
Dammit Krath, it's all your fault!
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Dwarmin on March 25, 2011, 04:36:52 pm
Search the area for hidden levers disguised as angels wings and stuff like that
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Talarion on March 25, 2011, 05:36:58 pm
Also search for levers, but stay on guard while doing so.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 25, 2011, 06:39:40 pm
Wait, Darvi, is your avatar now a spoony bard?
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Darvi on March 25, 2011, 06:41:23 pm
Maaaybe.


At least until he gets horribly mauled by a troll.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Zako on March 25, 2011, 07:53:14 pm
Guard the party from attack.

Are you guys sure this is a good idea? I'm getting bad vibes from this thing...
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Dwarmin on March 25, 2011, 08:08:48 pm
"Settle your nerves Daniel. The evil here will find us if we play its little games or not...it's usually best to confront it before it can. I doubt we can leave until whatever is holding the gate shut is dealt with anyway..."

OOC: Yes, of course it's not a good idea! Let's just hope SeriousConcentrate goes with option A. (release a difficult but killable boss for max loot), rather than B.(Zap Friar Greenmoore with an enviromental trap for being curious)

or

C. (Release an unkillable boss on the players for being curious that they have to run away from or die)
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Zako on March 25, 2011, 08:17:09 pm
STOP GIVING HIM IDEAS!

Dude, we are so gonna be in the shit for doing this. We are in a GRAVEYARD, there is all sorts of nasty stuff he can pull on us. But, you do have a point, we might as well loot this thing and hope for some sweet ass weapons or armor. Just don't get eaten by a corpse or something.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 25, 2011, 08:26:50 pm
 :D
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: IronyOwl on March 25, 2011, 09:49:34 pm
Yeah, we really shouldn't give the GM ideas. That might empty the waiting list sooner!
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 25, 2011, 10:01:23 pm
IronyOwl is now officially my favorite person in this thread. Sorry y'all.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Dwarmin on March 25, 2011, 10:22:48 pm
Hey, my guy isn't going to survive this RTD anyway. It's literally a stated goal.

One of my skill ups is going to be along the lines of

"When Friar Greenmoore falls in battle, Archangels will descend from Heaven to retrieve his soul  and deal devastating Holy force to all nearby evil creatures, turning them to ash!"

Out with a bang brotato's
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 25, 2011, 10:34:29 pm
I'll make sure you bite the dust in glorious fashion, dawg.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Dwarmin on March 25, 2011, 10:35:49 pm
I'll make sure you bite the dust in glorious fashion, dawg.

Or you could make me the sole survivor...again...

Cosmic irony, yes!
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 25, 2011, 10:38:22 pm
I'll let the dice decide whether you live or die. ^^ It would be kinda funny if Greenmoore's the last guy standing at the end and becomes a legend, but like I said if you get offed I'll make sure the monster that manages it does something suitably ridiculous. Just a question, anybody else have any requests along that line of thinking? >:D
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Ze Spy on March 25, 2011, 11:52:24 pm
"Lets go"

Move on

Oh, and examine those glyphs again
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Draignean on March 25, 2011, 11:53:47 pm
Move on through the scary scary woods.


ooc: Shouldn't I have another skill coming for all my massive success and stuff?
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 26, 2011, 12:12:47 am
Hmm, did I just give you one? If no then yes you get one, if yes then it'll take a little while longer. (I think you are due one but I can't remember at the moment.)
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Krath on March 26, 2011, 02:42:41 am
Is it just me or am I always 2 pages late to post my action?

CONTINUE!
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 26, 2011, 04:30:06 am
Will run turn tomorrow, it's 4:30 AM here. (Also gives Ahra a chance to post, but if he's unable to for whatever reason, I'll just have him follow his party.)
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Darvi on March 26, 2011, 05:27:07 am
Oh yeah, after I turn on the lamp, I'll look for my party
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: Ahra on March 26, 2011, 06:39:31 am
continue walking.
Title: Re: CvRTD: Turn 39 [In which ice really works]
Post by: SeriousConcentrate on March 26, 2011, 02:05:36 pm
Turn 40 on page 40? Woo woo woo, you know it.

PARTY 1

Wymar turns on his lamp as Daneil draws his knife and looks around for any threats. Marcus and the friar search the immediate area for hidden levers and switches. Their search only uncovers another gravestone. "Paul Merchant. February 13th 1086 - November 25th 1129." Another name Greenmoore recognizes, but why is it attached to an empty grave? The pit goes down six feet but there doesn't appear to be even a coffin at the bottom. Wymar is able to keep his spirits up, but everyone else is unsettled. Too unsettled to hear a curious sort of grinding noise quietly coming from the northeast.

(Party is at the green section of the grid. Noise originated from approximately the red section of the map.

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

PARTY 2

Nazara removes the glyphs from her pocket. She still doesn't have the whole set, but the ones she does have are glowing ominously. She puts them back for safekeeping and joins Malleus, Pierre, and Malakai in moving forward. Ahead, they can see a building rising above the trees. If they choose to bear left along the trail a fork will take them to the front door of the mansion. If they stay right they'll head further into the woods.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Ahra on March 26, 2011, 02:10:15 pm
well what do you think guys.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Draignean on March 26, 2011, 02:12:39 pm
"Enter mansion, kill creature, save the girl."
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Ahra on March 26, 2011, 02:20:26 pm
ok  cautiously go into the mansion
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Dwarmin on March 26, 2011, 02:31:56 pm
"...1129...last year...who or what has disturbed the rest of my fallen brothers?

Let us search the center of this graveyard, and see what we can find."


Friair Greenmoore moves the group toward D4


OOC: Hmm, should we investigate the noise, or what? I have a feeling the noise will be coming to investigate us, anyway.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Darvi on March 26, 2011, 02:39:45 pm
Shhh. I hear something. Keep your guad up guys.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Krath on March 26, 2011, 05:31:37 pm
Head towards the front door. The brave do not fear the grave.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Talarion on March 26, 2011, 06:50:59 pm
Yet again take point, and stay alert as always.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Dwarmin on March 26, 2011, 07:21:40 pm
OOC: Hey, Serious, can we speed this up a bit? We're all just playing follow the leader here, anyway. Team Blowfish  (WIP) gets to explore Disneys haunted mansion, while Team Wolverine  get to go one square a time in this number grid. Assume I'm leading, and everyone is looking out for danger. Zako doesnt need to post, even, if we're on a travelling turn-everyones action is to keep walking until we hit something.

Unless your pacing us for lores sake, then continue on, I'm good with that too. I actually want to know how this mysterious graveyard links to my backstory, and I'm willing to wait for that, but still...

*jumps around impatiently*
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: SeriousConcentrate on March 26, 2011, 07:44:14 pm
I wasn't wanting to limit anyone's creativity. I'll put it to a vote, though: rest of y'all agree with Dwarmin, Y/N?
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Draignean on March 26, 2011, 07:54:35 pm
Y and N


Yes to making travel a majority thing.

No to the group I'm in being pink and having Blow anywhere in the name.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: SeriousConcentrate on March 26, 2011, 08:05:17 pm
You could be team Nightcrawlers. Ba-dum tish!
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Ze Spy on March 26, 2011, 08:40:41 pm
Y to travel

N to having a pink, gay-ish name

Go Right
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: Zako on March 26, 2011, 09:20:04 pm
Yea to travel. Just make sure to stop when something interesting happens.

"Guys, that sounds like something opening. I have a very bad feeling all of a sudden. Give me a hand with this before we move."

Take a gravestone and block the crypt door with it to keep it shut.
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: SeriousConcentrate on March 26, 2011, 10:46:08 pm
All right then, so in Party 1's case you guys pick a route and a destination and I'll run everything up to the stopping point, or you get interrupted. Party 2 may get something like that once they enter the mansion proper. (Urg... gotta draw up the map...)
Title: Re: CvRTD: Turn 40 [In which Party 2 sees a completely normal mansion in the woods]
Post by: SeriousConcentrate on March 26, 2011, 11:43:48 pm
Double post because I CAN. And to run turn 41.

PARTY 1

Daniel requests help to push something in front of the crypt door. (Oh. My. God. Wow, that's terrible luck.) The party turns to the nearest statue and try to push it in front of the crypt, but they only succeed in toppling it over and breaking it into several pieces with perhaps the loudest crash they had ever heard, amplified by the stillness of the graveyard. There was a distant wail, and the sound drew closer. But now that they all heard it, it sounded more like the buzzing of a million angry bees than the grind of stone against stone. One of the stone dogs marking a grave opened its eyes and slowly started to move...

(Party is at the green section of the grid. Noise originates from approximately the red section of the map. Maybe you should run for your lives?)

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

PARTY 2

Although Nazara protests, she's outvoted three to one and they head towards the mansion. A large wooden construction, it appears to be in excellent repair despite the fact it sits out in the middle of nowhere. Pierre knocks, but there is no answer, so Malleus pushes the door open. It takes a bit of effort even for the powerful knight; the doors are oddly heavy and metal rather than wood. He shoulders through it and his allies follow. The entry opens onto a grand foyer. There is a hallway almost immediately to either side, and beyond those are two doors on each wall.

Against the far wall is a sweeping staircase that leads up to a balcony, although not enough light is filtering through the drapes to see it with any clarity. As for the room the party is standing in, it is covered with an elaborate pattern of verd antique tiles, impurities in the stone forming sweeping patterns of hues and shades. Where the light hits it, it shines. Near the door is a small alcove, presumably used by guests to store their coats and other items. Several covered tables are pushed up against the walls, but other than that the room is curiously empty.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion.png) - The green is what you can see, the gray areas you can see the outline of since you saw the walls from the outside. The brown marks are doors. You guys are the @ symbol and the ^ is stairs up. The basics. ^^ And you're the Nightcrawlers simply because I love bad puns that are double references and no one objected when I first made the joke. You gotta be on your toes if you don't want that to happen, guys...

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Draignean on March 26, 2011, 11:47:12 pm
"What do you think, split up in pairs and search the place?"

ooc: I loved the maze thing in Castlevania 64! :)
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 26, 2011, 11:52:10 pm
I'm so glad someone other than me actually likes that game, although I prefer Legacy of Darkness... basically because it's C64 + Cornell & Henry. ^^
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Draignean on March 26, 2011, 11:59:18 pm
Which version had the werewolf transformation and the starting on the ship?

(Long time since I played)
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Dwarmin on March 27, 2011, 12:04:04 am
I vote, run away to A7!

OOC: Smooth move Zako. :I

Our only choice is if to run away from or toward the sound. I vote for away, back to A7. At least we'll be safe from attack on two sides.
I'm going to bed now. lol
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 27, 2011, 12:07:04 am
Legacy of Darkness, but only with Cornell, I think. It's been awhile since I played myself but I'm pretty sure Henry, Reinhardt, and Carrie all start in the woods. ...If there is a GM character for whatever reason it'd probably be a knight with a longsword and a pistol, because Henry rules and there's few things more awesome then blowing skeletons off of their motorcycles with a revolver.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Talarion on March 27, 2011, 02:43:19 am
I'll follow the group, this time bringing up the rear.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Zako on March 27, 2011, 02:47:56 am
Dammit, I said a GRAVESTONE, not a statue! DAMMIT! Oh well, lets just run for it. And we shouldn't box ourselves in, that would be certain death. We should run to E5.

Run with the group, make sure to guard the flanks.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Darvi on March 27, 2011, 03:00:49 am
Go with the group, looking out for any ambushes in front of us.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Dwarmin on March 27, 2011, 03:03:58 am
We're already boxed in! It's a graveyard. I'd rather we not get encircled. Also, A7 is the place we entered at-we might be able to get back out that way.

Hmm, 1 vote for A7

1 vote for E5

2 votes abstaining?

Arggh! Darvi or Talarion, how do you feel here?
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Zako on March 27, 2011, 03:05:39 am
Dude, that gate is obviously plot locked! We can't get that way! We need to get out into space for us to move around more. Hopefully we can find a way out of here on the way.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 27, 2011, 03:07:18 am
That and the gates are at A6, but I'm just nitpicking. ^^ If you want the GM's advice - although I'm sure IronyOwl would prefer I keep my mouth shut :p - I would suggest trying to explore the rest of the graveyard while taking evasive maneuvers and try to find a place to hide?
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Darvi on March 27, 2011, 03:11:02 am
Arggh! Darvi or Talarion, how do you feel here?
Go with the group, looking out for any ambushes in front of us.
Additionally, we should check what the heck it actually is that follows us. If it's one of those huge statues, we can easily avoid it.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Dwarmin on March 27, 2011, 03:18:04 am
Well, then word from God affirms the gate is plot locked till we kill the big bad.

Let's go with Zako's idea then.

Yeah, let's not fight statues if we can avoid it...they're probably annoyingly resistant to all forms of damage.

I was thinking we were going to be attacked by a conglomerate bone beast. Mostly because of that Odd Thomas book I just read
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 27, 2011, 03:57:05 am
:D Bone beast? Nice, but that's not the enemy I've appropriated here. Hey, Draignean, quick question for whenever you see it. You think I should let the Wolverines get a copy of this guy's weapon as a possible quest reward if they can get through this alive (whether or not its gets weakened a bit)? Or would that just be too ridiculous to let a PC have anyway? Oh, by the way, Wolverines:

Daniel can see a large shape in the mists, in the same direction the noise is coming from. All he can tell is that the figure is a massive male humanoid, bigger than a man has any right to be, and moves with a slow but steady pace, heading straight for the fallen statue. The doctor gets the feeling that this, moreso than the trespassing, was a major offense. The figure moves its arms, there is another grinding sound, and the buzzing turns into a whine for a moment. There are sparks at that same moment before the buzzing resumes. Wymar has an extremely bad feeling about this apparition, but also the familiar sensation of perfect clarity. [The dog statues aren't the real threat, but they will slow you down. Don't let them herd you!] He doesn't know how he knows this, but his instincts have never let him down before...

I'd do a more in-depth thing for the Nightcrawlers too but only one action's been posted... because it's like 4:00 in the morning, I know, I ain't trying to rush anybody just because I'm a party all night sleep all day kind of fellow. ^^ But fair's fair and if the Wolverines get a free look around so do you guys. Nightcrawlers:

Nazara notices that, for a place that looks abandoned, it is entirely too tidy. Malleus gets a vague feeling of unease and discomfort, like they're being stalked like prey. Meanwhile, Pierre's greed-sense is telling him that there is something very valuable somewhere in the mansion. All he has to do is find it. Malakai is busy making plans and figuring out how best to explore the place, and is too absorbed in that to notice much of anything.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Darvi on March 27, 2011, 04:06:21 am
Okay guys, new plan. We should desecrate another grave, to lure that golem here, the we run around it and check whatever it was guarding. Also, bad doggies. No treats for you!
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Ahra on March 27, 2011, 05:32:26 am
checks door no1 to the right.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Krath on March 27, 2011, 08:00:44 am
Ask someone to help me examine the first hallway on the left, then do so.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Ze Spy on March 27, 2011, 08:05:11 am
Check the second door to the left
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Zako on March 27, 2011, 09:05:59 am
It's already heading this way, no need to smash another grave. And I'm not overly worried about the size of that thing, that should mean it's slower to react and move than we are, its the buzzing and sparks that scare me. We should move around it and give it a wide berth until we are ready to face it. A quick note, stones absorb water and fog is basically water vapor. If we heat that water into steam, the rock will actually explode from the inward pressure. Perhaps we can use this against the dogs?
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Talarion on March 28, 2011, 12:28:01 am
Direct the party towards G7, by way of C7.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Darvi on March 28, 2011, 01:02:52 am
Nooo. Make it a logarithmic curve!
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Ahra on March 28, 2011, 01:49:14 pm
logarithmic?
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: IronyOwl on March 28, 2011, 01:58:03 pm
Logarithms are fairly advanced mathematical functions involving exponents. The graphs tend to look like vaguely L-shaped curves.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Darvi on March 28, 2011, 02:18:33 pm
But upside down.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Dwarmin on March 28, 2011, 04:06:02 pm
Direct the party towards G7, by way of C7.

seconded
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Draignean on March 28, 2011, 04:22:31 pm
Quote
You think I should let the Wolverines get a copy of this guy's weapon as a possible quest reward if they can get through this alive (whether or not its gets weakened a bit)? Or would that just be too ridiculous to let a PC have anyway?

If they manage to kill the thing yeah, absolutely. It has to run off of pure EEVVIIILL though. I don't even remember if big-n-green was killable, I seem to remember blasting the crap out of his ass with the girl to no effect except for being thrown through a couple hedges...
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 28, 2011, 05:10:06 pm
Nah, as you noted he's unkillable. They're definitely going to have to retreat; I just meant when they finish with this part of the mission. But OK, yeah. I'm sure they could get some use out of it, and it'll probably be fun to run up on Drac with it. ^^ Anachronistic weaponry FTW... then again I suppose if this monster is a product of impossible science it's not too far off to believe he has that too.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Draignean on March 28, 2011, 05:18:36 pm
Hey Vladdy, I have a great idea for vampire topiary! *Vroom* MWHAHAHAHA!!


Erhm, yes moving one from that. Just so long as the Nightcrawlers get something cool from our mission too.
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 28, 2011, 05:38:34 pm
lol indeed. I'll try to come up with something suitable, but I'm open to suggestions. ^^
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: Dwarmin on March 28, 2011, 07:05:41 pm
Whom are we waiting on for the next turn?
Title: Re: CvRTD: Turn 41 [In which it's time to retreat]
Post by: SeriousConcentrate on March 28, 2011, 07:14:24 pm
That's a good question, let me look.

Edit: Apparently the answer is you're waiting for me to get off my lazy ass. :\ Running turn now.

WOLVERINES

(Leadership roll since almost everybody's both wanting to stick together and run in different directions: MR: 3+FG's roll. DK: 2. FG: 1. WS: 2.) Marcus looks around. "This way!" he yells, heading southeast. Friar Greenmoore is right beside him as they move. Daniel keeps an eye on the rear and Wymar directs his eyes to the front. (DogAR: 8.) A pair of dog statues suddenly leaps over the fence south of them, and snapping and growling, force them northward.

(Party is at the green section of the grid. The Groundskeeper is at the red section.)

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

NIGHTCRAWLERS

The party splits up almost instantly, with only Pierre and Malakai sticking together. Nazara heads towards the stairs but pauses to open the door on the right. Malleus heads for the first door to the party's right. Malakai and Pierre head for the hallway on the left.

NAZARA

You push open the door and head into a dark hallway. Almost immediately to the north is another door, flanked on each side by a long, thin painting of flowers. The hallway continues west for a few feet before turning north.

MALLEUS RAULAT

You push open the door and enter a small room. It appears to be a storage area; many casks are stacked into a pyramid on the far side of the room and bound together with rope. You can also make out several crates piled up against the northern wall in the dim light. Chairs are stacked against the southern wall. Other than that, the area is empty.

PIERRE & MALAKAI

Pierre asks someone to to join him on his search at roughly the same time Malakai suggests splitting into pairs. Nazara and Malleus go their own ways, so Pierre and Malakai shrug and head into the left corridor. The area is slightly easier to see in since there are multiple windows along the southern wall, illuminating the tables and cabinets along the northern wall. Each cabinet holds several porcelain sculptures, be they pots or figurines, and between the cabinets are various old paintings. On a few of the tables fine china plates are carefully positioned. The pair follow the hallway as it turns north, but stop shortly afterward at an intersection. They can either continue north or head west, with a door immediately to their west.

(Nazara's location is red, Malleus's is blue, and P&M are gold.)

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion2.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 41 [In which one party split just isn't enough xp]
Post by: Zako on March 28, 2011, 07:55:31 pm
"Keep going! Don't let them force you towards that thing!" Wave my torch in the faces of the dogs to keep them back and keep going east to F6.

Be careful not to let those dogs force us towards the groundskeeper.
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Dwarmin on March 28, 2011, 08:04:07 pm
Follow Zako!
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Krath on March 28, 2011, 08:22:34 pm
Head westward, young sons
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Draignean on March 28, 2011, 08:44:01 pm
West!
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Ze Spy on March 28, 2011, 10:41:27 pm
Northwest
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Darvi on March 29, 2011, 12:04:59 am
Establish superiority by nuking them in the snout
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Talarion on March 29, 2011, 12:25:26 am
Continue heading towards G7.
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Ahra on March 29, 2011, 12:26:33 am
loot (and be ready to kill,maim,burn whatever probably hides in these things.)
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Krath on March 29, 2011, 02:07:51 pm
loot (and be ready to kill,maim,burn whatever probably hides in these things.)

Oh now you're just asking to roll a 1 and get brutally murdered by something lurking in the darkness.
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Ahra on March 29, 2011, 02:10:55 pm
no thats beacause i watched re 4 vids with snakes in everthing....
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: Darvi on March 29, 2011, 02:12:28 pm
Title: Re: CvRTD: Turn 42 [In which one party split just isn't enough xp]
Post by: SeriousConcentrate on March 30, 2011, 12:06:16 am
I think my problem is I'm under the impression all nine characters are active and every time I count 8 actions, I get the feeling someone hasn't posted. However that's clearly my fault, and I'll try to do better in the future. *knocks self on side of head* Also I'm sick, so this turn will probably be crap but I'd rather have a crap turn that keeps things moving than letting it stagnate until I feel better,

WOLVERINES

Wymar attacks the dogs with a light spell in an attempt to intimidate. The dog statues are blinded and shy away, whimpering! The party is able to continue heading east without interruption from the dogs at the moment. But the monster in the mists is still heading straight for them, and he is now just a little north of their current position. Only Marcus, well-used to seeing in terrible conditions, is able to make out any details. An impossibly large, muscular man with gray skin covered in stitched scars, he is dressed in clothes that are starting to rot from age and decay. His head is tall and remarkably square, and a pair of bolts stick out of each side of his neck. His right hand grips a black bar that is attached to a red box; from the front of the box extends a long piece of metal not unlike a sword. Smoke, along with the buzzing noise, is being emitted by the box.

(Wolverines = Green. The Groundskeeper = Red.)

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7)

NIGHTCRAWLERS

NAZARA

You continue along the corridor to the west. After the brief turn it ends in a door on the northern wall and one on the eastern wall. Judging from how loud the wind is in here, you get the feeling the northern one leads into the backyard. There is also a door on the western wall, but it's nailed up.

MALLEUS RAULAT

With no compunctions whatsoever (but a raised battle axe) you start looting the crates. Most of the contents are rotted food, and mice have taken up residence in the lower crates, but you eventually find a jar of peaches. You check the barrels too and find they are full of wine, but you don't have anything to carry any in.

PIERRE & MALAKAI

With no discussion necessary, you by pass the door and the northern hall in favor of continuing on west. There is another northern hallway not even fifteen feet down, and another door in the north wall. The corridor continues west but turns north shortly.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion3.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Darvi on March 30, 2011, 12:16:35 am
Get the heck outta dodge!
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Talarion on March 30, 2011, 12:21:15 am
"Run away!" I will direct them to G7, then have them curve up. Unless that paranthesis/bracket/ ) is an escape route, if so, GET OUT OF THE GRAVEYARD!
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ze Spy on March 30, 2011, 12:32:28 am
Go north
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ahra on March 30, 2011, 12:34:07 am
check the second right door.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Draignean on March 30, 2011, 12:35:10 am
Head down the northern corridor.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Krath on March 30, 2011, 12:35:55 am
"Do you get ze feeling ze others are being chased by zomething called a 'Frankenstein' with zomething called a 'chainsaw'?

Check the door on the north wall.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Draignean on March 30, 2011, 12:38:03 am
"You know, normally I'd say you'd finally gone round the rivers bend... Strange though, I AM getting that feeling right now.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Grimmjow6th on March 30, 2011, 01:35:49 am
Spoiler (click to show/hide)
May i join the waiting list?
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: SeriousConcentrate on March 30, 2011, 04:14:28 am
Sure thing. A quick question about the whip, would you rather have it deal blunt or slashing damage?

Edit: Nevermind, just realized I already had whips down as a blunt weapon. You're on the list now.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Zako on March 30, 2011, 04:21:30 am
 :o

THATS A CHAINSAW! WE CAN'T FIGHT AGAINST THAT!!

FFFFFFFFFUUUUUUUUUU-

RUN! RUN FOR YOUR LIVES!!!
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ahra on March 30, 2011, 04:45:18 am
strange, i got the feeling someone just gave up on their lives beacause of an giant zombie with an strange weapon appeared.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Zako on March 30, 2011, 06:06:11 am
Shut up, what would you do in my case? Try to fight and get sawed in half? No thanks, I'd rather live. And how the hell did that thing catch us so fast anyway?

Plus, we haven't really any real weapons to fight it with. Except for the fragile, unarmored, easily killable magic users that will keep us alive later on. Rather not waste their lives trying to kill something that will most likely kill them with one hit.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: SeriousConcentrate on March 30, 2011, 06:53:22 am
Your group moved two spaces east, and he went two south. But you're cool right now, the Groundskeeper can't attack you until you're both in the same square, and that'll probably only happen if the dogs get lucky and force you into him... and Darvi cost them a turn with his magic. As long as you don't run directly north you'll be fine this turn. ^^ My recommendation is use some creativity. Just because you can't kill him doesn't mean you can't hurt him.

And also I don't go in for one hit kills; it's not cool for the players to be completely helpless. Two hit kills are completely fine though. :D
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ze Spy on March 30, 2011, 06:56:00 am
Kite and blast?

That's assuming Magic/Range can go beyond the caster's square
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: SeriousConcentrate on March 30, 2011, 07:07:33 am
Certain subweapons can, yes. Throwing Daggers/Axes, firearms, and the magic books in particular *cough cough.* What, I told you before I'm feeling sick... but yeah, that's one way of holding him off. There are other, less MP-exhausting ways. ^^
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ze Spy on March 30, 2011, 07:31:16 am
Hit-and-run

Yeah, i get it
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Zako on March 30, 2011, 07:03:42 pm
Hmmm... There must surely be something in this graveyard we can use to our advantage. Perhaps we should search for it after we get some distance between us and that thing?
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: SeriousConcentrate on March 31, 2011, 03:14:30 am
*taps Dwarmin on shoulder*
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Talarion on March 31, 2011, 03:18:02 am
Can we move diagonal? If so, this might be easier.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: SeriousConcentrate on March 31, 2011, 03:38:20 am
Only because you asked. ^^
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Talarion on March 31, 2011, 03:44:58 am
Score! Now we can run circles around the groundskeeper if need be.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Dwarmin on March 31, 2011, 01:07:14 pm
Friar Greenmoore beats a very brave retreat!
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ahra on March 31, 2011, 02:20:54 pm
just an question how much evil did i feel in this mansion?
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Darvi on March 31, 2011, 02:39:11 pm
ten kilonazis.
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: Ahra on March 31, 2011, 02:45:19 pm
.....great an lesser vampire and his army then?
Title: Re: CvRTD: Turn 43 [In which there are peaches, wine, and Frankenstein]
Post by: SeriousConcentrate on March 31, 2011, 04:33:32 pm
Ugh, slept like all day. Running turn now.

@Ahra: (3) Not much, just enough to know things aren't right here.
@Talarion: The ) is me forgetting I'd already closed the parentheses earlier. Whoops. :\ Also I'm now listing how your team and the gk is moving, just because I feel like it.

WOLVERINES

There was a general panic; only Marcus kept his cool. "This way!" he yelled, directing the team southeast and then east. Straight into the fence surrounding the graveyard. Well, crap. On the bright side, the monster following them wasn't as agile and had to skirt around the various crypts and tombstones.

(Wolverines = Green -> Southeast, East. The Groundskeeper = Red -> South, East.)

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA

You open the door and head outside. The backyard seems dedicated entirely to being a garden, from what you can see. In the distance you dimly hear a buzzing sound. There are probably bees nearby.

MALLEUS RAULAT

You head back out and towards the next door. The room it opens onto appears to be a small dining room, possibly for the servants of the mansion. The immediate area is uninteresting, but south of you is a table covered by a white cloth, with a chair positioned at either end. In the middle of the table is a small, unlit candelabra bearing three candles. There is also a small stove just past the table.

PIERRE & MALAKAI

After a brief contemplation on the courage of the human spirit, Pierre and Malakai split ways.

PIERRE Dé GRASSE

You open the door and investigate. It appears to be a bedroom for servants; there is a bed tucked away in the northwest corner of the room, and a large dresser is in the northeast corner. There is a table at the middle of the east point of the wall.

MALAKAI RITT

You turn around and head north. There are doors on each side of you, and pretty much nothing of interest in the hallway itself.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion4-Enlarged.png)

Spoiler: HP/MP (click to show/hide)

---

Sorry the turn took so long, stupid-ass mspaint kept crashing on me for some reason so I had to redraw the map four frickin' times. >:( Because it was hard to see positions on it I've enlarged it. :D
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Darvi on March 31, 2011, 04:39:28 pm
Well fuck. The thing can get us now next round. Our best best would be to... split up. Again.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Dwarmin on March 31, 2011, 04:47:47 pm
Running North would be a good idea-we havn't seen if there's any entrance up there.

Anyone want to make a heroic sacrifice yet? *pushes Zako in front of group*
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Krath on March 31, 2011, 04:53:37 pm
Search the room for anything of interest.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Draignean on March 31, 2011, 05:33:40 pm
Open Each door individually, frost spells ready for anything that jumps out. Check each doorway for traps before entering, if there's anything interesting then sweep for loot. Rinse and repeat.

PS. If it's something like a hapless citizen or a crying little girl then give it an incapacitating but non-lethal bash between the eyes with my staff.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Ahra on April 01, 2011, 12:43:15 am
go into the right corridor.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Talarion on April 01, 2011, 01:22:01 am
Seeing that he lead his group into a corner, and being the unofficial leader (or something) Marcus sees two options. Either die with the group, and be useless.. or use his skill from many years of fighting the Darkness to try and buy them some time. Hopefully, he can escape the beast using his agility and skill in movement after his team gets away. If he dies, well, it'd let the others escape at least. "You three, head north. I'll stay here and try to hold it off as long as I can." Draw my sword and Holy Water, stand as epicly as possible against the Groundskeeper. "I'll be your target, Minion of the Night. Come at me with all you have!" Make myself as big of a target as possible, by throwing my holy water at the Groundskeeper.

(Hopefully, my luck previously and presently will hold. Previous luck, LOTS OF SKILLS TO HELP! Yay! Present luck? Rolling high enough to survive and escape with the others.)
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Ze Spy on April 01, 2011, 01:56:43 am
"Uhhh..shit"

Go south
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Zako on April 01, 2011, 02:34:13 am
Running North would be a good idea-we havn't seen if there's any entrance up there.

Anyone want to make a heroic sacrifice yet? *pushes Zako in front of group*

Don't sass the guy who is going to keep you alive.

Daniel nods and runs north. "When we get out of here, I'll patch you up. Friar, Wymar, try to blind it!"

If only I took the bow and arrows...
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: IronyOwl on April 01, 2011, 02:37:07 am
Anyone want to make a heroic sacrifice yet? *pushes Zako in front of group*
[/quote
PS. If it's something like a hapless citizen or a crying little girl then give it an incapacitating but non-lethal bash between the eyes with my staff.
We have got some valiant squishies here. :P
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Ze Spy on April 01, 2011, 03:00:50 am
It's your Lucky day, Mr Irony, it seems that Talarion has stupidly led Wolverines into a corner
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Krath on April 01, 2011, 03:02:08 am
And then, when the Frankenstein finally catches them, it'll tear off it's head revealing the fact...

THAT HE IS DRACULA!

And then he'll shout April Fools and remove his head yet again, revealing Frankenstein, who cuts you up.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Grimmjow6th on April 01, 2011, 03:20:20 am
^ i'd lmao @ that.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Talarion on April 01, 2011, 03:52:53 am
But then I'd dodge, and run. And escape alive, for I am the awesomest most experienced hunter ever to exist in such glorifying awesomeness! And I'm setting myself up for death, but hey, I'll go out with a bang.
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Dwarmin on April 01, 2011, 04:35:58 am
Friar Greenmoore takes the time to flee North, pausing when out of the monsters range to shoot a fireball at it!
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: Darvi on April 01, 2011, 06:51:59 am
I aim for the eyes for massive damage. Then I do a sir Robin.
 
(by nuking of course)
Title: Re: CvRTD: Turn 44 [In which... no not the bees! argh!]
Post by: SeriousConcentrate on April 01, 2011, 03:29:33 pm
WOLVERINES

Marcus announces his plans to take a stand for the team, and everyone else moves to back him up, even if temporarily. Daniel, Wymar, and Greenmoore all move north as Marcus heads northwest to meet the Groundskeeper head-on. (Wymar: 8 vs 4, -2 MP, Minor Success, 3 damage. Greenmoore: 2 vs 4, -2 MP) Wymar shoots a beam of light at the Groundskeeper, but doesn't quite succeed in blinding him, while Greenmoore somehow misses entirely. o.O Meanwhile, Marcus throws his holy water at the monster and closes distance. (3 vs 8, -1 MP) The Groundskeeper bats the vial out of the air with his chainsaw, then rushes Marcus! (3 vs 2, Minor Failure) Somehow the hunter gets his sword into a defensive position in time, but the strength of the monster's blow forces him a step back!

(Wolverines = Green -> Attack, go North. The Groundskeeper & Marcus = Red -> No Change.)

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA

You want no part of any bees. You immediately turn around and head inside. (3+2DO) On your way back inside the house you notice the rug in front of the door is crooked, and your compulsion for correcting the smallest detail forces you to straighten it... revealing a key. Nice. (Nazara gets small key!)

MALLEUS RAULAT

This room is boring. You leave and head for the corridor instead. A short way down it you find you can either keep going east, head north, or go through a nearby door.

PIERRE Dé GRASSE

You search the bedroom. (1) You forget absolutely everything and spend the next few minutes figuring out who you are and what you're doing here.

MALAKAI RITT

Not one to take choices lightly, you kick open each door in turn. (6, 7, 7, 5, 2) The northern door opens onto an east-west hallway. Both doors on the left and the northern door on the right open onto bedrooms... but when you kick open the last door, a skeleton attacks! (3 vs 6. 8 vs 1, minor success, 1 damage) It thunks you on the head with one of its ribs. Ow.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion5.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Ahra on April 01, 2011, 03:34:02 pm
go trough the door (shouted) hey i heard a sound you okay over there?
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Darvi on April 01, 2011, 03:38:49 pm
Abscond
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Draignean on April 01, 2011, 03:41:34 pm
"Could use a hand here Pierre!"

Thonk the skeleton with my staff.


If I didn't get a skill earlier (Fairly sure all I've got the useless wit thing going.) I'm putting a +1 to my skill with staffs and staves.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: SeriousConcentrate on April 01, 2011, 03:44:07 pm
pretty sure you are owed one, I'll update your status next turn. That also reminds me, I know Talarion has all of his, as does Ze Spy. Everyone except Zako should have two skill-ups; Zako gets his first one on his next 8. So you guys, you have two skill ups? My notes are a little outdated. -_____-;
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Ahra on April 01, 2011, 03:45:09 pm
i dont think i have any how come?
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Darvi on April 01, 2011, 03:45:52 pm
I only had one skilll up.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: SeriousConcentrate on April 01, 2011, 04:02:14 pm
OK, then, pick what you want, Ahra, Darvi. ^^
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Dwarmin on April 01, 2011, 04:18:34 pm
How did I miss!? This beast must have plotanium armored skin!

Flee to the North!
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Darvi on April 01, 2011, 04:19:58 pm
I'll upgrade evasion then.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Talarion on April 01, 2011, 05:07:27 pm
Marcus smiles grimly. It was working so far for him. Aim a slash at the groundskeeper, at a point where it's defenses seem weak. "Keep running! I can handle myself for a bit. I'll catch up later."
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Zako on April 01, 2011, 09:31:23 pm
"I have an idea! Friar, when you get some distance between you and the creature, break gravestones and statues until you get it's attention! Then run towards the top of the graveyard to draw it away! We will tug it between us so that it can't decide which group to go for! Wymar, you stick with Marcus and try to help him!" Desecrate a few graves and run north with the friar.

Ok, my plan is thus: we tug it between two groups by breaking gravestones to make it switch it's attention to the other group. While we are doing this, we search for a way out.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: IronyOwl on April 01, 2011, 09:38:48 pm
Pingpong kiting. This mage is smart...
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Talarion on April 01, 2011, 11:25:20 pm
Zako is the medic.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Zako on April 01, 2011, 11:38:21 pm
A kickass medic.  8)
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Ze Spy on April 01, 2011, 11:59:09 pm
A Pansy-ass medic.  :P

Fix'd

East
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Krath on April 02, 2011, 12:14:20 am
Woah. Recover from my mind trip and run towards Malakai to help him.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: IronyOwl on April 02, 2011, 12:27:09 am
Oops. Indeed he is.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Zako on April 02, 2011, 03:50:15 am
A bit of advice: Do NOT sass the guy who is going to keep you alive. Especially the one who is better at doing so than anyone else.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Ze Spy on April 02, 2011, 04:15:31 am
A bit of advice : We would have been easily kept alive in one group better, Especially when you were the person who made Serious decide to split the party
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Ahra on April 02, 2011, 05:34:01 am
+1 damage?
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: SeriousConcentrate on April 02, 2011, 05:34:28 am
^^ OK. What's the other thing you want?
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Darvi on April 02, 2011, 06:49:49 am
"You want me to help him? Aight, but I trust that you guys will distract it before it has a chance to hit me!"
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Zako on April 02, 2011, 09:18:46 am
Oh cry some more, it was going to happen anyway.

Hopefully, you wont get hit at all. If it doen't come for us though, run for it and we will attack from behind it.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Darvi on April 02, 2011, 09:49:48 am
Who was crying? I sure as heck wasn't.
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Ahra on April 02, 2011, 09:55:38 am
+1 perception or +1 evasion
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: SeriousConcentrate on April 03, 2011, 05:21:47 am
Just letting you guys know I didn't forget about you, just giving everybody a chance to review their skills and make sure they had their additional ones. In keeping with that, Draignean: +1 to hit with staves or +1 damage with staves? Anyway, will run turn tomorrow, so if you want to change your action or what you want for your skill-ups or w/e, last chance. ^^
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: Draignean on April 03, 2011, 09:46:50 am
If we're allowed to do them +2 -1 style then I'll take +2 to hit -1 to damage.

If not then just +1 to hit.
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Ze Spy on April 03, 2011, 10:09:14 am
Blitzkrieg: +2 to Movement Rolls; -1 to Tailing Rolls

Yes, you can
Title: Re: CvRTD: Turn 45 [In which a skeleton pops out]
Post by: SeriousConcentrate on April 03, 2011, 03:15:08 pm
Yeah, what Ze Spy said. So +2 to hit, -1 to damage, and right after I update the relevant statuses I'll edit this post with the turn.

WOLVERINES

Marcus's torch goes out and he drops it, to better fully concentrate on the enemy before him. Despite misgivings, Wymar draws his bastard sword and runs over to assist while Daniel and Friar Greenmoore head north. (DAR: 4.) Daniel's torch lasts just long enough for him to back down two of the statue dogs before it goes out, and they manage to escape to the north. Meanwhile, Marcus launches an attack on the Groundskeeper! (6+1 vs 5, Minor Failure) The large humanoid catches the sword on his chainsaw and throws it aside, leaving Marcus wide open for a retaliatory strike... (7 vs 8) ...but doesn't get one as the hunter rolls to the side with the blow! (3+1 vs 6) Wymar attempts to attack him from behind, but the Groundskeeper reaches back and blocks the blow on his forearm. o.O

(Wolverines = Green -> Attack, go North. The Groundskeeper & Marcus = Red -> No Change.)

A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA

You open the door to your east and ransack the place. (2+2) Or you would have, had there been ANYTHING to search. It's just an empty room. Maybe there's something significant about it, but most likely, there isn't. If anyone would know it was you. And Wymar, but he's not here.

MALLEUS RAULAT

You just don't want to deal with corridors right now. A door sounds much more inviting, and so you open the one more-or-less in front of you. The room within looks to be a bedroom - a rather lavish one at that. There is another door on the eastern wall and you get the feeling it leads to a washroom for some reason. (-Redacted-) That bed looks soft. Maybe you should lie down for awhile.

PIERRE & MALAKAI

Pierre stops flipping out over the meaning of life when he hears Malakai yell for help because some damn skeleton's bashing his brains in with its ribcage. Sounds a bit ridiculous, but Pierre figures he might as well at least see what's going on and leaves the room. It'll take him a moment to get over there. Meanwhile, Malakai is striking back! (7+2 vs 7. Minor Success, 1d6-1, 5 damage, 3 HP left) The magician strikes an excellent blow on the skeleton, forcing it back into the room it just popped out of! It chucks a rib at him again out of spite. (5 vs 6) But Malakai knocks it out of the air!

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion5-1.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Krath on April 03, 2011, 05:06:07 pm
I have to HURRY if I'm going to get the finishing blow!
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Zako on April 03, 2011, 10:39:10 pm
Hmm... that didn't go as planned. NEW PLAN!

Run for it! I'll try to distract him.

Try to get the groundskeepers attention and lead it away from the others.
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Draignean on April 04, 2011, 12:08:00 am
Headclonk the skeleton
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Talarion on April 04, 2011, 12:43:12 am
Scowl at Wymar. "Just get away! I'll be fine." Continue holding the groundskeeper's attention on me, using my sword.
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Ze Spy on April 04, 2011, 02:53:57 am
West, WEST!
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Ahra on April 04, 2011, 05:14:37 am
HERETICAL BED!!! chop it to pieces you never know if they have hidden something in it i wont have acess to the internet for the next 2.-3 days
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: SeriousConcentrate on April 04, 2011, 05:29:20 am
Saw that in the ME thread but figured I'd note it here. Would you mind if I just had Malleus just sleep off the next few turns, if necessary?
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Ahra on April 04, 2011, 07:25:52 am
just make him an bodyguard to the magical guy (draignean)/malakai
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Darvi on April 04, 2011, 08:41:43 am
"I have no time to make a snarky remark, so I'll just do that!" *Abscond*
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Dwarmin on April 04, 2011, 12:43:49 pm
North more...searching for an exit!

OOC: You stand toe to toe with that thing, you ARE going to die. Just putting that out there.
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: SeriousConcentrate on April 04, 2011, 12:46:21 pm
Friendly GM advice, just running about isn't going to do anything but move you. Maybe you should look around the area? :3
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Darvi on April 04, 2011, 12:51:34 pm
No time. Too busy running for our life.
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: Dwarmin on April 04, 2011, 02:10:49 pm
Friendly GM advice, just running about isn't going to do anything but move you. Maybe you should look around the area? :3

I thought we would just skirt around the edge till we saw an open gate...lol

Edited turn, still moving North, but looking for...whatever
Title: Re: CvRTD: Turn 46 [In which Malakai is uncannybrutal]
Post by: SeriousConcentrate on April 05, 2011, 01:57:09 am
WOLVERINES

MARCUS AND WYMAR

On Marcus's command, Wymar turns and runs... west. (Wymar is now in D6!) Meanwhile the Groundskeeper turns its attention back to the hunter as he strikes. (4+1 vs 4, Minor Failure) Sparks fly as sword collides with chainsaw. (5 vs 3, Major Success, 2d6 damage. 8 damage) The monster immediately brings its weapon back around and catches Marcus in the head with the box at the bottom, sending him reeling back in pain!

GREENMOORE & DANIEL

Heedless of the action behind them, they run a little ways ahead and take a quick look around for anything that may be useful. (FG: 4. DK: 8. Believe this means Zako gets a skill-up. :3) A rustle in the mist attracts the physician's attention, and he sees a little brown cat batting at a small object. It looks up when he approaches and scampers off, leaving its prize behind: a ring of keys. They must have fallen from the monster's belt at some point. (Daniel gets Graveyard Keys!)
 
(MR & GK = Red, FG & DK = Green, Wymar = Orange.
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA & MALLEUS

Their Malakai-senses tingle; the magician needs help! But first there's a bed to chop up in Malleus's case. (2) No, Malakai needs help more. He leaves the room as Nazara heads east towards the sound of fighting.

PIERRE & MALAKAI

A chance to snickersnag! Pierre runs forward to attack. (Initiative: Pierre vs Malakai. 7 vs 3. 3 vs 8, Pierre misses.) In his haste to kill the skeleton first, however, his stab goes through the ribcage. Had it been a living opponent they would have suffered a mortal wound but the skeleton is just standing there like 'what?' (1+2 vs 3 [8+2 vs 6]; Major Failure. 3 vs 8) Malakai's staff bashes against the door frame instead of the skeleton's skull; the skeleton is too busy looking at Pierre like 'what?' to attack.

(http://img.photobucket.com/albums/v355/Static_Jester/BerkleyMansion6.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Draignean on April 05, 2011, 02:06:45 am
Continue staff beating the skeleton.
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Talarion on April 05, 2011, 02:13:48 am
(Question: is my extra dodge not shown, or...?)

Try and get behind some cover. I'm obviously outmatched here.
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Ze Spy on April 05, 2011, 02:40:00 am
"Ohwaitwhythehellamiaidingaassholeohwaitnevermind"

Head towards sound of fighting
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Zako on April 05, 2011, 03:16:13 am
HOT DAMN!  :D

Thanks little friend, we owe you one. "MARCUS! I'VE GOT THE KEYS! RUN FOR IT, WE'LL LOOK FOR A WAY OUT! WYMAR, CHECK FOR A GATE OR SOMETHING WITH A LOCK ON IT!" I then search for an exit to the graveyard while moving towards F2.

Oh and skill point goes to the following:

Herbalist: +1 chance of finding helpful plants.
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Krath on April 05, 2011, 03:19:40 am
Give a blank look to the skeleton.

'Why are you looking at me like zat?'

Then PUNCH IT IN THE FACE.
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Darvi on April 05, 2011, 04:35:49 am
"Roger that!"
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Talarion on April 05, 2011, 05:20:55 am
Hearing Zako, he tries to run away, towards Wymar. It isn't nice to leave people on their own in a graveyard.
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Dwarmin on April 05, 2011, 05:52:37 am
Help Zako look for an exit..
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: SeriousConcentrate on April 06, 2011, 03:13:49 am
Dodge/Evasion isn't used for combat. It's used for traps, sneak attacks, and what you're about to do. ^^

WOLVERINES

MARCUS RAUST

Marcus attempts to disengage from the Groundskeeper! (3+1 vs 4 [6+1 vs 2]. Groundskeeper Balance Roll: Major Failure) The monster swings at head-height with his chainsaw, and Marcus rolls under the blow past him! It takes only a moment for him to catch up with Wymar. The chainsaw, meanwhile hits a gravestone Marcus had been standing near and somehow gets stuck. It's going to take him a second to remove it from the stone.

WYMAR SANE

Wymar investigates the nearby area. (5) There's still that crypt to his northwest (area B5), and he can see another building in the mists far to the north (area D3).

GREENMOORE AND DANIEL

Both men headed north, inspecting the area. (1, 2) They managed to make it a bit north before Greenmoore caught his foot on a random bit of debris and fell down, with Daniel tripping over him and landing in a heap.

(GK: Red. FG&DK: Green. MR&WS: Orange.)
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA

Grumbling about stupid magicians, you continue heading towards battle.

MALLEUS RAULAT

You head towards the fight but get distracted by a butterfly happening to land on your nose.

PIERRE & MALAKAI

(Pierre vs Malakai: 4 vs 3, Pierre gets first strike. 3 vs 8) Pierre is disturbed by the skeleton's eyeless stare! The skeleton continues to stare woefully at him. Is it love? (8+2 vs 7, Minor Success - 1d6-1, 4 damage and kill) But there was to be no OTP for Pierre as Malakai brutally slaughtered the skeleton, turning its skull into powder with a blow from his staff!

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion7.png)

Spoiler: HP/MP (click to show/hide)

--

Edit: Really getting tired of 8) becoming a smiley. :3 I'm going to have to remember to click the 'don't use smileys' button before posting turns in the future.
Title: Re: CvRTD: Turn 47 [In which a chainsaw is effective]
Post by: Zako on April 06, 2011, 03:46:49 am
Whew, that could have been nasty. Now we have some time to search for a way out.

Head toward D3 while looking for a gate or anything of interest. Check the building at D3 for locks and whatnot.
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Darvi on April 06, 2011, 04:13:34 am
"Hey guys, come over here " Move to D3
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Draignean on April 06, 2011, 11:10:26 am
Alright, search through the rooms carefully this time. If there's nothing of use in them, then continue to that first room to the SE that hasn't been opened.
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Krath on April 06, 2011, 11:26:40 am
Help Malakai search, so I'll be right there to steal his thunder when something happens.
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Darvi on April 06, 2011, 01:40:58 pm
Heh. Remember my suggestion to dancefight.
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Ahra on April 07, 2011, 12:17:44 am
smash butterfly and get back to the right corridor.
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Dwarmin on April 07, 2011, 01:49:11 am
Help Zako seek an escape
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Talarion on April 07, 2011, 02:23:10 am
Follow Wymar to the north.
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: SeriousConcentrate on April 08, 2011, 03:21:31 am
*nudges Ze Spy*
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: Ze Spy on April 08, 2011, 04:15:01 am
Go west
Title: Re: CvRTD: Turn 48 [In which a chainsaw is not effective]
Post by: SeriousConcentrate on April 08, 2011, 04:41:41 am
WOLVERINES

MARCUS AND WYMAR

They hustle north. (DAR: 6) Dog statues attempt to flank them, but both manage to evade and lose them among the taller gravestones... until they get jumped by one at the crypt and forced south.

GREENMOORE & DANIEL

Daniel and Friar Greenmoore head west. (DAR: 7) They are almost at the crypt when another pair of dog statues leap from the roof and back them off, growling low in their marble throats.

GROUNDSKEEPER

With a bellow of rage, he yanks the chainsaw free and runs north, swinging it wildly in anger.

(GK: Red. FG&DK: Green. MR&WS: Orange.)
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA

You see that Malakai and Pierre have already taken care of business, so you move on to do your own thing. (-Hidden Roll-) The hall dead-ends not too much further to the west, but you get the feeling there's something you're missing here.

MALLEUS RAULAT

You attempt to smash the butterfly. (4) You fail to smash it but at least it flies away, and remarkably you don't end up punching yourself in the face. A victory against cliches everywhere! You turn around, figuring there's no point in hanging around these guys.

PIERRE & MALAKAI

Instead of splitting up and searching the rooms individually, Pierre elects to shadow every move Malakai makes in an attempt to upstage him. The magician figures a clockwise method is best and starts with the room to their southwest. (1, 4) Pierre trips on the doorway - somehow - and Malakai walks on him. (Pierre takes one damage!) Other than that nothing of note takes place in that room, so next is the one to the north. (6, 2) This time it's Malakai who stumbles, but he manages to stay up. Pierre, meanwhile, goes straight for the dresser next to the bed and opens it to find a pouch of gold! (Pierre's score goes up by 100! ...What good is that? :3)

Next they head east, because why not? (3, 2) It's just a bedroom. There isn't even any interesting paintings. Servant's quarters, why do they gotta be so threadbare? (4, 7) They head south and Pierre stops to admire a painting of a French beauty, giving Malakai the time to go through the room like a tornado and tear up everything. Eventually he finds a bag of gold for himself. Finally, the dynamic duo heads south to the only remaining room in the hall... but it's locked. Now what?

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion8.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Draignean on April 08, 2011, 04:48:42 am
Freeze the lock mechanisms with magic and bash it open. (Alternatively shout really loudly "WOULD ANYONE HAPPEN TO HAVE FOUND A KEY?")

Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Krath on April 08, 2011, 04:49:43 am
Tell Malakai to STEP ASIDE.

Take out my rapier and jam it straight through the lock, somehow unlocking the door.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Darvi on April 08, 2011, 04:50:19 am
Shoo! Bad doggies! *nuke the ones at E2*
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Ze Spy on April 08, 2011, 04:52:18 am
Yell "I FOUND A KEY, WHY WOULD YOU NEED IT?"
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Draignean on April 08, 2011, 04:54:03 am
Yell "I FOUND A KEY, WHY WOULD YOU NEED IT?"

"I WAS FEELING LONELY AND NEEDED COMPANIONSHIP. I FOUND A LOCKED DOOR MORON, WHAT ELSE WOULD I WANT A KEY FOR?"
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Ze Spy on April 08, 2011, 04:56:22 am

Throw the key to Malakai, Move South
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Draignean on April 08, 2011, 04:58:08 am
Stop pierre from impaling the lock at all costs, see of the key fits in the door. If so then unlock the door and have pierre ready to stab whatever shagnasty lies within.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: SeriousConcentrate on April 08, 2011, 05:01:05 am
O.O If you can make this throw that would be be epic, considering the amount of turns the key would have to make to get to Malakai. :3 I'm seriously considering letting you have it on a 7 or 8 just to write that happening.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Krath on April 08, 2011, 05:10:46 am
If the key somehow makes it to Malakai, grab it out of midair and put it in my pockets, THEN unlock the door with my rapier.

Nobody upstages Pierre.

Nobody.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Dwarmin on April 08, 2011, 07:42:10 am
Hey, we need to avoid these dogs...they don't move fast.

Hey, here's an idea-the monster came from somewhere around here, the keys came from him, there has to be a gate or something somewhere north of us, somehow!

Friar Greenmoore flees from the dogs and looks for the gate or a shack or something, trying to remember where he heard the monster originally.

EDIT: If this doesn't work, I'm thinking of just bashing my way out of this goddamned graveyard with my mace.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Ahra on April 08, 2011, 07:48:52 am
go north
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Ze Spy on April 08, 2011, 08:02:35 am
EDIT: If this doesn't work, I'm thinking of just bashing my way out of this goddamned graveyard with my mace.

You are going to bash the Groundkeeper with only 15 health?

Or bash EVERYTHING in the graveyard with 15 health?
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Dwarmin on April 08, 2011, 08:04:38 am
EDIT: If this doesn't work, I'm thinking of just bashing my way out of this goddamned graveyard with my mace.

You are going to bash the Groundkeeper with only 15 health?

Or bash EVERYTHING in the graveyard with 15 health?

I'll start on the rickety iron gate keeping us in. Pff.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: SeriousConcentrate on April 08, 2011, 08:42:14 am
Yeah, all right, the keys are for the monster's shack; you'll find what you need to get out of the graveyard there. >.>
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Darvi on April 08, 2011, 08:47:58 am
If the key somehow makes it to Malakai, grab it out of midair and put it in my pockets, THEN unlock the door with my rapier.

Nobody upstages Pierre.

Nobody.
ou want to steal the spotlight... for opening a door? You are a sad little man :P
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Ze Spy on April 08, 2011, 09:27:49 am
If the key somehow makes it to Malakai, grab it out of midair and put it in my pockets, THEN unlock the door with my rapier.

Nobody upstages Pierre.

Nobody.

If this ever happens, you'll find a Claymore in your head and a tombstone that reads "Here lies Pierre, He ruined the Best throw in the universe, and died a Asshole"

Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Darvi on April 08, 2011, 09:29:33 am
"He died as he lived: as an attention whoring Frenchman"

hurhurhur
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Dwarmin on April 08, 2011, 11:46:55 am
Yeah, all right, the keys are for the monster's shack; you'll find what you need to get out of the graveyard there. >.>

Well, I'm searching, I'll find it eventually.

Edited my turn to include looking for shack like objects, which I'm amazed no one has seen yet just by looking around.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Krath on April 08, 2011, 02:44:24 pm
"He died as he lived: as an attention whoring Frenchman"

hurhurhur

 >:(
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: SeriousConcentrate on April 09, 2011, 01:51:46 am
Unless I overlooked them, we're waiting on Zako and Talarion. Also, quick list of everyone's actions:

ahra - go north
dwarmin - search, move in an unspecified direction (>:3)
krath - intercept keys if possible, then open door
draignean - grab keys, open door
ze spy - throw keys, go south
darvi - nuke dogs
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Talarion on April 09, 2011, 03:15:03 am
Regroup with the others in the north.
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: Zako on April 09, 2011, 08:52:53 am
Hmmm... we really should check out this building here, since the dogs seem to want to drive us away from it for some reason. But we can get to that later. TO THE SHACK!

Help search for the place where the groundskeeper came from. Try not to attract his attention.

We may need someone to pull him away from us. You up for some hard running Talarion?
Title: Re: CvRTD: Turn 49 [In which stone dogs attack]
Post by: SeriousConcentrate on April 09, 2011, 04:15:04 pm
Aw, come on, don't hate on the attention-whoring Frenchman. Pierre amuses me to no end; the lengths Krath will go to to upstage and anger his teammates is great. ^^

WOLVERINES

MARCUS & WYMAR

Wymar aimed a light spell northeast. (5 vs 1, -2 MP, Massive Success) The dog statues were blown away by the force and shattered! (Dogs lose 2 turns) They regroup with Greenmoore and Daniel.

GREENMOORE & DANIEL

Greenmoore and Daniel lead their allies north to a nearby building. It's made of brick and looks built rather haphazardly, with a massive door barring it. Daniel unlocks it with his keyring and everybody piles in, the physician locking the door behind them and Marcus barring it with a piece of wood. Inside the brick shack are four rooms, and the windowless walls are thick enough that it is impossible to hear what is going on outside. They are safe... for the moment.

(GK: ?. Wolverines: Green.)
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA

You throw the key and head south. (7) The key hits a painting a ricochet south; another jingle indicates it bounced east afterwards. You follow the hallway until you return to Malakai & Pierre.

MALLEUS RAULAT

You head north and encounter another fork. This is a big building. o.O

PIERRE & MALAKAI

(Initiative: 3 vs 6) Malakai hears a sound to his left and turns to catch a flying key. (6) He grabs it out of the air and unlocks the door to the north, and both of them head in, followed by Nazara who doesn't have anything better to do at the moment. (N: 8+2. PdG: 5. MR: 8.) Pierre goes right for the closet and finds a nice cloak to compliment his hat. It's a little dusty but it can be easily cleaned. (Pierre acquires: Fancy Cloak! It doesn't do anything.) Malakai opens one of the cabinets and finds a journal. He sits down on the bed to read it. Meanwhile, Nazara trusts her instincts and goes right for a painting, then rips it off the wall to reveal a switch! She throws it part of the floor falls away to reveal a staircase down. Malakai discovers this mansion belonged to the Berkeley family, whose lineage is closely tied with the lord of the castle. It's not specified what castle or lord, but he is sure there is a deep significance to the fact it's not stated. The other thing he discovers is that the Berkeleys were very interested in summoning demons, and that they had a secret laboratory in the basement.

The basement that Nazara just opened.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion9.png)

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0

OK, some meta time. Draignean, your class has evolved! Choose one of these evolutions:

Adept Magician: You are exceptionally skilled at bending mana to your will. (Chance of spell effects increases to 50%)
Focused Magician: Your spells are unusually strong. (Damage Roll for spells increases by 1; a 4 becomes a 5, for example)
Runic Magician: You have studied magic enough that you can store spells beforehand and unleash them at will. (Can create magic runes at will; during combat, Malakai can use a rune as a free action)

Well, we made it to fifty turns. ^^ I figure now is a good time to get some feedback. I thought everyone might get bored with constant fighting so I threw in the graveyard/mansion to introduce a different kind of challenge, but I'm not sure it's going over too well. :-\ Anyway, if you have anything to say about any aspect of the game, please, let me know. Good or bad, what you like, what you hate. I can't change it for the better without knowing what everyone wants.

EDIT: Anybody observing who has experience running RTDs that wants to chime in advice is welcome to as well. I do want to try to improve this. You can tell I'm being serious because of the lack of ^^ or :3.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Darvi on April 09, 2011, 04:18:55 pm
Too bad krath.

Also, go me!
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Krath on April 09, 2011, 04:26:28 pm
Too bad krath.

 >:(

Begin heading towards the basement. With my fancy cloak and hat combo, nothing can stand in my way.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Zako on April 09, 2011, 09:46:37 pm
Whew, a breather. Thank goodness.

Search the room for anything useful. Hopefully medical supplies.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Draignean on April 09, 2011, 10:42:45 pm
I choose... Rune Mage

Before I post an action, how do we regain energy?
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Ze Spy on April 09, 2011, 11:33:33 pm
Using items, it's right there on the OP

Also, said basement sounds suspiciously like a Forbidden/stronger-then-player trap, you know, these "Incidents" where the players open a secret door, go in, and get attacked by Monsters far way stronger then said players
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: SeriousConcentrate on April 09, 2011, 11:46:50 pm
As Ze Spy said, but also between Missions you get a full HP/MP restore. ^^ Anyway, nah, there might be a boss down there but once you kill it then your team's cleared Mission 2. @Draignean, I should've said beforehand that creating a rune takes MP. It just gives you the opportunity to attack twice a turn. Still want it?

So... no comments?
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Draignean on April 10, 2011, 12:10:27 am
As Ze Spy said, but also between Missions you get a full HP/MP restore. ^^ Anyway, nah, there might be a boss down there but once you kill it then your team's cleared Mission 2. @Draignean, I should've said beforehand that creating a rune takes MP. It just gives you the opportunity to attack twice a turn. Still want it?

Yes.

Would it help with understanding the runes that Nazara is carrying around?

Can I make different specific glyphs, or is it just a stored bolt of freebie energy that I shape as I use it? (One that creates an ice barrier, another for a cloud of frost, another for a suit of hyperborean armor?)
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: IronyOwl on April 10, 2011, 12:13:37 am
It's pretty good. I've noticed combat tends to be pretty hit-or-miss, as in, either you miss or you clobber something in one hit. Which might be a good or bad thing, depending, and it's not overly severe.

Combats also aren't all that challenging, from what I've seen, but I tend to favor a more casualty-heavy system than many others. I also happen to be on the waiting list, so, you know.

The graveyard thing was pretty boring, since the first few turns consisted of "Go north one. What happens?" and then the answer is "You go north and the noise goes south. Have a map." Contact with the groundskeeper made it more interesting, but it still had a lot of "We all move north one, what happens?"


I'm somewhat conflicted about the puzzle element you were trying to add with it. It seems to be more of a "right answer" type of puzzle, where you have to do X, then Y, then Z, as opposed to more of a "here's a situation you can't stab, figure something out" type deal. I tend to prefer the latter, but I can appreciate the former.

Trouble is, it wasn't especially clear that it was a puzzle, and what kind of puzzle it was; I think you mentioned something about it, and you certainly said the groundskeeper was invincible and they needed to figure out a way to escape, but that's not exactly a graceful solution. There also should have been better clues about what they should have been doing next, since currently the answer is "wander around until we stumble upon a key, head for a gate, get meta-informed by the GM that we need to go to the shed instead, go to shed." I think there either should have been more room for improvisation, or more thought into what clues should have led players to the right answer, how they'd know they were wrong if they didn't get it right the first time, and so on.


I also think the other party's journey through the mansion could have been a bit more graceful. There's nothing innately wrong with it, but it kind of feels like just letting them explore the mansion in one turn, or giving everyone their own room or two to explore, might have been quicker with basically the same result. I didn't particularly get any kind of suspenseful "what's behind the next door" vibe, so I'm not sure having an enemy or two justifies the dungeon crawl style. I suppose it makes good filler to keep one party from finishing before the other, but that would seem to indicate a different sort of problem.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Talarion on April 10, 2011, 04:15:11 am
Search aswell.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Darvi on April 10, 2011, 04:28:30 am
Poke my pole inside every nook and cranny.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: SeriousConcentrate on April 10, 2011, 04:44:35 am
@Darvi: You would, wouldn't you? :p

@IronyOwl: Yeah, your thoughts on that are pretty much close to my own. I was worried that by trying to keep the combat from getting boring from overuse I was instead introducing something else that would get old quick. :-\ I do want there to be some elements of exploration but maybe either the graveyard or the mansion would have been better served by having all eight party members together so they could split off into four groups of two and cover much more ground that way, I dunno. The way it turned out does feel a little like filler, unfortunately. But I had a similar thought, which is why I let Draignean open five doors on one turn.

As for combat, you're probably right. It was better in my head than how it turned out; I was wanting to go with the old P&P standard of keeping damage and hit rolls separate, but maybe I would've done better by lowering the HP amounts of PCs and enemies alike and just having it be a straight roll vs roll with attack roll - defense roll = damage formula. I'm somewhat tempted to change it but we've gotten through 50 turns so far and this one's pretty well-entrenched, plus other than the aforementioned type I really have no idea what I would change it to.

Still, thanks for letting me know your opinions. I appreciate it.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Darvi on April 10, 2011, 04:51:47 am
I would've put it in the out of context thread, but selfquoting is frowned upon.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Ahra on April 10, 2011, 07:41:52 am
go east,open any door i stumble upon.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Dwarmin on April 10, 2011, 08:20:06 pm
Well, sorry if I was seeming rude there last time SeriousConcentrate. I had a bad turn on Fiefdoms that day...  :(

Ransack the old shack (lol?)
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: SeriousConcentrate on April 10, 2011, 08:27:24 pm
I can understand being frustrated. Stuff happens. *shrug* So, uh, waiting on Ze Spy, I s'pose.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Draignean on April 10, 2011, 10:03:22 pm
I can understand being frustrated. Stuff happens. *shrug* So, uh, waiting on Ze Spy, I s'pose.

And myself sorta since I didn't make a real action.

"The former, or perhaps present residents of this place we're not the nicest people it seems... Demon summoners and perhaps worshippers, it would seem that the passage you just opened leads to where they did the dirty work of it. Their journal does have some interesting things to say on runecraft though..."

Etch and charge a Rune that will manifest a barrier of ice like the one I created before onto one of the coins I'm carrying.

Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: SeriousConcentrate on April 10, 2011, 10:11:50 pm
That's true. I updated your status, and I'll list your available Rune in the HP/MP spoiler from now on.
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: Ze Spy on April 11, 2011, 01:28:24 am
Head down the stairs
Title: Re: CvRTD: Turn 50 [In which Nazara has a very good arm]
Post by: SeriousConcentrate on April 11, 2011, 08:49:17 am
WOLVERINES

Everyone takes a look around the place. (7, 3, 8, 7+2 Herbalist) Daniel finds a room full of nothing but potted plants. He spends a lot of time identifying which ones are useful, then converting them into powders and pastes for his kit. Marcus finds red metal jugs full of a strange liquid. They're too heavy to take many, but he grabs a few anyway. (Marcus gets 3x Cans of Gas!) Friar Greenmoore's searches tear apart one of the room almost entirely, but all that he found was a strange coin. Made of bronze, both sides featured scales, one white, one black. The one raised depending on which side of the coin he looked at. (Friar Greenmoore gets Karma Coin!)

Wymar found nothing of personal interest, but his searches eventually uncovered what looked to be a switchboard. The scrawl labeling each switch was pretty much illegible, and each required a key. This seemed to be the way to open the crypts out in the graveyard.

(For reference, crypts are known to be at B5 and D2.)

(GK: ?. Wolverines: Green.)
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA & PIERRE

Evincing no fear of any probable traps, Nazara and Pierre head down the stairs and into the laboratory to take a look around. (3+2, 6) The room they are in is fairly large, with a few doors opening off to different areas. What concerns them most are tubes full of liquid along one of the walls. Floating inside several are miscellaneous body parts and organs; very few tubes have an entire body in them. The ones that they do find are grotesquely large and seem to be cobbled together from many different bodies. None of them seem alive. Abandoning that for the moment, they take a closer look around. Nazara finds a journal hidden among a stack of papers, while Pierre amuses himself mixing various chemicals together.

Nazara makes herself comfortable to take a quick look through the journal for relevant clues while Pierre goes nuts with the colored liquids. (Pierre gets: Chemical Bomb!) The journal is mostly dry, scientific stuff that's so far advanced it goes over her head, but the stuff she does get convinces her that person who wrote this needs to be burned at the stake for witchcraft. There are references to digging up the graves of fallen holy warriors to make powerful golems, and making pacts with chaos demons to produce scientific materials that should be impossible. A blade that cuts on its own using black liquid? Madness.

She turns a page and continues reading. The laboratory has a secret passage to the graveyard the family was getting corpses from. This same passage also connects to a tunnel system that could take them to a small town in the mountains. There is an oblique reference to leaving a 'guardian' to block the laboratory entrance to the tunnels.

MALLEUS RAULAT

You proceed down the hallway, kicking open each door with your axe at the ready. (7, 8, 1) The first room you enter is a portrait gallery. You collect a nice painting for the church and uncover a safe behind it, but you don't have a key for it. More's the pity. Leaving that room, you enter the next and find it to be a trophy room, with many animal heads hanging from the wall and several stuffed animals in various attitudes around the place. A certain tiger head has a red eye and a blue eye that glitter in the low light; you pry these out because they are very obviously a ruby and a sapphire. Finally, you enter the last room. A statue gallery. Nothing seems out of place at first, but just as you are examining one in the far corner, you hear a grinding sound. Behind you, one of the statues of knight has stepped off of its pedestal and is brandishing its sword at you.

(Malleus gets: Painting and Ruby & Sapphire Combo!)

MALAKAI RITT

You remove one of the coins from your pouch and the eagle feather from your cap. A quick stab with the pointy end of the feather produces a drop of blood, which you use to etch a design on the back of the coin. According to what you've read, the design will disappear on use, so the coin will still be usable as currency. (-2 MP, Ice Barrier spell charged)

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion10.png)

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Ze Spy on April 11, 2011, 09:00:07 am
Head towards the sound of a sword being pulled from it's sheath
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Darvi on April 11, 2011, 09:10:58 am
Hmm... "Anybody of you found a key? Because this looks interesting."
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Ahra on April 11, 2011, 09:59:52 am
i challenge thee to an contest of arms, may the best of us win. charge him with the axe
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Draignean on April 11, 2011, 11:41:21 am
Follow Nazara and pierre. Carefully watching out for anything that might kill my squishy self.
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Krath on April 11, 2011, 03:48:41 pm
I'm not afraid of no 'Guardian'.

BEGIN THE HUNT FOR THE TUNNEL!
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Dwarmin on April 11, 2011, 05:13:13 pm
How else would we have opened the locked shack? We have a key ring. Open as many crypts as we can, right?
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Darvi on April 11, 2011, 05:25:49 pm
Hmmm, good point. But, let's unly open one at a time shall we? We don't want to unleash ten kinds of hordes of undead do we?
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Dwarmin on April 11, 2011, 05:29:34 pm
Well, there's always that...let's open the closest one first...

Action: Open crypt D2
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Zako on April 12, 2011, 02:01:49 am
JACKPOT! WOOHOO!! Does this mean I get a skill up? How much medicine do I have?

Hmm, it would be best to check the closest one first. We may find a way out or more loot in those things!

Give the key ring over to the friar and continue searching for more stuff.
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: SeriousConcentrate on April 12, 2011, 02:06:50 am
^^ You just had a skill-up, unfortunately. But get either two 8s in one turn or 3 more and you get another, then once you hit ten you get a class-up. Since you did roll above an eight however you can get two uses for your medkit before refilling instead of one. >.> Make sure you hold me to that so I don't forget.
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: Talarion on April 13, 2011, 12:53:59 am
Keep the others safe.
Title: Re: CvRTD: Turn 51 [In which there are many items collected]
Post by: SeriousConcentrate on April 13, 2011, 04:44:06 am
WOLVERINES

Marcus stays by the door just in case anything happens while Daniel continues searching and Wymar and Greenmoore debate how many crypts to open. (Daniel: 4.) Daniel finds some dirty clothes in a closet. They're really big, so they must belong to the monster running around out there. Regardless, he rifles through them and finds a moldy sandwich. (Daniel gets: Moldy Sandwich! Eating this damages you by 1d4. Why would you even do that?) Meanwhile Wymar manages to convince Greenmoore, who elects to open only one crypt: the closest one.

NIGHTCRAWLERS

NAZARA & MALLEUS

Ignoring the lab in favor of a sound she just heard, Nazara turns and sprints back upstairs, covering the mansion in record time to attack the same statue that's battling Malleus! (Initiative: N: 8. M: 6. S: 3.) (3+2 vs 8) The statue blocks her claymore on its own, then turns towards Malleus as he swings. (7 vs 4; Massive Success, 2d4x2; 10 damage) His axe smashes into it its left shoulder and forces it to a knee! But the statue is still alive and swings its sword at him. (4 vs 1+2; Minor Success; Wax Doll) The claymore's strike forces Malleus to take a step back but inflicts no damage thanks to his cursed artifact.

PIERRE & MALAKAI

The rather mismatched duo advance forward boldly, but the only other door out of the laboratory is locked. Instead of a keyhole, there are two indentations. They wouldn't be opening this rather solid metal door without the proper items, and they probably weren't keys.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion10.png)

Spoiler (click to show/hide)

------

In other news, Ahra joins Darvi and Dwarmin as someone who needs only one more eight before I have to think of some advanced class skills before they get new abilities. ^^
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Ahra on April 13, 2011, 04:48:20 am
axe him.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 04:49:36 am
Look out if the gravekeeper is around. If not, rush to the crypt.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Krath on April 13, 2011, 04:56:31 am
HRMMMMM

Begin grabbing things at random and try to fit them into the indentations.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 04:58:51 am
Fuck you Sigmund Freud.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Ze Spy on April 13, 2011, 05:00:06 am
smash the Statue knight with the Warhammer

And what's with those random sounds of objects being thrown at things?
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Zako on April 13, 2011, 05:11:14 am
Throw away the moldy sandwich. Heal marcus and then head with the others to the crypt.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 05:13:52 am
Pick up sandwich and develop penicillin No wait that's stupid.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: SeriousConcentrate on April 13, 2011, 05:18:31 am
Stupid but not impossible. :3
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Dwarmin on April 13, 2011, 05:29:39 am
So...

Did I get a skill up/class evo on my next eight? If so, sweet. If not, boo.

Onwards to the crypt, all stealthy like.
Pick up the sandwich!

That sandwich will save someones life one day!
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Ze Spy on April 13, 2011, 05:30:56 am
Holy what

Hold on, how is being damaged save someone's life?
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: SeriousConcentrate on April 13, 2011, 05:31:44 am
Jam it into Dracula's mouth, that's how. Also @Dwarmin: you have nine 8s, so yeah, next one you get an evo.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Dwarmin on April 13, 2011, 05:37:11 am
Jam it into Dracula's mouth, that's how. Also @Dwarmin: you have nine 8s, so yeah, next one you get an evo.

I'll even drop a catchy one liner like "Chew on this!" or "Dinner is served!"
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: SeriousConcentrate on April 13, 2011, 05:39:29 am
If you both manage to do that and drop a one-liner I'll end the whole damn thing right there with a mark in Friar Greenmoore's 'win' column.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Ze Spy on April 13, 2011, 05:58:17 am
I don't think Dracula's going to die from a puny 4-5 damage

unless it turns him into This (http://www.youtube.com/watch?v=sDR8HKC9wgI&feature=related) or something
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 06:02:41 am
He'll die of only 1 damage though. (http://www.youtube.com/watch?v=Dg5JNL99308&t=2m20s)
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: SeriousConcentrate on April 13, 2011, 06:03:56 am
It could be the finishing blow, when he has 1 or 2 HP left. :3
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 06:04:47 am
Hurhurhur.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Ze Spy on April 13, 2011, 06:23:02 am
Quick question : Can we find Porkchops in walls?

Like.....Simon's quest?
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: SeriousConcentrate on April 13, 2011, 06:37:13 am
You should hit the wall and find out. :3
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 06:39:21 am
But, uhm, don't go around smashing lanterns and stuff. We don't want to end like Daniel in Amnesia.
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Zako on April 13, 2011, 07:26:40 am
I should have picked a better name.  :(
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Darvi on April 13, 2011, 07:28:00 am
Oh.

xD
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: Ze Spy on April 13, 2011, 07:29:45 am
Well, i'd rather not smash the celling, just look Daniel from Dayhard, i mean, he damages the celling with C4, and get's crushed under ten helicopters
Title: Re: CvRTD: Turn 52 [In which a real knight clobbers a fake knight]
Post by: SeriousConcentrate on April 14, 2011, 05:28:45 pm
I'll go ahead and repeat Talarion's last action, since there's a 99.3% chance he's sticking with the group. :3 I'll also keep Draignean with Krath so he doesn't get into too much trouble. (Letting this fall onto the second page... how dare ye.)

WOLVERINES

As Daniel tosses the sandwich away, Marcus opens the door and takes a look around. (Luck: 1. >.> Wymar Sense Danger: 5+1) The fortune teller pulls Marcus back by the collar, saving him from danger as the Groundskeeper's chainsaw hits the wall in an arc that very likely would have taken his head off. Unfortunately, this means now that the party is trapped in the shack with the groundskeeper looming in the doorway. Greenmoore still takes the discarded sandwich and pockets it; maybe it'll be handy.

(Everyone: Green.)
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

NAZARA & MALLEUS

(Initiative: N: 6. M: 1 [8]. S: 1 [5].) Drawing her warhammer, Nazara aims right for the head! (8 vs 4, Minor Success, 1d6: 5 damage) The attack knocks the statue to his hands and knees, and Malleus moves to finish it off. (7 vs 4, Minor Success, 1d4; 3 and kill) The axe strikes it directly in the spine and shatters it. Victory! (And a class evo for Ahra)

PIERRE & MALAKAI

The pair look for things to put into the indentations. (Autofail) But the keys aren't in the laboratory. (P: 4; M: 5.) Malakai notes that it looks like gems could be put in the indentations, and after a moment Pierre agrees.

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/BerkleyMansion10.png)

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

Ahra gets to choose from this class evolutions:

Knight Warrior: You have grown accustomed to wearing heavy armor. (Movement penalties for armor are negated)
Knight Crusader: You have dedicated your life to the church, and proving your faith has proved beneficial. (Holy items, such as the cross, receive +1 to the damage roll; a 4 becomes a 5, for example)
Knight Protector: You have dedicated your studies to the defense of the helpless, and you are are adept at protecting others. (When taking damage for other party members, defense increases by +1 and damage actually taken from an attack is reduced by 1)
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Dwarmin on April 14, 2011, 05:37:31 pm
My luck is amazing today.

Drive the foul creature back with fire!
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Draignean on April 14, 2011, 05:38:42 pm
I'm in their demon summoning lab right?

Look for Nether-beast summoning stuff, pocket anything useful and work out whether I can repeat any of the summonings.
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: SeriousConcentrate on April 14, 2011, 05:45:25 pm
Yes sir, Draignean. ^^
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Krath on April 14, 2011, 07:36:37 pm
HRMMMM

Begin feeling along the walls for a hidden passage!
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Zako on April 14, 2011, 10:34:43 pm
Oh shit. That's not good.

Grab some dirt from the pots and throw it into the beast's eyes!
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Darvi on April 15, 2011, 12:27:56 am
Man I'm good.

"somebody distract that thing with a sammich!"
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Ahra on April 15, 2011, 12:29:08 am
knight protector, check the room for stuff. get over to the guys who need gems
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Ze Spy on April 15, 2011, 01:10:04 am
Look around for any gems
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Talarion on April 15, 2011, 03:32:40 am
Continue protecting the group...

(Sorry, I haven't been on too much over the past week.)
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: SeriousConcentrate on April 16, 2011, 03:13:10 am
And again it comes to my attention that I'M the guy who hasn't posted this turn. Rectifying that now. (Seriously though, if everyone's posted and I haven't run the turn within 12 hours of the last guy, bump the thread. Either I didn't realize everyone had posted or I'll tell you why I haven't been able to - ie college on Monday and Wednesday - but either way I'll get on it ASAP.)

WOLVERINES

(Initiative:
MR: 7
WS: 2
FG: 3 [7]
DK: 3 [4]
GK: 6)

A coordinated assault seems to the best thing. First, Marcus engages in melee combat! (3+1 vs 5.) The groundskeeper catches the blade on his chainsaw, bats it aside, and retaliates! (7 vs 1. Major success, 2d6. 7 damage) With his chainsaw locked against the sword, he resorts to his free limbs, punching Marcus in the jaw and following up with a boot to the chest to kick him back. (1 vs 4, -2 MP) Friar Greenmoore's spell fizzles out as Marcus stumbles into him, causing both to fall down... (4 vs 4 [4 vs 4] {2 vs 2} |5 vs 3, finally >.>| Major Success) ...but as the monster advances to finish off the pair, Daniel grabs some soil from the potted herbs and flings it in his eyes! Roaring in anger, he stumbles back against the wall.

Wymar demands Greenmoore force-feed the groundskeeper the moldy sandwich, but the friar is currently on the floor and unable to comply with his request.

(Everyone: Green.)
A1 B1 C1 D1 E1 F1 G1
A2 B2 C2 D2 E2 F2 G2
A3 B3 C3 D3 E3 F3 G3
A4 B4 C4 D4 E4 F4 G4
A5 B5 C5 D5 E5 F5 G5
A6 B6 C6 D6 E6 F6 G6
A7 B7 C7 D7 E7 F7 G7

NIGHTCRAWLERS

Nazara looks around for gems before realizing the only ones around are in Malleus's hands, and he's heading for the lab. She follows him there as Pierre searches for a secret entrance and Malakai pores over the tomes of rituals and demon summoning. (Pierre: 4. Malakai: 6.) The Frenchman fails to find anything along the featureless walls. For his part, Malakai finds the books interesting, but it's going to take more than some idle study to really learn anything from them. He pockets the tomes for later. (Malakai gets: Dark Grimoire Set!)

Malleus and Nazara arrive. After the situation is explained, the team fits the gems in the correct slots, causing a grinding in the stone. The doors start to open... VERY slowly. Now would be a good time to check over one's equipment and items and make sure they're ready for what's ahead, or perhaps take a last second look around.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 53 [In which... What!? MALLEUS is evolving!]
Post by: Darvi on April 16, 2011, 03:14:17 am
Oh whatever.

Abscond to the crypt.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Krath on April 16, 2011, 04:01:58 am
Adjust my hat to look PERFECT.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Ze Spy on April 16, 2011, 04:39:50 am
"Fortunate bastards, being able to hide behind Their Minions or creatures or whatever"

Look around
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Ahra on April 16, 2011, 06:19:24 am
axe in right hand, cross in the left and descend into the crypt (can i take the gems when we get out)
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: SeriousConcentrate on April 16, 2011, 06:40:58 am
When I do the turn I'll let you make a movement-based roll to grab the gems and get back in before the doors close, but you'll be trapped in the tunnel. (You may want to ask Ze Spy to grab the gems for you, Nazara's got a +2 to that sort of thing compared to your -1.)
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Ahra on April 16, 2011, 06:42:45 am
i mean on the way out.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: SeriousConcentrate on April 16, 2011, 06:43:45 am
Considering the tunnel leads to the next town - and the end of the mission - you'd have to do it on your way in. :3
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Ahra on April 16, 2011, 06:46:33 am
oh ok.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Draignean on April 16, 2011, 10:42:16 am
Get bottle of Jam from Nazara, eat jam, study the Grimoires a little if this is a REALLY slow door.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Ahra on April 16, 2011, 10:53:41 am
humdedum "nazara do you think we can take the jewels"
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Dwarmin on April 16, 2011, 02:31:59 pm
Combat roll out of the shack
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: SeriousConcentrate on April 16, 2011, 04:43:01 pm
OK, so Zako and Talarion need to post. I'm not trying to needle you guys, just saying I'm trying to keep a better eye on things. :-[
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Talarion on April 16, 2011, 08:48:46 pm
Continue guarding and moving to the crypt.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Zako on April 17, 2011, 01:19:25 am
Pull my comrades to their feet and pull them out of the shack. Make sure to be the rear guard against the beast.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Darvi on April 17, 2011, 01:25:45 am
And we're off.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: Draignean on April 17, 2011, 02:29:03 am
I'm your request a ninja.


Ninja-ing your posts.


Also, those dark grimoires. Please tell me that after being studied they become books of umbramancy.
Title: Re: CvRTD: Turn 54 [In which the Groundskeeper gets serious & blinded]
Post by: SeriousConcentrate on April 17, 2011, 02:48:27 am
Indeed.

WOLVERINES

While the mosnter is blinded, Wymar runs, Daniel pulls Marcus to his feet, and Friar Greenmoore rolls out of the shack. (Escape Roll: 6, good enough) They manage to make it past the groundskeeper and slam the door closed on their way out, then head for the crypt. The door starts to close as they approach, but they all make it through before it slams shut. There is barely any light to see by, and only the sound of water droplets falling into puddles can be heard. For better or worse, your only escape is forward. (One more turn to prepare, then boss time. :3)

NIGHTCRAWLERS

(Guess I'll have Nazara do as asked, since there were no protests. She can still search the area, too.)

Malakai looks through his tome, snacking on jam with a convenient spoon. (3 HP restored. 4-1Time Constraints) He barely manages to avoid getting his snack on the pages, but he's too worried about getting attacked once the doors open to really focus on the writing. Pierre adjusts his hat to a more rakish, handsome angle for the perfect look and strolls through the door with Malleus as soon as the doors open. Meanwhile, Nazara takes a final look around the place. (8+2. Ze Spy is like the luckiest player here... skill-up and you get 1 each Night to Day and Day to Night cards. Finally, 4+2 and the gems are recovered and returned to Malleus) She finds a pair of cards being used as bookmarks and recognizes them; once she confiscated a witch's belongings and similar cards were among them.

Malleus asks if she can retrieve the ruby and sapphire used to open the door, and she pries them out. The door, which opens vertically like a portcullis, drops almost instantly but she is swifter than it and slides underneath. The gems are handed back to Malleus and they advance down the passage...

But are interrupted after a few twists and turns in the path by the increasingly loud sound of grinding gears and cogs. There is a light ahead as well. They move towards it and end up in a vast cavern, styled into an arena. Waterfalls cover the walls and tumble into an endless pit surrounding a low-walled, circular area. In the center is a large machine from which the sounds emanate; the machine appears to be a metallic humanoid with several arms, each brandishing a different weapon. (3+2, 4, 3, 3) For a moment Nazara catches a glimpse of a swirling black orb within the shifting steel plates before its covered completely. The eyes of the golem glow as it stands, and the gates behind both it and the party crash closed. Whatever it is, it's keeping the exits closed.

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0

@Draignean: I couldn't decide whether to make them a sub-weapon or an artifact, but since you asked for a subweapon, then they can be Magic Book: Shadow once you've got two or three more successes studying them.

@Nightcrawlers: Will add the Clock Demon's HP/MP once combat officially starts. ^^
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Krath on April 17, 2011, 02:52:23 am
I do NOT want to get too close to something with that many weapons. Fling a dagger at it!
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: IronyOwl on April 17, 2011, 02:58:51 am
Eeeexcellent. Go, my precious, open the intruders like you're opening a waiting list...


...which could maybe use some work, but you get the idea.
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Ze Spy on April 17, 2011, 03:56:24 am
Shoot it with the Rifle

Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Darvi on April 17, 2011, 05:08:57 am
Look for hostiles and traps. Let the others look for valuables.

Oh yeah, and light my lantern first too.
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Ahra on April 17, 2011, 05:26:33 am
axe it
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Zako on April 17, 2011, 05:31:59 am
Heal Marcus. Search for weapons and light my torch.
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Dwarmin on April 17, 2011, 05:46:12 am
"There's danger ahead. Marcus, your wounds need attention...everyone stay alert."

Friar Greenmoore assists Daniel in healing Marcus. If extra light is needed, he lights his own lantern.
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Talarion on April 17, 2011, 04:20:33 pm
Nod my thanks at the two, while shifting my weapons and armor out of the way. Make sure I have everything I need, and look around for anything useful.
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Draignean on April 17, 2011, 06:38:16 pm
Attempt to freeze the clockwork so that the companions have a shot at whatever is inside, alternately just freeze the crap out of it.
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Dwarmin on April 17, 2011, 06:51:23 pm
Looks like team WOLVERINE is ready for its boss introduction.

It better not be a giant worm. :>
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: Draignean on April 17, 2011, 06:53:41 pm
Out of curiosity, can I write my own magic book combining ice and darkness magic when my character gets enough free time?
Title: Re: CvRTD: Turn 55 [In which the Clock Demon appears]
Post by: SeriousConcentrate on April 17, 2011, 07:12:48 pm
GODDAMNIT! I had this damn turn finished and... urgh. Ze Spy knows what happened, considering I use Firefox. For quickness's sake I'm glossing over all the rolling, suffice to say that only Pierre, Malakai, and the Demon got an 8 during their turn (Pierre's initiative, Malakai's to-hit, and the Demon's Damage roll) and the boss has +2 to defense and takes -2 damage. *sigh* I hate doing this but losing all that work kinda put me in a bad mood, and I'd rather have a somewhat crap turn to keep it going than just walking off until I get in a better mood.

WOLVERINES

Friar Greenmoore and Daniel tend to Marcus's wounds while Wymar lights his lantern. (6 HP restored) With that out of the way, everyone looks around but they find nothing of note. They advance forward, but before they go too far they hear a familiar buzzing sound, and the Groundskeeper drops from the ceiling...

NIGHTCRAWLERS

PIERRE Dé GRASSE

You throw a dagger into the armor, managing to slide it between the armor plates and strike the sphere directly! (-1 MP, 6 damage)

MALAKAI RITT

You send a series of ice needles at the Clock Demon, but they all shatter on its armor. (-2 MP) Nevertheless, you feel you have a better understanding of magic now.

MALLEUS RAULAT

Unafraid of its many weapons, you run in and strike with your axe! You hit the monstrosity but it doesn't seem you did much damage. (2 damage)

NAZARA

You aim and fire your rifle. (-1 MP) The bullet bounces off of one of the enemy's many swords.

CLOCK DEMON

The demon raises all of its weapons and crushes Malleus! ...But the wax doll absorbs the damage, leaving him unscathed for the moment.

Spoiler (click to show/hide)

-------------

@Draignean: Probably could for more MP, I'll have to think about it.
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Krath on April 17, 2011, 07:14:42 pm
I honestly know that feeling  ::)

Run in and try to pierce through the armor to hit the sphere with my rapier!
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: IronyOwl on April 17, 2011, 07:15:57 pm
That thing has mana? Hell yes, waiting list opening soon. :P

And yeah, losing the turn like that is pretty fgjshdflkaslkagbndss.
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Dwarmin on April 17, 2011, 07:29:02 pm
"Unholy thing! Begone from this hallowed place!" Friar Greenmoore was about to unleash fire, but he heard a soft voice urging him to use his oft neglected hand mace...

Try to whack the Groundskeeper on his neck bolts with my mace.

OOC: OMG CRITICAL WEAK POINT DETECTED!?

Probably not. :P
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: SeriousConcentrate on April 17, 2011, 07:32:50 pm
Yeah, I'm not nearly as pissed as I was when it happened, but damn I hate that. :\ Maybe I should just write the turns offline in Jarte, it autosaves like once a minute. *sigh* Hindsight being what it is and all of that jazz. I'll do better next turn. ^^
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Dwarmin on April 17, 2011, 07:34:34 pm
That's right, you stay positive and it will all work out. *head pat*
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Zako on April 17, 2011, 08:34:48 pm
Poor Serious. We feel for you bro.  :(

"I have had enough of you for a life time! Let's finish this!"

Put my torch on the ground, circle around behind and then attack, aiming for the tendons in his legs!
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Darvi on April 18, 2011, 02:54:47 am
Nuke it! Nuke it in the eyes!
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Ze Spy on April 18, 2011, 03:10:46 am
Smash that Sonovabitch with the Warhammer
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Ahra on April 18, 2011, 04:35:21 am
eat holy cross abomination
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Talarion on April 19, 2011, 05:21:05 am
Try to slash at it's eyes, or neck. If attacking fails, try and catch the Chainsaw and hold it away from my companions.
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: SeriousConcentrate on April 19, 2011, 07:00:45 am
I've got to drive a friend to college so I don't have time to run the turn at the moment, but I'll edit it into this post when I get back.

Unless y'all ninja the crap out of me in which case I'll just make a new post. :3
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Darvi on April 19, 2011, 07:09:04 am
*ninja*
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: IronyOwl on April 19, 2011, 09:24:43 am
Why would we do that? :3
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: SeriousConcentrate on April 19, 2011, 09:28:22 am
Two ninja enough for me to crap my pants artificially increase my post count. :3

WOLVERINES

(Initiative)

MARCUS RAUST

You swing your longsword at the Groundkeeper's neck. (1+1 vs 1; Massive Success, 2d4x2: 8 damage) Your aim is true and were the target a mortal man he would now be dying from having most of his neck slashed out. But this monstrosity merely shudders as if taking a deep breath and revs his chainsaw again.

WYMAR SANE

You immediately respond to the Groundskeeper's appearance with light magic. (7 vs 2; -2MP, Minor Success, 1d4: 3 damage) The beam strikes him directly in the face, rocking his head back and exposing the damage Marcus had done with his strike in the brilliant flash created by your spell; despite the gaping wound, it doesn't seem to be bleeding...

DANIEL KING

While Wymar and Marcus occupy him from the front, you place the torch in a bracket that just happens to be there and circle to the back. (1 vs 3) But apparently he was ready for such a tactic, and blocks your passage with his chainsaw.

GROUNDSKEEPER

(1d4-1: 2 HP regenned) In the torchlight, the party sees the msuculature of the monster's throat begin to knit itself back together. Raising his chainsaw high, (3) he swings it at Friar Greenmoore! (6 vs 2. Minor Success, 1d6: 5 damage) It strikes him across the chest, dealing a heavy cut; fortunately for the friar his robes made the Groundskeeper believe him to be larger than he actually is and the blow isn't fatal.

FRIAR GREENMOORE

Although injured and in severe pain, you feel that physically attacking is for the best at this point and target his neck like Marcus. (4 vs 7) But you don't have the reach to hit him!

NIGHTCRAWLERS

(Initiative)

CLOCK DEMON

The force animating the multi-armed armor raises its weapons from Malleus and charges into the party with the intent to scatter them! (1, 3) Its left set of arms go for Nazara, the right set for Pierre. (8 vs 3; Massive Fail, Nazara counters: Major Success, 2d6-2: 7 damage.) But she rolls through and kneecaps the armor with her hammer on the way by! (8 vs 6. Minor Success, 1d4; 4 damage dealt) Pierre manages to fend off most of the weapons but still takes a hit to the ribs from a mace.

PIERRE Dé GRASSE

A little hit to the chest has never stopped you before. (3 vs 5+2) But in this instance you think you'll take a moment to regain your composure. You're not going to lose your cool in front of everyone.

MALAKAI RITT

(Looks like I jumped the gun on Draignean. >.> I don't want to drain his MP without him actually using magic, so... physical attack.) Seeing Nazara's success with her warhammer, you attempt to emulate it with your staff. (5+2 vs 2+2; Minor Success, 1d6-2-1 damage; 1 damage) You crack it across the side. The attack didn't seem to do much damage but on the positive side it probably weakened it.

NAZARA

You feel that if you're going to damage one leg, you might as well damage the other. It's more symmetrical that way. (2 vs 7+2) But the demon is aware of your plan and moves out of the way!

MALLEUS RAULAT

Recovering from the attack with the help of the cursed artifact, you raise your cross towards the demon! (8 vs 5+2. Minor Success, 1d6: 5 damage) The holy power of the cross burns through its defenses and it moves away from you, its armor burning where the cross touched it.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 56 [In which there is a great annoyance]
Post by: Darvi on April 19, 2011, 09:29:31 am
Fuck those 7's.

So I'm on the front? Use my sword, that way I can at least parry.
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Ahra on April 19, 2011, 09:31:38 am
i belive we had an fight daemon? axe his armor open.
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: IronyOwl on April 19, 2011, 09:33:18 am
By the way, I find it endlessly amusing when you justify Pierre missing as taking a moment to adjust his hat, or something. :P
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Ahra on April 19, 2011, 09:37:00 am
By the way, I find it endlessly amusing when you justify Pierre missing as taking a moment to adjust his hat, or something. :P
he french, an kill stealer, glory stealer and pretty much worthless aka an human kind of elf.
edit:i think i already told him hes an elf...
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Darvi on April 19, 2011, 09:58:26 am
Wait. That thing regenerates? Damn. This could take a while.

What do our surroundings look like?
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Krath on April 19, 2011, 10:02:18 am
he french, an kill stealer, glory stealer and pretty much worthless aka an human kind of elf.
edit:i think i already told him hes an elf...

 >:(

I am the most fabulous man in the party, IronyOwl knows it, and nobody will tell me otherwise!

Attempt another stab in between the armor plates!
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Dwarmin on April 19, 2011, 11:46:29 am
This creature has my number.

History of Dwarmin vs the Groundskeeper

miss (2 vs 4), Greenmoore somehow misses entirely. o.O
miss (1 vs 4, -2 MP) Friar Greenmoore's spell fizzles out
attacked (6 vs 2. Minor Success, 1d6: 5 damage) It strikes him across the chest!
miss (4 vs 7) But you don't have the reach to hit him!

 :'(


I thought we were in a crypt type thing underground. If everything goes bad, we should collapse the ceiling on it and run away...lol

OR, let's try and light it on fire-I doubt it can regenerate from that.
We got a load of torches and lanterns, flammable oil and an old guy who can shoot fire from a book.

I mean, remember your loot a few turns back Talarion? Cans of gas, for making fire!

Come on, SeriousConcentrate did everything but leaving us giant flashing letters as clues that spell USE FIRE LOL

Burn the unholy creature with flame!
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Darvi on April 19, 2011, 11:49:24 am
I still believe that the sandwich is a chekhov's gun.
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Krath on April 19, 2011, 11:51:55 am
I still believe that the sandwich is a chekhov's gun.
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Dwarmin on April 19, 2011, 11:52:49 am
I still believe that the sandwich is a chekhov's gun.

It would have to be a very tiny gun to fit inside a sandwich!

hurr hurr
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: SeriousConcentrate on April 19, 2011, 02:56:40 pm
^^; Sorry Dwarmin. Guess the Groundskeeper wants to put another Mistbridge monk in the ground. As for the sandwich, I can think of a few different uses for it, but I'm sure y'all can come up with three or so for every one I've thought of. >.> Fire's always a good idea when battling the creatures of the night.

And finally, yeah, I do have fun lampshading Pierre's fails. :3
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Draignean on April 19, 2011, 03:26:07 pm
Attempt to make a massive maul head on my staff made of pure ice, then beat the crap out of the demon. Using my bonus this time.  >:(
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: SeriousConcentrate on April 19, 2011, 04:22:32 pm
You're right, you do have a +2 bonus. So you still hit but now I'm refunding the demon 1 HP to make up for the one it shouldn't have lost. >:3
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Zako on April 19, 2011, 06:58:02 pm
Damn, regeneration. That is bad. But if we set it on fire, hopefully the continious burning will counter the constant healing. Throw the contents of a gas can on it dude!

Daniel keeps infront of the Friar so to protect him and tries to attack the creature with his cross when it's not looking.
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Talarion on April 19, 2011, 07:20:31 pm
Get in close to the Groundskeeper. "Give me the torch!" When/if I receive the torch, stab it into the wound. If I don't get the torch, slash at the wound again. Throw some Holy Water in his face for good measure.
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: Ze Spy on April 20, 2011, 06:03:09 am
"What's with these bulls-eye predictions our enemies have?"

Smash the clock demon with the warhammer
Title: Re: CvRTD: Turn 57 [In which kneecaps get busted]
Post by: SeriousConcentrate on April 20, 2011, 02:33:22 pm
WOLVERINES

(Initiative)

MARCUS RAUST

You ask for a torch to be handed to you; while you wait for one, you slash at the monster. (1+1 vs 6) But he catches your blade on his chainsaw and forces you back a step! You try your holy water as you fall back. (6{Bonus negated for two actions in one round} vs 5; -1 MP, Minor Failure) The Groundskeeper swats it out of the air with a forearm and it shatters against the western wall of the corridor.

WYMAR SANE

You draw your sword and strike! (6+1 vs 2; Minor Success, 1d4; 4 damage) You are able to take advantage of Marcus's distraction and hit a solid blow across the Groundskeeper's stomach!

DANIEL KING

You raise your cross to the monster! (8 vs 6; -1 MP, Massive Success, 2d4x2; 12 damage and you get your second skill-up. ^^) Left open by Wymar's attack, he is unable to stop you from pressing the cross against its chest. It draws back, the outline of the cross burnt into its skin through its tattered shirt and vest.

FRIAR GREENMOORE

Luck seems to have aligned for your allies; now is the time to strike with magic! (8 vs 5; -2 MP, Minor Success, 1d6+1; 5 damage) The fireball strikes the Groundskeeper in the chest and staggers him back a step further!

GROUNDSKEEPER

(Regeneration 1d4-1: 3 HP) ...But the Groundskeeper refuses to fall! He charges (2) Wymar, swinging wildly! (7 vs 5-1; Major Success, 2d6; 4) The chainsaw tears across Wymar's chest, injuring but luckily not cutting deep enough to hit bone.

NIGHTCRAWLERS

(Initiative)

CLOCK DEMON

The clockwork armor falls to its knees and stabs all of its weapons into the ground as a dark aura overtakes it. Whatever it's doing, it's going to be painful... (-10MP, charging attack this turn)

NAZARA

Whatever it's doing, you don't plan on letting it finish! (6+2 vs 6+2 {5+2 vs 2+2}; Major Fail) But the dark aura hides the monster's form, and your warhammer swings harmlessly through the air.

PIERRE Dé GRASSE

(7+1 vs 1+2; Major Success, 2d4-2; 4 damage) Predictably, the moment Nazara failed to hit the monster you had to upstage her! Darting in, you quickly stab between two armor plates and hear a quiet rumble of anger as a reward for your efforts. You certainly needled it. >.>

MALLEUS RAULAT

(4 vs 1+2; Major Success, 2d4+1-2; 7 damage) You are not going to let yourself be outdone by the Frenchman! Taking a stand for non-effeminate men everywhere, you bring your axe down as hard as you possibly can on the creature's back. One of the armor plates cracks and the beast sinks further down on its knee from the force of your blow.

MALAKAI RITT

You decide to try something interesting and attempt to fashion your staff into a warhammer with ice magic. (7 - Major Success. Lasts for 3 turns, -2 MP) The spell works better than you could have hoped as a thick encasement of ice forms around the staff, ending at both tips with a large, spiked hammerhead. Encouraged, you charge the demon! (6{Bonus negated for two actions in one round} vs 3+2; Massive Success, 2d6x2-2-1; 7 damage) Whirling the staff, you bring one of the spikes up into the armor's stomach and pierce it, hitting the demon within!

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

Zako has a skill up, and Dwarmin's achieved an evolution! Choose from these three:

Practical Priest: You have fought the creatures of the dark your entire life and have learned to draw power from them. (Enemies now drop hearts, which restore 1d4 MP on whoever you want)
Virtuous Priest: Greater faith in God allows you to make better use of His holy implements. (Crosses & Holy Water now inflict 1d6/1d8 on hits, depending on enemy weaknesses)
Studied Priest: Through study of several mystical volumes across your long life, you have become adept at reducing the energy needed to cast spells. (Magic Books now take 1MP instead of 2)
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Zako on April 20, 2011, 07:20:21 pm
YES! SUCESS!

Skillup: Surgical Precision: +2 to hit when declared, -1 to damage

Toss the torch to Marcus. FEEL THE POWAH OF DA LOARD FOUL BEAST(use the cross)!!!
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Dwarmin on April 20, 2011, 07:35:16 pm
Hard choice!

I can be a mana battery, put more cannon in my glass cannon, or never use my mace again (which also comes with the first choice)...hmm

Question! Whats the drop rate of hearts? How many can I expect to get? I'm leaning toward this one.

Seeing the effectiveness of the Holy Power against the beast, Friar Greenmoore decideds to do one better!

Taste Holy Water fiend!
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: SeriousConcentrate on April 20, 2011, 07:41:24 pm
I'm thinking 75% for the first level of that evolution, 100% for the second. ^^ Basically I just roll a d4 every kill and if it comes up a 1 there won't be a heart, otherwise there will be. The other nice thing is that you'll be able to hold up to 3 of them at L1 and 5 at L2 so you can preserve them instead of relying on random searches for instant-use restoratives
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Zako on April 20, 2011, 08:26:58 pm
Nice! Not to mention that you can still use the other methods of mana restoration.
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Dwarmin on April 20, 2011, 08:31:18 pm
Then, I will become a Practical Priest!

*starts shooting at candles*
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: IronyOwl on April 20, 2011, 09:29:23 pm
Excellent. Eat the delicious hearts of your enemies for power!
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Draignean on April 20, 2011, 09:33:55 pm
Activate the barrier coin and strike the demon again with my enhanced staff if it won't interfere with the barrier.
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Ze Spy on April 21, 2011, 01:24:56 am
"Crap...."

Stay back and shoot the damn thing
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Krath on April 21, 2011, 02:23:39 am
I get the feeling I should take cover.

DUCK BEHIND SOMETHING OR ELSE IRONYOWL WILL TAKE MY SPOT!

Oh wait, someone less important than me is taking the hit.

THROW A DAGGER WHILE RUNNING BACKWARDS!
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Ahra on April 21, 2011, 03:45:30 am
protect pierre
i dont like you but you seem good on killing stuff.
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Talarion on April 21, 2011, 04:46:30 am
Smile. Take a hit if it means getting in close, shove the torch in the monsters face, hard.
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Darvi on April 21, 2011, 05:38:52 am
Use my lantern. LoZ-style
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Dwarmin on April 21, 2011, 09:55:29 am
Zako, you know you should probably use your cross...it's super effective and all that.

Literally, you doubled our damage last turn with that 2x hit.
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: Zako on April 21, 2011, 12:37:46 pm
Well... Alright. I'll keep using it. Though I really think it was because I got a major sucess that resulted in the x2 bonus.

Someone should still try to hack its hand or arm off. It needs two to use it's chainsaw effectively.
Title: Re: CvRTD: Turn 58 [In which the two parties rally]
Post by: SeriousConcentrate on April 21, 2011, 04:34:27 pm
WOLVERINES

(Initiative)

WYMAR SANE

You light your lantern and swing it at the Groundskeeper! (3 vs 2; Major Success, 2d6; 8 damage) It smashes against his face and shatters, splattering burning oil across him and lighting his clothes on fire! (Wymar loses the lantern)

DANIEL KING

You toss the torch to Marcus. (8+1) He catches it easily! You have a really good arm. o.O (Marcus gets a +1 to his attack roll this turn due to excellent toss) Next, you attack with the cross again! (2 vs 5, -1 MP) Or you would, but Wymar set the monster on fire and you really don't want to get burned yourself.

MARCUS RAUST

You move to the front to protect everyone and smile. (4) It's more of a grimace. (6+1+1 vs 4; Massive Success, 2d6x2; 22 damage >.>) The grimace of a hero! You jam the torch into the Groundskeeper's throat, shoving him back! (Marcus loses the torch)

FRIAR GREENMOORE

Too much fire! Someone should put it out before people get hurt! (7 vs 7 {6 vs 2}; -1 MP Minor Sucess, 1d4; 3 damage) The vial shatters against its face and extinguishes part of the fire, but it's still a towering inferno in the middle of the corridor with a flaming chainsaw... roaring loudly. This could be bad.

THE GROUNDSKEEPER

(Regeneration: 2HP restore) The Groundskeeper is enraged! He charges into the party, swinging randomly! (2 - Marcus covers, 1, 4) (3 vs 1; Minor Success, 1d6; 2 damage. 4 vs 2; Massive Success, 2d6x2; 16 damage. 18 total to Marcus. 3 vs 3 {7 vs 6}; Major success, 2d6; 10 damage to Daniel) Marcus is struck hard in the torso by the flaming chainsaw and flung to the side,, and the Groundskeeper's wild flailings strike Daniel in the shoulder and throws him to the ground.

NIGHTCRAWLERS

(Initiative)

PIERRE Dé GRASSE

You hide behind Malleus and throw a dagger over his shoulder. (6 vs 3; Minor Success, 1d4+1d4; 5 damage) It flies straight into the armor and sticks there; looks like it still hit the demon inside though.

CLOCK DEMON

The demon roars and unleashes a massive amount of dark energy! (Nazara: 6 vs 5; Minor Success, 1d8; 6 damage. Malleus: 8 vs 3+2; Massive Success, 2d10x2-1; 17 damage. Malleus covering Pierre: 6 vs 4+3. Malakai: 4 vs 1-1; Minor Success, 1d8; 5 damage) Nazara is knocked down by the blast. Malakai manages to stay on his feet, but he's reeling after it. Malleus, meanwhile, takes the blast not only for himself but also for Pierre, and powers through it!

MALAKAI RITT

You activate your inscribed rune. (Major Success; Barrier will completely absorb next attack for each party member) Ice forms around the torsos of you and your allies in the form of thin armor. You then run up to attack! (7+2 vs 7; Minor Success, 1d6-1; 3 damage) Again the enchanted weapon strikes through and hits the demon!

NAZARA

You roll with the impact of the spell and come up on a knee, rifle aimed. (6 vs 3; -1 MP Massive Success, 2d4x2; 8 damage) The demon begins to stand once more, giving you a perfect shot between the armor plates! The bullet hits the demon dead-on and causes it to growl in pain and anger.

MALLEUS RAULAT

You've protected Pierre well. Although you're hurt, you're pretty satisfied that you did your job perfectly. ^^

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

@Ze Spy: I think you're owed a skill-up from the eight you rolled on searching a few turns back. ^^;
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Krath on April 21, 2011, 04:52:28 pm
Now that I have a magic barrier protecting me, CHAAAAAARGE AND STAAAAAAB!

Fancily
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Talarion on April 21, 2011, 05:51:20 pm
"Well... that hurt." Throw a vial of holy water, try and get the fuck away from that thing!
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Dwarmin on April 21, 2011, 06:06:18 pm
Serious, it's taking burning damage right? How much damage will that do in a turn?

Oh well, everyone go all out, since it will probably kill anybody it hits, except Zako. It will just light Zako on fire, then he will die.

Holy Water!

Also, activate the blood rosary artifact and sacrifice 8 health for my attack, unless the effort would kill me.


Ironyowl, I guess your about to join the game next turn...
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Draignean on April 21, 2011, 06:44:39 pm
"I'd damn you to hell demon, but you'd probably enjoy that...

Steal Pierre's thunder by whirling my magical ice staff, leaping into the air and smashing it back down into the demon with as much physical and magical energy as I can. Yell "bless you to Heaven!" on the way down.
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: IronyOwl on April 21, 2011, 06:46:01 pm
Ironyowl, I guess your about to join the game next turn...
That depends largely on initiative order, I think. Still, not bad odds... :D
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Dwarmin on April 21, 2011, 07:08:24 pm
Ironyowl, I guess your about to join the game next turn...
That depends largely on initiative order, I think. Still, not bad odds... :D

Yes! Technically, the groundskeeper will one shot anyone on team wolverine it hits on the next turn, Barring Zako, but I've a nicer chance of surviving the hit. It will probably die fast though, like you said depending on intiative rolls+how much it takes in fire damage.

Team Nightcrawlers is probably going to go at least two more rounds with there boss. They've got two heavily wounded members who will also likely die in one hit, but the other two are probably safe. But, They've each got ice shield, which vastly improves their chances of surviving.

EDIT: AH AH AH

Just noticed SeriousConcentrate forgot to add my 1d4 priest damage bonus to my holy water throw.

It was the typo that almost cost a life!

DOUBLE EDIT

Edited my turn to go all out!
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Zako on April 21, 2011, 09:14:25 pm
NO YOU FOOL! Dont use that thing! It will be the end of you! And yeah, marcus better hide for now.

Activate Surgical Precision. Sensing the chance of victory, Daniel rushes the thing, leaps high in the air and brings his knife down on it's neck in a final blow!

Also, do I get a skill up from my epic throw?
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: SeriousConcentrate on April 21, 2011, 09:17:34 pm
Just noticed SeriousConcentrate forgot to add my 1d4 priest damage bonus to my holy water throw.

It was the typo that almost cost a life!

o.O Shite. 2, will subtract 2 from his HP when the next turn runs.

@Zako: *checks notes* I think you'll be getting one soon, and your class evo not TOO long after that... assuming you're not as unlucky as Krath is. It's true Pierre succeeds a lot but the poor guy usually pulls sixes and sevens. >.>
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Dwarmin on April 21, 2011, 09:30:18 pm
NO YOU FOOL! Dont use that thing! It will be the end of you!


Hey, if I hit it, it's going to die one hundred percent-even if I roll double one's.

I'd would be unfair to Friar Greenmore, whose ready to sacrifice himself rather see anyone else die on his watch-or for Ironyowl that matter, patiently waiting, for me to play it safe.

I guess I can modify my turn to only spend 8 health now. Whoopdeedoo!

Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Krath on April 22, 2011, 02:23:34 am
Steal Pierre's thunder

Impossible.
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Darvi on April 22, 2011, 03:52:26 am
You can't out-thunder steal Pierre. He's simply the best there is.

Hack at the ground-keeper. Even if he stopped moving. especially if he stopped moving.
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Ahra on April 22, 2011, 04:38:49 am
damn...what kind of an daemon are you?
throw/bash the cross at him
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: Ze Spy on April 22, 2011, 05:29:51 am
Warhammer -> Demon

....Until i decide to kick your ass to the moon, yes?

Skill-up : Claymore Expertise - +1 to Claymore Damage
Title: Re: CvRTD: Turn 59 [In which the Groundskeeper becomes a flashing ! tile]
Post by: SeriousConcentrate on April 22, 2011, 08:07:16 am
WOLVERINES

(Initiative)

WYMAR SANE

Bravely, you stand up to the rampaging Frankenstein and attack! (5 vs 7) But you fail to even slow him down...

GROUNDSKEEPER

(4 1 4 - Daniel Marcus Daniel) Roaring deafeningly, the monster swings its chainsaw left and right repeatedly! (4 vs 7. 6 vs 3; Minor Success, 1d6; 3 damage to Daniel. 7 vs 5; Minor Success, 1d6; 5 damage. D:) Luckily for Daniel, he is hit with the flat of the chainsaw and only gets burned a little... before the monster suddenly plunges it into Marcus, impaling him! It lifts the burning chainsaw and flings his corpse aside, then turns to the rest of the party...

*Marcus Raust has been struck down*

MARCUS RAUST

Survived 59 turns.
Rolled 12 eights, the first four of which were all in the same round; an achievement yet to be duplicated!
Achieved 1 class evolution.
Was killed by monster: Groundskeeper of type: Undead Boss - Regeneration Type.

FRIAR GREENMOORE

You can't allow this monster to continue living after what just happened. you slice open your palm and feed the the Blood Rosary... (-8 HP. 5 vs 1; -2 MP, Massive Success, 2d6x2+8; 24 damage total) The spell you chant is supercharged, and the air in the tunnel scorches with the release of magical energy. The flames covering the Groundskeeper turn blue, then white with intensity, and it desperately throws itself from side to side trying to put them out... but within moments, its skin is melting away from the heat. It stumbles back and falls, dropping its weapon in the process, and thrashes before finally collapsing completely into ashes. (3) All that is left is a blackened heart.

Speaking of collapsing, you do too, unable to stand up after expending so much blood in that final attack.

DANIEL KING

You toe the ashes. Doesn't seem to be much point to stabbing them. You turn around to look for Marcus's body... but it's gone. Just... gone. Did it burn too?

NIGHTCRAWLERS

(Initiative)

CLOCK DEMON

The monster continues to lash out with its weapons, trying to break the ice shielding on the party! (1, 3 - Nazara Pierre) Again its left arms go for the watchwoman, the right arms for the Frenchman! (2 vs 5. 7 vs 7 {3 vs 8}) But both Pierre and Nazara are ready for this assault, having seen it before, and dodge the incoming attacks!

NAZARA

(6+2 vs 4+2; Major Success, 2d6-2; 4 damage) Dodging to the demon's back, you smash the warhammer between its shoulders! It stumbles forward a step...

MALAKAI RITT

... towards you as you leap into the air with a one-liner! (6, passes Stunning Wit check. 1+3 vs 2+2 {7+3 vs 3+2}; Major Success, 2d6-1+1-2; 5 damage) You slam the staff into the armor, shattering the ice across it. (Staff is now normal again) The armor stumbles back...

PIERRE Dé GRASSE

... giving you an opening to charge it from the side! (4+1 vs 1+2; Minor Success, 1d4+1-2; 1 damage) But you don't really have a good angle to stab from and somehow end up carving your initials on its breastplate. With one thrust. o.O Well, let's see someone outdo that.

MALLEUS RAULAT

You raise the cross high and charge! (3 vs 1+2 {7 vs 1+2}; -1 MP, Minor Failure) But the armor leaps over you!

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

First player death. :\ IronyOwl, you're in as soon as everybody reaches the next town, which will be pretty soon if the Nightcrawlers get lucky this next turn.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 08:08:55 am
RIP Marcus.

Also, 24 damage? Whoa. Way to overkill mate.

Add a grave to the graveyard.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Krath on April 22, 2011, 08:11:45 am
I carved my initials into solid armor with a single thrust.

I am fabulous.

Let's throw another dagger!
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 08:13:30 am
Yeah, one day people will see the corpse of the former powerful monstrosity and say:

"Who's this douchebag? (http://www.mspaintadventures.com/?s=6&p=005627)"
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Dwarmin on April 22, 2011, 08:29:01 am
Friar Greenmoore dreamed in darkness... he saw all his friends, arrayed in front of him. They were...not as they were in life, but in death. Cut, burned, slashed...mutilated.

He saw Marcus now, the hunter he had come to trust, a gaping wound in his chest.

Marcus stepped forward, and said, "Why couldn't you save me? I trusted you..."

Before Friar Greenmoore could respond, Marcus transformed into...something worse. An old man, with a cape? An arrogant, predatory, condescending smile. The air of an aristocrat...a bloody minded one.

"Perhaps, I shall leave you the last one standing again, Friar. And then...then, you will live forever. That's a nice thought, isn't it?"


Friar Greenmoore wakes up screaming. He tries to rest his grievous wounds.
When he gets a chance, he takes and uses the heart on himself.
Try to make my way back to the Groundskeeper shack and get some of those gas canisters I saw
Loot the Chainsaw
Say some words over the ashes of Marcus
Then travel forward with everyone else
And remember to smile


OOC: Darvi, we're sealed off from the graveyard...I don't think we should go back there anyway!
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Ahra on April 22, 2011, 08:29:44 am
axe to his face
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: SeriousConcentrate on April 22, 2011, 08:30:21 am
You could climb out through the hole he made when burst through like the kool-aid man. :3
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Dwarmin on April 22, 2011, 08:41:06 am
hmm, you mind if autoloot hearts Serious?

It would be tedious to keep making that an action.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 08:43:24 am
OOC: Darvi, we're sealed off from the graveyard...I don't think we should go back there anyway!
Nah, but we should bury him anyway.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: SeriousConcentrate on April 22, 2011, 08:51:37 am
Sure, no problem Dwarmin.

Also... there's nothing to bury, Darvi. o.O

EDIT: I just now remembered: which one of y'all wants the chainsaw? :3
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Dwarmin on April 22, 2011, 08:57:41 am
I fear I already cremated Marcus...well, if he was lucky.

If we can some piece of his equipment, we could bury that.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 08:58:53 am
Oh. Ah well. I take it there's no loot either?
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: SeriousConcentrate on April 22, 2011, 09:00:21 am
Nope, his stuff's unavailable.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Ze Spy on April 22, 2011, 09:02:58 am
"I get the feeling that someone just got burned into Ashes and died, i'll find out who the hel- i mean...uhh, whatever, that is later"

Hit the Clock demon with the claymore
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 09:04:07 am
"This loot system sucks!"
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Dwarmin on April 22, 2011, 09:05:37 am
I'm very eager to be a chainsaw wielding priest like something from Warhammer 40K...but...but...I'm a caster.  :(

I'll take the chainsaw until we reunite with the other team.

At least we know what the "other use" for those gas cans were now. Too bad they exploded with Talarion, but I think there were actually more back at the shack...

Darvi, we'll probably get a reward like before when we finish this chapter...

I shall keep this weapon safe until we can find a better use for it...after all, it reaped poor Marcus's life, perhaps it was sanctified by his blood and my flames...
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 09:06:47 am
Yeah. but I couldn't resist quoting YGOTAS.

Run ahead of the others. Once I'm out of the tunnel, loudly proclaim "First, suckers!"
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Zako on April 22, 2011, 11:04:02 am
Damn, we lost a man. Poor bastard got skewered. At least he lived and died a badass.

Yank Wymar back from running ahead for a moment so we can pay our respects to our poor comrade in arms. RIP Marcus. You were a badass to the end, and had to die from an even more badass foe.

Heal the Friar to the best of my ability, shaking my head at his recklessness. Then proceed down the tunnel.

Well, might as well hit the road. No point in staying around here for long anyway.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 11:08:42 am
Ya well I do that when respect paying is over and stuff.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Dwarmin on April 22, 2011, 12:26:59 pm
One last thing, I'm going back to the shack to try and loot some gas canisters though. Edited my turn to try and get in done in all one go lol.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Draignean on April 22, 2011, 12:30:20 pm
More bolts of freezing energy, kill it, kill it, KILLITKILLIT!!!
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: IronyOwl on April 22, 2011, 02:31:38 pm
Aw. I'm pleased to be getting in, but Marcus was a good character, so I'm a little sad to see him go.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 02:35:06 pm
The spoiler forthe waiting list on post 1 is broken.
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: SeriousConcentrate on April 22, 2011, 02:58:06 pm
>.>
<.<

...

What are you talking about? No it isn't. :3
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Darvi on April 22, 2011, 03:24:13 pm
Ť Last Edit: Today at 08:38:55 pm by SeriousConcentrate ť
:V
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: SeriousConcentrate on April 22, 2011, 03:28:05 pm
Yeah, I know, I'm just messing with ya. ^^
Title: Re: CvRTD: Turn 60 [In which there are two kills]
Post by: Darvi on April 22, 2011, 03:28:21 pm
Ditto.
Title: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.
Post by: SeriousConcentrate on April 22, 2011, 03:31:45 pm
:3

WOLVERINES

Everyone takes a moment pay respect for the dead. Daniel tries to heal Greenmoore's wounds (3) and does so well enough to get him back on his feet, although it depletes the last of his medical supplies. Next, with some assistance from Daniel, Greenmoore climbs out through the roof and finds himself in the graveyard once more; the dog statues are still once again and the mists have vanished. (3) It takes him a moment to realize that he's standing where the shack once was; the spell had detonated all of the gasoline cans and utterly obliterated it. Rubble lies everywhere. With no reason to stay, he drops back into the hole and everyone heads to the end of the tunnel, Wymar leading.

NIGHTCRAWLERS

(Initiative)

NAZARA

You strike at the monster with your claymore! (7+2 vs 1+2; Minor Success, 1d4+1-2; 3 damage) It hits the demon solidly in the side and bites into the armor, requiring you to pull it free. It doesn't seem as effective as your warhammer.

CLOCK DEMON

With no recourse, the clock demon draws on his demonic powers once more! (-5 MP. 6 vs 4; 4 vs 4+2; 6 vs 3; 7 vs 2-1.) Hellfire explodes around the group, but Malleus avoids all of it! The rest of the party is unharmed, but at the expense of their ice shielding.

MALAKAI RITT

Cracking open your spellbook, you launch as many shards of winter as you can at the clockwork creation! (7 vs 3+2; -2 MP, Major Success, 2d6; 5) The sheer amount of ice sleeting past the armor forces it to step back, icicles embedded across its frame.

MALLEUS RAULAT

Ducking and weaving through the hellfire, you close distance with a swing of your axe! (3 vs 4) But the demon blocks it with a shield in his lowest left hand!

PIERRE Dé GRASSE

(6 vs 4; -1 MP, Massive Success, 2d4+1d4x2-2; 18 damage and kill) This is your time to shine. You pull out your trustiest dagger, the one that had been kissed by the noblewoman you had romanced before heading out 'for luck.' Raising it to catch the light dramatically, you throw it at the demon as it turns to block Malleus... and the knife flies straight and true, going straight into a chink in the armor and passing through into the demon. It roars, stumbles back, and falls, the force animating the armor dying. The armor itself collapses into it respective pieces.

You retrieve your daggers from the armor, and it occurs to you (and everyone else) that this armor was pretty sturdy. Maybe it could be fixed up and used by someone. There's also the possibility of taking the weaponry.

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0

Quest reward time! The armor and chainsaw are freebies. This is the standard list:

5 HP
5 MP
New or Improved Weapon
New or Improved Subweapon
New Skill
Random Artifact

Grimmjow6th and IronyOwl also get to choose something. ^^

Also, so the Wolverines know: The chainsaw is a limited use item, requiring gas for every attack made. For every unit of gas used, it deals additional damage; 1 unit is 1d6, 2 units is 1d8, 3 is 1d10, and 4 is 1d12. It only holds 5 units of gas at a time and has 3 in the tank at the moment. If used when empty, it functions as a Blunt weapon since you're probably just hitting enemies with the gas tank.

And for the Nightcrawlers; The armor is +2 defense, no movement penalty, but can only be worn by classes with High or Very High HP.

Finally, congratulations, Krath. Pierre's got 10 8's now. ^^ So you can choose from...

Elegant Mercenary: You outshine everyone even when you're not trying. (Pierre now counterstrikes on a Major Failure in addition to Massive Failures)
Precise Mercenary: Your ability to strike with throwing daggers and axes is inhuman. (Throwing Daggers/Axes now do 1d6/1d8 depending on enemy weaknesses)
Fabulous Mercenary: Everything you do is meant to get attention and attract the praises of the world. All hail Pierre! (Pierre can attempt to Charm female enemies/NPCs! Requires a Major or Massive Success)
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: IronyOwl on April 22, 2011, 04:47:59 pm
I think I'll go with Random Artifact. :3
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Krath on April 22, 2011, 04:51:23 pm
*flex*

I shall take Elegant FABULOUS Mercenary, the Clock Demon's Armor if nobody else wants it, and I'll take a Random Artifact.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Darvi on April 22, 2011, 04:54:49 pm
I'll take the extra HP.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Draignean on April 22, 2011, 05:44:47 pm
Random Demonic artifact.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Talarion on April 22, 2011, 08:21:23 pm
Spoiler: New Character! (click to show/hide)

Waiting list me.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Zako on April 22, 2011, 08:31:40 pm
Hmmm... choices choices...

I will take the random artifact. And you haven't changed greenmores health to show my healing.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: SeriousConcentrate on April 22, 2011, 10:04:27 pm
All right, I'll run the next turn when I think of some good artifacts. Draignean specifically requested Demonic; anyone have a category they would like the artifact to be? Also, two other things: Talarion, you get to choose two mission rewards for your new character, and Krath, I just realized that most enemies are gender-neutral so I expanded Fabulous to include female NPCs. ^^
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Talarion on April 22, 2011, 11:27:05 pm
I get to choose them in advance? Awesome. Hmm. Two random MAGICAL artifacts.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Krath on April 22, 2011, 11:32:08 pm
I would very much like a Lightning artifact, if you can think one up.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: SeriousConcentrate on April 22, 2011, 11:36:22 pm
@Talarion: They're the rewards for the first mission and this one. ^^

@Krath: Would a rapier that has a small chance of inflicting lightning damage work for ya? It could be one of the weapons the Clock Demon had.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: IronyOwl on April 22, 2011, 11:36:59 pm
Good with whatever for my artifact.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Krath on April 22, 2011, 11:39:36 pm
I think that rapier sounds badass.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Ze Spy on April 22, 2011, 11:44:09 pm
"YOU FUCKING FRENCH PIECE OF SHIT"

Random Artifact(Wind)
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Krath on April 23, 2011, 12:09:02 am
"YOU FUCKING FRENCH PIECE OF SHIT"

Why all the hate, mon cherie?  :o
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Zako on April 23, 2011, 12:26:22 am
I'll take something practical.
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: Ahra on April 23, 2011, 02:29:54 am
improved subweapon
Title: Re: CvRTD: Turn 61 [In which Pierre has all the glory. Allllllll of it.]
Post by: SeriousConcentrate on April 23, 2011, 04:36:43 am
OK, rewards have been divvied up! ...For everyone except Greenmoore and Frenz, Dwarmin & Grimmjow6th haven't posted yet. ^^

IronyOwl chose a Random Artifact, and receives Kraken's Bullets. These can be fired from Claire's pistol, causing the attack to take 2 MP rather than 1, but have a 50% chance of entangling an opponent and lowering their defense rolls by 1d4 for two rounds in addition to dealing damage.

Krath chose to take the Clockwork Armor and a Lightning Artifact, and received the Blitz Rapier. The Clockwork Armor has ratings of +2 Defense and no change to movement. The Blitz Rapier is a rapier with a slightly thicker than normal hilt that houses a small perpetual motion device, which powers an electric mechanism in the blade. On a Massive Success, the blade deals Electric damage to the target and has a 1/4 chance of shocking them, causing them a -2 penalty to their next attack roll. On a Major Success it deals Electric Damage.

Darvi chose +5 HP.

Draignean chose a Demonic Artifact, and receives Infernal Ring. The Infernal Ring gives a boost to all summoning abilities, reducing the cost needed to summon by 1 MP!

Zako chose a Practical Artifact, and receives Advanced Medical Kit. This AMK increases the results of healing rolls by +2.

Talarion chose two Magical Artifacts, and receives the Blue Amulet and Grimoire of the Wanderer. The Blue Amulet has a 25% chance of absorbing magical attacks and dissipating them harmlessly; the Grimoire can be consulted at will to find out more about the situation, whether it be a town, an enemy, a boss, etc, similar to Wymar's Fortune Telling.

Ze Spy chose a Wind Artifact, and receives the Hurricane Earrings. These can be activated to block any non-magical projectiles aimed at Nazara and drain 1MP per round while active.

Ahra chose to improve his Silver Cross. His cross is now the Golden Cross, and attacks twice when used.

Now, back to turn 62. This'll be brief and give the survivors a chance to rest up and prepare before running into Claire and starting the next leg of the journey. (Also, IronyOwl, you can jump in now. :3)
-----------------------------
EVERYONE

After Friar Greenmoore takes the chainsaw, and Pierre takes a new weapon and the Clock Demon's armor, both parties advance forward... and bump into each other around a corner! It turns out both passages lead towards Birchside, a small community at the foot of the mountains. After regrouping, they proceed onwards and find a final room before freedom. Pierre and Wymar work the valves at the far end to open the door while everyone else loots and comes up with neat treasures.

Eventually the door is opened, with Wymar dashing out ahead of everyone so he can be first, and they exit to find themselves in a nearly deserted town. The shadow hanging over the land is more oppressive here, but the seven feel stronger for their trials if saddened by the loss of Marcus.

What would they do now?
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Darvi on April 23, 2011, 04:46:12 am
Recover at the inn. get a new lantern.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Zako on April 23, 2011, 06:40:53 am
Search for medical supplies. I need to fill this baby up quicksmart so I can get healing again.

Quick question, does my AMK give me another dose of healing, or is it just an addition to my normal physican's kit? If it is just a addition to the kit, then can you get rid of the old one's name for me? That way I will know if I have only one dose and don't get confused.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Ze Spy on April 23, 2011, 07:00:08 am
"6 thousand used to live here, Now, it's a Ghost town, i see"

Search around
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Ahra on April 23, 2011, 10:52:43 am
search for some kind of shop.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Draignean on April 23, 2011, 11:24:48 am
Do I even have any summoning abilities? (Other than the Falcon that is.)

Study the dark grimoires
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: SeriousConcentrate on April 23, 2011, 01:09:40 pm
@Draignean: You can get more summoning abilities.

@Zako: It's basically a straight bonus to your healing roll, but I'll go ahead and combine the two in your inventory.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: IronyOwl on April 23, 2011, 02:42:05 pm
Attempt to convince the barkeep/innmaster to give me alcohol for free.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Dwarmin on April 23, 2011, 04:24:35 pm
Well, I'll take an upgrade to my magic book:fire.

And for my action..

Recover at the inn with Wymar

Birchside... the monastery used to import springwater and herbs from here. I remember passing through on a mission...a long time ago.

I wonder if "Red's Rest" Inn still stands?
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Krath on April 23, 2011, 07:58:57 pm
Rest at the inn. Polish my shiny new weapon.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Ze Spy on April 24, 2011, 12:37:00 am
Hey, Question : Is "Just-in-case" Waiting List allowed?
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: SeriousConcentrate on April 24, 2011, 02:47:55 am
@Ze Spy: Sure, but if anyone new signs up before Nazara dies you'll be placed after them. ^^

0-0-0-0-0-0-0-0-0-0

EVERYONE

Everyone retires to the Red Rest Inn for the night, led by Friar Greenmoore. As it turns out the inn is abandoned, so they feel free to make themselves at home and take a well-deserved rest. In the morning, they run across a female pirate who's raiding the alcohol and convince her to join their quest before they part ways for the day. (Everyone's HP/MP is restored)

NAZARA

Birchside being a ghost town is a little odd. You remember there being quite the population here when you accompanied Ward on a trip to pick up a shipment of weapons. (6+2) Your searches around the town take several hours, but your keen eyes detect that most of the departures had been intentional. For some reason, the people had evacuated the town and taken most of their belongings with them. Nevertheless, there is still a man in town: a merchant, sitting on a carpet near the mayor's house. Behind him is a locked chest. Wymar and Malleus are also here and talking to the man.

MALLEUS RAULAT

You follow Wymar as he searches for a merchant. Eventually he does find one, and you politely wait for him to finish his business before you speak to him.

WYMAR SANE

You find a merchant after looking around and eventually buy a new lantern from him. Unfortunately you have nothing to trade with for further items.

PIERRE Dé GRASSE

You stay in your room. Fortunately for you you had found one with a full length mirror, so you could admire your new armor and weapon - as well as your hat, of course. You polish your shiny new rapier. (3) You end up tasering yourself. After you recover you also find that you're lucky no one's around to have seen that except Claire - who's drinking downstairs - and Greenmoore, who's still in his room.

FRIAR GREENMOORE

You spend your time recovering at the inn and studying the holy book. You feel you have a much better understanding of it now. (Magic Book: Fire becomes Holy Book: Fire! It attacks twice per casting now.)

MALAKAI RITT

You head outside to a comfortable bench and study the dark texts. (8) After fighting the clockwork armor, you find a new understanding of the rituals! losing all track of time, you read voraciously, barely taking the time to finish a page before your eyes fly to the next one, piecing together the concepts even before the book explains them. (Dark Grimoire becomes Magic Book: Shadow!)

DANIEL KING

You search for medical supplies. (7) You find the innkeeper's supplies and fill your kit as much as you can.

CLAIRE ROSARA

With no other plans for the moment, you stay at the Red Rest and enjoy having the rum casks all to yourself.
Title: Re: CvRTD: Turn 62 [In which the travelers enter Birchside]
Post by: Darvi on April 24, 2011, 02:52:53 am
So I guess there's no loot to be had.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Ze Spy on April 24, 2011, 02:56:35 am
Right, Sent the "Just-in-case" character Via PM, Tell me if it's way too OP or Stupid
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Draignean on April 24, 2011, 02:56:57 am
Trade a few coins from my purse for pen, ink, and a blank journal, if I have enough left over then grab some mana restorative as well. Go back to my room and begin writing and experimenting with my own brand of magic, combining ice and shadow.

Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Krath on April 24, 2011, 02:58:38 am
Go downstairs, get drunk off of rum, and shamelessly flirt with Claire.

I am smoooooooth.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 03:03:04 am
@Darvi: Not without specifically looking for it. You might find something in some of the houses, but if you stick around too long I can't guarantee the party's safety. :3

@Ze Spy: I... haven't got it yet? ??? Maybe my PM setting are bad or something, I'll check.

Quickedit: Nope, says accept from all.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Ze Spy on April 24, 2011, 03:04:31 am
WAIT FOR A MINUTE
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 03:15:30 am
Oh, sorry. I thought you said you had already sent it. ^^;
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: IronyOwl on April 24, 2011, 03:21:57 am
Continue drinking rum and flirt with that elegant Frenchman. I'll bet he's the leader or something.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 03:33:49 am
So... you want me to just roll and see if Pierre successfully charms Claire? :3

EDIT @Darvi: You fail that roll and things are gonna be pretty uncomfortable later on. :3
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 03:34:28 am
Resist urge to barge into the room.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Krath on April 24, 2011, 03:38:25 am
Resist urge to barge into the room.

 8)
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: IronyOwl on April 24, 2011, 03:45:03 am
So... you want me to just roll and see if Pierre successfully charms Claire? :3
I say go for it. XD

EDIT @Darvi: You fail that roll and things are gonna be pretty uncomfortable later on. :3
Darvi is the master of "Don't go crazy" style actions.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 03:46:33 am
I'm sure some of you have a good enough handle on my personality that you just know what I'll do if Krath succeeds and Darvi fails. :D
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 03:48:36 am
Actually I'm hoping for a massive overshoot.

"You can't barge into the room because you're too busy being mauled to death by a monster"
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Krath on April 24, 2011, 03:53:02 am
"You can't barge into the room because you're too busy being mauled to death by a monster"

Did you expect anything else?
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 04:00:03 am
I expect Wymar, being precognitive in a fashion, is actually attempting to resist fate at this point.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 04:08:49 am
"My stocks seem to be...dwindling. I've naught but crumbs and dust!

But, I'm not to proud that I can't beg. I'll need all the help I can get. God will provide, as they say..."


Friar Greenmoore asks the townsfolk that remain if they can donate some foodstuffs to his Holy Cause.

Anywho, who wanted this chainsaw btw?
I'll trade it for one of those items you can sell to a merchant, since I could really use some health restoratives. It's like I'm just giving it away!
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 04:21:55 am
I'd want it were I not such a squishy wizard.

Although, glass cannons 4tw!
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 04:26:29 am
Might be a good idea to trade it to Pierre; it'll give him a slashing weapon/blunt and he's got gold to trade for it. ^^ Up to Krath though.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Krath on April 24, 2011, 04:38:17 am
A fabulous, handsome, lithe Frenchman such as myself wielding a brutish, giant, ugly chainsaw?
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 04:39:41 am
That's true. :-\ Malleus is the only other person with stuff to trade. You want it, Ahra?
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 04:42:48 am
A fabulous, handsome, lithe Frenchman such as myself wielding a brutish, giant, ugly chainsaw?

I could drape it in velour.  :-\
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 04:43:42 am
Can I change my action to "Find a hockey mask"? :P
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 04:48:12 am
I'm... not sure where you would get one. o.O On the other hand, I've already established the Berkeley's had some anachronistic equipment, so um, yeah. Maybe if you roll high or something? ???
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 04:58:43 am
I'm... not sure where you would get one. o.O On the other hand, I've already established the Berkeley's had some anachronistic equipment, so um, yeah. Maybe if you roll high or something? ???

The power of the dice compels you to grant his wish. Or...

*Darvi rolls a 1*
 
Searching for a mask, you find a pretty one with white fangs and red gems for eyes, so you try it on. You can't remove the mask. It is cursed. It will consume your life force in (1) one turn!

Pierre is laughing at you instead of trying to help!

Friar Greenmoore wanders away to hock the chainsaw for bread
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Ahra on April 24, 2011, 05:01:26 am
can i see what you have for trade merchant?
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Krath on April 24, 2011, 05:01:58 am
*Darvi rolls a 1*
 
Searching for a mask, you find a pretty one with white fangs and red gems for eyes, so you try it on. You can't remove the mask. It is cursed. It will consume your life force in (1) one turn!

Pierre is laughing at you instead of trying to help!

Friar Greenmoore wanders away to hock the chainsaw for bread


I approve of this.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 05:03:53 am
Except a 1 would mean a total failure to even find mask.

Also, I don't want to wear it myself. I'd give it to the guy with the chainsaw.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Russianizm on April 24, 2011, 07:05:11 am
(Ze Spy ban-dodge post removed)
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Krath on April 24, 2011, 07:07:03 am
I can't see why you might be banned for trolling, other than making all those RTD's  ???
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 07:13:28 am
Yeah, I was actually debating about what to do about that when I heard from Darvi. I didn't know if the ban was temporary and I should auto you or if it was permanent or what. Uh, it's 7:00 AM here and I really need to get some sleep, so I'll run the turn tomorrow and auto you for the next few ones, see if things will settle down or what. :-\
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Zako on April 24, 2011, 07:20:31 am
Hmmm... I would really like a new weapon, or some better armor. I'm not gonna use the chainsaw though, that is just asking for trouble. :P

Talk with the remaining townspeople about what has been happening lately with the town and why it is so abandoned.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 07:58:07 am
I'd rather we use it, but whatever. No one's biting.

Let's try to sell the chain saw for four Bags of Gold, and split it between me and you.

Sound good Zako?

Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Zako on April 24, 2011, 10:43:01 am
Awesome. That sounds perfect.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 10:45:02 am
Remember to edit your turn Zako, so Iituem knows what we're doing.

Thinking, it would be even better if Darvi would help us, since he helped kill the groundskeeper too...plus he's got a charisma bonus.

If he wants his cut that is, maybe we can go six bags of gold...
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 11:01:18 am
Yeah, try to sell the chainsaw. With my superior charisma I can surely talk some more money or valuables out of the merchant.

Advertise it as the perfect tool for self defence. (http://www.minecraftforum.net/viewtopic.php?f=25&t=199635)
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 02:38:46 pm
Remember to edit your turn Zako, so Iituem knows what we're doing.

Thinking, it would be even better if Darvi would help us, since he helped kill the groundskeeper too...plus he's got a charisma bonus.

If he wants his cut that is, maybe we can go six bags of gold...

Quote
Iituem

That's the most gross misspelling of a person's name in this thread since Drainegan. :3 (I know you're probably not talking about me but, y'know. Joking around. ^^)

Anyway I'm going to recap actions as I understand them, let me know if you agree/disagree.

Pierre/Claire: Seduce/Be Seduced

Wymar/Greenmoore/Daniel: Hock Chainsaw for two bags of gold apiece

Malleus: Trade with merchant (btw, what do you want? You can request things and I'll see about it. ^^)

Nazara: Be Auto'd

Malakai: Attempt to create iceshadow magic
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Ahra on April 24, 2011, 02:41:01 pm
see if he has an ranged weapon rifle/thrown just i can hit someting from an distance, pay with the ruby.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 02:44:46 pm
I get all my GM's mixed up.

Physically, I was trying to sell a demonic chainsaw, but mentally, I was still trying to break a pirate blockade off the port of Brent.

And when thinking about spending the gold, I just remembered an earlier thought I had- "Didn't we need to get Talarion a boomerang or something?"

and I made myself sad.  :'(
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 02:59:03 pm
Two bags of gold? I My charisma demands more!
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Dwarmin on April 24, 2011, 03:09:56 pm
I don't think we should push it.

Friar Greenmoore doesn't fancy getting stabbed by an overweight merchants fancy gem-encrusted dagger.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: Darvi on April 24, 2011, 03:13:25 pm
We have a chainsaw.

I'd post an appropriate image, but it's from danbooru, so whatever.
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: IronyOwl on April 24, 2011, 04:40:53 pm
*thumbs up*
Title: Re: CvRTD: Turn 63 [In which Birchside is a ghost town]
Post by: SeriousConcentrate on April 24, 2011, 06:29:13 pm
OK, we got some high rolls here. I had to take the time to do some art for this post... three guesses why. >.> Anyway, here we go.

NAZARA

Nazara, suddenly guided by an unknown force that requires she be written in the third person normally reserved for multiple people acting at once, heads straight to town hall and looks around. (6+2) As she suspected, she finds glyphs similar to the ones she already had, but these don't feel as magical. In fact, they look like they're going to fall apart, and do so when she touches them. Curious.

MALLEUS RAULAT

After a bit of bargaining, the merchant accepts the ruby and presents you with a choice of weapons: a flintlock rifle or a crossbow. (Flintlock Rifle is identical to Nazara's, Crossbow is a piercing weapon. You can choose which one you want and still do something else your turn.)

WYMAR SANE, FRIAR GREENMOORE, AND DANIEL KING

The friar and the physician wander up while Malleus is weighing his choices and pull Wymar aside, telling him their plans. He goes along with it and they head back to the merchant. (8+1) Wymar being the smooth-talker that he is manages to trade the chainsaw, convincing the merchant to give a little extra for the fact it's already gassed up. (Wymar gets 3 Bags of Gold, Greenmoore and Daniel get 2 Bags of Gold)

PIERRE Dé GRASSE & CLAIRE ROSARA

(7) Pierre heads downstairs to talk to this beautiful pirate the group ran into. A conversation develops over rum. Things go well. (http://img.photobucket.com/albums/v355/Static_Jester/Bay12/OhMisterPierre.png)

MALAKAI RITT

You go buy the pen, ink, and journal, then head back to the inn. The lower floor is deserted, so you take a seat at the table and begin writing. After a few moments you're forced to bang on the ceiling with your staff to let whoever's up there know you're trying to study down here! (7-1 distraction) Despite the noise, you puzzle a few things out. You think you can do better later, but for now you're happy with your progress. (Malakai can now imbue his familiar with Ice or Shadow magic! When imbued with ice, the chance to blind turns into the chance to freeze; when imbued with shadow, the chance to blind turns into the chance to leech health. Imbuing the familiar takes an extra MP.)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

Source, if you're not familiar with it ^^: http://i237.photobucket.com/albums/ff28/beatonna/fannovel.png
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 06:41:55 pm
That fannovel and that picture are amazing and I will now shoop sunglasses onto Pierre's face and post it in this topic. It will be fabulous.

Not yet. Not yet...But one day.

Admire my own greatness, get dressed, and head to the merchant and see all the items he has for sale.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]e
Post by: Dwarmin on April 24, 2011, 06:44:49 pm
God provides in our time of need!

Spend one bag of gold on lots of foodstuffs
Spend one bag of gold looking to buy a light metal round shield from the blacksmith to wear on my arm

Friar Greenmoore attempts to bless his mace with holy water for a temporary damage bonus, and learn how to do it to his allies weapons as well


If I buy the shield, I'd prefer for it to be a straight up defense bonus, and be light enough to not encumber my mobilty or magic use...
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 06:54:41 pm
+1 to defense OK?

Don't change your avatar yet, Krath. That dog still makes me laugh... partially because if it was a black Pom it would be my dog. >.> And, just because, here's the MSPA version of that. (http://ib.skaia.net/image/2500.jpg)
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Draignean on April 24, 2011, 06:56:13 pm
Continue Studying and writing, if possible focus on the aspects of the books that deal with summoning, banishing, and imbuing like I did with my staff in the fight against the demon. Use my bag of gold to purchase whatever implements will be necessary for my magic.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Dwarmin on April 24, 2011, 06:59:22 pm
That works for me, SeriousConcentrate.

My next skill up will tie into that, as well.

Bulwark of God (+2 defense, -1 intiative when wielding a shield)

Just checking if that's all right in advance.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 07:01:52 pm
Hmm, the defense thing is kind of Malleus's. Would you  be willing to settle for -2 damage taken, -1 to hit when wearing a shield?
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: IronyOwl on April 24, 2011, 07:09:14 pm
Hehe. I like the portraits, where are they from?

Also, I prefer this version to the other two. (http://www.bay12forums.com/smf/index.php?topic=42204.msg2197430#msg2197430)

And uh, apologies for ruining your Major Success, Draignean. It was for a good cause. :P


Head to merchant as well, see if he's got anything movement-related.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Dwarmin on April 24, 2011, 07:40:29 pm
Hmm, the defense thing is kind of Malleus's. Would you  be willing to settle for -2 damage taken, -1 to hit when wearing a shield?

I could live with that. We'll see what happens later.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 08:25:48 pm
Hehe. I like the portraits, where are they from?

I assume Serious drew them actually  :o
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 08:57:56 pm
There's a program called Facemaker that creates portraits in the RPG Maker 2003 style. ^^
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Zako on April 24, 2011, 09:16:12 pm
My god... That is totally Pierre. Amazing to say the least.

See what armor, shields and blunt weapons the merchant has for sale.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Dwarmin on April 24, 2011, 09:20:16 pm
Who else has a morbid vision of Pierre dying from some massive explosion, with not a trace of a him left...except a single, fancy hat, floating gently to Earth...

*shudder*
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: IronyOwl on April 24, 2011, 09:24:56 pm
Ooh, nifty program.

And yeah, that's totally Claire too. :P
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 09:26:58 pm
lol. We're such an easy-going RTD.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 09:30:07 pm
Who else has a morbid vision of Pierre dying from some massive explosion, with not a trace of a him left...except a single, fancy hat, floating gently to Earth...

*shudder*

If I die (Which I won't), I would have my end be the most fabulous death in RtD HISTORY.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 09:35:19 pm
If I die (Which I won't), I would have my end be the most fabulous death in RtD HISTORY.

OK, I'll write that down. :3
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: IronyOwl on April 24, 2011, 09:36:12 pm
Even in death, he gets ALL the glory.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Talarion on April 24, 2011, 10:49:58 pm
I was still the first to die, was I not? UNIQUE ACHIEVEMENT!
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 10:52:43 pm
I'm going to run a tally on Pierre here.

Rolled an 8 on sleeping and slept for twenty hours, then immediately rolled an 8 talking to Micheal Ward.
Stole the credit for killing the first mission boss (werewolf).
Got half the party to turn on him after the fleaman/ghost/ectoplasm fight in the woods.
Consistently fussed over his appearance rather than attack. (Although, that was me lampshading misses. But still...)
Suffered a bout of amnesia in the Berkeley Mansion Servant Quarters.
Had a skeleton fall in love with him before it got crushed by Malakai.
Fell down and got stepped on by Malakai, but found a fancy cloak.
Made a chemical bomb which he still has.
Carved his initials on the Clock Demon's armor during combat... and is now wearing that armor.
Overkilled said demon with a thrown dagger.
Has a class evo that allows him to charm women of all forms, even undead and demons. o.O
Has an electric sword he tasered himself with.
R34'd the RTD with Claire on her second turn in.

Ninja'd by Talarion: True, and you got killed after ruthlessly thrusting a torch into a boss's throat you had just slit. I'd say that qualifies as a badass way to go. ^^
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Riccto on April 24, 2011, 10:59:55 pm
Oh. Mine waitlisting me while I cobble together a character sheet? I'll pm it or post it here. I dunno.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 11:02:29 pm
Sure, no problem. PM me if you have any questions or anything. ^^
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Riccto on April 24, 2011, 11:11:24 pm
Decided to post it here so. No Sekrity Sekrits.  8)
Name: Biernat Hara
Gender: Male
Appearance: He's really big. and bald, and kinda scary looking
Weapon: Ball'n'Chain
Armor:Medium
Sub-Weapon: Pistol
Profession: Hunter
Skills: Giant
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 11:29:08 pm
I'm going to run a tally on Pierre here.

-list of many, many glorious achievements-

All in a days work.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Riccto on April 24, 2011, 11:32:36 pm
I belive its deserving for a Hat. All the hats. Of the Shiniest Type.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 11:35:50 pm
I belive its deserving for a Hat. All the hats. Of the Shiniest Type.

My next item will be my ultimate hat, making me automatically roll 8's on all female NPC charm rolls.

It'll be a hat with TWO feathers in it!
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Talarion on April 24, 2011, 11:36:55 pm
Hey Krath, remember that time I ninja'd your glory riding those White Dragons? That was fun.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Riccto on April 24, 2011, 11:37:30 pm
I belive its deserving for a Hat. All the hats. Of the Shiniest Type.

My next item will be my ultimate hat, making me automatically roll 8's on all female NPC charm rolls.

It'll be a hat with TWO feathers in it & Gold Plating & Sharks & Lazer Sharks & Buzzsaws & THE FIST OF GOD & MORGAN FREEMAN & A MOTHEFUCKING MINIFRIDGE!
I fix'd. Just for you. Only you. Special Price
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 11:39:03 pm
Hey Krath, remember that time I ninja'd your glory riding those White Dragons? That was fun.

Yes, but I have regained my glory severalfold. Not only am I wearing boss armor with my initials engraved, but I Rule 34'd the RTD. Meanwhile you presumably turned to ashes.

No hard feelings though! You were still awesome.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Talarion on April 24, 2011, 11:42:51 pm
Oh if I were.. I have a new guy coming. He's going to burn your feather by 'accident' when he comes. Heheheh.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 24, 2011, 11:43:26 pm
Don't forget that technically IronyOwl R34'd the thread too. It takes two to tango. :p.

All right, I wanna finish this mission in ME2 and then I'll run the turn. Also, quick question: I don't want to kill Nazara off, but I kinda want to get the waiting list moving since I don't know when/if Ze Spy is ever coming back. Anyone else think I should 'retire' her in the town, Adventure Mode style, and put Grimmjow6th in? That way if he does come back he has the option to pick her up again if he wants to or just make a new character.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Krath on April 24, 2011, 11:50:26 pm
Sounds good to me.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Draignean on April 24, 2011, 11:54:56 pm
I wish her many fat and scowly children.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: Talarion on April 25, 2011, 12:03:03 am
Yeess... clear this evil 'Waiting List' hindering my resurrection! Muahahaha!

In all seriousness, it sounds good.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 25, 2011, 12:40:24 am
All right, in the interest of fairness Grimmjow6th is entering now. I'll send him a PM in a moment and let him know.

AT THE MERCHANT

Claire and Pierre wander up to see what's for sale. Meanwhile, Friar Greenmoore immediately hands the two bags of gold back in exchange for food and a shield. (Friar Greenmoore gets: 3 Rations! Rations heal 1d6 HP when consumed. Friar Greenmoore gets: Buckler! The buckler adds +1 to defense.) He also attempts to bless his mace (3) but narrowly avoids cursing it instead. o.O Everyone else browses the merchant's wares as well.

WARES
Slightly advanced weapons of Blunt, Slash, or Pierce type (+1 to Hit or +1 to Damage Rolls, or you can get a new one or upgrade a weapon you already have)
Light Shields (+1 to defense)
Heavy Shields (+2 to defense, -1 to movement)
Slightly advanced armors (Light armor that is -1 to defense, +2 to movement, medium armor that is either +1 to defense or movement with no penalties, and heavy armor that is +2 to defense, -1 to movement)
Listed Subweapons

MALAKAI RITT

Frowning at Claire and Pierre as they sashay off to the merchant, you grumble about 'screamers' and continue studying. (8) Now that all the distractions are out of the way, you are able to focus your mind once more! Fully in your element, ideas flow from your pen, each building upon the last until finally you rip a page from the back of the journal and inscribe many arcane runes upon it. For the final touch, you bite your hand, dip your quill in the blood, and write the final run and your name with it.

You have now bound a (odd ice, even shadow) Ice Demon to your services. (Malakai gets: Ice Contract! Summoning an Ice Demon consumes 5 MP. She remains for five rounds, deals standard blunt/ice damage, and has a 25% chance of freezing an enemy every successful attack.)

NAZARA

Nazara heads to the abandoned guardhouse and fortifies it against all entry. Thus secured, she takes out the glyphs and the Berkeley family journals and begins to study them intently... (Nazara is 'retired')

FRENZ GRENDE

Finally, after a long journey through which you managed to accumulate many kills, you arrive in the peasant / ghost town of Birchside. The monsters you hunted became stronger and stronger the closer you came to the town; you have a feeling that if you continue to go this way you may eventually come across a demon worth your time.
Title: Re: CvRTD: Turn 64 [In which Wymar cons a merchant]
Post by: SeriousConcentrate on April 25, 2011, 12:47:33 am
Just a few things for Riccto.

1. What do you want Giant's skill bonus to be?
2. What two mission rewards do you want? I'll post the list here again so you don't have to go back a few pages for it.

5 HP
5 MP
New or Improved Weapon
New or Improved Subweapon
New Skill
Random Artifact
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: IronyOwl on April 25, 2011, 01:01:07 am
I assume each merchant item requires a bag of gold?
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 01:08:09 am
I think last time I allowed everyone to get an item without one, so I'll allow it this time too. Anything beyond one will require gold or a trade item, though.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Krath on April 25, 2011, 01:35:43 am
Use my free purchase to upgrade my Blitz Rapier with +1 hit. Use my bag of gold to trade for a light shield. Practice my swordsmanship in the meantime.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Grimmjow6th on April 25, 2011, 02:02:41 am
Head to the nearest Inn!
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Zako on April 25, 2011, 02:27:11 am
It is a ghost town. There is no real rumors to be found since barely anyone is here. Also, SWEET! FREE STUFF!

Use my free purchase and my bags of gold to get the following: A +1 damage warhammer, +1 defense scale mail (medium armor) and a light shield (+1 defense). Thank the merchant for his generosity and then go search the abandoned houses if none of the citizens mind me doing so. If they don't want me to, ask them why noone is here.

Fakeedit: I am VERY glad we sold that piece of junk chainsaw.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: IronyOwl on April 25, 2011, 02:37:46 am
We should probably get moving soon. In the meantime...

Purchase damage upgrade for my cutlass, then loot the town. Pirates know where all the best treasures are hidden. :3


While I approve of selling the chainsaw (despite not benefiting from it personally), an extra 1d6 is nothing to sneeze at, and having an extra damage type for backup can be quite handy. There's no real comparing to seven bags of gold, but it wasn't totally useless.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Zako on April 25, 2011, 02:48:48 am
Eh, we have enough slashing weapons as it is. I just took a blunt weapon with my knife just to balance out the sheer amount of slashing weapons! Though I do admit the large amount of damage was tempting, it was only temporary since you could only use it 3 times and then it would be useless. Better to sell the thing for more permenant benefits.

And you do benefit personally from it. We get to be better protectors/meat shields/glass cannons so you dont have to be! I, of course, am the one who glues them back together afterward, but that is besides the point. :P
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: IronyOwl on April 25, 2011, 03:06:43 am
Depends on if we could find more gas for it. I suppose it's kind of likely the answer is no, but SC is pretty nice, so maybe.

But yeah, maybe "directly" would have been a better word. Also, thanks for the idea to loot the town. :P
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Ahra on April 25, 2011, 03:24:02 am
buy the rifle
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Zako on April 25, 2011, 03:26:38 am
Your welcome. :3
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 03:46:17 am
Piece of junk? Ahem. *gets on soapbox* Massive success using the maximum amount of gas = 2d12x2 damage. Potential 48 damage points right there, and if the enemy was weak to slashing that would be 2d14x2 or 56 damage points, and then it becomes a standard blunt weapon when there's no gas. :3 Or to put it another way, you won't be seeing damage that high on another weapon until endgame, if at all. ^^ And yeah, gas is a possible find. If you're lucky you might get a chance at another chainsaw a little later on. If you're unlucky... well... *cackles, taps fingertips together*

Anyway, recapping actions so my post isn't just hinting at horrible deaths that may or may not be waiting for you in the future:

Krath is giving his Blitz Rapier a +1 to Hit Rolls and trading his gold for a Light Shield for +1 defense. Then he's practicing swordsmanship.
Grimmjow6th is heading to the inn, where he'll encounter Draignean (unless Malakai leaves or something) and get informed on the situation.
Zako is grabbing a +1 to Damage Rolls Warhammer, +1 Defense no penalties Scale Armor, and a Light Shield for +1 defense, then go looting.
IronyOwl is upgrading the Vampiric Cutlass to +1 to Damage Rolls an then going looting with Zako, possibly leading to "Ooooh Mr. Daniel" :p. (Sorry, sorry, that may come off as mean-spirited. I'm just joking, as usual. ^^)
Ahra is trading the Ruby for the Rifle Subweapon.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Dwarmin on April 25, 2011, 03:56:53 am
I was against selling the chainsaw, personally. But no one stepped up and said they wanted it!

Since I couldn't use it, well that was it.

Friar Greenmoore doggedly perseveres in trying to bless his weapon!
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Draignean on April 25, 2011, 03:59:24 am
Well apparently I'm going to continue studying my book of counted shadows and making notes so that I can be encountered. :P
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 04:00:54 am
lol. It is in character, though. Malakai's probably so wrapped up in his discoveries that the Groundskeeper could burst in like the kool-aid man for the second time in this RTD and he wouldn't even notice.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: IronyOwl on April 25, 2011, 04:02:25 am
IronyOwl is upgrading the Vampiric Cutlass to +1 to Damage Rolls an then going looting with Zako, possibly leading to "Ooooh Mr. Daniel" :p. (Sorry, sorry, that may come off as mean-spirited. I'm just joking, as usual. ^^)
Nah, it's fine. In fact, it'd actually occurred to me that bagging the entire rest of the team was probably the only way to truly one-up Pierre. :P
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Draignean on April 25, 2011, 04:03:03 am
Oh yeah, It was totally what I was going to do anyway. Demonic summoner, can't pass that up and this may be the only calm in the midst of the storm for a very long time. Grende will probably have to trip over me to get my attention at this point though .
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 04:14:34 am
In fact, it'd actually occurred to me that bagging the entire rest of the team was probably the only way to truly one-up Pierre. :P

Well, the achievement is worth 50 gamer points, so I don't blame you for trying. :3
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 04:21:37 am
How many GP was my stunt with Pierre's hat worth?
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 04:26:30 am
Mmm, let's say...

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/achievement1.gif)
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 04:30:50 am
That's soooo sigged.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Dwarmin on April 25, 2011, 04:45:13 am
Welcome to the game Grimm.

We could always use another meatshield!
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Talarion on April 25, 2011, 04:53:43 am
That hurts. Well, I hope you're happy. *sniff* Trade me in like a used meat shield next time.

All jokes aside, being a meat shield is fun... but being the badass mage is even more fun.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Riccto on April 25, 2011, 08:56:59 am
Giant: +2 to strength-related rolls, -1 to hiding/sneaking
Oh and as for Rewards (I've been reading this RTD intently, I'm like a quiet IronyOwl)
I'd go for an Improved Weapon (Hopefully like a GIANT WRECKING BALL or something similar)
And a Random Artifact
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 09:18:49 am
Hmmm, what can I get for that cash anyway?
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Dwarmin on April 25, 2011, 11:33:49 am
Hmmm, what can I get for that cash anyway?

Pretty much anything you want-health or mana restoratives, new weapons/armor, weapon upgrades, skill items even artifacts if you got a really lucky roll, why not?

Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 11:42:43 am
Hummm. I think I'll sharpen my sword, get a new subweapon or upgrade my old one (if possible), and buy Pierre a new hat.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Ahra on April 25, 2011, 12:15:38 pm
buy an heavy shield-(priority) and upgrade axe with +1 damage if possible (with the painting, if not enough use the sapphire)
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Dwarmin on April 25, 2011, 12:26:03 pm
SeriousConcentrate, I was owed a skill up right? O-o

I notice I got that shield skill, I was just speaking hypothetically, what I would do. I didn't know I actually had one to spend, unless I got one with my level.

If so, well, great! I totally wanted that.

If not, well...bleh. My honesty will be the death of me.

Screw you guys, I'm going to Heaven!

Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 12:48:42 pm
Let's just say you got away with slipping one over me this time Dwarmin. >.>

@Riccto: Any specific category of artifact you want? Also, how does Flanged Iron Ball (+1 to Damage Rolls) sound for your improved weapon?
@Darvi: That's nice of you. :3 I'll make sure it's a hat worth spending your money on.
@Ahra: Since everyone's getting a free item like Darvi's lantern, you can get the shield for free and the weapon upgrade for the painting.

Which also reminds me: You want anything from the merchant, Grimmjow6th? You can choose something and we can always say Frenz had it when he came in. ^^
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Zako on April 25, 2011, 12:54:03 pm
That or it could be given out of mercy from the merchant upon seeing such a poorly equiped adventurer. :P

And daniel is nothing if not a gentleman. And the ladies love a gentleman, if I am not mistaken.  ;)
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 01:08:53 pm
^^ I just meant if he didn't want to take the trouble of going to the merchant to get something. Also, I've counted eights, and guess what Darvi? :3

Talented Oracle: Sometimes you get flashes of the future without even needing to rely on the tools of your trade. (Can choose to auto-hit or auto-dodge once per combat)
Warrior Oracle: Your ability to read the flow of combat has become so sharp you can now predict your enemy's movements with unerring accuracy. (Can choose to auto-crit once per combat, but still has to roll to hit; doesn't count as an 8 for leveling purposes)
Guardian Oracle: Your ability to read the future enables you to protect your allies. (Once per combat you can negate any damage dealt to a party member for the next round)
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Riccto on April 25, 2011, 01:10:16 pm
Lets do this full on random jank.  8)
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 01:14:43 pm
Deeerp. I'll have to think that over.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Riccto on April 25, 2011, 01:15:29 pm
Actually. Something suitably explosive/Arson-tastic.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 01:16:23 pm
That sounds totally awesome and potentially TPK-TASTIC.

Welp the RNG said "Choose all the classes!"
Me: "All of them?"
Max: "All of them!"

But I don't think that'll work.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Riccto on April 25, 2011, 01:21:46 pm
That sounds totally awesome and potentially TPK-TASTIC.
MAYBE-TASTIC.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: IronyOwl on April 25, 2011, 01:45:03 pm
That sounds totally awesome and potentially TPK-TASTIC.

Welp the RNG said "Choose all the classes!"
Me: "All of them?"
Max: "All of them!"

But I don't think that'll work.
Weirding Oracle: Once (twice?) per combat may activate this ability, causing your next attack to hit, dodge to succeed, hit to crit, or struck ally to take no damage, chosen at random. You do not know which ability is active until it occurs.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 01:47:17 pm
An MUP? I can dig that.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 01:48:17 pm
Hmm, that's an interesting idea... If you want that Darvi I'll allow it. ^^
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 02:07:59 pm
Welp Max gave me a 2. So a Warrior Oracle it is. Or I am, rather.

I guess that's okay, people would probably feel safer without the randomness and my altruism necessary for the third build ran out when I decided to buy the hat.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: SeriousConcentrate on April 25, 2011, 03:27:34 pm
All right, updating your class after the turn. ^^

MALLEUS RAULAT

After a bit of haggling, you throw in the painting you found and manage to get a deal on a flintlock rifle, a heavy shield, and your axe weighted so it can deal heavier blows.

WYMAR SANE

You immediately hand the gold back in exchange for him sharpening your blade to a razor edge and a supplement to your book of light magic. In a moment of guilt, or perhaps altruism, you spy a nice blue velvet hat with a pair of feathers - one gold, one brown - stuck in the white band around the brim and you get that too, giving it to Pierre to make up for the one you annihilated way back when.

PIERRE Dé GRASSE

You convince the merchant to balance your new rapier so it's easier for you to handle - it was originally meant for a demon, after all - and trade him your gold for a new light shield. (5) You practice with the new weapon a bit. You think you'll quite like it. After a few moments, Wymar comes over with a new hat for you.

FRIAR GREENMOORE

You try to bless your mace once more. (4) It just doesn't seem to want to take. :\

MALAKAI RITT

You are absolutely engrossed in your studies. (7) Working from the theories that allowed you to forge a contract with the Ice Demons, you categorize the differences in runes that call upon ice and shadow and eventually the pattern forms. You begin writing, almost feverish with excitement! Again sealing it in your own blood, you devise a contract with the Shadow Demons. (Malakai gets: Shadow Contract! Summoning a Shadow Demon consumes 5 MP. He remains for five rounds, deals standard piercing/shadow damage, and absorbs 2HP every successful attack - assuming his attack did at least 2HP. When the shadow dissipates, the leeched health has a 25% chance of returning to Malakai.)

...You really hope this doesn't end with one dragging your soul to Hell.

DANIEL KING

After a bit of haggling, you make off with a heavy warhammer, some nice scale mail, and a light shield. Then you shamelessly go looting with Claire. (Roll in IronyOwl's turn)

CLAIRE ROSARA

Trading the last bit of pirate gold you have on you, you convince the merchant to sharpen your blade to a keener edge, then head off with Daniel to see if anybody left anything worth taking behind. (DK: 4. CR: 4.) Other than a few large houses neither of you would mind living in, you find nothing of note. D:

FRENZ GRENDE

You proceed straight to the Red Rest Inn; the only occupant is a man who appears to be thoroughly engrossed in his books. It looks like the rum and wine are free for the taking if you want any.
Title: Re: CvRTD: Turn 65 [In which Frenz Grende joins the game]
Post by: Darvi on April 25, 2011, 03:35:06 pm
...You really hope this doesn't end with one dragging your soul to Hell.
Place your bets!
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Draignean on April 25, 2011, 03:54:46 pm
...You really hope this doesn't end with one dragging your soul to Hell.
Place your bets!

Souls are overrated, If I sold mine I'd make sure I got something nice for it anyway. Like a pony and a plastic rocket.


Malakai rubbed his eyes and tucked both books back into his clothes, he needed to take a break and come back at it from a fresh perspective. He had a feeling that he was going to slip one of the runes up if he tried to continue without eating something. After he grabbed a bite to eat he'd stop by the merchant again, he still had the bag of gold and he'd been in too much of a hurry to shop last time.


Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: IronyOwl on April 25, 2011, 04:31:05 pm
Hm. I'm fine with anything, but if we dally much longer the fight will come to us.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 25, 2011, 05:06:51 pm
All right, so I can't bless my mace, then. Other than exploratory actions, there isn't much to do now...are we all almost ready to go? Otherwise...

Friar Greenmoore looks for a side quest-perhaps the locals have a monster problem?

I'd rather move on, though.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Draignean on April 25, 2011, 05:38:33 pm
Give me a turn to upgrade my stick and grab some MP restorative.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Krath on April 25, 2011, 06:20:22 pm
Adjust my fancy hat, relax in the inn, and store some rum for the trip.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Zako on April 25, 2011, 09:17:51 pm
Store up on alcohol and food from the inn and then talk to the locals about what has been happening here lately.

Yeah, it would probably be a good idea to leave soon, lest we all have something bad happen to us.

EDIT: :( Busted.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 25, 2011, 09:27:07 pm
Grab some wine and chat with the man ''Hello there traveler, studying something interesting?'' Sit down at the table.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: IronyOwl on April 25, 2011, 09:57:15 pm
Search for hidden basements, suspicious graves, hollow trees, and anyplace else that might have stealthy loot hidden in it. Obviously the main haul has been picked clean, either by the folks that owned it or those that came after, but there's always the chance of something beneath the surface.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Draignean on April 25, 2011, 10:43:33 pm
Grab some wine and chat with the man ''Hello there traveler, studying something interesting?'' Sit down at the table.

Malakai paused as he was leaving, huh, there was someone there now. When did that happen? "Very, bindings of ice and shadow. Fight the infernal with the infernal and all that." Strange, this man didn't have the look of any of the other people he'd seen apart from his group. A mercenary perhaps form the equipment, or a bandit looking for marks. He'd cross that when he came to it. For now he had things to buy.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 25, 2011, 11:00:52 pm
Whoops, I'll just remove that gold...
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Ahra on April 26, 2011, 12:16:19 am
relax in the inn
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 07:35:33 am
Grab some wine and chat with the man ''Hello there traveler, studying something interesting?'' Sit down at the table.

Malakai paused as he was leaving, huh, there was someone there now. When did that happen? "Very, bindings of ice and shadow. Fight the infernal with the infernal and all that." Strange, this man didn't have the look of any of the other people he'd seen apart from his group. A mercenary perhaps form the equipment, or a bandit looking for marks. He'd cross that when he came to it. For now he had things to buy.

Friar Greenmoore is also at the inn, polishing his shield, snacking and drinking, and wishing he had a pretty waitresses to tip generously with the last of his gold while trying to scare up some business from the locals, who apparently didn't exist either.

He speaks to Malakai before he leaves "Seems to be a rough sort you found yourself there! You don't suppose he's interested in our crusade? I noticed his cloak, it's similiar to something my order used to use on hunts, for monsters, demons and worse, as a ward against evil. Along with his choice of weapon-the whip is said to strike true fear into the black hearts of our enemies, as well.

Unless he stole them from the original owners, he might have experience in these matters."
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 26, 2011, 07:46:39 am
Tipping the waitresses = giving your last bit of gold to Claire? XP More seriously, a question. Do you want to interact a bit or should I run the turn? I haven't yet because I was thinking about it myself, but I figured it's best if I put the question to y'all.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 08:07:55 am
I like to RP welcome players, gives everyone a chance to know them, their history and abilities. I don't like to hear "When did we get
a new guy?" like, five turns after they joined lol

If Grimm wants to roll with it, we can get it done pretty quick. I don't think you have to hold up the turn for it.

Also, he may be an old friar, but he's not dead yet...tipping pretty waitresses is one his hidden joys. :P
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 26, 2011, 08:18:18 am
:D I just meant Claire's like the only girl in town. There's... the eight of you, the merchant, Nazara (who's pretty much completely sealed off the guardhouse)... a cat hanging around somewhere, probably near something plot relevant... And speaking of Claire, you might wanna watch out. It's already been stated the pirate's going for the 'bag the other seven party members' achievement. >.>

Oh, damn, I just had the most awful series of innuendo-laden puns relating to seven guys / seven seas, booty pirate, and things along that line run through my mind. Sometimes I genuinely do hate myself. :-\
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 08:25:52 am
I was guessing there would at least be an innkeeper/servers left!

Chalk it up to wishful thinking.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 26, 2011, 01:50:50 pm
Sure, ill roll with it.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 02:01:59 pm
Friar Greenmoore approaches the cloaked man. (Frenz)

"You there! I saw you talking to one of my compatriots-sorry if he seemed a bit curt. He is a magician after all! You know his kind-unsubtle, and slow to take joy.

You seem to be searching for something...or someone. Can I be of assistance? Friar Greenmoore, by the way. Pleased to meet you."


OOC: Really, you can go ahead and post the turn when you like SeriousConcentrate. Don't hold it up on my account!
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 26, 2011, 02:29:16 pm
Smile slightly ''Nice to meet you, Friar, I am Frenz Grende, at your service.'' Gets up and holds out hand.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Ahra on April 26, 2011, 02:30:19 pm
"hey friar" whos your friend?
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 02:34:19 pm
"He calls himself Frenz Grende, Malleus.

I might have known a noble family by that name during my travels. Did you ever happen to meet anyone from the Mistbridge abbey?"
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Ahra on April 26, 2011, 02:36:23 pm
greetings Frenz im malleus raulat, an pleasure meeting you.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 02:44:53 pm
"My friend Malleus is a knight of no equal-his courage and his axe has been quite useful on our quest.

I'm guessing you have an idea why we're all here? We could use someone like you, where we are going.

Not that it will be easy...or safe. No money or fame in it, if that's what you were hoping for. We recently lost one of our own, and the gap he left is not easily filled. So, do want to hear more? If not, I implore you to take the speediest road away from this place...we march into Hell itself, to do battle before the Devil's throne. It's not a job for the timid.  "

Greenmoore folds his hands, and waits.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 26, 2011, 02:46:39 pm
''March before the devil's throne and do battle? Sounds like a decent challenge! I have fought many creature's of the darkness on my way here, and this sounds like something worth doing, i shall join you on your quest.''
''Are you the only one's on this quest, or are there more?''
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Ahra on April 26, 2011, 02:56:30 pm
except us and Malakai over there we are four others.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 02:59:21 pm
"Ah, the others? Tis a doughty band!

We have of course, the esteemed Knight Malleus, and myself-a mere friar, but one with some skill in holy implements.

There is a fortune teller by the name of Wymar, who has steered us from certain doom with his predictions, a mercenary from France (a showoff and a braggart, but he'll most likely outlive us all), the magician you met earlier-he's most skilled, though I somewhat disagree with his methods- and a Doctor named Daniel! who stitches wounds faster than a man like you can make them."

Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 26, 2011, 04:00:45 pm
Just got back from a long walk (about 61/2 miles). Draignean, I'm going to go ahead and assume you got to the merchant and told him what you want. ^^ Also while I was writing this turn I realized Darvi didn't post an action... so, auto'd.

AT THE RED REST INN

Friar Greenmoore and Malleus approach Frenz, who got somewhat cold-shouldered by Malakai on his way out. Meanwhile, Daniel raises an eyebrow at being called Zako but goes to loot the alcohol anyway. (5) Being fairly picky when it comes to his wine, Daniel elects to take only the oldest bottle he can find. (Daniel gets: Bottle of 833 wine!) Greenmoore, Malleus, and Frenze sit at a table, split a cask of rum, and discuss their respective adventures. It doesn't take long before Frenz joins the group officially. Meanwhile, Pierre heads up to his room to admire his new hat (3) completely forgetting to grab any rum on the way. Wymar returns to the inn and sits on the bar, just because.

MALAKAI RITT

You run up on the merchant and plunk down your bag of gold, demanding a potion that restores mana and a better staff. The merchant opens the side of his white coat and draws out a vial and a pair of mace heads. "This is good for magic... and I'll attach those to your staff." You take the vial and watch as he turns your weapon into a Dire Mace, then hands it back. As he does so, he vanishes along with his goods. Well, that was odd.

CLAIRE ROSARA

You're not done looting yet! Pirates always prowl until they find something worth taking. (1) Unfortunately while looking into graves you fall in one and injure yourself on the packed dirt at the bottom. (Claire has -1 initiative during the next combat due to getting the stuffing knocked out of her). After a few moments of stargazing and generally being dazed, you stop selling the fall, pick yourself up, and climb out.

EDIT: Accidentally posted before I was finished... ^^;

There are two exits from the town of Birchside. One is to battle through the cave system; the other is to brave the perilous trail up the side of the mountain. Divide yourselves into two teams and pick which way you wanna go. :3
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 26, 2011, 04:03:30 pm
''Sounds like a hearty group, when do we set out?''
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 04:50:41 pm
"Right away, my friend. The ramparts of Castle Dracul grow stronger every minute we delay..."

OOC: Hmm, I'd like to take Grimm, Darvi and Zako with me. Team WOLVERINE gets all the glory!
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 04:51:03 pm
Here! Team green 4tw!

"Hmmm. My instincts tell me that this will be a dangerous travel. Again. I suggest we split up again, but this time it shall be planned."
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 04:54:33 pm
Edited for ninja.

I'd like team Wolverine to go the trailside route-we're all more lightly armored, have ranged attacks for dealing with flying and climbing enemies, and have less chance of falling due to movement bonuses. Plus, I got a grappling hook
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 05:00:59 pm
And I have my 10 foot pole :3
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 05:03:04 pm
The Friar communed with Wymar, and they agreed to travel the mountain path.

"After the stench of the graveyard, I could use some fresh air...what say you, Daniel? and Frenz? We could use someone of your fortitude for protection on the long trail."
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 26, 2011, 05:13:09 pm
''Aye,the mountain path it is.''
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 05:19:18 pm
Also, I think the other team is going need our lanterns more than us Darvi, what with them heading into the long dark of Moria Castlvania. After all, we can make fire and light from our hands out of nothing...

They should probably stock up on torches though

Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Krath on April 26, 2011, 05:33:11 pm
I shall take the CAVE!
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 05:57:04 pm
"Take my lantern Pierre. Otherwise, someone could miss one of your theatrics while stumbling in the darkness. God forbid."

Action: Hand my Lantern+Oil to Pierre
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 06:06:11 pm
"On your journey, you will face many great dangers. Take this, and may it help you. Light it, when the time is right, and help will come!"

Give one of them my lantern.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: IronyOwl on April 26, 2011, 06:18:16 pm
I shall take the CAVE!
SC is now reading this as innuendo. :P


Claire trudged back to the group, grumpily patting dirt off her clothes.

"Well good, caves have treasure. Sometimes," she said, on hearing of the group's plan. She supposed now was a good time to take stock of her traveling companions.

Pierre she was of course
quite well acquainted with, though he'd apparently picked up an even more stylish hat while she'd been failing to find any swag of her own. It was hard to imagine a more capable soul.

Malleus was evidently the name of the most heavily armored individual Claire had ever seen. She couldn't imagine what it would take to bring him down in battle, though she suspected he'd fall off a bridge or into a chasm at the first available opportunity.

The bookworm who'd evidently found tomes more interesting than free liquor (and her, for that matter) was apparently named Malakai. He looked like a plotter and a schemer to her, so she figured he was basically a combat clerk. If he was as good at finding physical loopholes as he probably was at financial ones, he'd likely come in handy.

So, that was her group. Two stunningly attractive soldiers of fortune, a living wall and a wheedling scribe. She could work with that.


To the caves!
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 06:31:55 pm
You want to be CAVED? Hooo boy.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 26, 2011, 06:58:37 pm
Plumbing the depths... spelunking... crevasses...! *head explodes* It's taken me so long to remember the update the turn number I'm just not going to. Next turn it'll just jump to 68 and that'll be that. Everyone cool with these groups/paths?
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Grimmjow6th on April 26, 2011, 07:03:25 pm
ooc:sure.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: IronyOwl on April 26, 2011, 07:13:41 pm
Looks good to me. Team Wolverine's a bit on the squishy side, but they've got the doctor and most of the food, so that should work out.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Draignean on April 26, 2011, 07:16:36 pm
It's cool, though I realize that my character hasn't even been introduced to Pirate McWench yet.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 07:22:22 pm
Looks good to me. Team Wolverine's a bit on the squishy side, but they've got the doctor and most of the food, so that should work out.

Technically, we have 3 squishies, so one team will of gotten two of them no matter what.
Also, don't forget to give the lantern fuel as well Darvi.

Unless thats your idea of a joke, then go right ahead...

Also, turn 66. Number of the Beast!

I can't believe no one called that out yet.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Krath on April 26, 2011, 07:30:29 pm
It's cool, though I realize that my character hasn't even been introduced to Pirate McWench yet.

Bring on the ale and wenches!
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 07:31:50 pm
It's cool, though I realize that my character hasn't even been introduced to Pirate McWench yet.

Bring on the ale and wenches!

In that order? One makes the other more attractive.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: IronyOwl on April 26, 2011, 07:32:39 pm
It's cool, though I realize that my character hasn't even been introduced to Pirate McWench yet.
Well, you know her as the noisy tart who's hanging around Pierre, so you probably have your opinions. :P


Technically, we have 3 squishies, so one team will of gotten two of them no matter what.
Also, don't forget to give the lantern fuel as well Darvi.

Unless thats your idea of a joke, then go right ahead...
I was classifying Daniel as a squishy. Looking back at it I guess that's not really true, so yeah. We've still got all semihardy characters except for Malakai, though.

And yeah, there better be some oil with that lantern, Darvi. >_>
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Krath on April 26, 2011, 07:36:30 pm
And yeah, there better be some oil with that lantern, Darvi. >_>

Rope?

Lamp oil?

BOMBS?

You want it? It's yours my friend! As long as you have enough rupees...
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Dwarmin on April 26, 2011, 07:36:51 pm
And yeah, there better be some oil with that lantern, Darvi. >_>

Lamp free!
 
OIL EXTRA.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 07:38:03 pm
Damn right! :P

Nah, I assume the oils already in the lamp.

Just dont let it run out, lest your sanity drops.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Krath on April 26, 2011, 07:45:43 pm
booty pirate

Petitioning that one of Claire's evos is named this.
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 26, 2011, 07:48:32 pm
Help me think of how it would benefit her and I'll make it one of her options. :3
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 07:49:18 pm
Let her make seduction checks. The Dark Tides RP is full of 'em :V
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Krath on April 26, 2011, 07:49:44 pm
Let her make seduction checks. The Dark Tides RP is full of 'em :V
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: SeriousConcentrate on April 26, 2011, 08:17:53 pm
Ah, I see, like the femme version of Pierre's Fabulous Mercenary. That'll work. Also just occurred to me that Claire's got a ship now. :3 And I just now realized Taricus and I have similar gimmicks on the forum now. He makes people feel like porn, I insinuate it. :\ Reminds of this one character I played a while back... *long, pointless, rambling story about narcissistic illusionist*

WOLVERINES

Friar Greenmoore gives his lantern to Pierre as Wymar hands his to (2) Claire. With some words of parting, they collect Daniel and Frenz and head up the sloping path leading into the mountains. It is still fairly early in the day, so trying to make their way up will be easier than if they had waited until nightfall to set out. Their walk is uninterrupted for about thirty minutes... but as they round a bend, they hear a screech, and a trio of harpies fly down to attack!

(Enemies: H1, H2, H3)

NIGHTCRAWLERS

After taking the lanterns, Pierre, Claire, Malleus, and Malakai head to edge of the town where a natural cave opens. (2) Claire lights her lantern and they enter the dark depths. The first cavern is expansive, and they can hear the rustle of bats high above them. Water drips elsewhere at seemingly random intervals. In the pale light of Claire's lantern, they can see a shallow lake to the west, and what appears to be a pair of passages to the north and north east.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 66 [In which the merchant is very busy]
Post by: Darvi on April 26, 2011, 08:18:57 pm
Don't worry, I have tons of points in innuendo too.

My nickname, 'nuff said.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Darvi on April 26, 2011, 08:20:05 pm
Kill the Fucking Chicken.Using dual nukes.
 
Aaand why did I click Reply instead of quote?
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: SeriousConcentrate on April 26, 2011, 08:21:34 pm
Eh, no worries. I don't care about double posting. Anyway, I don't think I know your nickname. >.>
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Darvi on April 26, 2011, 08:22:00 pm
It's not Dick. But close enough :/
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Grimmjow6th on April 26, 2011, 08:23:04 pm
''Ah, birds of prey....'' whip at the nearest beast.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: IronyOwl on April 26, 2011, 08:24:45 pm
Also just occurred to me that Claire's got a ship now. :3
Dohohoho. :P

Speaking of which, how many 8s are needed to evo again?



"There might be treasure in the lake. What do you all say?"
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Krath on April 26, 2011, 08:32:33 pm
Clearly, the course of action I must take is removing my armor and diving into the lake in search of treasure.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Darvi on April 26, 2011, 08:33:48 pm
Cue the sea monster.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: IronyOwl on April 26, 2011, 08:36:43 pm
That settles that.

There's gold in the lake, rather than just ravenous fishmen. Probably. Anyway the point is I'm going over there and looking for treasure.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Grimmjow6th on April 26, 2011, 08:37:05 pm
Cue the sea monster.
Exactly what i was thinking.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Zako on April 26, 2011, 09:17:27 pm
Hmmm... You guys move fast when I'm not looking.

Give a harpy that noone is attacking a taste of blunt force trauma!
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Krath on April 26, 2011, 09:21:27 pm
Cue the sea monster.

Don't worry, it'll be like the underwater battles in Final Fantasy X where I can breathe forever!
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Zako on April 26, 2011, 10:00:29 pm
(http://www.gamer.ru/system/attached_images/images/000/327/905/original/hahaha-no.jpg?1298470792)

That is all.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Draignean on April 26, 2011, 11:18:48 pm
Finally managing to tear himself away from one of books Malakai realized why the light was so bad, he was in a cave and the light was from a lantern. Huh, When had that happened? Nazara held th- Wait no, that was not Naz, not unless she'd suddenly more buxom and noticeably less stiff. In fact she distinctly resembled...

Oh brilliant, Pierre brought a fangirl along. Getting local tail, Good. Bringing local tail along with you and into ridiculous danger, not so good. Both her and pierre though seemed to be rushing towards a body of water. In the middle of a cave. On an expedition that had so far been frought with interesting things that liked water and blood. Time to earn his share...

"Gi-u-na-na gizzu, Nisme mu gu! Mu tu za-da."

Attempt to brighten the cave by conjuring all of the shadows onto my staff.


ooc: For those curious I'm using Sumerian as my shadow language. Also, Physics defying magic FTW.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Ahra on April 27, 2011, 12:17:45 am
follow them to the lake, do NOT JUMP INTO THE WATER
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Dwarmin on April 27, 2011, 04:50:31 am
Friar Greenmoore says, "I was trying to enjoy the scenery!"

"Nemow drib ylgu tsalb"

Tandem fire/light attack with Wymar

OOC: I'm using Sumerian too! :3
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Draignean on April 27, 2011, 03:14:02 pm
The impatient ninja wants to see what's in the water... Hopefully it's hat eating.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: Darvi on April 27, 2011, 03:18:10 pm
Nooo! If that happens, I'll personally get in the game and slaughter it.
Title: Re: CvRTD: Turn 68 [In which turn 67 was completely ignored]
Post by: SeriousConcentrate on April 27, 2011, 04:32:04 pm
:p The weather here sucks so the drive home took a little longer than usual. It's been torrential the past week. Anyway, running turn and calling Dwarmin out on the non-Sumerian. :3

WOLVERINES

(INITIATIVE)

HARPY 1

Shrieking loudly, the first harpy dives at (3) Daniel. (4+1 vs 1+2. Minor Success, 1d4; 3 damage.) It rakes him along the chest with its talons!

HARPY 2

Harpy 2 follows in the wake of the first. (4) It dives at Frenz! (5+1-1 vs 5+1) Its talons can't pierce his plate mail, and slide off harmlessly.

WYMAR SANE

Wymar cracks open his the supplement to his book and casts a spell at (2, 3) Harpies 2 and 3! (-2 MP. 5 vs 6. 5 vs 4; Minor success, 1d4; 4 damage) The first target does an expert barrel roll to the side and avoids the beam of light, but the third harpy is struck in the stomach!

HARPY 3

The harpy immediately goes for retaliation. (6+1 vs 5-1. Massive Failure; Minor Success, 1d6; 4 damage) Wymar sidesteps the attack, drawing his bastard sword as he does so, and slashes the harpy!

DANIEL KING

Drawing your new Warhammer, you take aim at Harpy 1 while it's still trying to claw you. (8 vs 6; Major Success, 2d4; 5 damage) You bash it in the ribs, cracking one and forcing it back.

FRENZ GRENDE

Distance from the target is nothing with your weapon. (2. 7 vs 4; Minor Success, 1d4; 3 damage) You swing your whip out and the tip cracks Harpy 2 across the face, tearing a furrow into skin just below the eye.

FRIAR GREENMOORE

Yelling gibberish you launch a pair of fireballs! (-2 MP. 2, 3. 5 vs 7. 1 vs 1 [4 vs 1]; Major Success, 2d6; 8 damage) Harpy 2, despite the lashing, manages to evade your spell as well, but Harpy 3 is struck dead on!

NIGHTCRAWLERS

Pierre and Claire dive into the lake as Malakai attempts to absorb the shadows. (All 3 Autofail) Unfortunately for the mercenary and the pirate they overlooked the fact it was a shallow lake and bang their heads on the bottom four feet below the surface. Luckily they are able to get up instead of passing out and drowning. Meanwhile Malakai has no luck with his attempt whatsoever. It doesn't look like Shadow magic has the capability to erase existing shadows. Malleus, who was holding Claire's lantern for her while she dived, wades into the lake and retrieves Pierre's hat for him helpfully.

From this new vantage point, the light extends just far enough to see that on the far side of the lake is a small alcove. There's something shiny, or perhaps glittery, over there.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 69 [lol]
Post by: Darvi on April 27, 2011, 04:35:04 pm
Fuck you harpy 2! Double nuke her!
Title: Re: CvRTD: Turn 69 [lol]
Post by: IronyOwl on April 27, 2011, 05:09:11 pm
Get the shiny!
Title: Re: CvRTD: Turn 69 [lol]
Post by: Dwarmin on April 27, 2011, 05:59:29 pm
"Fly away, little birds! Back to your foul aeries!"

Double Fireball Harpy 3!

OOC: I hope everyone got the "write the phrase backwards and call it an ancient language" joke I made. :/
Title: Re: CvRTD: Turn 69 [lol]
Post by: Draignean on April 27, 2011, 06:02:44 pm
I wasn't erasing them, I was just gathering them to a point... :(

Cover the others as they run for the giant cave dwelling lurefish.
Title: Re: CvRTD: Turn 69 [lol]
Post by: Grimmjow6th on April 27, 2011, 06:13:05 pm
''Die Ya Bird Brains!''
Whip harpy one
Title: Re: CvRTD: Turn 69 [lol]
Post by: Dwarmin on April 27, 2011, 06:13:54 pm
''Die Ya Bird Brains!''

"Your pre-strike one liners could use work Frenz!"
Title: Re: CvRTD: Turn 69 [lol]
Post by: Grimmjow6th on April 27, 2011, 06:17:10 pm
''....im about killin these things, not spouting one liners!''
Title: Re: CvRTD: Turn 69 [lol]
Post by: IronyOwl on April 27, 2011, 06:18:06 pm
Cover the others as they run for the giant cave dwelling lurefish.
:P
Title: Re: CvRTD: Turn 69 [lol]
Post by: Dwarmin on April 27, 2011, 06:23:56 pm
You know, the Lurefish is probably using a glowing treasure chest filled with real treasure for it's lure. That's D&D logic!

Did I just BLOW YOUR MINDS?
Title: Re: CvRTD: Turn 69 [lol]
Post by: Zako on April 27, 2011, 09:46:34 pm
Nope. It's D&D, it has to drop treasure so it has to hold it somehow.

"Stop! HAMMER TIME!!!"

Beat the brains out of harpy 2!

Ooh, I rolled an 8! Does this count towards a skill up, or is it just me being lucky in combat?
Title: Re: CvRTD: Turn 69 [lol]
Post by: SeriousConcentrate on April 27, 2011, 10:10:11 pm
It counts towards it; you're still 4 from your class evo. ^^
Title: Re: CvRTD: Turn 69 [lol]
Post by: Zako on April 27, 2011, 11:01:33 pm
So I can take a skill now?

If so, then my new skill is:

Resourceful: Gets extra uses out of a physican's kit.
Title: Re: CvRTD: Turn 69 [lol]
Post by: SeriousConcentrate on April 27, 2011, 11:04:11 pm
:p You ain't got one yet, but I'll keep it in mind. No one's getting away with that twice. You hear me Dwarmin? :3
Title: Re: CvRTD: Turn 69 [lol]
Post by: Zako on April 27, 2011, 11:32:49 pm
Awwww...

That's alright though. I'm not really sure what to take for a skill anyway. Any suggestions guys?
Title: Re: CvRTD: Turn 69 [lol]
Post by: Krath on April 27, 2011, 11:43:43 pm
Get the shiny!
Title: Re: CvRTD: Turn 69 [lol]
Post by: Ahra on April 28, 2011, 12:36:44 am
Get the shiny!
Title: Re: CvRTD: Turn 69 [lol]
Post by: Zako on April 28, 2011, 02:55:17 am
I would not be suprised if that was a trap. Or if one of you falls into a hole in the lake, or gets eaten by a water monster you can't see, or the shiny is a lure for a cave in trap, etc etc.

Guys, you may want to think about this...
Title: Re: CvRTD: Turn 69 [lol]
Post by: Talarion on April 28, 2011, 03:02:23 am
No, no, let them, Zako. If all goes well, err I mean bad, I'll be back in the game! Meheheh...
Title: Re: CvRTD: Turn 69 [lol]
Post by: Krath on April 28, 2011, 03:11:11 am
It's a shiny object. We have to get it!
Title: Re: CvRTD: Turn 69 [lol]
Post by: SeriousConcentrate on April 28, 2011, 03:27:46 am
Indeed. :3 That seems to be everyone, so turn nao.

WOLVERINES

(INITIATIVE)

HARPY 2

Harpy 2 (1) wheels through the air and goes for Wymar! (4+1 vs 8) But the fortune teller knew it was coming and ducks away!

DANIEL KING

(6 vs 4; Major Success, 2d4; 7 damage) ...and she ends up flying right into the path of your swing! Pieces of teeth fly as your warhammer smashes into its jaw, breaking it!

WYMAR SANE

(-2 MP. 1 vs 4, 3 vs 2; Massive Success, 2d4x2; 12 damage) The harpy lands and is staggered, its bell quite clearly rung from the hit... and you seize the opportunity, blasting it in the head with your magic! The flesh is seared from most of its face. It's clearly very injured.

HARPY 1

Harpy 1 (4) attacks Frenz. (2+1-1 vs 6+1) Again the plate mail stands up against the talons.

FRIAR GREENMOORE

(-2 MP. 5 vs 8, 6 vs 2; Major Success, 2d6; 11 damage) Harpy 3 vanishes in the flames! Burning feathers and embers drop from the sky. (2) You expertly catch its flaming heart as it falls and store it in your pack.

FRENZ GRENDE

(4 vs 1; Massive Success, 2d4x2; 10 damage) Swinging your whip overhead for momentum, you lash the harpy across the chest, tearing the flesh! The skin breaks along a massive line, causing the harpy to shriek in pain.

NIGHTCRAWLERS

Malakai, unwilling to risk getting his books wet, watches from the shore as Pierre, Claire, and Malleus wade across the lake towards the far alcove. (8) Malakai has a very uneasy feeling, however, and keeps an eye out. After staring at the glittering objects for a moment, he recognizes a certain pattern about the way they're arranged. He yells for them to stop right there, the alcove is full of giant spiders! (2) But he's so concerned with his allies he doesn't notice the one descending behind him, or that the ones in the alcove are starting to move...

(Targets: GS 1, 2, 3, 4.)

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0

RNG repetitive much? o.O Jeez. Go ahead and take a skill-up for three in one turn and you're one away from your class evo, Zako. Darvi gets one for triple 8 as well. >.> How many were rolled this round, ten? I need to start using random.org or something.

Also, @Draignean: You were trying to remove the shadows from the environment, regardless; that's something that Wymar's spellbook could probably do and I'd have to think about it if I would allow that.

EDIT: lol, my laziness in just copying the previous turn and overwriting it with the new rolls and stuff was obvious, so edit for cleanliness. And to turn off smileys.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Krath on April 28, 2011, 03:33:07 am
I HATE SPIDERS

Stab the nearest one!
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: IronyOwl on April 28, 2011, 03:57:52 am
Engage GS 2.

One for each of us, that shouldn't be too bad. :3
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Zako on April 28, 2011, 04:00:04 am
Hmmm... For lack of a better option and also since I think we may be needing it later on, I shall take the following, unless someone can give me something better:

Cooperative Lv2: +2 to helping allies

Activate Sugical Precision. Grab Harpy 2 by the neck and gut it like a fish with my knife.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 04:16:07 am
OK, I'll wait until I run the next turn to update your skills so you have a chance to change your mind.

@Draignean: Something just occurred to me. Were you trying to eliminate the shadows, or were you trying to enchant your staff with the shadow element? If it's the first then yeah that was an autofail, but if it was the latter then I completely misunderstood your action two turns ago. :-[
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Zako on April 28, 2011, 04:17:19 am
By the way, you really must make an avatar of my character some time. :P

Pweaze?  :D
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 04:21:54 am
Hmm, I'll think about it. I'll have to look over him and what I have on hand and see what I can come up with. ^^
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Ahra on April 28, 2011, 04:22:44 am
charge!!! no:3
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Darvi on April 28, 2011, 04:41:14 am
"In your face!"

Stab harpy 2. Or her friend if she's dead.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Dwarmin on April 28, 2011, 04:57:48 am
"One for each of you!"

Send one fireball to each remaning harpy
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 05:48:51 am
@Dwarmin: Good idea. :3

@Zako: How's this? (http://img.photobucket.com/albums/v355/Static_Jester/Bay12/DanielKing-1.png)
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Darvi on April 28, 2011, 06:19:25 am
That looks like he was some guy from a FE game :3
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 06:22:58 am
Good eye. ^^ Most of the avatars I do are Frankensteins, and this one's about four/five FE characters.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Darvi on April 28, 2011, 06:24:16 am
Good eye.
Left one. :P
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Dwarmin on April 28, 2011, 06:27:26 am
If your taking orders for avatars SeriousConcentrate, can you whip up Friar Greenmoore? In fact, I DEMAND IT!
 
My crabman avatar from TFTD is overdue for a change lol

Remember, tired brown eyes, 50ish years aged but still combat capable, even though he lost all his hair. D:
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Talarion on April 28, 2011, 06:33:31 am
Muahaha! Yes! SC avatars for all! ... *glance at own avatar* ... Sniff. Poor Marcus. Good thing I made my new character look up to him as an idol, huh? And yes, in case yall didn't realise, that's who I was talking about in the bio of my new character. Off topic rambling, POWER UP!
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 06:40:49 am
I see my countrified way of speakin' is starting to catch on. ^^ I'd better amp up my southern twang to keep ahead of y'all.

Anyway, if I can find some suitable sprites I'll see about Greenmoore. ^^
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Talarion on April 28, 2011, 08:17:40 am
The funny thing is, I'm Australian... Nearly as far south as you can go! Now where's my boomerang 'n' kangaroo, I needa hunt me some Croc' 'n' Drop Bear for the barbecue tomorrah! Heheh.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 08:30:53 am
Yew kin throw anudder shrimp on th' barbie for meh. :3 Indulgence in stereotypes for both of us aside, my speech isn't that bad. I do say y'all a lot though, and yessir, and some other good ol' Southern USA truisms.

...It's really hard to find good bald people. I may have to throw a hood on Greenmoore. >.>
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Talarion on April 28, 2011, 08:35:04 am
Sadly, I don't like shrimp. Also, if it wouldn't be too much trouble, could I request another avatar, of my new character? Preferably with a hood, and shaded eyes. If it is too much trouble, it's fine. Just... Your avatars are too epic to resist!
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 08:36:41 am
Thanks. ^^ I'll put it on the waiting list. :p I still gotta finish Greenmoore first.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Talarion on April 28, 2011, 08:39:22 am
Many thanks to you. Live long and prosper? :P
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Zako on April 28, 2011, 09:58:39 am
Ooooo, that looks pretty good, but can I request some small changes?

Move the scar over his eye and make it thinner and give him some rough stubble up to halfway on his jaw line and a bit out onto his face proper. Hopefully not too much for you. Also, you have mad skillz in the art of custom avatars.

Edit: now that I look at it closer, the hair is great. :P
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Grimmjow6th on April 28, 2011, 01:28:50 pm
''Hmm, lets see here''
Whip at the harpy again!
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 03:18:48 pm
All right, I'll do those changes ASAP. I've got Greenmoore done but I'm not sure I'm perfectly satisfied with him. :\ Now I'm working on Talarion's new character. and when I finish that I'll upload all three in the same post.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 05:34:13 pm
OK, here's what I came up with. I'm not... certain about the new ones. I did two Greenmoores because it's hard to find bald guys that don't look ridiculously villainous or old. :\ Also because I wasn't sure if Greenmoore should have a beard or not.

Anyway, up first is Daniel: (http://img.photobucket.com/albums/v355/Static_Jester/Bay12/DanielKing2.png)

Then Zathyran: (http://img.photobucket.com/albums/v355/Static_Jester/Bay12/ZathyranFirsankh.png)

Friar Greenmoore FE style: (http://img.photobucket.com/albums/v355/Static_Jester/Bay12/Greenmoore1.png)

Friar Greenmoore V2: (http://img.photobucket.com/albums/v355/Static_Jester/Bay12/Greenmoore2.png)
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Dwarmin on April 28, 2011, 07:44:44 pm
Exactly what I was thinking of-funnily enough the first one was my original mental image, but the second looks much better anyway.

Bravo!

The epic beard is a nice touch.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 07:51:35 pm
^^ Indeed. I too think the FE-style is closer to the current Greenmoore, but the second one seems like a slightly younger one to me. Maybe I should turn the beard gray?

EDIT: Actually, never mind, I'll work on it now while poking Draignean. ^^

EDIT2: OK, this time I think it uploaded correctly. >.> How's this?

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/Greenmoore3.png)
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Dwarmin on April 28, 2011, 08:27:56 pm
I like the other one better. There's something weird going on there with his mouth! :P

Seriously, though good job. I'll stick with the 2nd draft.

Now, you need to make the background ocean to sparkle like it would during sunset, and animate my beard to ruffle with the wind. You can also add a dragon or a flying castle that randomly floats through the background. Or both!
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Draignean on April 28, 2011, 08:40:51 pm
I itch to put runes on the friars bald head now.

Summon a shadow demon, it should be able to navigate the dark terrain fairly easily. Then make sure that I myself AM NOT SURROUNDED BY GIANT FRICKIN' SPIDERS.

Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 08:44:40 pm
:3

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/Greenmoore4.png)

I moved the mouth back. But seriously, recapping actions.

MALLEUS RAULAT

Charge spider 3.

WYMAR SANE

Stab a harpy with preference on 2.

PIERRE Dé GRASSE

Stab a random spider.

FRIAR GREENMOORE

Fireball both harpies.

MALAKAI RITT

Summon Shadow Demon

DANIEL KING

Take Cooperative L2, activate surgical precision, attack H2 with knife

CLAIRE ROSARA

Stab Spider 2.

FRENZ GRENDE

Retaliate with whip.

FAKEEDIT: Draignean ninja'd my damn recap. :p I'll run the turn in a bit, I gotta work on my laundry atm.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: Zako on April 28, 2011, 09:14:37 pm
Oooo, that looks a lot better, but can you make him loose the mustashe and get a bit more hair along the jaw instead?

Plus, I like the first greenmoore better. The beard just doesn't do it for me with him.
Title: Re: CvRTD: Turn 70 (In which then RNG becomes a broken record)
Post by: SeriousConcentrate on April 28, 2011, 11:55:54 pm
(http://img.photobucket.com/albums/v355/Static_Jester/DanielKing4.png)

Stubble is difficult. >.>

WOLVERINES

(INITIATIVE)

FRENZ GRENDE

(7 vs 3; Major Success, 2d4; 4 damage) You lash Harpy 1 as it tries to pierce your armor, striking it across the stomach and leaving a thick welt.

DANIEL KING

You put away your warhammer in favor of your knife and reach out for the harpy! (2+2 vs 1; Major Success, 2d6; 7 damage) You grab it by the calf and drag it down to the ground, then pin it down with your forearm on its throat and jam your knife into its chest. The harpy stops struggling after a few moments and expires.

WYMAR SANE

Seeing Daniel finish off Harpy 2, you turn your attention to the remaining harpy still struggling with Frenz. (7+1 vs 7; Minor Success, 1d4; 4 damage) You stab it in the back, but that doesn't finish it off.

HARPY 1

Impaled by Wymar, the harpy doesn't have much freedom of movement and continues kicking her talons out at Frenz! (1+1-1 vs 4+1) It still doesn't do her any good.

FRIAR GREENMOORE

(-2 MP. 6 vs 4; Minor Success, 1d6; 2. 7 vs 1; Major Success, 2d6; 11 damage) You launch two fireballs. The one from your left hand is low powered, designed only to blow the harpy away from Wymar; this it succeeds in admirably. The next fireball burns it to a crisp and it falls from the sky. (1) It plummets over the cliff edge. There is a distant mulchy sort of sound as it impacts on rocks at the bottom.

NIGHTCRAWLERS

(INITIATIVE)

CLAIRE ROSARA

You move forward to attack the spider in the middle of the three charging! (4 vs 1; Major Success, 2d4; 5 damage) You slash it across the side!

MALLEUS RAULAT

You charge forward to intercept the spider on the far right! (7 vs 8) But it is more ready than its compatriot and manages to fend you off...

SPIDER 3

...and as it engages Malleus, it starts to work its spinnerets. (6 vs 1; Malleus is webbed down; armor bonuses negated for 2 turns) Large, thick webs fly out and wrap around the knight, grounding him in one place and immobilizing most of his limbs!

SPIDER 2

Spider 2, still engaging Claire, attempts to bullrush her down! (4+1 vs 3; Major Success, 2d4; 7 damage) It catches her low in the stomach and knocks her back!

MALAKAI RITT

(-4 MP.) You call upon the forces of darkness you bound to your blood and summon a wraith-like, smoky being. It sniffs around in a feral manner, then immediately turns and runs behind you! (2 vs 1; Major Success, 2d6; 12 damage. Quite the debut. >.>) You hear it screech and see blood fly past you; looks like one had been sneaking up on you! You turn around to face it and back towards the lake.

SPIDER 1

Spider 1 (3) charges Malakai the second he turns his back! (2 vs 1-1. Following the precedent I set way back when, this means auto-8 damage, or 2d4x2... 6 damage) It pounces upon his back, throwing him to the floor.

PIERRE Dé GRASSE

(3) You run over to help out Malleus and fend off Spider 3. (5+1 vs 8) You don't actually hit it, but you manage to get it to back off.

SPIDER 4

The spider (3) also goes for Malakai! (7 vs 3-1. Minor Success, 1d4; 1 damage) It steps on his hand.

Spoiler: HP/MP (click to show/hide)
0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

Frenz has a skill-up. ^^

EDIT: Smiley RAEGGG >:[
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Draignean on April 29, 2011, 12:25:23 am
Yell in a manly fashion, and create a barrier of ice around myself.

ooc: If I die my notes don't pass to another do they?
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 12:30:20 am
I plead the fifth. :3 Although Wymar and Greenmoore might be able to understand them, no one in your current party has any idea what they would mean.

EDIT: Oh yeah, you can also tell your summon what to do, unless you want me to auto him each round. ^^.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Ahra on April 29, 2011, 12:30:28 am
get free, hack him in the eyes. i hate spiders....
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Talarion on April 29, 2011, 12:33:41 am
If my character gets into his party, my character would probably understand some, and could work towards understanding the rest. He is a dedicated Hunter Mage, after all.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 12:42:15 am
True too, Talarion. ^^ But you'd have to get his notes somehow...
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: IronyOwl on April 29, 2011, 01:36:09 am
Battle-hardened! It's not possible to deal 7 damage to me on a 2d4. >_>

Also, ow on the specialized Malleus-killers.


Kraken flintlock the uninjured spider (1?) attacking Malakai.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 01:45:27 am
You're right, I'll go ahead and refund your 2 HP. ^^
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Krath on April 29, 2011, 01:58:44 am
Stab Spider 4 right in between the eyes!
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: IronyOwl on April 29, 2011, 02:47:08 am
Stab Spider 4 right in between the eyes!
Which eyes? You'll need a ruler and a compass to get evenly between them all. :P
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Zako on April 29, 2011, 04:18:10 am
Just take a stab at it. :P

Also, YES! THATS IT! PERFECT AVATAR MATERIAL! Thank you!!!

Also, malakai is dead. Or soon to be.

Heal myself using my kit and then look for replacement supplies for it.

Just topping up.  ;)
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Talarion on April 29, 2011, 04:58:06 am
If he survives, I demand that I show up after exploding a wall or something awesome like that and be like: "Why hello there, travelers. Require some assistance?" and pick up his notes promptly. Heheh. Or something like that... but I really hope he does survive, it wouldn't be cool to have two people die in such close proximity time-wise. Bad for morale.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Krath on April 29, 2011, 05:00:52 am
Which eyes? You'll need a ruler and a compass to get evenly between them all. :P

I can pull it off.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 05:25:06 am
It IS Pierre, after all. :p He can always aim at the dead center of the crappy diagram below.

OOOO
OOOO
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Dwarmin on April 29, 2011, 05:35:55 am
OOC: Draignean, you can survive, you know. Order your summon to block for you and concentrate on attacking after you get that ice shield up-might as well go all out, since you'll die to one or two hits anyway. Also, ouch. All the tanks in your party, and the spiders hit the guy in the robes!

So, Can you guys not let Malakai die? Or has everyone already forgotten how he can cast runes that power up the entire party. He's a force multiplier, the party he's in gets stronger if he's there.

"Well, Harpys are somewhat less than the challenge I remember. Perhaps these were runts? Anyway, moving on.
I trust that bird scratch you received wasn't serious Daniel?"


Onwards and upwards

-Fixed Pierres Diagram-

OHOHOH
OHOHOHO
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 05:58:24 am
Yeah, if he rolls high on initiative and succeeds in the ice barrier he can soak at least one attack, and he can order the shadow to try and kill the weakened spider. If he's lucky that'll leave the one healthy spider to break his ice barrier, and he can cast it again if need be. Things aren't bleak yet, but they are looking a bit iffy. >.>
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: IronyOwl on April 29, 2011, 06:40:42 am
I'm trying. I'm not sure debuff-damaging the healthy one is the best thing to do, but it's at least working on the project.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 06:45:07 am
Just wanted to mention it's Talarion's 16th birthday in this thread too. :3 I might have to give you a present of some sort for your character; got any requests (other than jumping out of the waitlist ^^)?
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Dwarmin on April 29, 2011, 06:50:14 am
Give Talarion that boomerang. Oh wait. :'(
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 06:53:10 am
:p You love that don't you?
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Grimmjow6th on April 29, 2011, 02:59:18 pm
Yes, they must be runts...lets continue onwards.
Follow The Friar.
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: SeriousConcentrate on April 29, 2011, 03:43:48 pm
Running Darvi on auto-pilot. Request is still valid, Talarion; I'll mark the electricity book down for ya. :3

WOLVERINES

While Wymar plucks harpy feathers from one of the corpses for no particular reason, Daniel gets out his kit and tends to his own wounds. (3+2; 5 HP restored) Applying a poultice to his injuries, he closes the kit and searches what plants there are nearby for medicinal herbs. (2+2) It's mostly flowers - pretty, but nothing useful to him. Frenz and Greenmoore wait for him to finish before they all move onwards, Wymar promptly dropping the feathers over the side of the cliff.

They continued onwards until the path forked slightly. There was a sign of some sort at the dead center of the fork, extremely primitive in make. It's clearly a warning, but which path is warning against: the one continuing to trail around with a steep drop, or the one cutting through part of the mountain?

NIGHTCRAWLERS

(INITIATIVE)

MALAKAI RITT

Yelling in pain, you attempt to create an ice barrier around yourself to ward off the spiders while your summon targets Spider 4 again. (5, -2MP) Overcoming your injuries, you cover your body in a thin shell of ice. (4 vs 3; Major Failure) The Shadow demon just hisses at the spider rather than attack. Damn unreliable evil spirits. That's what happens when you don't grab them by the throat and very forcefully tell them what you want them to do.

SPIDER 3

With Malleus immobilized, the spider goes to attack! (4 vs 8) But even with only one arm free, the knight holds the spider at bay with his axe.

SPIDER 1

Spider 1 attacks Malakai's ice barrier. (6 vs 1) It cracks it open, but it hasn't gotten to the magician yet.

SPIDER 2

Spider 2 made an odd squealing noise of some sort and tried to bind Claire! (4 vs 7) But the pirate dodged the incoming webs easily.

MALLEUS RAULAT - Armor negation ends next turn

You manage to free your legs, but your shield arm is still webbed to your torso. It'll probably wash off here in a moment from the water being churned up by the battle. (7 vs 3; Minor Success, 1d4; 3 damage) You strike Spider 3 in the closest leg, injuring it.

PIERRE Dé GRASSE

Spider 4 is running in and you move to intercept. (4 vs 8) But the waist-deep water slows you and it skitters right by!

CLAIRE ROSARA

Loading one of the 'special' bullets into your pistol, you take aim at Spider 1. (5 vs 4; -2 MP, Massive Success, 2d6x2; 18 damage, 3, effect activates; defense lowered by 4 points for two rounds) The bullet strikes it in the back of the head -such as it is- and comes out through one of the eyes, killing it instantly! Looks like Malakai's lucky the 'local tail' followed Pierre after all. :D

SPIDER 4

(4) It turns out Spider 4 was just stepping on Malakai's hand on its route to attack Claire! (6 vs 2; Massive Failure, counter; Minor Failure) More used to being in water than the other party members, Claire dove to the side and swam away from the charge.

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

Also, IronyOwl has a skill-up. ^^
Title: Re: CvRTD: Turn 71 (In which spiders hate magicians)
Post by: Talarion on April 30, 2011, 10:02:36 am
My request? Jumping out of th- oh wait. A new sub-weapon, like a Magic Book: Electricity might be interesting... Please and thankyou?


(And then it turns out that I misunderstood the offer, or it isn't valid anymore... Awkwardness ensues...) ^^;
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Ahra on April 30, 2011, 10:56:27 am
get out of the web and teach it how its innards look like
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Draignean on April 30, 2011, 11:06:18 am
Get the shadow demon to cover me, yet more ice shielding.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 11:17:07 am
Short cuts make long delays-I say let's take the steep path. Likely both are equally as bad, anyway!

Friar Greenmoore votes for the steep path
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: IronyOwl on April 30, 2011, 04:08:25 pm
HA! Overkill is always the best. The -4 defense was totally worth the MP just on matter of principle. :P

Also, when do we get skillups again? I'll probably take +1 to movement rolls.

Triumphantly slash at Spider 4.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 04:13:04 pm
One at:
3 8s or two in one turn
6 8s or the next two in one turn
4 8s in one turn any time (Only Talarion's gotten this one :p)
Class Evo at 10 8s
15 8s or three in one turn after the evo
20 8s or the next three in one turn
Class Evo at 25 8s

...And I haven't decided yet whether or not to keep it going until a third class evo. :\
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: IronyOwl on April 30, 2011, 04:23:22 pm
Oh. I hate to ask, but isn't the Massive Success from this turn the first 8 I've gotten? :-\
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 04:31:01 pm
I'm pretty sure you've gotten three. I know you got one on Initiative last turn, at least.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 04:35:16 pm
Hmm, since my double fireball gives me two chances to roll an 8 during a single attack is that a way for crazy overpowered leveling?
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: IronyOwl on April 30, 2011, 04:36:11 pm
Ohhhh, I didn't know initiative counted. Cool, I'd just been ignoring that. :P

Well then, I think I'd like +1 to movement rolls... not sure what to call it though.


Hmm, since my double fireball gives me two chances to roll an 8 during a single attack is that a way for crazy overpowered leveling?
Uh oh.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 04:39:08 pm
O.O

Well, I was using the subweapon upgrades in the same manner as the x2 and x3 multipliers you could find in Castlevania 3... and I'm going to keep doing that because no point changing it now but uh, yeah. Should've thought that through a little more, huh? *knocks self on head* It sure looks like you could do it that way, though.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 04:44:04 pm
I guess it's not much different than how higher health chars can take more damage without dying, as every 8 defense roll counts toward progression. Eh, eh?

Also, maybe I'm just imagining things, but Friar Greenmoore seems to have abysmal intiative rolls.

SeriousConcentrate must have added the "creaky old man" disadvantage to me in secret. D:
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: IronyOwl on April 30, 2011, 04:46:09 pm
Now I just need to find a way to dual-wield bayonetted guns to quadruple my leveling speed. :P

And because it's about to come up, do summons also count? I could get myself some parrots...
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 04:57:20 pm
I haven't decided about summons yet, since Draignean (if he wanted to expend the MP) could summon all three of his over a number of turns and get four actions a round. :\ Also, yeah, the dice are wacky like that sometimes. It is a bit odd that they're consistent about Greenmoore's initiative, though.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Krath on April 30, 2011, 07:07:49 pm
FORGET THE STABBING THEN

Throw a dagger!
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Talarion on April 30, 2011, 08:08:15 pm
Quick! Do a barrel roll! It'll save you! Also, sweet. I have the best achievements... ^^ 'First to Join' 'First to Die' 'First (And only so far) to roll 4 8's in one turn' 'Can't let go of his dead character' and 'The Aussie' ftw.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 08:12:01 pm
I'm pretty sure I got the achievement for "highest damage in a single attack" from those ghosts I busted way back when.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 08:32:42 pm
I dunno, did you do more to the groundskeeper? I know you smote his ass righteously there at the end. :3
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 09:02:28 pm
Seems I did 24 to the groundskeeper, and I rolled two 30's for damage on turn 30 and 31.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 09:21:07 pm
Twice in a row? o.O Couple that with your initiative and it looks like Greenmoore's the Mighty Glacier (http://tvtropes.org/pmwiki/pmwiki.php/Main/MightyGlacier) of the team.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Zako on April 30, 2011, 09:24:46 pm
Ehh, sure you can do shitloads of damage to multiple targets, but you are as tough as fine china and can only use those devestating attacks a set number of times. Shouldn't making extra attacks occur a higher MP cost? That seems logical to me to offset the killing power.

"It's fine now, friar. Nothing too serious. However, this is clearly a serious decision we are faced with here. We should check to see which path is safer to take before we make any decisions."

Examine the sign closely and then check the ground for signs of previous passage and which way it leads.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 09:31:39 pm
Twice in a row? o.O Couple that with your initiative and it looks like Greenmoore's the Mighty Glacier (http://tvtropes.org/pmwiki/pmwiki.php/Main/MightyGlacier) of the team.

Well, it was a *Holy* trinity of a massive success roll, x2 super effective weapon plus a x2 priest bonus.

I agree with Zako though-double fireballs, double mana. Hell, I need something to spend all those hearts on!

IC

"If you say so, Daniel. If you find any marks of recent travel, I suggest we go the opposite direction..."
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Zako on April 30, 2011, 10:06:29 pm
"Why is that? Wouldn't people naturally want to go with the safer path?"
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on April 30, 2011, 10:24:34 pm
You guys have some time to RP it out if you want, I'm giving Darvi a little more time to post. If he doesn't show up though I'll auto him for Turn 73 whenever I feel like running it today or tomorrow, and continue to auto him for turn 74 as well, but the auto for turn 75 will involve chucking Wymar off the cliff. :3 Three turns on auto sounds fair to me anyway.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Zako on April 30, 2011, 10:45:00 pm
That or he suffers oops-I-tripped-over-a-cliff syndrome. He will be missed. :P

Also, RP ftw.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 10:57:24 pm
"Why is that? Wouldn't people naturally want to go with the safer path?"

"You remember the town? No one lives around here...at least, those who are still sane, and are still human. I fear only creatures of the night travel through these passes anymore."
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Zako on April 30, 2011, 11:06:54 pm
"True, but surely they would normally want to protect the safer path so to force travelers to take the more dangerous path?"
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Grimmjow6th on April 30, 2011, 11:08:36 pm
''You both make good arguements, but as long as I get a challenge, whatever path we take doesn't matter to me.''
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on April 30, 2011, 11:14:32 pm
"True, but surely they would normally want to protect the safer path so to force travelers to take the more dangerous path?"

"Or they defend both paths, equally. I've never known these creatures to leave unguarded routes into their dens, nor do they lack in numbers. I do concede, the heavier opposition will be on the easier path-which is why I suggest the steep path.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Zako on May 01, 2011, 12:49:19 am
"Fair enough. But what is dangerous about a passage through the mountain when compared to a steep cliff face?"
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: Dwarmin on May 01, 2011, 06:22:19 am
"The passage could collapse over or onto us. Trapped gasses could suffocate us. Or we could get lost-caves are bad places to get lost, you know. Wymar, any thoughts?"

OOC: Let's just let SeriousConcentrate decide which way we're going with opposing rolls. Unless Wymar appears and casts a vote.
Title: Re: CvRTD: Turn 72 (In which there is a BOOM, HEADSHOT moment)
Post by: SeriousConcentrate on May 01, 2011, 07:53:19 am
Bored of waiting, running 73 now. :3 Also, by request, level 2 magic now costs 4 MP and other level 2 subweapons cost 2 MP, but you can still use the level 1 variants so you don't have to blow through all your MP just to use your subweapon in Malleus, Pierre, and Frenz's case. Finally, IronyOwl: That would've lowered the spider's defense by 4 for two rounds... assuming it had survived. :3 If you knew that and I misunderstood, sorry in advance. ^^;

WOLVERINES

(Daniel's Roll: 2) Daniel searches the ground, but it's mostly rock; no sign of passage. He has absolutely no clue what the sign is, either, and just gives it an unsure look. After debating for awhile, Daniel and Greenmoore can't decide which way to go, and Frenz elects not to vote, stating only that he would rather take a path that led to creatures of the night. Therefore the vote falls on Wymar, who taps into his powers of foresight by dealing cards. (6+1) After examining them for a few moments, he packs the deck and puts it away. "The way around the cliffs is extremely dangerous. Large eagles nest there and the precarious footing means we'll probably get knocked off. That's what the sign says."

"On the other hand, that sign was made by goblins and it looks like it was cobbled together by at least ten different tribes. They're probably camping in the pass." He thought for a moment. "I think you and I are agile enough to take the path, Friar, but Daniel and Frenz would probably have trouble with it. Which way do you want to go?" he asked.

NIGHTCRAWLERS

(INITIATIVE)

SPIDER 2

Spider 2 continued to attack Claire, being a single-minded sort. (2 vs 8, and I was wrong, this is your third 8. You get that skill now though. :3) But she easily evaded its clumsy blow!

SPIDER 4

It continued charging as it missed Claire and went straight for Malleus! (6 vs 2+4 [7 vs 3+4] {6 vs 1+4}; Major Success, 2d4; Wax Doll) It hit him low in the stomach and knocked him back, but he was uninjured.

CLAIRE ROSARA

You chase after Spider 4 and attack it from behind! (7 vs 8) But the water is quite hard to move through, so you settle for getting closer to it at the moment.

MALAKAI RITT

(-2 MP, 5) Again you create a thin shell of ice around yourself while you order your demon to beat the tar out of Spider 3. (5 vs 3; Massive Success, 2d6x2; 20 damage) Now that it has a definite order, your shadow summon falls upon the spider with furious vengeance and rips the spider to shreds! Internal organs are everywhere and ichor is splattered across your ice shield. o.o

MALLEUS RAULAT

Enraged, you retaliate against Spider 2! (7 vs 4; Massive Success (6+2, so not an 8), 2d4x2; 14 damage) Your strike doesn't quite kill it, but there is a deep wound along its abdomen and an internal organ you can't identify has slid partially out. There. That's what your innards look like, you damn arachnid!

PIERRE Dé GRASSE

You pull out one of your daggers and toss it at (Even/Odd: 3) Spider 4! (7 vs 4; -1 MP, Major Success, 2d4+1d4; 6 damage) Your dagger doesn't quite kill it, but the wound is gushing blood. The spider won't last much longer at this rate.

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0

I decided to go ahead and let summons count, so Malakai now has 15 8s and therefore a skill-up. I also want to remind Grimmjow6th he has one he hasn't used yet. ^^
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Ahra on May 01, 2011, 08:20:28 am
now carve its eyes out with the axe
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Zako on May 01, 2011, 09:38:17 am
Well that settles it. I am not dying a cheap death, I would rather make a mistake and get overwhelmed.

My vote is for the goblins. We have magic and a narrow pass to funnel large groups in. Much better than getting turned into paste from a fall.
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Krath on May 01, 2011, 11:03:15 am
Finish off the wounded spider with my Blitz Rapier!
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Dwarmin on May 01, 2011, 11:55:39 am
Well that settles it. I am not dying a cheap death, I would rather make a mistake and get overwhelmed.

My vote is for the goblins. We have magic and a narrow pass to funnel large groups in. Much better than getting turned into paste from a fall.

Same here. Shitlod of Goblins beats cheap instadeath any day!

Greenmoore and Daniel decide to lead the party through the Goblin pass
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Grimmjow6th on May 01, 2011, 02:53:31 pm
Follow behind with whip at the ready.
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: IronyOwl on May 01, 2011, 03:12:43 pm
Slash at the spider with the most health remaining.


And yeah, I knew about the defense thing. Utterly crippling its defense was what took it from "sufficient" to "glorious overkill," even if it wasn't alive for that to matter.
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Darvi on May 02, 2011, 01:11:52 am
Gobbos sound like good chunks of Exp.
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Talarion on May 02, 2011, 02:47:58 am
DARN he came back. Lady Luck is poking fun at me! T-T
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Dwarmin on May 02, 2011, 04:59:21 pm
Team Wolverine is in agreement in taking the gobbo path!

Seems we're just waiting for Draignean then. *activates giant spotlight on him*

Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Darvi on May 02, 2011, 04:59:51 pm
*in b4 Krath steals it*
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: Draignean on May 02, 2011, 05:41:24 pm
Team Wolverine is in agreement in taking the gobbo path!

Seems we're just waiting for Draignean then. *activates giant spotlight on him*



Really? Whoops.

Lay about with my staff, beat anything that gets near me.
Title: Re: CvRTD: Turn 73 (In which a summon tears Malakai's foe to shreds)
Post by: SeriousConcentrate on May 03, 2011, 11:43:06 am
WOLVERINES

The party elects to take the shadowy path, away from the edge of the mountain.  (MAR: 7) For now, they are undisturbed as they make the trek. If goblins really are on this path, they haven't noticed them yet.

NIGHTCRAWLERS

(INITIATIVE)

MALLEUS RAULAT

Still targeting Spider 2, you go for all eight eyes in one swing. (4 vs 2; Minor Success, 1d4; 2 damage) You only manage to catch it along the two left most eyes, but at least you injured it.

MALAKAI RITT

It being the only thing near you, you hit your shadow summon with your staff. (6+2 vs 7; Major Failure) The staff goes right through and it just looks at you.

PIERRE Dé GRASSE

(8+1 vs 5; Major Success, 2d6; 8 damage) You impale Spider 4 with your rapier, killing it from both stabbing it in the brain and electrocuting it at the same time!

CLAIRE ROSARA

(8 vs 8 [5 vs 3]; Minor Success, 1d4; 2 damage) The spider tries to skitter away, and your slash barely catches it. It's still injured, but it's also still alive.

SPIDER 2

(4) The spider swings a leg out at Claire. (4 vs 5) The appendage brushes lightly against her shoulder. It has no real strength behind its attack.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Darvi on May 03, 2011, 11:44:51 am
Lead the way, looking out for ambushes.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Ahra on May 03, 2011, 11:46:24 am
shoot it and then take shiny
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Dwarmin on May 03, 2011, 11:55:31 am
"We should be wary...Goblins are a dangerous, and they survive through force of numbers and cunning. I've no doubt they will attack
us."


Prepare to fireball whatever looks green and skeevy
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Krath on May 03, 2011, 11:56:51 am
Stab stab STAB.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Darvi on May 03, 2011, 12:08:47 pm
So you're going to shoot our text? :V
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Draignean on May 03, 2011, 12:35:44 pm
...Thank you serious...  ::)


Order the Shadow to rip the last spider to shreds.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: SeriousConcentrate on May 03, 2011, 12:54:58 pm
Just be happy that I didn't have it attack you back.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Draignean on May 03, 2011, 01:14:47 pm
I suppose anything was a bit of a general command, in future though I will NOT be attacking my summons unless they attack a member of the party first.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Dwarmin on May 03, 2011, 01:50:51 pm
First of rule selling your soul to evil forces for good intentions, everything goes pear shaped when you least expect it.

While I don't expect hostile summon fail on the scale of Staggered Magi, you should be prepared for such an eventuality.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: IronyOwl on May 03, 2011, 03:22:43 pm
Slash spider, find loot.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Zako on May 03, 2011, 07:14:35 pm
Proceed slowly onwards, looking constantly for traps and ambushes. Make sure to stay within arm reach of Frenz at all times so to help him avoid activating any traps.

Can you update my health serious, its not full and I overhealed a few turns ago.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: SeriousConcentrate on May 04, 2011, 02:00:13 pm
@Zako: For some reason I was under the impression you had 17 HP and the heal brought you up to 22, rather than at 22 and brought back to full. No problem, it'll be corrected in the upcoming turn. Just waiting on Grimmjow6th now. ^^ Unless the rest of the Wolverines want me to auto him since not much is going on.

@Draignean: Sorry for being a douchebag. :-[ Like I said in the Westlands RTD, I had some serious problems going on at the time and I really shouldn't post while I have heavy stuff on my mind.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: Dwarmin on May 04, 2011, 02:57:23 pm
Auto, auto! Run the turn!

I mentioned earlier-we're walking...FORWARD. Travelling turns can be auto'd-we're ALL looking out for danger! Yes, we all know.

There's literally nothing else he can do right now.
Title: Re: CvRTD: Turn 74 (In which a spider gets the chair)
Post by: SeriousConcentrate on May 04, 2011, 04:44:00 pm
He can stop and search the area. :3 However, since you asked... Running tha tizzurn.

WOLVERINES

(MAR: 8. :\ Hmm, how to handle this... I'm in a good mood right now, everyone gets the eight. That means good news for Zako.) Friar Greenmoore gets his book out while Daniel takes his left side, looking out for traps. To the friar's right is Frenz, and Wymar is taking point. They advance forward cautiously and their manner serves them well, for they completely escape notice.

...But the goblins don't escape their notice! They creep up on a band of six goblins. Will they ambush them, or try to sneak past?

NIGHTCRAWLERS

(INITIATIVE)

MALLEUS RAULAT

(5 vs 4; -1 MP, Minor Success 1d6; 6 and kill) Drawing your new gun, you sight down it at the spider that's just a little too far away to slog over and axe. The spider turns to you, giving you a perfect shot. The bullet takes it in the eye, spraying ichor everywhere. and you shoulder your rifle with the satisfaction of a job well done.

EVERYONE ELSE

Malakai's summon vanishes. (4, so HP returned; 4 HP healed) While the mage gets his breath back, Pierre stabs the corpse 'to make sure' while Claire swims across the lake to investigate the alcove. (CSR: 5) There isn't much loot in the alcove. A few old skeletons, mildewed from the damp, the clothes mostly rotted off. Claire isn't squeamish, though, and a search of what remains of their pockets and the surrounding area produces a few gold coins. (Claire gets: Bag of Gold!) The three get back to shore with Malakai and ponder their next move while the GM debates making inappropriate jokes pertaining to how dry a certain party member is. :3

Spoiler: HP/MP (click to show/hide)

0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

And as I said earlier, Zako has an evo to spend.

Studious Physician: Daniel's studies in herbology allow him to cure minor physical ailments. (Daniel's Kit now cures Poison and Curse!)
Fighting Physician: Daniel's studies in anatomy allow him to better place his attacks on living opponents. (Daniel's attack die increases by 1 rank -ie d4 to d6, d6 to d8- when using a piercing weapon against non-undead enemies!)
Exact Physician: Daniel's studies in physiology allow him to target joints and nerves with brutal efficiency. (Daniel can call shots to the arms or legs. Called shots inflict 1/2 damage but alter the target's attack and damage/defense {depending on whether the arms or legs were targeted} by -2 for 1d4 rounds!)

QUICK REMINDER: Grimmjow6th and Draignean have a skill-up.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Grimmjow6th on May 04, 2011, 04:48:08 pm
take out my whip and look quizzically at friar.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Krath on May 04, 2011, 04:51:47 pm
take out my whip and look quizzically at friar.

You should get your skill-up, bro  ::)

Make inappropriate joke pertaining to how dry a certain party member is.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Grimmjow6th on May 04, 2011, 05:09:20 pm
ah sure...whats a skill-up  :P
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: SeriousConcentrate on May 04, 2011, 05:12:57 pm
Basically, you pick something you would like a +1 to, such as +1 to damage rolls with a whip, or takes -1 damage from enemies. Something of that nature. ^^
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Grimmjow6th on May 04, 2011, 05:31:41 pm
battle endurance:-1 dmg from enemies
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: SeriousConcentrate on May 04, 2011, 05:33:53 pm
Added. ^^ You already have a similar effect, so I leveled it up to 2 for ya.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Grimmjow6th on May 04, 2011, 05:46:21 pm
ah, good.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: IronyOwl on May 04, 2011, 05:50:04 pm
Appreciate some highly inappropriate humor, add something about booty, and head down the northeast path.

The lake was to the west and the passages are north and northeast, so... I don't know. I'd like to scour the entire cavern if possible, but I'm not sure if there's any real way to guess which way leads out and which leads to a loot-filled dead end.

Of course, they might reconnect anyway, in which case I guess it'd just be seeing what tries to eat us in that particular hallway. Either way, if anyone's got a better idea I'd like to hear it.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Draignean on May 04, 2011, 05:54:44 pm

Serious, can skill ups effect your chances of getting spell effects? (Like the life transfer from shadow magic.)
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Zako on May 04, 2011, 07:12:02 pm
Hmmm... A nice couple of choices there for me. Do I play the medic, or do I go offensive? It's between either the studious or fighting evo, and I'm not sure...

Cure curses and poison (which noone else can do)?

or

Extra damage with knife against living enemies?

Difficult...

I shall choose Studious Physican as my evo.

Also, what do you guys think? Reckon we can take em? Oh, and if we do ambush them, do we get a bonus to our attack?
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Dwarmin on May 04, 2011, 08:27:33 pm
I say we attack. Or do you want to try to see if the whole team can pass stealth rolls >_>

"We must slay them while they are unprepared. Prepare your weapons..." Greenmoore says quietly
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: SeriousConcentrate on May 04, 2011, 09:27:44 pm
@Draignean: A class evolution can do that. Speaking of which, I want to inform you guys of something: The next time you get a class-up, you'll have the same three choices, but the one you picked previously will be a stronger version. For example, Zako chose studious so he can cure a few extra ailments. Getting the second level of it would allow him to cure just about everything with his kit. To keep things interesting I might add a fourth option for everyone on the second time you class-up; I already have one for Wymar the next time he goes up thanks to player suggestions. :3

@Zako: You get an ambush turn -> one round of non-retaliatory attacks with a slight malus to the enemy's defense. The benefits of rolling an 8. ^^
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Darvi on May 04, 2011, 11:18:42 pm
I say we ignore the gobbos. It's not like we're some exp hungry psychopaths, right? :V

Unless they're doing something obviously evil like eating babies or something.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Draignean on May 04, 2011, 11:35:35 pm
Demon deal: -1 To helping allies, +2 to defense
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Zako on May 05, 2011, 02:55:18 am
Screw that, lets just rip them apart. We might get some sweet loot from them after all.

Activate surgical precision. Daniel prepares his warhammer for the ambush.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Ahra on May 05, 2011, 04:17:45 am
follow irony
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Darvi on May 05, 2011, 04:51:02 am
Screw that, lets just rip them apart. We might get some sweet loot from them after all.
Welp, there goes my half-hearted attempt at morality.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Zako on May 05, 2011, 10:01:03 am
Morality? In an rtd?

Ahahahahahahahahahaha!

You must be thinking of something else.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Dwarmin on May 05, 2011, 03:25:34 pm
Prepare to fire two fireballs on one Goblin, preferably one with a ranged weapon.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Darvi on May 05, 2011, 03:26:24 pm
Bash a gobbo.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: Draignean on May 05, 2011, 05:17:24 pm
I don't have an action yet do I?

Make a Pre-emptive set ice armor for the party, follow the group.
Title: Re: CvRTD: Turn 75 (In which goblins are dumb and guns are great)
Post by: SeriousConcentrate on May 05, 2011, 10:52:58 pm
WOLVERINES

(INITIATIVE)

FRENZ GRENDE

Before the friar is even done giving the command to attack, you are swinging your whip at Goblin 1! (6 vs 4-2; Major Success, 2d4; 6 damage) The goblin stiffens and yells in pain, alerting the rest as your whip strikes it in the back of the head... but not before the rest of the party is upon them!

WYMAR SANE

You swung your bastard sword out at Goblin 3! (5+1 vs 7-2; Minor Success, 1d6; 3 damage) The sword cuts through its hide armor and draws blood, although the wound isn't deep.

DANIEL KING

You analyze your opponent and find the perfect place to strike, then rush Goblin 2 with your warhammer! (2+2 vs 1-2; Autokill for -1 defense) The warhammer hits it in the chest, breaking several ribs and sending the bone fragments into the heart and lungs! You bring the hammer around for a second strike and smash it in the jaw, shattering it and dropping the goblin. It doesn't get back up.

FRIAR GREENMOORE

You summon up two fireballs and chuck them at Goblin 6! (-4 MP. 1 vs 1-2; autokill on Goblin 6, so fireball 2 goes to Goblin 5. 6 vs 4-2; Major Success, 2d4; 5 damage) The goblin is turned into ashes by the combined fireballs, and the resulting explosion catches the goblin next to him and throws it to the ground!

NIGHTCRAWLERS

Malakai expends 2 MP to create a rune that provides a thin shell of ice armor for everyone. (-2 MP, Ice Armor rune inscribed) Pierre says something bawdy about Claire being soaked. She returns the comment with a witty rejoinder about getting his booty and heads off to explore the northeast passage, Malleus and Malakai following, the knight no doubt facepalming at this trio of Godless heathens. The path heads down and curves around. Long, strange moss grows on some of the walls, shining damply in the light of the lantern. After awhile, the passage terminates in front of a pedestal that has two levers on it. Both are tilted away from the party.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Darvi on May 05, 2011, 11:16:18 pm
Continue hacking at goblin 1.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: IronyOwl on May 05, 2011, 11:40:58 pm
Interesting. I assume the levers are side-by-side?

Unless someone suggests different, pull the left one towards us.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Darvi on May 05, 2011, 11:44:25 pm
Also, I hit goblin 3, but apparently it doesn't have any damage.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: SeriousConcentrate on May 06, 2011, 12:09:17 am
That's 'cause you're looking at Goblin 4, who's the third on the list. ^^ Goblin 3 is missing three damage. Also, yes, the levers are side by side.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Zako on May 06, 2011, 12:26:01 am
Awesome. I kicked ass. :D I can imagine Daniel doing a golf swing with the second strike on that poor goblin.

Bash goblin 4 into the ground.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Ahra on May 06, 2011, 12:33:14 am
well prepare for the worst like arrows,pit,explosion,
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Zako on May 06, 2011, 01:13:48 am
What about a falling roof?
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: SeriousConcentrate on May 06, 2011, 01:21:57 am
:3 I do love applying DF-level violence to Castlevania. It's more fun to write and read, I think. As for traps... you get this again. :3
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Krath on May 06, 2011, 02:21:43 am
Watch for what happens when the lever gets pulled.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Dwarmin on May 06, 2011, 06:49:26 am
Foul greenskinned abominations...away with you!

Twin fireballs (or ONE big fireball) on Goblin 1!

OOC: Remember to add my +1 to fire book damage SeriousConcentrate. I should also technically have a to hit of -1 while I'm wearing a shield, to make up for my -2 to damage taken.

You forgot all my bonuses! D:
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: SeriousConcentrate on May 06, 2011, 11:18:08 am
Kinda, sorta. I changed all +damage bonuses. +1 is pretty meaningless in the long run, so I switched it to +1 to the damage roll. You don't see the bonus anymore, but what it does now is when you roll for damage and you get, say, a six, your Minor Success becomes a 7, or Major Success. I also wasn't sure whether to apply Bulwark to subweapon rolls. :-\ However, since you asked for it, I'll be applying it from now on.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Dwarmin on May 06, 2011, 11:24:20 am
That's more useful, then.

I would agree that subweapons should be affected as well. As a caster, I don't really have a reason to use my mace except for bashing weak enemies, even if that, so a -1 to hit with just melee would be a cheap way to game the system.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Darvi on May 06, 2011, 11:25:23 am
I think a Gobbo is pretty much an exemplary weak enemy.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Dwarmin on May 06, 2011, 11:27:18 am
I think a Gobbo is pretty much an exemplary weak enemy.

Quite. But what they lack in strength, they should make up for in numbers and cunning. It would be boring if we just steamrolled them...
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: SeriousConcentrate on May 06, 2011, 11:32:43 am
Quite. They're pretty weak if Slashing is effective on them. Y'all have probably noticed a pattern in how melee weapons work against what kinds of enemies now. :3
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Darvi on May 06, 2011, 11:36:18 am
There's a pattern?
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Dwarmin on May 06, 2011, 12:14:55 pm
From what I figure..

Slashing works on some living enemies, but is weak to almost nothing

Bashing works on Skeletons, but is weak against armored enemies

Piercing works on armored enemies, like Fishmen and Werewolves, but is weak against skeletal enemies.

Holy Damage (cross and water) work on most all evil enemies, but is more effective against undead. Goblins might be immune to it if they arnt strictly "evil"...

Throwing Axe does ranged slashing
Throwing Knife/Rifle/Pistol do ranged piercing

Magic works on every enemy not directly made of it's parent element, I would guess.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Darvi on May 06, 2011, 12:18:03 pm
And slimes are weak to Katanas :3
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Krath on May 06, 2011, 12:22:05 pm
Bashing works on Skeletons, but is weak against armored enemies

But if we're going off of the real world wouldn't bashing be effective against armored enemies?  ???
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: SeriousConcentrate on May 06, 2011, 12:26:52 pm
Dwarmin's close, but he slightly overcomplicated it. It's basically: Slashing = Everything, Bashing > Non-Organic, Piercing > Organic. Sub-weapons do tend to deal damage like S/P/B, but some enemies will be weak to a throwing axe when they're not weak to a longsword. Some enemies, however, will be weak to slashing when most are not, or piercing will work against some undead types, etc. It's a rule of thumb more than anything. ^^
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Draignean on May 06, 2011, 08:38:11 pm
Cover the party, if anything evil pops out, blast it with shadow. If anything environmentally harmful pops out (Waves of acid, fire, etc) block it with ice.
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Grimmjow6th on May 07, 2011, 01:49:28 am
((sorry ive been sick a forgot!))
continue whiping at anything green
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Darvi on May 07, 2011, 03:19:36 am
Stop hitting my text dude!
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: Dwarmin on May 07, 2011, 09:54:27 am
Ergh, I might not be able to post for two or three days-auto me seriousconcentrate, unless you get a PM from me or something...

EDIT: Ohkay, no problem. I'm still able to post. disregard!
Title: Re: CvRTD: Turn 76 (In which goblins are pwnt and pirates talk about booty)
Post by: SeriousConcentrate on May 07, 2011, 01:46:58 pm
Glad you got that worked out, Dwarmin. Whatever it was. :3 Also, no problem, Gimmjow6th. ^^ Even if you had taken a while to show up I would've given you three turns on auto. I hope you feel better soon. :-\

WOLVERINES

(INITIATIVE)

GOBLIN 4

Goblin 4, snarling, draws its dagger and leaps at (3) Daniel, appraising him as the biggest threat for some typically goblin-ish reason. (5 vs 2+2; Massive Failure, Counter=Minor Success, 1d4; 4 damage) And apparently it was right! The physician ducked to the side and swung his warhammer in a wide horizontal arc, slamming it into the goblin's stomach and bruising the guts! It fell to its knees, coughing.

GOBLIN 3

(4) Goblin 3 wants no part of Daniel after that and instead attacks Frenz! (8-1 vs 2+1; Minor Success, 1d4; 3-2 = 1 damage) It managed to slide its knife into a chink in his plate mail and scratch him slightly. It was more of an annoyance than anything though.

WYMAR SANE

Circling Goblin 1, you look for your opportunity to strike. (1+1 vs 2 [6+1 vs 4]; Major Failure) Thinking you found it, you swing! But the goblin manages to catch it on his shortsword and turn the blow aside.

FRENZ GRENDE

You put your foot on Goblin 3's chest and kick it back. (5 vs 1; Critical Success (You're the first person to get an 8+1 o.o) - 2d4x2+25%; 12+25%(3)= 15 damage and kill) You lash the goblin around the throat as it falls back, entangling it in your whip. With a vicious twist, you simultaneously free your weapon and snap its neck.

GOBLIN 1

The goblin attacks Wymar after deflecting his strike. (3 vs 5-1) The fortune teller leans out of the way of the stab.

FRIAR GREENMOORE

Since Wymar moved out of the way, you have a perfect shot! (-4MP. 4-1 vs 2; Massive Success (7+1, so no 8 :-\) 2d4x2; 10 damage and kill. Random: Even, so Goblin 5. 1-1 vs 1) You launch a column of fire at Goblin 1, pushing it away from Wymar and slamming it into a boulder! After the brief burst of flame, all that's left is ashes on the stone.

GOBLIN 5

(3) Goblin 5 figures Daniel's not paying attention to him and picks up a stone, loading it into his sling. (8 vs 3+2; Major Success, 2d4; 7 damage) After a few rotations, he releases it and strikes the physician on the shoulder from behind! The scale mail deflects enough of the force that it leaves only an extremely painful bruise.

DANIEL KING

Gritting your teeth, you fight through the stinging pain in your scapula and focus on the goblin at your feet. (2 vs 2 [2 vs 2] {5 vs 3}; Minor Success, 1d4; 3 damage) You strike it again with your warhammer, driving it to the ground.

NIGHTCRAWLERS

Claire, ever the curious pirate, pulls the lever. Pierre and Malleus immediately go back to back, looking around for an obvious threats as a grinding noise fills the cavern. Malakai raises his book and keeps a hand on it, just in case. The noise - a sound of stone dragging against stone - continues unabated for several seconds. Claire raises her lantern and takes a look around as the noise ends. There doesn't appear to be any change in the current environment, but now that the sound has stopped you think you can hear a man singing in the distance. The voice is very quiet and melancholy, and between the distance and the echoes no one can quite make out what he's saying.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Dwarmin on May 07, 2011, 01:56:14 pm
"Slay them quickly, before they flee!"

Make a firewall to prevent any Goblins escaping
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Darvi on May 07, 2011, 01:56:53 pm
*imagines self dodging Matrix-Style*
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 07, 2011, 02:02:53 pm
You're not the only one. o.O
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Ahra on May 07, 2011, 03:17:12 pm
try to make out what he sings
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: IronyOwl on May 07, 2011, 03:29:22 pm
Interesting interesting... do we pull the other lever, or just go find this singing vampire stranger?
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Zako on May 07, 2011, 09:38:24 pm
Dammit, I got hammered this turn.

Take out my knife, grab goblin 5 around the neck and shank it in the eye.

An eye for an eye.  >:( (or in this case, an eye for a nasty bruise.)
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Krath on May 07, 2011, 10:15:21 pm
PULL THE LEVER!
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: IronyOwl on May 07, 2011, 10:30:12 pm
Alright then. Do we wait to see what happens first or pull n run?
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Zako on May 07, 2011, 10:33:55 pm
Hmmm... Difficult choice, heres what I recommend:

Pull the lever, but stay close to the exits.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 08, 2011, 05:13:00 am
Just 'cause I feel like it I'm going to go ahead and roll for Ahra.

MALLEUS RAULAT

(8.) You move closer to the entrance of the corridor and strain your ears. A slow, heavy, repetitive thump, possibly the singer stomping, keeps time with the music. "Look way down the river, what do you think I see? I see a band of angels, and they're coming after me... Ain't no grave, can hold my body down..." The voice sounds like it belongs to an older man who's seen miles of hard road. The song continues, but apparently either the singer is moving away from you or the acoustics of the cave only allowed that bit of song to reach you.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Dwarmin on May 08, 2011, 05:27:26 am
Careful guys, God's gonna cut you down.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 08, 2011, 05:33:26 am
:3 Nah, I like that song and thought despite being modern it could easily fit in this time period. Plus let's be honest, Castlevania is a series where you can wield Excalibur while it's still in the stone and a teddy bear as weapons and a little girl attacks magically with the four (Suzaku, Seiryu, Byakko, Genbu. I don't remember what their Chinese names are offhand :-\) God beasts; a man in black song is hardly breaking things. ^^
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Ahra on May 08, 2011, 05:52:11 am
pull the lever
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Darvi on May 08, 2011, 06:46:37 am
While still dodging, hit goblin 1.

If he's dead already, hit gobbo 5.

If he's dead... loot the corpses?

Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: IronyOwl on May 08, 2011, 02:19:52 pm
Begin meandering towards the singing while they pull the other lever.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Krath on May 08, 2011, 05:18:36 pm
Well, I just realized that I haven't gotten the chance to pay my internet bill for this month, and I was nicely reminded by my phone and internet being off this entire day. It's mysteriously back on now, though I dunno for how long. I'm not in an exactly prime position to be able to pay it right now so uh...If I stop posting for a few days, just auto me or something I guess? With any luck I should be able to get it done soon enough to not affect any games I'm involved in here  :-\

But yeah, hopefully it shouldn't be a problem, but we'll see.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Darvi on May 08, 2011, 05:20:40 pm
I guess we can auto you with Do the most attention grabbing thing possible.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Dwarmin on May 08, 2011, 05:23:01 pm
Man, that's not good to hear. I feel for you man-got the same problems myself...

Also dibs on the hat. Greenmoores got a bald spot to cover.  8)
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Krath on May 08, 2011, 05:49:01 pm
Man, that's not good to hear. I feel for you man-got the same problems myself...

Also dibs on the hat. Greenmoores got a bald spot to cover.  8)

Even if I get auto'd I'll still be more fabulous than you!
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 08, 2011, 05:56:26 pm
I don't think everyone's posted yet - and you're good for this turn - so you'll be fine for the moment. ^^ In any case, I hope you can get that taken care of soon.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Zako on May 08, 2011, 08:09:46 pm
I think that is actually everyone. If you aren't sure, check everyone's actions for yourself.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Darvi on May 08, 2011, 08:10:55 pm
I only count 7.

OTH, it's 3 AM here.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 08, 2011, 08:29:45 pm
It looks to me like Grimmjow6th needs to post. ^^ I'll wait up for him. (Taking care of laundry right now anyway, and feeling tired for some ridiculous reason. :-\ Even though I slept like all day today and yesterday, and drank most of a pot of coffee a few hours ago...)
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Dwarmin on May 09, 2011, 04:36:58 am
Yeah, Grimm said he was sick in his last post, and hasn't been on in two days...aw man.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 09, 2011, 04:39:20 am
OK, I'll auto him... but in the morning. It's like 4:30 AM now. o.o
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: SeriousConcentrate on May 09, 2011, 04:10:52 pm
As promised, running turn now. ^^ Draignean also forgot to post this turn as well, and that counts towards the three-turn limit. o.o

WOLVERINES

(INITIATIVE)

GOBLIN 5

The goblin picks up another large stone and starts twirling his sling. (4) He launches it at Frenz! (1-1 vs 3+1) The rock... comes nowhere near him at all and sails harmlessly into the sky.

FRIAR GREENMOORE

(-2 MP. 6) Thinking quickly, you cast a fire spell similar to the one in Aguemort, blocking off all avenues of retreat. These goblins are not getting away.

DANIEL KING

(8 vs 7; Major Success, 2d4; 7 damage. Lotta sevens.) While the goblin is throwing rocks at Frenz, you sneak up behind him and wrap your arm around his throat! Before he can react you plunge your knife into the monster's left eye, destroying it... but apparently it wasn't a killing wound, as the goblin is still alive, albeit in a great deal of pain.

GOBLIN 4

Since Daniel disengaged to attack Goblin 5, Goblin 4 looks around for a new target. (2) He rushes the friar! (1 vs 4+2) But as he does so, the rock Goblin 5 launched earlier finally comes down and beans him on the top of the head, stunning him temporarily. Wow, how incompetent.

WYMAR SANE

(8+1 vs 2; Critical Success, 2d6x2+25%; 20 damage) Still ducking to the left, you swing your bastard sword out and strike Goblin 4 across the midsection as it stumbles past you, attempting to get to Greenmoore. The top half falls instantly but the legs make it another three steps towards the friar before they lose momentum and topple over. Be careful not to slip in the intestines!

FRENZ GRENDE

Since there's only one goblin left, you target it. (7 vs 3; Minor Success, 1d4; 4 damage) The bullwhip strikes it in the forehead, shattering the skull and tearing the brain! Daniel drops the corpse.

NIGHTCRAWLERS

Pierre and Malleus both go for the lever as Claire and Malakai head to the entrance of the corridor to keep an eye out. This lever is rusted in place from the damp and it takes the two men's combined strength to shift it to the other position. Again, there is a sound of stone against stone, but this time it's coming from above... and the ceiling between the four party members opens, dumping an appalling amount of miscellaneous human limbs onto the ground. A groan sounds from the pile as the limbs begin to move and attach to each other, forming bodies...

(Amount of zombies: 6)

Spoiler: HP/MP (click to show/hide)

-----------------------

Darvi has a skill increase ready to use. ^^
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Darvi on May 09, 2011, 04:11:56 pm
I'm such a badass.
Title: Re: CvRTD: Turn 77 (In which Frenz OHKOs a goblin)
Post by: Dwarmin on May 09, 2011, 04:18:45 pm
Ew, blood! I guess the wall was not needed, but I didn't want any of little buggers to get away and warn the others. If the Goblins are unaware of our passage, we should be able to get through alot easier. I wonder if the Goblins have any good loot, other than rusty swords and unlucky slings.

Drop the fire wall. Poke through the bodies for anything useful.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: IronyOwl on May 09, 2011, 04:32:00 pm
Well done, more exp. :3

Slash a zombie. We'll call him Zombie 1.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Darvi on May 09, 2011, 04:34:49 pm
It's raining (dead) men~

I think I'll take homing missiles (+1 to hit on cast)

Also, High five Frenz
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: IronyOwl on May 09, 2011, 04:40:42 pm
It's raining (dead) men~
Hallelujah it's raining (dead) men~ (http://www.youtube.com/watch?v=pi2t58CRmbU)
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Krath on May 09, 2011, 06:37:29 pm
Epically kick the nearest zombie in the chest.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Zako on May 09, 2011, 07:42:18 pm
Well, I need to get a better knife. 2d4 damage?! NOT GOOD ENOUGH!

Heal myself yet again, search the bodies and nearby surroundings.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Ahra on May 10, 2011, 12:29:39 am
epically bash the cross into an undead ribcage.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Draignean on May 10, 2011, 12:32:40 am
Blast the nearest zombie with shadow
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Dwarmin on May 10, 2011, 07:40:37 am
Unless Grimm comes back, I'll auto his turn as

Frenz: Stand guard against threats
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: SeriousConcentrate on May 11, 2011, 09:58:51 am
That's fine with me Dwarmin, 2nd auto in a row for Grimmjow6th. (I was giving him a little extra time.)

WOLVERINES

After exchanging a high-five with Wymar, Frenz goes back towards the entrance to the pass to keep an eye out while Daniel and Greenmoore search the bodies/surroundings. (FG: 5. DK: 7. DK Healing: 3+2) Friar Greenmoore takes the dead goblin's sling, just in case, while Daniel liberates a bag of gold and a pouch of crushed herbs from the bodies. (Crushed herbs found and immediately used as medical supplies, leaving Daniel at 2/3 on his medkit. Daniel gets a bag of gold!)

While the doctor is looking around the area, he notices some shrubs hiding another path. This one goes down a bit and is rather dark due to the overhanging rock, although it's not completely enclosed. The party could either see where this leads or continue following the pass.

NIGHTCRAWLERS

(INITIATIVE)

ZOMBIE 5

The first of the zombies to fully form, it is able to move before any of the party and (2) sprints for Pierre! (6+2 vs 3+3; Minor Success, 1d4; 3 damage) This zombie is the 'wear-you-down-with wrestling-before chewing-your-throat' kind it seems, as it ends its sprint with a haymaker to the stomach so powerful that it manages to knock Pierre back despite his shield and armor.

PIERRE Dé GRASSE

These zombies want fisticuffs? Fine! You'll show them fisticuffs! (6 vs 4+1; Massive Success (8+1 Fancypants-1 Ineffective Weapon) 2d4x2; 10 damage) You take a step forward, lifting your foot, and return the favor by planting it directly in the zombie's face and knocking it down!

ZOMBIE 2

Zombie 2 is the next to drag itself out of the pile (4) and it crawls at Claire to gnaw on her ankle! (4+2 vs 2; Massive Fail, counter; Massive Success, 2d6x2; 24 damage and kill) The pirate watches it crawl up like an idiot, then casually lifts her boot and brings it down hard enough to pulp the zombie's head. What a stupid monster.

MALAKAI RITT

You prepare your shadow magic and watch the zombies. (Random target: 1) Zombie 1 looks like it wants to take a bite out of you! (-2 MP. 6 vs 3+1; Major Success, 2d4; 5 damage. 4, leeches health) Casting the spell, you create a shadow in the form of a giant wolf's head. It surges forward, gnashing its teeth, and bites off the zombie's left arm! Strangely, you feel renewed by that...

CLAIRE ROSARA

Seeing it weakened, you join the assault on Zombie 1! (8 vs 3+1; Major Success, 2d6; 10 damage. 5 damage healed) Your cutlass slashes through its stomach, eviscerating the zombie and drinking its blood! The cutlass then transfers the vital energy back to you, and you take a step back to prepare for the zombie's inevitable counterattack.

ZOMBIE 1

Which comes immediately. (2+3 vs 5 (7+3 vs 8); Minor Success, 1d4; 3 damage) The zombie follows Claire as she steps away and draws back its right arm... then rather rudely backhands her across the face. o.O

MALLEUS RAULAT

Drawing your golden cross, you rush (3) Zombie 3! (-1 MP. 8 vs 3+1; Minor Success, 1d6; 3 damage) You slam it into the zombie's ribcage and hear a satisfying crack, but a fractured rib doesn't seem to bother a zombie much.

ZOMBIE 4

(1) This zombie creeps up behind Malleus! (4+3 vs 5+4) The knight turns and pushes it back with his shield, preventing it from getting close enough to attack.

ZOMBIE 3

And immediately Zombie 3 goes for a back attack as well! (6+3 vs 8+4) Like a whirlwind of metal, Malleus immediately twists back the way he came and backhands Zombie 3 with his shield, stumbling it away. There was absolutely no getting past Malleus's defenses.

ZOMBIE 6

(3) Seeing the magician was free and clear, the zombie zeroed in on him! (4+3 vs 6-1; Minor Success, 1d4; 4 damage) The next thing Malakai knew a stiff elbow shot landed on the back of his head.

Spoiler: HP/MP (click to show/hide)

--------------------------

Guess what IronyOwl? You have 2 skill-ups. :3 One for two 8s in a turn and one for six 8s total.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Darvi on May 11, 2011, 10:57:07 am
Fortune-hax.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Dwarmin on May 11, 2011, 11:31:03 am
Yes

Sling+rotten sandwich=Epic Victory.  8)

Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: Darvi on May 11, 2011, 11:40:17 am
...I must make a picture of the friar slinging his way to victory against Vlad.
Title: Re: CvRTD: Turn 78 (In which there's a corpse pile)
Post by: SeriousConcentrate on May 11, 2011, 11:44:36 am
Which reminds me, I actually need to put the sling in your weapon section. @_@

Also, while I'm posting and all...

WYMAR SANE

(2+1) You roll a pair of dice and examine the results. All they tell you is that you'll find goblins on both paths. Not much help there. :-\
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Dwarmin on May 11, 2011, 11:54:19 am
"It seems like the Goblins would have ambushed us from the dark path if they had known we were coming. So let's go that way, right? They are surely expecting travellers on the main road."

OOC I'll have fun with that sling! So many things to use as ammo...
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Darvi on May 11, 2011, 12:08:41 pm
"I thought so as well. Also, there are probably less places for any ambushers to hide. If we keep quiet, we might even surprise anything lurking in there."
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: IronyOwl on May 11, 2011, 03:18:26 pm
Bwahahaha, awesome. I'll have to think about what skills I want. :3
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Dwarmin on May 11, 2011, 03:23:24 pm
I've some suggestions IronyOwl!

How about

Fancy Dancing (+1 to dodging)

and

Booty Hunting (Can roll D6 to get double gold finds)

lolololol
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Darvi on May 11, 2011, 03:24:24 pm
Fancy Dancing (+1 to dodging)
Nonono. That will be Krath's skill.

And it will give him +1 to all rolls.
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: IronyOwl on May 11, 2011, 03:40:45 pm
I like both of those. :D
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Darvi on May 11, 2011, 06:12:33 pm
Spoiler: It is done (click to show/hide)
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: SeriousConcentrate on May 11, 2011, 06:32:05 pm
So... taking Dwarmin's suggestions completely as written then? ??? Note that the latter would be changed to a d8 rather than d6, a d8 being what I use and all...
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: IronyOwl on May 11, 2011, 06:46:20 pm
Nah, still thinking about it. Would the double gold thing be balanced though? I assumed it'd have to be "+1 to finding loot" or similar.

And in the meantime, slash zombie 1! Or zombie 5!
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: SeriousConcentrate on May 11, 2011, 06:57:22 pm
Sure, since it's very specific. First you have to find the gold, and then you have to roll a 1 or 2 to double the amount...
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Zako on May 11, 2011, 09:08:59 pm
That would totally suit your character irony! And I really should get a vampiric weapon sometime. They are awesome. Also, SWEET! MEDICAL SUPPLIES!  :D

"I agree, it makes more sense to take the hidden path at this point. We can always backtrack if need be. Just be careful though, we don't want to go into a trap though."

Head down the side path carefully.
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Ahra on May 12, 2011, 12:49:38 am
goddamn cross good ol axe crazy time at the guy who survived the cross
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Grimmjow6th on May 12, 2011, 04:27:20 am
''Traps? like what, a spike pit?''
try not to walk into the obvious pitfall
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Krath on May 12, 2011, 10:32:35 am
Stab the nearest zombie through the head!
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Zako on May 12, 2011, 11:16:51 am
"I was thinking more along the lines of them making a slippery slope going right off the cliff."
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Dwarmin on May 12, 2011, 11:20:04 am
"I agree, it makes more sense to take the hidden path at this point. We can always backtrack if need be. Just be careful though, we don't want to go into a trap though."

"If the Goblins were using this path for ambush as I suspect, they would not heavily trap it. At least not lethal traps."

Edit

Action: Onward to the dark path!
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: SeriousConcentrate on May 13, 2011, 05:48:32 am
Autoing Draignean. >.>

WOLVERINES

After a bit of discussion, the team decides to head down the hidden path. (MAR: 5) A little ways in they saw a lot of goblins standing around in a sort of miniature village they had built for themselves. A LOT. However, the goblins weren't aware of them yet; they could try to sneak past the crude rock huts, turn around and try the other way, or attack... but there were so many goblins that they were going to be spotted soon if they didn't take some sort of action immediately.

NIGHTCRAWLERS

(INITIATIVE)

PIERRE Dé GRASSE

You continue to battle Zombie 5, following up your boot with your electric rapier! (1+1 vs 2+2) But the zombie rolls aside...

ZOMBIE 5

(7+3 vs 5+3; Minor Failure) ...and only manages to get back to its feet, watching Pierre's blade warily.

ZOMBIE 3

The zombie continued to try to get to Malleus! (7+3 vs 1+4; Massive Success, Wax Doll) It charged forward and threw itself at Malleus, almost knocking him down, but not injuring him due to his artifact.

CLAIRE ROSARA

What a rude zombie! You return its backhand with one of your own. (7+1 vs 5+2; Minor Success, 1d6; 6 damage and kill) Your cutlass slashes through its neck and the head goes flying in an arc!

MALAKAI RITT

You disengage from battle and move to hide! (Malakai defends: Major Success, so +2 to defense this turn)

MALLEUS RAULAT

Raising your axe high, you move to destroy the zombie who had jumped at you! (7+1 vs 2+2; 7+1 Massive Success, 2d6x2; 18 damage and kill) It's axe crazy time! Enraged, you go completely off on the zombie, cutting it into pieces at the wrists, ankles, elbows, knees, shoulders, hips, neck, and waist.... then bisect all the various pieces lying around. You'd like to see the zombie get up from THAT.

ZOMBIE 4

Zombie 4 decides it doesn't want any of Malleus anymore. (3) Instead it tries to find Malakai! (4+3 vs 8-1+2) It looks around but there was no sign of the magician.

ZOMBIE 6

Zombie 6 couldn't find the magician either. (1) Instead it attacks Malleus! (5+3 vs 7+4) The knight takes a moment from chopping up Zombie 3 to backhand the attacker with his shield, then resumes turning the undead into thick and chunky Ragu.

Spoiler: HP/MP (click to show/hide)
---------------------------------

I didn't update your skills yet, IronyOwl. Just letting you know I didn't forget about it, giving you some time to decide and whatnot. ^^

EDIT: Whoops, forgot to delete Zombie 3 from the Hp/MP list. Fix'd
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Dwarmin on May 13, 2011, 06:22:34 am
Hmm, bad choices all around. I'm at a loss what to do here.
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Talarion on May 13, 2011, 06:29:14 am
Try and sneak past. Use someone as a distraction if neccesary. But really, I advise against wasting teammates like that. If I got in because you guys used a teammate as a distraction because of what I said, I'd feel dirty. I'd also tell you that it was a joke, and feel even worse o_o
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: SeriousConcentrate on May 13, 2011, 06:44:19 am
By the way, when I say a lot, I'm talking in the area of roughly 300-500 goblins. :3 Friar Greenmoore has a way he can kill every single one of them - three ways, actually - but each would require a series of extremely lucky rolls. Daniel might could manage it too (he'd need at least three high rolls in succession), but Wymar and Frenz are kinda out of luck there.
Title: Re: CvRTD: Turn 79 (In which Claire stomps zombie heads like a boss)
Post by: Darvi on May 13, 2011, 06:55:17 am
D:

I say we get out of the way.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 07:04:50 am
You should check Greenmoore's inventory. :3 I'm sure the easiest way to do so will be readily apparent. The only other hint you get is conservation of ninjutsu.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Darvi on May 13, 2011, 07:07:54 am
Feed them the sandwich? I'm cool with that.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 07:08:54 am
You'd have to get all of them to eat it, which would mean sneaking up to the communal cooking pot, dropping it in, then sneaking off without being spotted. But that's one of the possibilities, yes. ^^
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Talarion on May 13, 2011, 07:09:42 am
Set said sandwich on fire, then throw it at them, and watch them all get caught on fire and die crying? That would totally work, if only for the lols factor...
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Darvi on May 13, 2011, 07:09:59 am
Singshot it into the pot :V
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 07:11:38 am
Slinging it would be even harder. >.> A sandwich is both significantly larger and lighter than a rock, after all.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Zako on May 13, 2011, 08:08:28 am
Ok everyone, brainstorm. What could we do if we attack the village? More importantly, what do we stand to gain if we suceed? Is it worth the certain death?

A way that I can see is that Greenmore flips the karma coin, gets a large offensive roll, uses his blood artefact with all but 1 of his hp, then casts a giant explosion right in the middle of the village.

3 high rolls, that is a big ask, with a lot to go wrong. I dout we should go this route. It's leaving too much to the whims of the dice. As for what I might be able to do, I have no idea. Taking the sling and evil sandwich off Greenmore and slinging it into the pot with surgical precision? Risky, difficult and if I miss, very very bad. I don't think we should do that either.

I say we go back and try the other path. There is just too much to go wrong with trying to attack or sneak past. There is FAR too many goblins for us to handle. Plus, is it even WORTH attacking or sneaking past?
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 08:12:44 am
I'll take that last part as a question and say that if you clear out the village it'll be worth it. Hopefully. >.> As for Daniel, come on, he's a doctor. Surely he knows enough about herbal properties to come up with some kind of fast-acting poison... Also, karma coin. :3 That is all.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Zako on May 13, 2011, 08:17:52 am
Yes, I might be able to make a fast acting poison, but how to get it to ALL of them quickly so they don't suspect anything? I would have to sneak up close to the cooking pots, multiple times. And I have to roll to make the poison in the first place.

Hmmm... Can you describe the layout of the terrain for us and where we currently are?
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 08:28:36 am
Sure, I'll do what I can.

Let's assume the area is mostly squarish with little fiddly bits making alcoves and walls throughout the whole thing. Houses and such litter the area as well. At the southern end of this square is a passageway in the shadows of plants and leaves; this is where the four of you are but you're not completely hidden. In the center of the square is the large pot used for cooking; you can see a human arm sticking out of it. At the far end of the square, maybe 1/2 a mile away, is closed wooden gate, with a nearby winch that's most likely used to crank it open.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Darvi on May 13, 2011, 08:28:51 am
We should just avoid the goblins.

(http://s3.amazonaws.com/kym-assets/photos/images/original/000/001/384/Atrapitis.gif)
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Ahra on May 13, 2011, 08:32:12 am
bisection time (the scare the enemy type)
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Zako on May 13, 2011, 08:37:51 am
Well, thats it. We're going back. We will not be able to sneak past with that gate & winch setup blocking the road.

Quietly sneak back the way we came and head down the other path.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 08:41:55 am
You don't want to try climbing over it in dramatic fashion? ;_; Nah, I'm just playing with you. The original path is a lot safer - relatively speaking, since there will still be goblins along it. You just won't have to fight a gigantic mob all at once.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Dwarmin on May 13, 2011, 09:07:10 am
I agree. I don't know what kind of "reward" is worth the risk of our whole party dying.
 
I'm tempted to go ahead and do it anyway, though. Bring a landslide down on them!

@ SeriousConcentrate: How does the Karma coin work, exactly?
Also, how likely is it that a blast of massive explosive force  generated from me could bury the village under an avalanche?
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 09:26:11 am
The karma coin deals damage on 5-8 and heals on 1-4, with 1 being the best healing and 8 being the best damage. If you were to use it I would roll 5 times (one for each 100 goblins) and kill 25 on 5, 50 on 6, 75 on 7, and 100 on 8 for each roll. In terms of actual effect it messes with time; it heals by restoring the body to before it was wounded, and it damages by prematurely causing cell death. The wonders of magic. :3

As for explosive force, if you mean launch fireballs at the enclosing walls, I would roll once and crush the village if you got an unmodified seven or eight. That would destroy everything in the village though, including any possible rewards, but you could at least climb over the rubble and go through the opposite gate. >.>
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Zako on May 13, 2011, 09:35:13 am
Not to mention that we ourselves may be crushed in the avalanche. Definately not woth it.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Krath on May 13, 2011, 10:07:47 am
Fling a dagger into Zombie 5's skull.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Dwarmin on May 13, 2011, 10:25:48 am
Quote
Greenmoore uses his blood artefact with all but 1 of his hp, then casts a giant explosion right in the middle of the village.

How much damage could this plan do Serious? If I did it after the karma coin, they would all be massed and charging. :3

If that failed, then I would trigger an avalanche, and what could possibly survive all of that?!
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 10:40:56 am
Assuming you rolled a 9/8+1, the highest possible amount you can considering your skill...

2d6x2+25%+14. From there, the highest possible number is 44... and conservation of ninjutsu states that's equal to 44 goblins. So you could kill anywhere from 19 to 44 of them that way, which isn't bad. ^^ And if you used 4 MP to attack twice and got another 9, the amount changes to 38-88 goblins. It puts you in danger of dying, though.

The only flaw in the plan is that the Karma Coin is indirect damage. They would have no idea what the hell just happened, but they would certainly be on the alert after that; they wouldn't charge the passage unless they realized the attack came from there. Unless you lucked out and killed all of them/most of them, in which case they might run. :3
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Draignean on May 13, 2011, 10:54:06 am
*Grumble Grumble*

Summon Shadow Demon, avoiding getting dead.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Dwarmin on May 13, 2011, 11:04:33 am
Well, between all my attacks I could probably only kill half the Goblins. That's great, but it's only...half.

Friar Greenmoore retreats back down the path!.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Zako on May 13, 2011, 11:33:53 am
My sentiments exactly. It's a lot of goblins, best to avoid them altogether.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Grimmjow6th on May 13, 2011, 02:25:16 pm
((im tempted to do what my character would do and try to take all of them on....
''We could always try and reason with them''
Retreat back down the path with them.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: Dwarmin on May 13, 2011, 03:06:58 pm
I bet that guy who owned the arm that was in the pot had the same idea Grimm! :P
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: IronyOwl on May 13, 2011, 04:10:53 pm
Man, I'm disappointed. Where's your guys' sense of courtesy to the waiting list adventure? With some good rolls, you could wipe out the goblins in one shot. With some good rolls here and bad rolls there, you could wipe out a massive quantity of them... and remember they're paper mooks, so the survivors wouldn't be all that difficult.

I mean, consider if you tried to dump the sandwich, then if that failed tried the coin, then Greenmoore went nova after that. You'd have to roll abysmally low each time to not wipe out at least a hundred or so before the real fighting even began.


As for me, guard Malakai.

For my skillups I'll take Booty Hunter- Double chance of finding double gold, -1 damage versus male opponents and +1 damage.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 04:47:58 pm
So you want Booty Hunter to give you a chance of finding 2x gold at the cost of -1 on your damage roll vs. opponents, and a skill that gives +1 to your damage rolls? Or does the -1 damage mean you take one less damage from male opponents? 'Cause you only have two skill-ups available at the moment. :P Anyway, I'm going to look over the last two pages and see if everyone's posted already.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: IronyOwl on May 13, 2011, 04:57:26 pm
The first one. Specifically, I'd like double the chance I'd normally have on doubling my gold finds, but at the cost of -1 dmg to male opponents. Then I'd like +1 damage as a second, currently nameless skill.

Of course, if versus male opponents isn't a severe enough downside, I might as well just take Booty Hunter L2 and skip the penalty juggling.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 05:11:27 pm
Just making sure because -1 to damage rolls versus males is a pretty big downside. There's like... Astarte, Camilla, Persephone (the ninja maids), Succubi, and the witches... every other enemy is male. o.o
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: IronyOwl on May 13, 2011, 07:31:22 pm
I thought every other enemy was gender-neutral? Fish-men, skeletons, ectoplasm... I'd expect a few bosses to be identifiably male, but kind of figured it only applied if you could tell.

Of course, my class evo ought to more than balance that out, so feel free to make male the default gender. :D
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 13, 2011, 07:58:33 pm
:-\ I was wanting to run the turn tonight, but it's starting to storm really badly, which means an 80% chance that either my electricity or my internet's about to cut out, and possibly both. In any case, I'm going to hold off on writing anything in any of the RTD's I'm involved in until tomorrow, because I don't want a repeat of the earlier incident where I lost a post.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: IronyOwl on May 13, 2011, 08:04:53 pm
Ouch, hope it clears up soon.

...though I like strong storms, when I'm inside. Has a cozy feel to it.
Title: Re: CvRTD: Turn 80 (In which the Wolverines wander into Goblin-Thermopylae)
Post by: SeriousConcentrate on May 14, 2011, 06:43:39 am
WOLVERINES

The party talks it over and decides that, perhaps if there were more people with them, they could take the village... but they're not going to get themselves killed. They withdraw without disturbing the goblins and head back down the original path. (MAR: 8. You guys are either lucky or these goblins are really stupid. >.>) Once again the four of them manage sneak up on a group of goblins: three on foot, and one riding a giant boar. That one could be trouble...

NIGHTCRAWLERS

(INITIATIVE)

MALLEUS RAULAT

Spinning your axe around for momentum, you approach (1) Zombie 4. (7 vs 3+2; Critical Success, 2d6x2+25%; 25 damage and kill) You end the charge by bringing the axe down hard enough to split the zombie in two from crown to groin, and the two halves fall away from each other!

ZOMBIE 5

After a moment of watching Pierre, the zombie lunges at him again! (6+3 vs 8+3)

PIERRE Dé GRASSE

(7+1 vs 4+2; 8+1-1Ineffective Weapon > Massive Success, 2d4x2; 14 damage and kill) ...but you are more than ready for his attack and thrust the rapier into the zombie's left eye, catching his body with your shield! After a moment you throw the corpse away, certain that it's finished now.

CLAIRE ROSARA

You find where Malakai's hiding and move to protect him. (6 > Minor Success, +1 to defense this round)

ZOMBIE 6

The zombie looks from one party member to another. (3) It rushes at Malakai, but Claire intercepts it! (6+3 vs 5+1; Minor Success, 1d4; 4 damage) Unable to get past her, it punches her in the stomach, thus earning itself boos from the nonexistant crowd for hitting a woman.

MALAKAI RITT

You hide behind Claire and summon a shadow demon! (-4 MP) The demon appears behind the zombie and immediately goes on the attack. (4 vs 1+2; Major Success, 2d4; 7 damage) It slams a claw into the zombie's spine, lodging it in the corpse's spine and yanking it back, away from you and Claire.

Spoiler: HP/MP (click to show/hide)

------------------------------

That eight gives Frenz six total, and that means a skill-up. ^^ Malleus & Pierre also have 15 eights / 1 skill-up.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Krath on May 14, 2011, 06:51:19 am
Finish off the remaining zombie with my rapier in an over-the-top incredibly fancy and time-consuming thrust.

Skill-up, huh? Hmm...I'll take Fancy Footwork Lvl 2. Gotta keep that dodging up so I can tank AND dodge.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Darvi on May 14, 2011, 06:56:58 am
Nuke a goblin, invoking my insta-crit ability. Then nuke another one. If possible, the rider.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Dwarmin on May 14, 2011, 07:18:40 am
"These Goblins are quite dim..."

Double fireball on the Goblin riding the boar!
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Zako on May 14, 2011, 07:50:21 am
Lets do it gents!

Activate surgical precision. Pound a goblin into the ground like a tent peg!
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Dwarmin on May 14, 2011, 08:57:03 am
Noooooo! Don't kill the boar, I want to tame it :(
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Ahra on May 14, 2011, 08:58:24 am
finish it off
+1 to hitting the target
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Zako on May 14, 2011, 09:04:33 am
Like you could feasibly tame that thing. And what on earth would you do with it?
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Dwarmin on May 14, 2011, 09:43:53 am
I can do anything on a roll of 5 or 6!

Also, combat pet+possible mount. We'll see if it survives the battle, then I'll try to tame it.

It will be worth more as an ally beast than cut up into pork chops by Zako, which is what we'll probably end up doing...


Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Zako on May 14, 2011, 09:48:46 am
Logic demands that if a goblin is riding it, then it has already been tamed by THEM and will be hostile towards us. I'm not letting you get gored trying to tame that damn thing. Plus, pork chops can heal us if we eat them.  ;)
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Darvi on May 14, 2011, 09:52:41 am
(http://www.zeldauniverse.net/images/games/tp/characters/bulbin.png)
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 14, 2011, 09:55:58 am
Time for me to run in and settle things. :3 Frenz could pull a Lord of Shadows and use his whip to hop on the back of the boar and control it, assuming the goblin on it got killed off first (good idea targeting the rider with magic rather than the whole enemy unit, as it were ^^). Of course the boar will only be temporarily useful since if you have to move vertically (and this being a mountain, that's quite likely) it won't be able to follow... at which point you can let Daniel take his knife to it and make dinner for everyone. :D
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Dwarmin on May 14, 2011, 10:35:26 am
I think it's worth it. I think a boar would only be loyal to those that feed it, and I can tempt it with my rations.

Also, the boar is probably going to be a damage sponge anyway-let's kill all the Goblins first, which will have lower health, then try to tame it.

Also Darvi pretty much nailed it. Guess what game I've been playing lately on my old gamecube.... :)
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Zako on May 14, 2011, 12:11:06 pm
Sigh, well if you want to play it the hard way, fine. Just dont cry when you almost get gored. Changing my action.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Grimmjow6th on May 14, 2011, 01:36:26 pm
''Ah, a giant boar, like the ones back home''
Whip the rider off and attempt to lord of shadows-style swing my way onto the boar  :P
((Now then, lets hope i don't screw up too badly, eh?
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Darvi on May 14, 2011, 01:54:24 pm
That poor boar rider doesn't stand the ghost of a chance surviving next round it seems.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 14, 2011, 03:06:21 pm
Between dual fireballs, a whip around the throat, and a possible light spell, yeah, he's dead. ^^
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Darvi on May 14, 2011, 03:08:37 pm
a critical light spell.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 14, 2011, 03:13:58 pm
Well, yeah, but it might not target him since the first goblin might survive. ^^ Probably still dead without it though.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Darvi on May 14, 2011, 03:15:17 pm
They're both supposed to target him.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 14, 2011, 04:00:17 pm
Ah, didn't see the edit until just now. ^^ Yeah, he's a goner.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: IronyOwl on May 14, 2011, 04:51:58 pm
Slash zombie, head back to find singer.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Krath on May 14, 2011, 07:02:39 pm
Slash zombie, head back to find singer.

Knowing our everybody else's luck, the singer will be a necromancer chanting his evil spells to raise more zombies to attack us.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 14, 2011, 07:45:14 pm
No calling the ███████ plot ahead of time! >:(
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Dwarmin on May 14, 2011, 08:52:27 pm
I was hoping it was the other way around-that the singing mans eternal vigil was the only thing holding back the Dracula's undead hordes from pouring forth and decimating the land.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 15, 2011, 05:55:36 am
Hmm, well, the singer isn't actually hostile. (Yet.) Anyway, I think everyone's posted, I'm going to check and then run the turn if so. ^^

OK, Draignean hasn't. I'll give him a little longer.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: Draignean on May 15, 2011, 07:48:14 am
Hmm, well, the singer isn't actually hostile. (Yet.) Anyway, I think everyone's posted, I'm going to check and then run the turn if so. ^^

OK, Draignean hasn't. I'll give him a little longer.

Thanks Serious.

Defend, Have shadow demon attack the nearest zombie.
Title: Re: CvRTD: Turn 81 (In which Malleus & Pierre annihilate their targets)
Post by: SeriousConcentrate on May 15, 2011, 08:55:07 pm
Thanks Serious.

No problem. ^^ Knew you were busy and all.

WOLVERINES

(INITIATIVE)

FRIAR GREENMOORE

You start the battle, casting a pair of fireballs at the boar rider! (-4 MP. 6-1 vs 3; Major Success, 2d6; 7 damage. 8-1 vs 6; Critical Success, 2d6x2+25%; 23 damage and kill) The first one knocks it off of the boar, and the second turns it into ashes in the air. o.o

WYMAR SANE

Since the rider's dead, you target the first goblin to turn around and see what's going on. (3, targeting Goblin 3. -4 MP, 7+1 vs 7; Auto-Massive, 2d6x2; 22 damage and kill. Even/Odd: 4, targeting Goblin 2. 3+1 vs 5) It turns just in time see the spell coming, and then it's gone. Nothing is left from the sudden flash of light.

DANIEL KING

(Even/Odd: 1, goblin 1.) One goblin still doesn't seem to understand what's going on, and you pull out your warhammer and rush him! (4+2 vs 1; Massive Success, 2d4x2; 14 damage) You crack him solidly in the head, but apparently this goblin's skull is rather thick. He survives, but he's unconscious on the ground and it looks like part of his skull has caved in.

FRENZ GRENDE

You sling your whip out towards the boar's helmet. (7) It latches onto one of the many horns protruding from the bone helmet and you swing up and onto it, taking the end of your whip in one hand and the handle in the other. The main length of the weapon goes around its throat, and you discover with a minimum of effort you can get it go whichever way you want. After you discover this, you tell it to trample Goblin 2. (5+2 vs 3; Minor Success, 1d8; 6 damage) You turn the boar and it catches the goblin on one of its tusks, flinging it aside.

NIGHTCRAWLERS

(INITIATIVE)

MALAKAI RITT

You raise your staff in a defensive position and command the demon to rip apart the remaining zombie. (Major Success, +2 to defense. 7 vs 4+2; Minor Success, 1d4; 4 damage) The demon grabs the zombie and throws it to the ground to keep it away from you, taking a moment to stab it with its long claws as well.

MALLEUS RAULAT

You move to finish off the downed zombie. (6+1 vs 2+2; Major Success, 2d6; 10 damage and kill.) Your axe decapitates it cleanly, and you punt the head towards the levers. Somehow it lands in such a manner that it stays on the second lever like some kind of grisly ornament.

EVERYONE

Malakai banishes the demon rather than take the chance it could hurt his allies. (4, so health restored) Pierre and Claire wait for Malleus and Malakai, then the four of them head back down the corridor and down the other one. After a few moments, it becomes apparent what the first lever did: the corridor would've dead-ended as well, but a doorway a little bigger than Malleus is inset in the wall. The four of them pass through, but whoever was singing seems to have stopped. There's still a heavy tread coming from somewhere up ahead, but it feels more ominous without any vocal accompaniment. Still, it's the only way to advance and they press on.

Eventually the corridor turns into another wide cavern, split in half somewhat by a tall wall to the party's right. There appears to be another pathway up there, and on it, an older man in a friar's robes. His face is worn, his long hair thinning. (Observation: 2, 3, 4, 2) Malleus, Pierre, and Claire notice nothing out of the ordinary, but Malakai feels there's something off. Not with the man, specifically... more like there's something else in the room, watching them. The magician looks around nervously but he can't see anything, or even where something would be hiding. After a moment, a familiar voice interrupts his search.

"Strange to see fellow travelers," the man above them says, leaning over the edge of the path. "What are doing in such a dangerous place?"

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Zako on May 15, 2011, 09:03:26 pm
Do a golf swing with goblin 1's head.

FORE!

Also, major magic pwnage by our team.

EDIT: You have forgotten the damage bonus from my heavy warhammer.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 15, 2011, 09:07:26 pm
... Crap. Correcting... I hope you're happy with the trauma you caused that goblin. :P
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Zako on May 15, 2011, 09:11:54 pm
Yes I am. Oh there's gonna be a nice arc of blood after this one.  :D
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Krath on May 15, 2011, 09:18:47 pm
With the appearance of straightening my hat, observe the Friar more closely.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Ahra on May 16, 2011, 12:42:32 am
gotta say i didnt excpect another human down here who are you?
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Grimmjow6th on May 16, 2011, 12:57:17 am
Direct the boar to trample more goblins!
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 16, 2011, 01:11:52 am
Pierre studies the friar. In the light of his torch, his clothing looks almost exactly like Greenmoore's, but more worn and older somehow, stained with dirt and blood. His eyes are a very faded blue and look almost as if there's no life in them anymore... but at the same time, it also seems as if he has a deep font of willpower keeping him going. Malleus calls up to the man, asking him his name. "Jonas Weaver of the Mistbridge Monastery, although most call me Friar Weaver," he responds. "I'm on my way to see the lord of the castle." He looks to his left, which is apparently where he's headed, then to his right, and points down that way with his torch. "If you continue on that path, you'll have to fight your past the spiders and trolls... and something worse."

Jonas shakes his head. "Maybe between four warriors you can take it down, but I tell you, run when you see him. He's like a bloodhound; I only lost him because he was not agile enough to follow me across the crevices. But if you can get through you'll end up here, and I can see sunlight down this path." After a moment, something else occurs to him. "What of your party? Who are you, and what are you trying to accomplish?"
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: IronyOwl on May 16, 2011, 02:34:18 am
"Well, I can't much speak for them," Claire said, glancing at her companions, "But as near as I can figure," she continued, looking to the darkened tunnel, "it's me or them. Or them or all of us."

She turned back to the friar with a somewhat cheerful expression, visions of loot dancing through her head. Yes, large beasties always had loot... "So, tell us about this big critter."
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 16, 2011, 02:49:14 am
Jonas raised an eyebrow, noting that she had ducked his question. He looked back down the path he had come from. "He was a man, and not too long ago if I'm not mistaken. A servant of the dark lord took him and made him something more... and something less at the same time." He sighed. "I would be careful with him. I inflicted many wounds on him with spell and sword and they all healed before my eyes." Jonas turned to face the party again. "As for appearance, he's just shy of six feet in height and muscular, with soulless eyes and long dark hair. He wears dark clothes and leather armor. He carries a sword, a strange mechanical weapon, and firebombs... and he's very accurate with those."

"You may get lucky. He might still be trying to follow me... but if you hear heavy footsteps, you'll know that's him."
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: IronyOwl on May 16, 2011, 02:51:42 am
Claire frowned.

"How heavy? And... why exactly were you singing while being hunted by a grim terror?"
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 16, 2011, 03:01:00 am
Jonas smiled. "I have to keep my spirits up somehow. And I was happy to have gotten away from him." He thought about her question. "More than I can imitate. You look like a seafarer, have you ever heard a cannonball dropped onto the deck? About that heavy, I would say." With his free hand, he reached into his robe and withdrew something. "Here. A small help, if you encounter him. I used to have many of these, but I'm afraid I burned through them rather quickly in these caves." He tossed down a coin, which Claire caught easily. (Claire gets: Karma Coin!) "Is there anything else you wish to ask? I would like to leave these caves before nightfall."
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: IronyOwl on May 16, 2011, 03:08:30 am
Claire grinned. "This bloodhound got any treasure?"
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 16, 2011, 03:36:09 am
Hackslashstab a goblin. If they're dead, do a acrobatic fucking pirouette on the boar.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Ahra on May 16, 2011, 10:52:03 am
does he have this regeneration as an demon regnerates or does he use an artifact? regeneration is not an normal thing.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Dwarmin on May 16, 2011, 11:50:43 am
Lol at fireball juggle. Also, another 8! Nice...

Friar Greenmoore waits till the final Goblin is dead, and then...

"Let us try and spare this beast of burden for now. It is not evil, merely a mistreated animal. One that can serve us..."


If any Goblins are left, hit them wit my mace
if all dead, try to tame the boar, offering it one of my rations.
I will go last for intiative, if possible.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 16, 2011, 12:05:48 pm
>Greenmore: Wear the robes. Be the rider.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 05:05:49 am
"I believe it's something he does naturally, or unnaturally as the case may be. I don't think it comes from an item he carries." Jonas turned to Claire. "Other than what he carries, I don't think so. You'll have to forgive me for not looking for treasure myself while I was in the caverns; I had more... pressing concerns on my mind." He lingered for a moment longer.

------------------
WOLVERINES
Zako - Golf swing -> Gobbo 1
Grimmjow6th - Boar -> Gore the other Gobbo
Darvi - Attack any Gobbo OR Jump on the boar with Frenz
Dwarmin - Tame the boar
NIGHTCRAWLERS
Krath, Ahra, IronyOwl - Just talking at the moment.
Draignean - I think he said he could be on today, so I'll wait and see if he has a chance to post here. ^^

Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Zako on May 17, 2011, 05:07:39 am
Don't you dare steal my kill Darvi. We don't need another thunder-stealing bastard.  >:(
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 17, 2011, 05:09:30 am
I find the concept of killing blows stupid anyway. You were the one who did 90% of the damage so it's mostly you who killed him anyway.

Also, I'm no glory hound :V
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 05:14:10 am
>.> I can just have him auto-target the healthier goblin, jeez... And if you get a good initiative it won't matter anyway. :D
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Zako on May 17, 2011, 06:53:53 am
Eh, I guess your right. It's just the tf2 in me getting agressive. Still, it's best not to leave anything to chance or the fickle whims of the RNG.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Dwarmin on May 17, 2011, 07:25:50 am
I guess I should amend my action in case one of the Goblins survive....

Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Draignean on May 17, 2011, 07:34:21 am
Close eyes and focus, four people badgering him with questions aren't going to help this friar. Try to isolate the sense of unease from the rest of the room, everything has a cause.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Ahra on May 17, 2011, 08:39:34 am
look a little closer on the surroundings.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Dwarmin on May 17, 2011, 02:01:21 pm
All we need is Ironyowl and we're good to die go.

Also, is anyone else concerned about SeriousConcentrate's new avatar? O_o

If you know what it is, you know it can't bode well for us.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 02:03:59 pm
IT'S A SAD THING YOUR ADVENTURES HAVE ENDED HERE!!!

...

:3 Actually I don't mean anything particular by it, I'm just used to having obvious pixels for my avatar.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Dwarmin on May 17, 2011, 02:17:34 pm
Yes, with the additional exclamation points for added humiliation...

Will we be seeing a room with 3 mirrors?

one of which randomly sucks you into space with no warning

Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 02:25:37 pm
No, but if you're not careful and forget to pick up/combine the blade, the staff, and the orb the behemoth will kick your ass.

...

Oh wait, that's the OTHER medieval/gothic fantasy game for the NES. Nevermind. ^^
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: IronyOwl on May 17, 2011, 03:15:24 pm
"Well, thanks for the coin," Claire said, winking. "Aside from impending death, what's the difference between the two passages?"
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 03:26:50 pm
Turns out I f'd up the quote, Shadowgate only uses two exclamation points, never three. :-\ Damn it, now I'm a buffoon.

"There's no need for thanks; you have my deepest sympathies." Jonas shook his head. "I do not believe I will see all four of you a second time, and I'm sorry for your loss, or losses as the case may be, in advance. I'll pray for your souls." Claire had asked about the paths, and he looked off in that direction again. "The cavern is a maze; I have every reason to believe that the paths meet up at several different junctures. If you find deep gashes in the walls and burnt stone as you continue, you'll know you're following my trail." Jonas sighs. "Godspeed, and be careful, fellow travelers." With that, he turns and heads to his left, disappearing around a corner within moments.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 04:35:00 pm
Double-post for graet justice, and to ask a question. It seems like IronyOwl is kinda busy, everyone else want me to auto Claire with a Follow party command? (I doubt he's going to miss three turns in a row. :p I just thought I'd see if anyone wants me to turn nao or what. ^^)
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Dwarmin on May 17, 2011, 04:51:56 pm
I'm very impatient!

GOGOGOGOG
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 17, 2011, 04:55:32 pm
I'm veryververyveryveryvery impatient!

GOGOGOGOG
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 04:59:22 pm
One more vote and I'll do it. ^^
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 17, 2011, 05:00:41 pm
Uh... vote?

Sorry, but he forced me to...
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 05:04:14 pm
You already had one. In other words...

Wymar -> MOVE *accidentally clicks edge of cliff*

"With a cry you jump to your death!! It takes only a
couple of seconds before you hit the bottom with a
thud."

"IT'S A SAD THING YOUR ADVENTURES END HERE!!"

*title screen*

:P

Sorry, I just have Shadowgate on the brain today.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 17, 2011, 05:07:56 pm
You already had one. In other words...
That wasn't me :V
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 05:10:49 pm
>.> Don't make me find the rom and a place to throw myself off of a cliff so I can post screenshots of the text.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Darvi on May 17, 2011, 05:11:40 pm
No really.

... it's complicated.
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 05:13:02 pm
Actually it looks like nobody else is on to say yea or nay, so screw it, I'll get to work on the turn in a minute, gotta grab my coffee first. ^^
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: SeriousConcentrate on May 17, 2011, 05:29:38 pm
WOLVERINES

(INITIATIVE)

FRENZ GRENDE

You tug the left side of your whip, reorienting the boar, and direct it at Goblin 2! (6+2 vs 2; Major Success, 2d8; 12 damage and kill) The boar rears up and lands with its left foot directly on the goblin! It continues to stomp the ground with all four feet for a few moments, completely crushing the small humanoid under its hooves.

DANIEL KING

You move to finish off the remaining goblin. (3 vs 1; Minor Success, 1d4; 3 and kill) Putting a foot on its back, you swing the hammer in a low arc and strike the goblin's head with a sickening crack! The visibly snapped neck and the brains leaking out of the new hole in its forehead are pretty clear indicators of its condition.

WYMAR AND GREENMOORE

Wymar ignores the goblins (they're dead anyway) to jump on the boar! He lands behind Frenz and takes a seat. Meanwhile, the friar is also making over the boar. It seems pretty calm at the moment, and takes the ration he offers it, downing it in one bite. (Friar Greenmore: -1 Ration!) Once they were ready, the trail extended onwards and upwards onto a plateau of sorts, with a copse of trees hugging the side of the mountain there. They could explore those, truck right on past them, or turn around and charge the goblin village with their new mount.

NIGHTCRAWLERS

Malleus and Malakai look around while Claire pockets her shiny new Karma coin. (3+1, 5) The knight sees nothing out of the ordinary, but Malakai finds his gaze riveted to a spot near the left wall. He can't quite make out what is wrong with that area; if anything's there, it's really good at hiding. Pierre and Claire wait for their MR-initialed allies to stop looking around and, when they get their attention, indicate the choice before them: head into the hole in the wall Jonas was standing on, go north into a tunnel, or stay in the large cavern by heading northwest.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 82 (In which magic > goblins)
Post by: Dwarmin on May 17, 2011, 05:36:30 pm
The trees might have some stuff!

The boar shall hereafter be named "Dozer"

Search the copse for comestibles
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 17, 2011, 05:38:58 pm
So, uh, if I can ask, what's with the yellow text Darvi?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Darvi on May 17, 2011, 05:40:34 pm
So, uh, if I can ask, what's with the yellow text Darvi?
I said it was complicated.

In fact, every time I make a command here, it's not me either due to the green text.

Hence why I'm also a nice guy in this RTD.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 17, 2011, 05:47:53 pm
o.O Uh, right. Guess I'll just leave it alone...
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Grimmjow6th on May 17, 2011, 06:15:52 pm
''I agree, lets us explore the trees''
follow
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Zako on May 17, 2011, 06:57:37 pm
Search the goblins for loot and then proceed to the trees.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Darvi on May 17, 2011, 06:59:51 pm
Go to the trees.

But no hugging them!
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Draignean on May 17, 2011, 07:00:50 pm
Investigate "The Spot"
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Krath on May 17, 2011, 08:29:59 pm
Head into the hole Jonas was standing on! Nothing bad can come from this.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 17, 2011, 09:19:02 pm
You made the right choice. :)

As for what to do now, less certain. It sounds almost like "forward into the cavern" isn't a real direction, meaning it's another loot-filled dead end, meaning we should take it.

As for our eventual permanent path, I'd like to take out the boss. I'd understand if squishier (or perhaps less sure-footed; the guy said something about crevices...) members would prefer a safer route.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Dwarmin on May 17, 2011, 09:36:47 pm
I get the feeling the boss is going to be like the groundskeeper-pretty much impossible to beat until you find his weak spot, but easy to evade-this one has ranged attacks though...

I would suggest laying some sort of ambush if you want to take him on, it's not like he can sneak up on your with his giant stomping boots.

Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 17, 2011, 09:37:34 pm
Hm, good point. Maybe we are supposed to be able to evade him...
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 17, 2011, 10:16:59 pm
Or maybe he's like the Groundskeeper but a shit-ton deadlier. :3 Like, actually able to think and plan ambushes himself deadlier. Like, if you go into that hole he might've already set some traps in it kind of deadlier.

Or maybe I'm just playing with ya. :3
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Dwarmin on May 17, 2011, 10:45:53 pm
Good luck with that boss Team Nightcrawlers. What with the ambushing, and the intelligence.

Team Wolverine will probably only face a slightly stronger Goblin for a boss...ooh, scary! O-o
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 17, 2011, 11:09:57 pm
That's cause Team Wolverine wussed out of the real boss. >:(
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Dwarmin on May 17, 2011, 11:10:49 pm
500 Goblins do not count as a boss!
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Zako on May 17, 2011, 11:12:47 pm
It counts as an occupational hazard and a sure death, but not as a boss. Who ever heard of a village of goblins being a boss?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 17, 2011, 11:13:36 pm
I suppose large twin bad guys don't count as a boss either? Hydras? Foes whose limbs continue attacking when severed?

But no, you're right. Team Wolverine ran in terror from a non-boss pack of goblins.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Zako on May 17, 2011, 11:27:18 pm
A pack of goblins is what we have been fighting recently. That was an army of goblins. 300 goblins. Not a easy thing to handle. It was better to not throw the entire fate of the party on the need for a few high dice rolls.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 17, 2011, 11:33:23 pm
Yeah, I was actually debating on whether to throw this enemy at the Wolverines or the Nightcrawlers but I thought that, strictly speaking, the Nightcrawlers stood a better chance of getting at least one person out of the fight alive (that would be Malleus, I do NOT like Malakai's chances. I give Claire 50/50 depending on how lucky she is with that cutlass and Pierre 60/40 because of his +3 defense). >.> Don't worry, I'll come up with something tough for the Wolverines too... probably more defense than offense based, though, since two of the party are squishy mages and won't need much attack power to kill off...

EDIT: Not that I'm actively trying to kill anyone off! I'm just sure Talarion and Riccto want a chance and if something happens, well, better to die to a boss than a goblin horde, right?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Ahra on May 18, 2011, 12:20:44 am
the path to that unholy abominable monster GO!
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Krath on May 18, 2011, 04:46:29 am
strictly speaking, the Nightcrawlers stood a better chance of getting at least one person out of the fight alive (that would be Malleus, I do NOT like Malakai's chances. I give Claire 50/50 depending on how lucky she is with that cutlass and Pierre 60/40 because of his +3 defense). >.> Don't worry, I'll come up with something tough for the Wolverines too... probably more defense than offense based, though, since two of the party are squishy mages and won't need much attack power to kill off...

In the words of Han Solo: Never tell me the odds.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 19, 2011, 08:12:31 am
So... are you guys all heading into the hole? Ahra didn't really say whether he was going with Krath or somewhere else and IronyOwl only said he'd like to find the boss. (I didn't forget about you Draignean, I'll roll for your action once I'm sure what's going on.)
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Krath on May 19, 2011, 12:02:44 pm
What could possibly go from diving into a hole guarded by a Friar?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Zako on May 19, 2011, 12:13:29 pm
Well, you are about to find out.  :P
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Ahra on May 19, 2011, 02:09:31 pm
i was going after the boss.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 20, 2011, 01:31:36 am
Which hole are we talking about? I thought there were two passages, one to each side, and then the option of following the cavern, with the friar sitting on top of a wall. Is the hole one of the passages or something else?

While I'm at it, is a karma coin targeted or general? Do I say "I karma coin myself" and then find out whether it's healing or damage, or just throw it and it'll either damage enemies or heal friendlies?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 20, 2011, 01:49:12 am
1-4 it targets all allies, 5-8 it targets all enemies. I believe the hole they're talking about is the one in the wall to the party's right, below where Jonas was standing. The corridor is north and the cavern continues northeast. ^^
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 20, 2011, 01:51:06 am
So which way did Jonas go, and which did he say he fled from the boss from?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 20, 2011, 01:52:56 am
Jonas was on top of the wall east of you, heading south. He came from the north.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 20, 2011, 01:57:33 am
So he came from the corridor, went through the hole, and made no mention of the cavern?

I guess my vote is for giving Draignean more time to examine the walls.

Search the immediate vicinity for anything of interest.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Ahra on May 20, 2011, 03:05:59 am
search for anything
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 20, 2011, 06:43:40 pm
He said the whole place was like a maze. Anyway, running turn. ^^

WOLVERINES

After some discussion, everyone heads for the trees. They are completely and totally unprepared for the killer eagles to suddenly come screeching out at them! And even worse, these eagles have fleamen riding them. o.O (Enemy amount: 7 fleamen riding eagles)

NIGHTCRAWLERS

Malakai motions for everyone to wait while he walks over to investigate the bit of cavern that's bothering him. (Search roll: 1.) It's even more worrisome when he walks all the way up to it, puts a hand to it, and still finds nothing there. He feels all around that patch of cavern but there is literally nothing there but a stone wall, worn partially smooth by erosion long ago. Meanwhile, Malleus searches around. (1+1, wow, crappy rolls here >.>) He sees only a flash in the darkness far away, like a pair of mirrors reflecting the light of Claire's lantern, before it disappears upwards. (6, finally broke the streak :P) Claire, who fares the best since she's the one with the light source, looks around for anything valuable.

After a few moments of searching, she finds something that Jonas must have dropped: a gold locket. She opens it to find a lock of red hair within. She closes the locket and pockets it. (Claire gets: Gold Locket!) After getting everyone's attention, as was his preference, Pierre led the party to the east, into the hole in the wall. It was a tight fit at first, but after about twenty yards of crawling forward the four of them dropped down into a large cavern, filled to the knee with water. Small trickles of water dropped from the ceiling and splashed loudly in the stillness. All around them, they could feel eyes...

But they had to go onwards. As it stood, they were at the western end of a large cavern. A lake formed the majority of the center, but there were islands of rock that would allow them to cut across the middle if they wished to head east. There were closed floodgates north of them; the area south was too dark to see from here.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Krath on May 20, 2011, 07:08:59 pm
Light my lantern and head into the darkness of the south!
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Darvi on May 20, 2011, 07:13:05 pm
How high are those eagles? Can I poke them with my 10 foot pole?
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: SeriousConcentrate on May 20, 2011, 07:30:10 pm
They're close enough that if you attack you can hit them, but they have pretty good defense 'cause they're small, quick, and flying.
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: IronyOwl on May 20, 2011, 08:01:25 pm
Search for loot to the south!
Title: Re: CvRTD: Turn 83 (In which people love them some giant boars)
Post by: Darvi on May 20, 2011, 08:07:24 pm
Pewpew!
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Zako on May 20, 2011, 08:56:59 pm
OH SHI-

Activate surgical precision. Stab an eagle in the head as it flies past!
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Dwarmin on May 20, 2011, 09:05:22 pm
7? lol

I take cover under the trees
Double Fireballs on the eagle mounts, let the riders fall to death
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 09:06:37 pm
7 is pretty good on a d20. :-\
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: IronyOwl on May 20, 2011, 09:08:49 pm
Aw man. These better not be wussy eagle riders, the kind that can't even snatch you and fling you off the edge of a cliff.
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Zako on May 20, 2011, 09:12:41 pm
ShutupshutupSHUTUP! You are giving him BAD ideas! I don't wanna become a smear on some rocks from a fall! D:
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 09:14:58 pm
Sorry Irony. These are the kind that are just big enough to hold riders about two feet tall carrying miniature axes, lances, and swords into battle and are more meant to wear the party down/make them use healing resources before the REAL boss comes up.

In other words, say hello to defense comparable to Malleus's, Wolverines. ^^
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: IronyOwl on May 20, 2011, 09:15:58 pm
In other words, say hello to defense comparable to Malleus's, Wolverines. ^^
They're never gonna get out of that encounter. :P

OOH! You should give them regeneration, since the fleamen are performing first aid on their eagles! :D
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 09:18:59 pm
They should do fine, it's only seven enemies against four PCs. (Although to be fair if I had rolled ten-fifteen of the riders I would've knocked a point or two off of defense.)
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Krath on May 20, 2011, 09:30:26 pm
They should do fine, it's only seven enemies against four PCs. (Although to be fair if I had rolled ten-fifteen of the riders I would've knocked a point or two off of defense.)

Why not have 15 riders with an EXTRA point of defense!? Surely they can handle it. Then again, they don't have Pierre...
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 09:37:50 pm
That's the only thing holding me back from doing it, Krath. O:3
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Dwarmin on May 20, 2011, 10:14:47 pm
And the fleamen should reflect magic! ::)

At least we have the Hog as a damage soak-he can take an ungodly amount of damage, and effectively makes it 20% less likely that a fleaman will attack any single party member. Still 7 enemies that can attack anyone, that probably won't die in one round, and just 3 or 4 of those hits will kill me or Darvi...bad odds for us.

So don't bother with melee-zakos good with his precision though-just use ranged attacks. Pray for high attack rolls. I assume our offense is supposed to offset all this, anyway.

I've edited my turn a bit now that I've had a chance to think.
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 10:33:10 pm
Yep. ^^ Irony's a bit more bloodthirsty than I am, I think...

Edit: I think you're overestimating these guys now that I think about it. Only thing they got going for them is numbers and a high defense. I never said anything about how hard they hit or how hard they can be hit and keep going. >.>
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Dwarmin on May 20, 2011, 11:26:26 pm
Well, I always assume the worst and plan accordingly. It keeps my face pretty.  8)
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 11:42:05 pm
...Which doesn't help keep Tarran out of your bunk. >.>
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Dwarmin on May 20, 2011, 11:45:15 pm
The wise man says "How can you be sure that wasn't my plan all along?"
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 20, 2011, 11:58:23 pm
If you're suggesting your plan all along was to help me slaughter Tarran's self-esteem and ruin his life permanently...

...

...then I commend you, good sir, and thank you heartily for your assistance! :3
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Grimmjow6th on May 21, 2011, 03:24:46 am
''Fleamen on eagles? what a bird-brained idea.''
Attempt to wrap my whip around an eagle's head and pull on it, attempting to bring it down
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: Ahra on May 21, 2011, 04:54:11 am
god dammit im getting tired of these caverns: go south
Title: Re: CvRTD: Turn 84 (In which there are eagles and waterlogged caverns)
Post by: SeriousConcentrate on May 22, 2011, 09:56:53 pm
WOLVERINES

INITIATIVE

Quote from: Wymar Sane / Darvi
Pewpew!

Quote from: Friar Greenmoore / Dwarmin
I take cover under the trees; Double Fireballs on the eagle mounts, let the riders fall to death

Quote from: Daniel King / Zako
Activate surgical precision. Stab an eagle in the head as it flies past!

Quote from: Frenz Grende / Grimmjow6th
Attempt to wrap my whip around an eagle's head and pull on it, attempting to bring it down

Quote from: Enemies / SeriousConcentrate
#1: (4) Attack Frenz!
#2: (2) Attack Greenmoore!
#3: (1) Attack Wymar!
#4: (1) Attack Wymar!
#5: (4) Attack Frenz!
#6: (3) Attack Daniel!
#7: (3) Attack Daniel!

Daniel drew his knife and watched the enemy carefully. The seventh rider to appear launched itself at him, and he saw his moment! (SP used. 5+2 vs 2+4; 8-1 Major Success, 2d6; 7 damage) His knife plunged into the fleaman riding it, killing him instantly but leaving the eagle alive to attack. Meanwhile, the fifth rider circled his mount around to dive at Frenz! (1-1 vs 8+1) The nobleman simple laughed the feeble attack off. The lone eagle swooped back to attack Daniel from behind. (8 vs 4+2; Major Success, 2d4; 5 damage) Its talons raked across the back of his unprotected neck, drawing blood!

Frenz, meanwhile, released his whip from around the boar's neck and attacked the rider that had tried to strike him. (7 vs 6+3) But the rider was skilled in the art of the majestic barrel roll and evaded. o.O Meanwhile, the third went for Wymar! (3 vs 5-1) The fortune teller saw it coming and ducked away, and as he did Greenmoore came to his aid, flinging fireballs at the attacking eagle! (-4 MP. 4-1 vs 3+4; 7-1 vs 1+4. 7+1 Massive Success, 2d6x2; 18 and kill) The eagle was utterly destroyed in the explosion, and the fleaman flew over the edge of the cliff to never be seen in one piece again. The first rider went for Frenz's back! (8-1 vs 5+1; Massive Success, 2d4x2; 12 damage) With expert precision, the fleaman buried its lance between his shoulders and flew away, drawing another from the pack hanging from his eagle.

The second eagle, observing the monk's magic, dive bombed him! (6 vs 5+1-1; Minor Success, 1d4; 1-2 = 0 damage) Greenmoore raised his shield just in time, and the fleaman's axe scraped sparks along its surface. The sixth went for Daniel! (5 vs 7+2) But the doctor saw it coming and ducked the eagle's talons. Wymar raised his free hand towards the scattered riders... (-4 MP: 7+1 vs 2+4; Major Failure. 8+1 vs 4+4; Massive Success, 2d4x2; 12 and kill) The light blinded Eagle Rider 4 and it crashed high above them into the mountain. Both eagle and rider fell into the trees, dying on impact.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra
god dammit im getting tired of these caverns: go south

Quote from: Pierre Dé Grasse / Krath
Light my lantern and head into the darkness of the south!

Quote from: Malakai Ritt / Draignean
Follow da party!

Quote from: Claire Rosara / Irony Owl
Search for loot to the south!

The party headed south, led by a frustrated Malleus. They stomped and splashed through the water, causing quite a ruckus. (MAR: 3) And they, in fact, attracted some attention: Two distant lights suddenly flickered on and floated towards them, and a quartet of fishmen burst out of the water near the center of the cavern!  The party immediately boxed in around Malakai to protect him, Malleus facing the now-slightly-visible ghosts with Pierre and Claire looking at the fishmen.

(Enemy count: Two Spectres / Incorporeal Undead, Four Fishmen / Aquatic Demons)

Spoiler: HP/MP (click to show/hide)

-----

I'm trying to change things up a bit. Is this better or did you prefer the old way? :-\ This takes a little longer to write and I'm not sure if it works as well here as it does in RtSC IV.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: IronyOwl on May 22, 2011, 10:00:25 pm
I think I preferred the old way.

Give a triumphant laugh and rush one of the fishmen.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Zako on May 22, 2011, 10:11:45 pm
Ouch.  :(

Finish off eagle 7!
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Dwarmin on May 22, 2011, 10:25:19 pm
Boing! Damage resist rocks. Especially against lower damage enemies.

I like it better this way. Less jumping around for the eyes.

Did we have to order the boar to join combat? I assume he would have leaped to the defense of his new masters.

More double fireballs, on Eagle 1!
Also, order the boar to attack. Or at least be a target. Jeez.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 22, 2011, 10:33:29 pm
It's Grimmjow's boar. :3 It's less useful as a damage sponge when the enemies can fly over it, though.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Darvi on May 22, 2011, 11:13:05 pm
Keep nuking.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Grimmjow6th on May 23, 2011, 12:19:07 am
''Do a bloody barrel roll will ya?''
try same tactic on the same eagle, intent of getting the bloody thing.
[also, ouch, didn't know lil fleaman lance could do so much dmg]
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Ahra on May 23, 2011, 12:57:43 am
holy cross the closest spectre
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Krath on May 23, 2011, 03:33:23 am
I think both ways are fine, personally. I liked the old way a bit better though.

Put that chemical bomb to good use and fling it at the Fishmen!
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 23, 2011, 10:02:21 pm
Giving Draignean a bit more time here and in mah other RTD because I can. Also to take a more official count:

2 for old (IronyOwl, Krath)
1 for new (Dwarmin)
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Dwarmin on May 23, 2011, 10:17:26 pm
My vote counts twice because m name starts with a "D".
Sorry guys, new rule.  :-\
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Zako on May 23, 2011, 10:29:34 pm
I don't really care, but the user names next to the character names is very nice. Please keep that.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Draignean on May 24, 2011, 12:09:14 am
Sorry for holding things up. :(

Summon shadow demon and have it kill evile things while I put everything into defending myself.

EDIT: Reworded for clarity.

Giving Draignean a bit more time here and in mah other RTD because I can. Also to take a more official count:

2 for old (IronyOwl, Krath)
1 for new (Dwarmin)

+1 for an entirely ney style involving mexican whooping llamas.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 12:15:06 am
I'm going to give everyone a chance to vote but it looks like pretty soon we'll be going back to the old way, just with everyone's names written like [Character / Player]. Or [Player / Character], depending on which you guys would prefer. ^^
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Grimmjow6th on May 24, 2011, 04:28:33 am
i like new.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Darvi on May 24, 2011, 06:33:07 am
+1 for "doesn't fucking care"
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Dwarmin on May 24, 2011, 06:37:52 am
Ooh, Darvis testy this morning.

*poke, poke, poke*

3:
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Darvi on May 24, 2011, 06:39:11 am
Ooh, Darvis testy this morning.
It's half past 1 in the afternoon. But eh. :3
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 07:37:27 am
So of all 10 of us (counting Riccto and Talarion if they want to vote on it) we have

2 old (IronyOwl, Krath)
2 new (Dwarmin, Grimmjow6th)
3 'whatever' (Zako, Draignean, Darvi)
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Talarion on May 24, 2011, 08:03:48 am
Flip a coin.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 08:05:28 am
Which one are you assigning heads to? Also I got bored earlier and made this if you want it:

(http://img.photobucket.com/albums/v355/Static_Jester/Bay12/ZathyranFirsankh3.png)
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Talarion on May 24, 2011, 08:13:08 am
Love at first sight! Heheh thanks. Your art is awesome as always. Thanks. Also, assign heads to new, tails to old. ^^

Edit: And then I realized I can't edit my profile from my iPod... Urgh. I'll change it tomorrow.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 08:16:48 am
No problem. *Gets a coin* *flips coin* Looks like we got 3 old, 2 new, 3 no opinion.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Grimmjow6th on May 24, 2011, 02:03:07 pm
aww, i prefer da new >_>
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Darvi on May 24, 2011, 02:03:53 pm
Eh, tie breaker. New.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 02:06:57 pm
You mean tie-maker. Now we're 3 old, 3 new, 3 don't care. I guess that leaves only Riccto to weigh in. ^^;
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Darvi on May 24, 2011, 02:08:11 pm
No. I'm the tie breaker.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 07:45:45 pm
Mmm, all right, I've thought it over. I'll stick with the new style for five more turns and see if anybody changes their mind at Turn 90. Unfortunately mental fatigue is startign to crush me 'cause I've been up something like 36 to 40 hours and I'm losing steam. I'll run the turn when I wake up, I promise. ^^ You can hold me to that.
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: IronyOwl on May 24, 2011, 07:47:12 pm
Er, yeah. Good night, Serious. :-\
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: Dwarmin on May 24, 2011, 07:52:01 pm
No, SeriousConcentrate-sleep is the enemy. I mean, something could happen while your asleep. Important stuff. And you would miss it. Forever.  ???

*pulls puppet strings*
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 08:15:28 pm
Guess what? I ain't sleeping for the same reason I didn't get any sleep last night. FUCKING. FLEAS. I hate my pets sometimes. :-\ Ah, anyway, I'm going to go ahead and run the turn as soon as I review everything, but yeah, you're right. I can't sleep yet. I don't want to hold anybody up. :3 *yawn*
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: IronyOwl on May 24, 2011, 09:00:10 pm
Yeesh. Tried vacuuming the hell out of the place?
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 09:07:39 pm
They're in my bed..... :( (Turn's halfway done, gotta do the Nightcrawler's combat now. ^^)
Title: Re: CvRTD: Turn 85 (In which there are lots of enemies)
Post by: SeriousConcentrate on May 24, 2011, 09:26:39 pm
One might say this turn is... 8) ...lousy.

YEEEEAAAAAHHHHH

WOLVERINES
Quote from: Wymar Sane / Darvi: 8 {6}
Keep nuking.
Quote from: Friar Greenmoore / Dwarmin: 1
More double fireballs, on Eagle 1!
Quote from: Daniel King / Zako: 2 {7}
Finish off eagle 7!
Quote from: Frenz Grende / Grimmjow6th: 7
try same tactic on the same eagle (#5), intent of getting the bloody thing.
Quote from: Enemies / SeriousConcentrate
#1: (3) Attack Daniel! (Ini: 5)
#2: (4) Attack Frenz! (Ini: 4)
#5: (4) Attack Frenz! (Ini: 8 {3})
#6: (1) Attack Wymar! (Ini: 2 {1})
#7: (2) Attack Greenmoore! (Ini: 8 {2})

Wymar continued throwing blasts of light around like it was going out of style. (-4 MP, random target: 3, so E5. 3+1 vs 5+4. 7+1 vs 1+4; Minor Success, 1d4; 3 damage) The light seared feathers from the eagle but the rider continued to attack Frenz! (3+1-1 vs 8+1) This time the nobleman was ready and parried the lance with his forearm, shoving it aside. (3+1 vs 7-1+1) The seventh eagle swooped at Greenmoore, but again he raised his shield and deflected the incoming blow.

Meanwhile, Frenz struck back at Eagle Rider 5! (7 vs 2+4; Major Success, 2d4; 6 damage) His whip swung the air, the tip catching the rider directly in the face! It recoiled in pain and fell off of the eagle, only to plummet to his doom on the rocks below. The eagle was still alive, though. Eagle Rider 1 drew a small axe and threw it at Daniel. (7+1 vs 5+2; Major Success, 2d4; 4 damage) The doctor mostly ducked it, but the blade still cut him along the upper arm. Meanwhile, the second eagle rider was gunning for Frenz too! (3+1-1 vs 4+1) Frenz ducked low, pressing his body against the back of the boar's head, and the eagle missed him entirely!

Daniel, knife still in hand, waited for his moment. (6 vs 1+4; Major Success, 2d6; 9 damage and kill) The rider swooped down for a second run on Greenmoore and Daniel seized his chance! He threw the knife at the eagle, catching it perfectly in the chest and dropping it as he ran forward. The fleaman riding it rolled away, stunned, and was unable to prevent the doctor from punting him between the legs with enough force to send him flying off the mountain. Insult upon injury, the doctor reflected as he retrieved his knife. Eagle Rider 6, meanwhile, was readying a lance for Wymar! (5+1 vs 7-1) The fortune teller ducked his head, and the attack missed.

Friar Greenmoore finished preparing his spell and launched it at the first Eagle Rider! (-4 MP. 8-1 vs 7+4. 7-1 vs 1+4; 7+1 Massive Success, 2d6x2; 14 damage and kill. 2, heart obtained) There's brief, sharp shower of flaming blood, and out of the explosion falls a roasted eagle heart. The friar grabbed it as it fell and pocketed it.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 6 {3}
holy cross the closest spectre
Quote from: Pierre Dé Grasse / Krath: 6 {1} |3|
Put that chemical bomb to good use and fling it at the Fishmen!
Quote from: Malakai Ritt / Draignean: 4 {5}
Summon shadow demon and have it kill evile things while I put everything into defending myself.
Quote from: Claire Rosara / Irony Owl: 7
Give a triumphant laugh and rush one of the fishmen.
Quote from: Enemies / SeriousConcentrate
S1: (2) Attack Pierre!(Ini: 6 {1} |1|)
S2: (4) Attack Claire! (Ini: 2)
M1: (3) Attack Malakai! (Ini: 1)
M2: (1) Attack Malleus! (Ini: 4 {7})
M3: (4) Attack Claire! (Ini: 3)
M4: (1) Attack Malleus! (Ini: 4 {6})

Claire gave a hearty pirate laugh, swinging her cutlass like a true lady of the sea, and rushed Merman (4) Four! (7 vs 3+2; Major Success, 2d4; 4 damage, 2 HP back) She slashed it across the chest, drawing first blood for the crew! Malleus joined her assault by drawing his cross and turning it on the nearest specter, (odd/even: 3) Specter 1! (7 vs 2 {No defense bonus due to using holy implement}; Major Success, 2d6; 8 damage) The ghost shrank away from his symbol... and Pierre continued the assault by throwing the bomb he had made in the basement of Berkeley Manor! (Random Target: 2, Merman 2. 8, hits all 4 merman for 3 (on 1d4) damage.) It hit the merman in the chest and exploded, knocking all four of them back into the water! ...Luckily Claire was unharmed. >.>

The specter, shrinking away from Malleus, floated over to Pierre instead and swung its lantern at him! (8 vs 7+3) The Frenchman easily sidestepped the blow, and while he was doing that Merman 2 swam past him and leaped out of the water at Malleus! (2+2 vs 5+4) The knight jumped back, and the merman landed harmlessly with a giant splash! ...which masked Merman 4 doing the exact same thing! (7+2 vs 2+4; Minor Success and wax doll) It raked the knight's eyes with its claws, but what should have been a gory blinding resulting in damage to Malleus whatsoever!

Malakai finished reading his contract and summoned the Shadow Demon, then raised his cloak around his body. (-4 MP, random target: 3, so Merman 1. 7 vs 4+2; Major Success, 2d6; 10 damage) Shrieking loudly, the demon tore into the merman, ripping its claws into and through the monster's scales! (3) Malakai was so stunned by the brutality he quite forgot to defend himself, but at least he didn't make his situation any worse. ...But things were worse for Claire as she got tag teamed by a Specter and a Merman! (3 vs 3. 6+2 vs 5; Major Failure) Or so the monsters thought. In reality, she merely stepped to the side, allowing the ghost to hit the fishman in the face with its lantern!

But the round wasn't done yet, because the final fishman, the one damaged severely by the summon, was coming for Malakai! (2+2 vs 5-1) Since he wasn't wearing any heavy armor, it was a simple matter for the magician to make the combat round a no-hitter by merely dodging back. Good going, aquatic assholes. ::)

Spoiler: HP/MP (click to show/hide)

--------------

Skill-up for Greenmoore! ^^
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Krath on May 24, 2011, 09:36:00 pm
Wow, are you sure the Goblins are the fodder here? These mermen are pretty incompetent.

Do a needlessly fancy move by throwing my hat into the air, stabbing Merman 1 in the chest to finish it, then grabbing my hat before it falls down!
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Dwarmin on May 24, 2011, 09:39:19 pm
Hmm....mid air heart grab for the win!

Try pelting fleaman 5 with holy water!

For mine skill-up, I'll upgrade my shield skill to remove the -1 hit

Divine Aegis of God (-2 damage taken)

Edit: Also, lol at Mermen. The last ones we faced were like Navy Seals...these ones, Keystone Kops. >_>
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: IronyOwl on May 24, 2011, 09:49:38 pm
Laugh again, attack Merman 3!
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: SeriousConcentrate on May 24, 2011, 09:50:57 pm
Yeah, I know, I mean damn. These guys are later on, you think the RNG would be like 'oh hey they should be tougher since they have a +2 to attack and all.' Instead it's like 'lol fishface.'
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Draignean on May 24, 2011, 09:57:42 pm
Serious I took a skillup earlier, I think you missed it.

Hell Pact: -1 To helping allies, +2 to defense
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Dwarmin on May 24, 2011, 10:01:53 pm
Serious I took a skillup earlier, I think you missed it.

Hell Pact: -1 To helping allies, +2 to defense

He has been awake for like 70 hours. Soon the God delusions will begin. :(
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Draignean on May 24, 2011, 10:03:55 pm
Serious I took a skillup earlier, I think you missed it.

Hell Pact: -1 To helping allies, +2 to defense

He has been awake for like 70 hours. Soon the God delusions will begin. :(

Delusions?


We're all Gods! Masters of your own worlds! MWHAHAHAAHAHAHAHAHAHA!
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Krath on May 24, 2011, 10:05:24 pm
He has been awake for like 70 hours. Soon the God delusions will begin. :(

You mean he's going to start thinking Toady is God and ThreeToe is Jesus, and they're both posting from Heaven?  :o
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: SeriousConcentrate on May 24, 2011, 10:05:53 pm
Master of 2.5 if you're me since I give you guys a lot of free reign on ASL. Editing statuses to be propa now. ^^
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: SeriousConcentrate on May 24, 2011, 10:06:26 pm
Reminds me, I think Grimmjow6th missed his last skill-up.
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Zako on May 24, 2011, 10:12:21 pm
Man, am I a punching bag or something this battle? Seriously, I'm getting bashed up a lot.

Attack eagle 6 with the hammer!
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Grimmjow6th on May 24, 2011, 10:34:02 pm
((really? well, ill take a +1  to damage rolls then?
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: SeriousConcentrate on May 24, 2011, 10:43:00 pm
A'ight, updating your status. :)
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Ahra on May 25, 2011, 12:39:18 am
get off me you FREAK: teach them how you open merman ribcages up close with an axe
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Draignean on May 25, 2011, 01:01:43 am
Have the shadow demon keep shredding baddies, keep defending.
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Grimmjow6th on May 25, 2011, 03:12:54 pm
Whip at eagle 3 with all my strength!
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Darvi on May 25, 2011, 03:17:14 pm
Instacrit dualcast on the eagle with the most health.
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: SeriousConcentrate on May 25, 2011, 08:00:44 pm
WOLVERINES
Quote from: Wymar Sane / Darvi: 2
Instacrit dualcast on the eagle with the most health.
Quote from: Friar Greenmoore / Dwarmin: 6 {6}
Try pelting fleaman 5 with holy water!
Quote from: Daniel King / Zako: 1 {5}
Attack eagle 6 with the hammer!
Quote from: Frenz Grende / Grimmjow6th: 1 {2}
Whip at eagle 3 with all my strength!
Quote from: Enemies / SeriousConcentrate
#2: (1) Attack Wymar! (Ini: 6 {1})
#5: (4) Attack Frenz! (Ini: 8 {6})
#6: (3) Attack Daniel! (Ini: 8 {7})

Enemies 5 and 6 attack in unison, going for Daniel and Frenz! (D: 1+1 vs 2+2. F: 6+1-1 vs 8+1) But their armor deflects the incoming blows easily. Meanwhile, the good friar draws a vial of holy water and pitches it and Eagle Rider 5 as it swoops past Frenz! (-1 MP. 7 vs 2+4; Minor Success, 1d4+1d4; 8 and kill. 3, all good) The vial hits and shatters, covering his target in burning holy fire! It is 'purified' instantly and all that is left is the eagle's heart, which he grabs for his own use later. (Greenmoore has 3/3 hearts now, can't collect another until he uses one. :-\) While he's picking that up, the eagle that had been targeted him flies past and ends up heading straight for Wymar! (1+1 vs 7-1) Wymar jukes to the side...

(-4 MP. 8+1 vs 3+4, 1+1 vs 3+4. 1 Autocrit for 2d4x2 damage; 14 and kill) ...and as it flies past he unleashes a blast of light so intense the enemy vanishes entirely in it, leaving naught but ashes! They continue forward a bit, propelled by momentum, before the wind scatters the remains to the four corners of the Earth. Meanwhile, Daniel exchanges his knife for his hammer, spinning it for momentum as he waits for the sixth eagle rider to take another swoop at him. (8 vs 3+4; 8+1 Critical Success, 2d4x2+25%; 10 damage) It does, and he brings his hammer up and around, cracking the fleaman riding it on the side of the head. It falls off, limp, and Frenz swings his whip at the eagle as it tries to fly away. (8 vs 2+4. 5+2 Major Success, 2d4; 6 and kill) The whip wraps around its throat, and with a quick yank Frenz snaps its neck and pulls it into the ground with enough force to break one of its wings. Even if it wasn't dead, it would've been easy prey anyway.

The boar sidesteps aimlessly and crushes the eagle into paste. Well, so much for that.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 7
get off me you FREAK: teach them how you open merman ribcages up close with an axe
Quote from: Pierre Dé Grasse / Krath: 1 {5}
Do a needlessly fancy move by throwing my hat into the air, stabbing Merman 1 in the chest to finish it, then grabbing my hat before it falls down!
Quote from: Malakai Ritt / Draignean: 4 {7}
Have the shadow demon keep shredding baddies, keep defending.
Quote from: Claire Rosara / Irony Owl: 3
Laugh again, attack Merman 3!
Quote from: Enemies / SeriousConcentrate
S1: (2) Attack Pierre! (Ini: 1 {4})
S2: (1) Attack Malleus! (Ini: 2)
M1: (1) Attack Malleus! (Ini: 6 {1})
M2: (4) Attack Claire! (Ini: 6 {6})
M3: (1) Attack Malleus! (Ini: 4 {4})
M4: (3) Attack Malakai! (Ini: 1 {6})

Enraged at the audacity of the aquatic monster, Malleus swings his axe! (7+1 vs 2+2; 8+2 Critical Success, 2d4x2+50%; 15 damage and kill) Everyone learns EXACTLY how you open up a merman's ribcage with an axe as Malleus powers through with enough force that his blow bisects Merman 4 horizontally! As he's doing that, the second specter floats up behind him, and Merman 2 runs up on Claire! (C: 2+2 vs 2; Major Success, 2d4; 8-2=6 damage. M: 7 vs 2+4; Massive Failure, Counterattack: 7+2-1 Ineffective Weapon Massive Success, 2d4x2; 16 damage and kill) Malleus turns and swings his axe again like a metal tornado, shearing through both the ectoplasm composing the ghost's form and its lantern in the same attack! It shrieks as it dies.

Meanwhile, Claire's not quite as lucky as she gets clawed across the stomach. Not cool, hitting the only chick out of all eight characters, assholes. ::) They need to learn some manners, and Malakai's demon is in the mood to teach! (Random Target: 1, Specter 1. 5 vs 2+2; Minor Success, 1d4; 3 damage.) The demon bites into Specter 1, tearing away some of its ectoplasm and eating it whole! Malakai defends himself. (5/Minor Success, +1 to defense) He raises his dire mace in a defensive position. Claire, meanwhile, attacks Merman 3! (4 vs 1+2; 8+1 Critical Success, 2d4x2+25% damage, 15 damage and kill, 8 HP back) She slew him with a single blow, and her cutlass absorbed his life force, regenerating her wounds! The specter flew away from the demon and attacked Pierre! (7 vs 2+3; Massive Success, 2d4x2; 8 damage) The ghost's lantern hit him directly across the side of his unprotected head, knocking his hat high into the air!

This was Pierre, though. (5+1 vs 2+2; Major Success -> Electric Damage, 2d6; 8 and kill) He recovered easily as he stumbled to the side and stabbed Merman 1 through the eye, finishing it and frying it with the electricity flowing through his weapon, then kicked it off of his blade and grabbed his hat on its way down and put it back on. Fashion always came first.

Spoiler: HP/MP (click to show/hide)

--------------

Next round, I'm going to change initiative so I don't have to do so many rerolls. :-\ I think I'll roll a d1000 to ensure there's no way two people will end up with the same number, and then I'll roll a d8 to see if you would've got one like the way I've been rolling it. (Main reason I'm changing it is because it'll be easier to glance through and see who's doing what when, which will make turns easier to write and probably speed up the time writing them at least 25-40%. Even though I'll roll a d8 after, I only have to roll that for your PCs which will still significantly cut down the amount of rolling I need to do, and you still get a chance for an eight. Everyone wins! :D)

Also, congratulations on the Pierre expy's success over in Dwarmin's RTD, Krath. :3 Just thought I'd let you know about it, if you didn't already.

Finally, counting up the 8s... Hmm, Zako gets one for 15 eights, Darvi has one for 20 (and is five away from a second evo :3) and Grimmjow6th gets one for rolling his first pair of consecutive eights.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: IronyOwl on May 25, 2011, 08:43:50 pm
Ow. I didn't see an action for me, though...
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 25, 2011, 08:45:33 pm
Good example of why I'm changing initiative. >.> One second, I'll go insert your action in the appropriate place. ^^;

There you go. :3
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: IronyOwl on May 25, 2011, 08:57:53 pm
Niiiiiiiiiiiiice.

Clean off Merman 2 or 3's skull as a trophy. Unless Merman 2 is still active and I'm late in the initiative count, in which case gut him.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Darvi on May 25, 2011, 11:14:18 pm
I take Powerful Criticals (additional multiplier for critical damage. 110% maybe?)
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 25, 2011, 11:18:44 pm
So basically it would make a Massive Success 2d#x2+10%, a +1 Critical Success 2d#x2+35%, etc?
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Darvi on May 25, 2011, 11:20:33 pm
Yeah. FOR MASSIVE DAMAGE
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 25, 2011, 11:25:40 pm
A minor enough increase, I suppose, and conditional enough that it's not broken. OK, it'll do.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Zako on May 25, 2011, 11:32:48 pm
Hmnmm...

I shall take the skill Surgical Precision Lv2 (+3 to hit, always on.)

Heal myself and then search for supplies for my kit.

EDIT: Is this new skill valid?
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 25, 2011, 11:34:31 pm
I'm going to ask 'are you sure?' on that. I mean it's not really a problem, but rolling 793 isn't much better than rolling 792. ^^;
Title: Re: CvRTD: Turn 86 (In which the Nightcrawlers are untouchable)
Post by: Krath on May 25, 2011, 11:41:08 pm
Also, congratulations on the Pierre expy's success over in Dwarmin's RTD, Krath. :3 Just thought I'd let you know about it, if you didn't already.

AbuhuhuhuhWUH? Order of the Kai? *looks*

Name: Ghost Wake (<-Pierre achievement challenge)

Awesome.

Regardless, make sure my hat is in perfect position and finish the final Merman off by stabbing it...WITHOUT LOOKING!
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Darvi on May 25, 2011, 11:42:28 pm
You try to stab the merman (1-2penalty for not looking vs.8) and stab Claire instead. Nice job hero!
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Zako on May 25, 2011, 11:43:28 pm
Hmmm, you have a valid point. I will change it immediately.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Krath on May 25, 2011, 11:43:58 pm
You try to stab the merman (1-2penalty for not looking vs.8) and stab Claire instead. Nice job hero!

I'm too fabulous to miss.

Ever.

Ghost Wake is on equal fantabulousness with Pierre.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 25, 2011, 11:48:04 pm
@Zako: Lv2 usually just drops the penalty... guess I could make it always on, but it'd be +2 to hit, without the -1 to damage rolls. That OK?

@Krath: Yeah, it's kinda funny. Ahra did pretty well for himself but I got murdered. ^^ That's what I get for trying to show him up, I guess.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Krath on May 25, 2011, 11:49:56 pm
Oh Serious, don't think I didn't see your ninja edit  :D

Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 25, 2011, 11:53:33 pm
:3 I thought about it and was like, nah, I REALLY can't go there. For some reason it's actually funnier that you saw it, I think.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Dwarmin on May 25, 2011, 11:54:55 pm
Friar Greenmoore has a heart feast, consuming all his hearts for unlimted powa ( 2d4+1d4+1d4)
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Zako on May 26, 2011, 12:07:38 am
Ok, that will be fine. As long as it is always on.  ;)
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 26, 2011, 12:11:38 am
All right, cool. For those who didn't see the ninja edit and don't want to feel left out, I was making yet more puns regarding the ambiguous use of the word stab. That's all. Basically about what you probably expected from me, really. ;)
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Ahra on May 26, 2011, 12:25:42 am
shoot the goddamn merman.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 27, 2011, 10:05:03 pm
Bump for Grimmjow6th, Draignean, and Darvi.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Draignean on May 27, 2011, 11:38:10 pm
Demon keeps afeasting, I keep blocking.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Grimmjow6th on May 27, 2011, 11:44:37 pm
''Well, that was quite the surprise. take a look around to see if there's anything else that might jump out at us.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: IronyOwl on May 28, 2011, 06:31:12 pm
DAAAAAAAARRVVIIIIIIIII!
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Darvi on May 28, 2011, 06:32:44 pm
Wait what?

I didn't action yet?

GM hax to see which direction we should take next.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 28, 2011, 08:47:10 pm
Turn will come soon. I've been moving heavy boxes into storage on and off all day, so I'm going to finish my dinner and take a shower to recover before I run the turn. ^^ No worries, it should be up within a few hours. ^^;
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Dwarmin on May 28, 2011, 09:06:40 pm
Turn will come soon. I've been moving heavy boxes into storage on and off all day.

Speaking of which, you havn't thrown an annoying box pushing puzzle at your players yet. Our paitence only stretches so far. :I
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 28, 2011, 09:10:18 pm
Kinda hard to do that in text format, and that's Zelda anyway. :P Or Resident Evil, now that I think about it...

However if you want one I'll put one in the castle just for you. <3
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Dwarmin on May 28, 2011, 09:19:22 pm
What about egregious backtracking?

The party of adventurers bursts into Dracula's throne room after an epic battle with a mutant hydra whose heads composed all the bosses they defeated earlier!

Within, they only find a written note sitting the arm of his chair near a half full glass of wine.

"
Dear adventurers

I was in Aguemort the whole time. Come back and get me suckers. I respawned all the monsters. hahaha!

-Dracula"

Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 28, 2011, 09:24:40 pm
Pad out the RTD? Are you insane? Keep on and I'll turn it in to the Hunchback of Notre Dame, I swear, with Pierre as Phoebus, Claire as Esmeralda, Greenmoore as Frollo, and, uh... um... Daniel as Quasimodo since he's a doctor, and so are Igors in Discworld, and an Igor is kind of like Quasimodo... so that'll work... Oh yeah, and Wymar as Clopin 'cause he's already a gypsy anyway. :3
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Zako on May 28, 2011, 10:14:52 pm
I'm a hunchback! D:
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 28, 2011, 10:19:37 pm
A super strong, parkour-expert hunchback, though. With a heart of gold... and a wonderful singing voice. <3 (Sorry, but I'm not afraid to admit that's one of my favorite movies ever. And I'm amused by the idea of Greenmoore being voiced by Tony Jay.) I wish the dryer was faster... so I could get a damn shower... :-\
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: Dwarmin on May 28, 2011, 10:44:31 pm
SeriousConcentrate, your not using a Sonic Shower? Get with the 22nd century already. I mean, they're selling them everywhere these days!
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 28, 2011, 11:13:18 pm
>.< This is what, the 11th century here? Jeez. Have to wait for like another thousand years before we have the pleasure of Pierre picking up chicks in the club. Anyway, preparing the turn now, I gotta go back and collect actions. ^^
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 28, 2011, 11:48:24 pm
NOOOOOO

I lost the turn. :'( I'll just do a recap as accurately as I remember.

Wolverines: Darvi rolled a 1, so nothing there; Dwarmin got 12 MP back; Zako got 9 HP/rolled a 5+2 searching for supplies so his kit is at 2/3; Frenz rolled an 8 on his search roll and got a Bag of Gold.

Nightcrawlers: The merman and specter went first but blew their attack rolls. IronyOwl started carving up Merman 3's head. Draignean's demon attacked the specter, got countered, and the specter rolled a 1 so it got countered back and killed by the demon. Ahra shot the merman for ten damage. Krath finished it with a ~FABULOUS~ thrust to the throat.

 :-\

Spoiler: HP/MP (click to show/hide)

----------------

*sigh* Well, anyway... I don't think I ever gave Krath his fifteenth 8 skill-up. Also, Grimmjow6th still has one left over from last turn, and has a class evo now. ^^ So here you go:

Steadfast Nobleman: A man of noble blood must endure all attacks, no matter the foe. (Once per battle, Frenz can choose a turn to completely ignore all incoming damage)
Vigorous Nobleman: A man of noble blood must be stronger than the common man. (When countering a foe, Frenz has a 50% chance of having his damage doubled.)
Inspiring Nobleman: A man of noble blood must inspire the common folk to greatness. (Once per battle, Frenz can sacrifice his attack to boost the damage rolls of all allies by 1)
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: IronyOwl on May 29, 2011, 12:01:14 am
Aw man, sorry to hear about the turn. :-\

How'd my head-carving go?
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 29, 2011, 12:06:39 am
You got the skull. ^^ Probably should have mentioned that.

I lost it in the stupidest manner possible. I was trying to click over to the tab I had the dice roller in but my wrist slipped a little and I clicked a link on my favorites bar above it... :'(
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: IronyOwl on May 29, 2011, 12:09:14 am
Search the area for treasure!

And I'd want the merman skull because... uh... well anyway, that's hardly the point. How big is it?
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 29, 2011, 12:14:38 am
About the size of a human's skull, I'd say, given the size similarities of the merman and Trevor Belmont sprites. Maybe a little larger?
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Krath on May 29, 2011, 12:18:30 am
That's horrible, Serious  :-\

Time travel to the 22nd century and pick up chicks in the club.

Continue going south, light my lantern if it turned off.
Title: Re: CvRTD: Turn 87 (In which the Wolverines are victorious)
Post by: SeriousConcentrate on May 29, 2011, 12:22:01 am
I don't think I ever gave Krath his fifteenth 8 skill-up

*ahem* :3
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Dwarmin on May 29, 2011, 01:07:47 am
" The Count will have to do better than this..." Friar Greenmore says, kicking a pile of Fleaman ashes "...If he intends to stop us."

Search the trees! Then get a move on.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Krath on May 29, 2011, 01:27:05 am
Oh.

Hmm...Oh, I have a fun one.

Greased Lightning: On a Major or Massive success, Pierre has a 1/4 chance to deliver an additional attack.

Gotta them those combos rolling.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 29, 2011, 01:28:09 am
Sure. We're about 1/3 of the way through anyway, I'd estimate, and Pierre's survived long enough/rolled enough 8s to make such a thing feasible.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Grimmjow6th on May 29, 2011, 02:04:59 am
I'll take inspiring nobleman.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 29, 2011, 02:31:05 am
All right, status has been updated. ^^ Next time I'll write the turn off-line... :-\
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Darvi on May 29, 2011, 03:52:42 am
Derp @ FF. And I can totally see Claire as Esmeralda, seeing as they're both sex objects.

Be dwarfy and slay a tree Look for edible plants.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Zako on May 29, 2011, 04:13:17 am
I never really liked firefox all that much to be honest. That sucks man.

"Well, I do believe that his plan is to wear us down over time. We need to find more effective means of disposing these creatures."

Proceed to the woods and search them.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Ahra on May 29, 2011, 04:56:49 am
go south "I HATE CAVERNS!!!"
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 30, 2011, 03:07:56 am
Bump for Draignean and Grimmjow6th. 8)
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Grimmjow6th on May 30, 2011, 03:52:59 am
Get my wounds treated!
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Zako on May 30, 2011, 05:25:17 am
You're fine for now. When you go under 25, ill heal you then.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Darvi on May 30, 2011, 05:25:53 am
Heal me then :P
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Zako on May 30, 2011, 07:27:59 am
Sorry, but it's science, not magic. I can't heal you through a mountain. Them's the breaks.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Talarion on May 30, 2011, 07:45:34 am
Zako, Darvi is with you. Your teammates are Darvi, Dwarmin, and Grimmjow6th. The other team is Krath, Draignean, IronyOwl and Ahra.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Zako on May 30, 2011, 08:52:52 am
Oh, woops.  :P

Still, you don't need to be healed either. You have thus far avoided injury.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Darvi on May 30, 2011, 10:37:15 am
But I have below 25 HP!!! I require assistance!
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Draignean on May 30, 2011, 03:08:12 pm
Continue South
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Taricus on May 30, 2011, 07:30:32 pm
Join waitlist
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Krath on May 30, 2011, 07:37:42 pm
But I have below 25 HP!!! I require assistance!

The solution is to overheal you until your HP is 25/15.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 30, 2011, 09:51:51 pm
Taric? In MY waitlist? It's more likely than you think.

Anyway, Taric to the waitlist, now's a good time for that in fact, and getting ready to run the turn.
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Taricus on May 30, 2011, 09:54:25 pm
Foreboding much?
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: Zako on May 30, 2011, 10:03:29 pm
That wasn't all that encouraging but whatever, we wolverines shall push on!!
Title: Re: CvRTD: Turn 88 (In which Firefox eats the turn again...)
Post by: SeriousConcentrate on May 30, 2011, 10:23:29 pm
It's not meant to be encouraging. >:D

WOLVERINES
Quote from: Wymar Sane / Darvi
Look for edible plants. (Then follow Dwarmin)
Quote from: Friar Greenmoore / Dwarmin
Search the trees! Then get a move on.
Quote from: Daniel King / Zako
Proceed to the woods and search them. (Then follow Dwarmin)
Quote from: Frenz Grende / Grimmjow6th
Get my wounds treated! (Then follow Dwarmin)

Frenz attempted to get Daniel to heal his wounds, but the doctor was too busy searching through the grove again. (6 {Bonus Negated for second search}) Despite having gone through grove once, he managed to find a few herbs he had overlooked, and put them into his kit as well. Wymar and Greenmoore also looked around the woods. (3, 3) Unfortunately for them, Daniel had taken all the useful plants and Frenz had found the only hidden treasure. Somewhat disappointed, the party continued down the trail.

It looked almost like the end was in sight. Up ahead were two massive wooden gates; one on the left, one on the right. The party was sure the one on the left went back to the goblin village, so the one on the right must be the way out. But where was the winch to open it?

NIGHTCRAWLERS
Quote from: Malleus Raulat / Ahra
go south
Quote from: Pierre Dé Grasse / Krath
Continue going south, light my lantern if it turned off.
Quote from: Malakai Ritt / Draignean
Continue South
Quote from: Claire Rosara / Irony Owl
Search area for treasure, then South

Claire looked around the immediate area for treasure. (6; 1) One of the mermen was wearing a crude belt of human hide, with a pair of cloth pouches hanging from it. She liberated them; looked like there was gold there! (Claire gets 2x Bag of Gold!) Pierre tapped his lantern on the side; but it was all good; the thing was still on and running well since he'd never dropped it in the lake. The party headed south through the water.

It got shallower as they went; the ground was sloping up slightly. Suddenly, a heavy thump from somewhere nearby! It seemed to shake the cavern. As everyone looked around for it, there was a thin sort of slicing sound, like a sword cutting through silk. (Evasion Roll. A: 8 vs 3-2. K: 7 vs 7+2. D: 8 vs 5+1. IO: 6 vs 4+1. Everyone except Pierre takes 3 damage.) Something tore through Malleus's armor, gouging his upper arm, sliced Claire along the side, slashed Malakai in the left thigh, and whizzed back into the darkness from whence it came; only Pierre managed to dodge the sneak attack. What the hell was that? The party wasn't going to stand around. They hurried south and into a maze of corridors...

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Krath on May 30, 2011, 10:27:45 pm
Oh shi-

Take the nearest path and and keep an eye out for the mystery attacker.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: IronyOwl on May 30, 2011, 10:35:43 pm
Damn it.

Warily creep along, listening intently for anything. Shut eyes now and then if necessary for focus.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Darvi on May 30, 2011, 10:36:35 pm
Choo choo!
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Taricus on May 30, 2011, 10:38:54 pm
Choo choo!
Don't tempt trains.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on May 30, 2011, 10:39:42 pm
If you don't run along the railroad, the train called 'plot' will run you over. o.o
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Draignean on May 30, 2011, 10:44:49 pm
If I summoned a demon and told it to cover us would it be able to run interference from our phantom assailant?
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: IronyOwl on May 30, 2011, 10:46:27 pm
Choo choo!
Just man up and get going to the village. Waiting List's waiting. :3
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Zako on May 30, 2011, 10:47:05 pm
Oh no, please no... Don't tell me that the winch to open the door is in the village?!

FFFFUUUUUUUU-
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Krath on May 30, 2011, 10:57:13 pm
Oh no, please no... Don't tell me that the winch to open the door is in the village?!

FFFFUUUUUUUU-

Sounds like !!FUN!!
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on May 30, 2011, 10:59:23 pm
@Zako: Nope, but you'll have to pass a search roll looking for it specifically to find it.

@Draignean: Your shadow demon has the disadvantage of being immaterial and therefore unable to be hit, so it'll probably be ignored; your ice demon would probably get shattered on a successful hit. On the other hand, you may get a chance to try them out in combat against the enemy soon... >:3
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Zako on May 30, 2011, 11:26:24 pm
Whew, that's ok then.

Daniel searches for a way to open that door. He also heals frenz.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Dwarmin on May 31, 2011, 12:22:05 am
Friar Greenmoore keeps one eye on the sky...
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Ahra on May 31, 2011, 12:31:40 am
Oh shi-

Take the nearest path and and keep an eye out for the mystery attacker.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Grimmjow6th on May 31, 2011, 12:56:19 am
Use all of my powers to guess the correct lever!
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Darvi on May 31, 2011, 07:06:19 am
Use GM hax powers to find out where the winch is located
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Taricus on May 31, 2011, 07:07:36 am
Bad things happen when you try and mess with the GM *Whistles*
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 01:05:45 am
Giving Draignean until 4:00 PM tomorrow (my time, it's just after 1:00 AM for reference) to post an action. ^^
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Draignean on June 01, 2011, 01:28:14 am
Use shadow magic to blur the party, make whatever is hunting us work for it.

Out of curiosity, can I sell/bind my soul to a demon for goodies?
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 01:35:56 am
Jeez, you're fast. o.O Anyway, what do you have in mind? I want to know what I'm approving/disapproving.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Draignean on June 01, 2011, 01:48:16 am
Option A: Bind soul, work in partnership with a demon. Squid flo snow and all that good stuff. Trade favors/items/people to the netherworld for unholy power of the type of the demon.

Option B: Sell soul, take advantage of their flexible payment plan. Reap massive reward, pay with obvious and massive downside.

I haven't really hammered the details, just wondered if it was possible.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 02:05:48 am
If you get to another class evolution I'll consider Option A as a selectable power. ^^
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: IronyOwl on June 01, 2011, 02:43:56 am
Trade my allies to the netherworld for unholy power of the type of the demon.
UH...
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 02:45:52 am
I see nothing wrong with throwing the corpses of powerful heroes to the demons in exchange for a lil' bit of power. :P
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Taricus on June 01, 2011, 02:47:13 am
I see nothing wrong in selling your allies (Dead or alive) to demons.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 02:51:01 am
You don't count, you're an Eldritch Abomination. Of course you want him to do that. >.>
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Draignean on June 01, 2011, 02:54:19 am
I see nothing wrong in selling your allies (Dead or alive) to demons.

That's because you're Taric, you wouldn't see anything wrong with using your allies as foci for some hideous act of pornomancy.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 02:56:56 am
Aye, wot 'e said.

Turn in the morning, it's time to get some sleep. ^^
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Ahra on June 01, 2011, 09:51:13 am
wont be in town for like 4-5 days.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 01, 2011, 11:50:39 am
All right, thanks for the warning. ^^ I'm not gonna remove Malleus because a boss fight is coming up and the team needs all the help they can get, so... IronyOwl, Krath, or Draignean: Which one of you guys wants to run Malleus for the next little bit?
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: IronyOwl on June 01, 2011, 03:56:33 pm
I'd be fine with it, but maybe squishy Draignean should steal him for use as a meat shield.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Draignean on June 01, 2011, 04:10:10 pm
I'd be fine with it, but maybe squishy Draignean should steal him for use as a meat shield.

No, not active enough.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Krath on June 01, 2011, 08:56:12 pm
Naaaaah, Irony can have him.
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: Dwarmin on June 01, 2011, 09:04:17 pm
I like how you guys talk about him as he was just a piece of loot lol

"Another Ahra? Put it back, take more gold."
Title: Re: CvRTD: Turn 89 (In which the Nightcrawlers activate the trap card)
Post by: SeriousConcentrate on June 02, 2011, 03:29:03 pm
WOLVERINES

Quote from: Wymar Sane / Darvi
Use GM hax powers to find out where the winch is located
Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore keeps one eye on the sky...
Quote from: Daniel King / Zako
Daniel searches for a way to open that door. He also heals Frenz.
Quote from: Frenz Grende / Grimmjow6th
Use all of my powers to guess the correct lever!

(Healing: 4+1 Class+2Kit+2Cooperative skill = 9 HP returned to Frenz) Daniel broke open his kit and used the herbs and materials within to patch up Frenz's wounds. Afterwards, he, Wymar, and the nobleman looked about for the winch that would open the door while Greenmoore kept an apprehensive eye on the gate that led to the goblin village, specifically watching the top of it. (Daniel is being Cooperative, so Frenz and Wymar get +2 to their rolls: 8+2, 8+2. ...Righty-o.) With the good doctor's help they found the winch within seconds despite it being disguised inside a false boulder, and they put their backs into turning it. The gates began to open...

...and revealed a huge suit of armor, a tower shield on its back and a massive greatsword before it, its hands resting on the pommel and the tip buried in the ground. There was a creak of protesting metal as it moved, taking up the sword with one hand and the shield with the other. It stepped forward and swung the blade, shattering the doors and collapsing them into rubble. There was no climbing over the debris without defeating the enemy first...

(http://www.castlevaniacrypt.com/games/aos/images/enemies/greatarmor.gif)

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra
Take the nearest path and and keep an eye out for the mystery attacker.
Quote from: Pierre Dé Grasse / Krath
Take the nearest path and and keep an eye out for the mystery attacker.
Quote from: Malakai Ritt / Draignean
Use shadow magic to blur the party, make whatever is hunting us work for it.
Quote from: Claire Rosara / Irony Owl
Warily creep along, listening intently for anything. Shut eyes now and then if necessary for focus.
(-2 MP. 8. Uh... I think my dice program is broken, but OK.) Malakai called upon the shadows to cloak their forms, and he and his allies faded out partially from the world. They could still be seen, but were translucent. (Think a 50% chameleon spell in Oblivion. For practical effects, it'll work as a... -3 damage soak for the first... 3 rounds of combat.) They continued forward, as quietly but as quickly as possible while still keeping an eye out for traps. There was another heavy booming step nearby, followed by a quiet sound of steel against stone... then silence.

The party crept along the passages, nothing but silence following them... and the eerie feeling they were being watched. A loud crashing sound suddenly reverberated throughout the caves; with all the echoes, it was impossible to pinpoint the source of the sound. After a minute or two, they continued, turning corners as much as possible, keeping moving to stay ahead of whatever was surely hunting them. Eventually they stopped in a large cavern to look around. Pillars of rock extended from the ground to the ceiling; stalactites hung from the roof and small stalagmites protruded from the floor...

When suddenly, they saw him as they rounded a pillar! The guardian Jonas warned them of, his face recognizable in the light from Claire's lantern. "It feels like a lifetime ago when I last saw you... I see you had no trouble replacing me. I truly am sorry, Malleus, Pierre, Malakai... but today is the day you die." Marcus stood tall, his once noble visage wrecked with a long stitch covering his entire face, running the course of his scar; his long, black hair, now matted with grime and dirt, hung over his face, giving it a slight shadow. He drew his sword and took a heavy running step forward...

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 02, 2011, 03:34:02 pm
Shit. I knew he'd be coming back, but I had no idea he was the guardian. He's a regenerator now!

Quickly moving to intercept the threat, Claire drew her cutlass and leapt forward.

Malleus likewise charged his former friend, bellowing in rage at what the dark powers had done to him.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 02, 2011, 03:37:02 pm
I'm glad somebody remembered Rule 5. ^^ Hey, he was killed by a boss, he becomes a boss...
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Dwarmin on June 02, 2011, 03:58:02 pm
I think it's ironic that the Wolverines let him die, and the Nightcrawlers have to kill him..again :3

Also, it will be interesting to see whats under the Great Armor...

Obviously, our first goal is to try and draw him out, then encircle, and get an angle on him behind his shield. I wouldn't count on his lack of speed to protect us, since he'll probably shoot lightning bolts from his sword or something lol

Tactical roll (using movement stat) Greenmoore stays out of the monsters range and looks for weak spots in the monsters armor-possibly around the joints.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Grimmjow6th on June 02, 2011, 04:18:15 pm
Draw the great suit of armors attention, making it easier for them to get around it, taking swings at it with my whip.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 02, 2011, 05:52:54 pm
Spoiler (click to show/hide)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 02, 2011, 05:55:19 pm
Look for a place the armor cannot reach, like atop a boulder or something. Get there.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Zako on June 02, 2011, 08:58:33 pm
A good idea dwarmin, that shield won't protect all of his sides. The problem is, who is going to be the main target for him? And you haven't updated Frenz' health btw.

Drawing his warhammer and preparing his shield, Daniel flanks the armour on the armour's shield side while keeping a large distance from the thing. Hopefully, it will make it try to cover it's side with the shield, thereby exposing itself to attack from behind!

Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Dwarmin on June 02, 2011, 09:11:49 pm
Frenz=Meatshield. Just like Marcus...

A big thing we could try-knocking him over. Damaging his legs, then charging him from behind with the boar, maybe...again, targeted attacks will succeed where brute force will fail.

Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Talarion on June 03, 2011, 12:51:23 am
Oh my, it's me. Have fun fighting me, Nightcrawlers. Meheheheh.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Krath on June 03, 2011, 02:11:42 am
Ho shi- I also see we're invoking the rule that boss forms of former party members have mysteriously enhanced stats.

Commence epic duel versus Marcus.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 02:14:30 am
"Hello!
My name is Marcus Raust.
You killed me!




Prepare to die!"
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Talarion on June 03, 2011, 02:15:39 am
Yes. >.> Serious told me of Marcus' new stats. They are... ridiculous, to say the least. I won't reveal any details, Serious may get annoyed at me.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Krath on June 03, 2011, 02:17:11 am
Pfft.

I can take him.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 02:17:47 am
Cue the shitstorm of [1]'s
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Talarion on June 03, 2011, 02:18:59 am
You might be able to with help, Krath. But... someone will die. Marcus was insanely badass in life; Even more so in death. And he has a chainsaw. I mean what?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Krath on June 03, 2011, 02:22:56 am
Then Pierre will just have to use his special ability!
Using his French charm to summon a group of mermaids and sirens to clobber you.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 02:24:26 am
Btw, did anybody get a skill up with the recent shower of 8's?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 03, 2011, 02:45:25 am
You might be able to with help, Krath. But... someone will die.
Cue vicious cycle, as Draignean's regenerating iceshadow spectre comes back to haunt us all.

Marcus was insanely badass in life; Even more so in death. And he has a chainsaw. I mean what?
Please no.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 02:55:07 am
Nah, he has a a sword.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 03:07:12 am
Btw, did anybody get a skill up with the recent shower of 8's?
You'll get a class evo in four more eights, Frenz will get a skill-up if he gets either three 8s in a turn or hits four more eights, and Malakai is three 8s from a skill-up.

Ho shi- I also see we're invoking the rule that boss forms of former party members have mysteriously enhanced stats.

Commence epic duel versus Marcus.
Not really, I just multiplied his HP & MP by 3 for being a boss-type, gave him some sweet gear including a boomerang, and an ability he has in common with the Heavy Armor that the Wolverines are fighting. There's a somewhat plot-related reason for Marcus's revival/new abilities, I accidentally let it slip to Talarion what it was but he promised not to tell. :3 Anyway I'm using some dice off-camera to determine what the bosses do each turn so if you're lucky you MIGHT not see some of their stronger abilities.

You might be able to with help, Krath. But... someone will die. Marcus was insanely badass in life; Even more so in death. And he has a chainsaw. I mean what?
I told you! I warned you bro! If you remember back when you sold the chainsaw I said there might be a chance to get another one... >:3

You might be able to with help, Krath. But... someone will die.
Cue vicious cycle, as Draignean's regenerating iceshadow spectre comes back to haunt us all.
Nah, if Malakai gets offed I'll randomize his boss-type. He wouldn't have the same abilities as the revived Marcus to keep it interesting. ^^ What will really be interesting is if Malleus or Pierre get killed. The Heavy Armor the Wolverines are fighting would have nothing on the defensive capabilities of a boss-type Malleus, and Pierre... we all know he'd become either an Incubus or a Vampire. :3

And speaking of Malakai... *pokes Mr. Draignean*
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Krath on June 03, 2011, 03:20:09 am
I told you! I warned you bro!

Damn, I can't wait to be a useless piece of shit all day and romance pirates.

I told you about them wenches, I warned you bro!
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 03:31:24 am
To be fair Pierre does seem to be pretty good at that. :D Although when Tariq Al-Sayyid is introduced... Well, I fear for IronyOwl being the only female character for miles around. :-\ Whether or not Claire's still alive when he starts... I mean we all know how Taricus is...
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Krath on June 03, 2011, 03:32:31 am
The king of darkness in mortal form?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 03:41:51 am
I was thinking more like & if you know what I mean. :(
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 03, 2011, 03:56:54 am
Nah, if Malakai gets offed I'll randomize his boss-type. He wouldn't have the same abilities as the revived Marcus to keep it interesting. ^^ What will really be interesting is if Malleus or Pierre get killed. The Heavy Armor the Wolverines are fighting would have nothing on the defensive capabilities of a boss-type Malleus, and Pierre... we all know he'd become either an Incubus or a Vampire. :3
Yeah, Malleus the boss would be... resilient, we'll call it.

Pierre the boss would just be funny, because he'd be so charismatic we'd be getting undead and demonic party members sent by Dracula because he considers him a more serious threat than us.

Whether or not Claire's still alive when he starts... I mean we all know how Taricus is...
To be fair, "alive" is a relative term in this case, and molesting a boss mid-combat is probably somewhat understandable.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Krath on June 03, 2011, 04:08:34 am
On the bright side, if Claire dies and goes boss mode I can roll an 8 on my charm roll to re-recruit her back into the party.

...Right?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 04:19:39 am
Nah, if Malakai gets offed I'll randomize his boss-type. He wouldn't have the same abilities as the revived Marcus to keep it interesting. ^^ What will really be interesting is if Malleus or Pierre get killed. The Heavy Armor the Wolverines are fighting would have nothing on the defensive capabilities of a boss-type Malleus, and Pierre... we all know he'd become either an Incubus or a Vampire. :3
Yeah, Malleus the boss would be... resilient, we'll call it.

Pierre the boss would just be funny, because he'd be so charismatic we'd be getting undead and demonic party members sent by Dracula because he considers him a more serious threat than us.

...That's a good idea, turning Pierre into a dark lord himself and have the two locked into a sort of eternal Mexican Standoff. Could be a sequel in the works, there. :D Possibly featuring the son/daughter of Pierre and Claire as a sea-faring Alucard-type...

Whether or not Claire's still alive when he starts... I mean we all know how Taricus is...
To be fair, "alive" is a relative term in this case, and molesting a boss mid-combat is probably somewhat understandable.

True enough about 'alive.' I still see little excuse to try and grope the zombie pirate rather than attack her, though. :-\

@NinjaKrath: ...Maybe. >.>
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 04:49:12 am
Operation: SAVE THE WORLD BY KILLING TEAMMATES AKA, kill Pierre, clare and anyone else able to setoff a sequel.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Zako on June 03, 2011, 07:23:48 am
Basically, kill everyone and then proceed to be overwhelmed by the sheer amount of bosses. Smart thinking Lord of Darkness.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Talarion on June 03, 2011, 08:41:45 am
As long as the pr0nz doesn't come into it, we'll be able to beat him!
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 08:45:59 am
*Sigh* Do you always have to bring my job up?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 08:51:14 am
Yes. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NeverLiveItDown)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 08:54:51 am
Not a very smart move there >:D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 12:59:47 pm
Well, we lucked out here in that there isn't really any mass-produced porn for him to get his hands on. ^^ I mean maybe a nude painting or two but those are Art and therefore don't count.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 01:02:06 pm
In that case, go to the basic >:D

But in all seriousness, I'm not doing that kind of character here.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 01:04:57 pm
No problem. ^^ Giving Draignean until 10:00PM before I let one of y'all decide Malakai's action. One of y'all includes Talarion, Riccto, and Taricus.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 03, 2011, 02:01:11 pm
Quote from: Talarion
Malakai: Wriggle under Marcus' boots! He can't get me there!

Quote from: Riccto
Malakai: Sacrifice Claire and myself to summon a mighty demon to defeat Marcus! It's the only way!

Quote from: Taricus
Malakai: Summon more demons, demons attack Marcus. Sacrifice at least three wounded allies for more power.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Draignean on June 03, 2011, 02:06:07 pm
Online.

Now, is it possible for me to exorcise (Through immense, risky, and probably self-harming magic) the spirit/demon/soul infection possessing Marcus if he were to sit still long enough?

Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 02:16:43 pm
Nope. No getting around boss battles (not even through OHKO). :3 You kill the boss, you take the red orb (or quest reward in this case) and move on to the next level. You know how it works. ;)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Dwarmin on June 03, 2011, 02:20:08 pm
Still, he could *try*.  8)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 02:22:09 pm
Also that presupposes what's wrong with him is demonic influence rather than technology. There's a reason he's so heavy now, is all I'm saying.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Dwarmin on June 03, 2011, 02:26:22 pm
And if there was steampunk engineer in the party instead, it would be the other way around. ;)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 03, 2011, 02:33:06 pm
So the reason for his revival is [REDACTED]. Well, can't expect to do much against that, I suppose.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Draignean on June 03, 2011, 02:39:18 pm
All Demons on deck, summon Avira with a frost charge. All three summons attack.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 02:42:18 pm
You mean Taric Sizier? Too bad he's not here, I'm sure he'd love to get his hands on the tech Marcus has got in him. It did bring a dead man back to life and give him superhuman capabilities, after all... (Hell, I'D love for Mr. Sizier to get his hands on this. It'd make things easier for us over in D22...)

As for who revived him, you already know who it is. The Nightcrawlers raided his mansion earlier, after all. ^^
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 02:45:28 pm
Hey, I wouldn't sacrifice Ahra for power :P
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 02:48:46 pm
So Pierre and Claire are OK to sacrifice but Malleus can stay?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 02:50:02 pm
Course!, meatshields are always useful. Same with test subjects ;D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 02:50:41 pm
If Pierre and Claire die I feel sorry for the remaining players because they WILL get to come back as a tag team boss.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 02:51:25 pm
Not if a mook kills them :D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 02:54:09 pm
...even so they would still be dangerous since Pierre could seduce any females around and Claire any males. The game ends with the whole party under succubus!Claire's control.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 02:55:46 pm
Not the muslim of the party :D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 03, 2011, 02:56:06 pm
If Pierre and Claire die I feel sorry for the remaining players because they WILL get to come back as a tag team boss.
...even so they would still be dangerous since Pierre could seduce any females around and Claire any males. The game ends with the whole party under succubus!Claire's control.
YESSSSSSSSSSSSSSSS.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 02:57:27 pm
Wait, they don't come back if an ALLY kills them ;D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Dwarmin on June 03, 2011, 03:01:37 pm
...even so they would still be dangerous since Pierre could seduce any females around and Claire any males. The game ends with the whole party under succubus!Claire's control.

I'll be in my bunk.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: IronyOwl on June 03, 2011, 03:02:25 pm
Only if they're an "ally" at the time of death. I'm thinking if one of us clubbed down Malakai because "Can't risk another boss, sorry," he'd have some rather choice opinions on that status.

But by all means, let's see Pierre come back as Malleus' type.

...that came out wrong.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 03:03:51 pm
It could be "Accidental" ;D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 03:06:35 pm
Only if they're an "ally" at the time of death. I'm thinking if one of us clubbed down Malakai because "Can't risk another boss, sorry," he'd have some rather choice opinions on that status.

But by all means, let's see Pierre come back as Malleus' type.

...that came out wrong.

...I could stand to hear a little more.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 03:18:21 pm
...even so they would still be dangerous since Pierre could seduce any females around and Claire any males. The game ends with the whole party under succubus!Claire's control.
What about people with non-existent libido?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 03:19:09 pm
I don't think there's anyone like that in the party. >.>
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 03:19:21 pm
ORLY?
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 03:22:14 pm
Forgot the muslim already Serious? :P
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 03:22:53 pm
Forgot the muslim already Serious? :P
He doesn't count because a) he's not in the party yet and b) he's you.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 03:24:16 pm
I'm taking offence to B)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 03:25:28 pm
Aight. Sorry. A) still applies though.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 03:26:19 pm
That it does. Expect rampages at the sight/smell of booze too.
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Darvi on June 03, 2011, 03:27:01 pm
*remembers flint&steel in inventory*

Heheheheh...
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Taricus on June 03, 2011, 03:29:29 pm
Booze burning? :D
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: SeriousConcentrate on June 03, 2011, 05:24:01 pm
WOLVERINES

Quote from: Wymar Sane / Darvi: 29 {3}
Look for a place the armor cannot reach, like atop a boulder or something. Get there.
Quote from: Friar Greenmoore / Dwarmin:  34 {7}
Tactical roll (using movement stat) Greenmoore stays out of the monsters range and looks for weak spots in the monsters armor-possibly around the joints.
Quote from: Daniel King / Zako: 55 {2}
Drawing his warhammer and preparing his shield, Daniel flanks the armour on the armour's shield side while keeping a large distance from the thing. Hopefully, it will make it try to cover it's side with the shield, thereby exposing itself to attack from behind!
Quote from: Frenz Grende / Grimmjow6th: 49 {2}
Draw the great suit of armors attention, making it easier for them to get around it, taking swings at it with my whip.
Quote from: Heavy Armor / SeriousConcentrate: 19
Call forth spirits.
Quote from: Goblin Archers / SeriousConcentrate: 50
Appear; shower random targets with arrows.

Daniel acted first, drawing his warhammer and shield. Circling to the side of the armor, he watched it warily... but while he was doing that, goblins swarmed onto the crumbled doors and launched arrows at the party! (4, 2. Frenz: 6+1-1 vs 2+1; Minor Success, 1d4; 3-2 = 1 damage. Greenmoore: 3+1 vs 1-1+1; Major Success, 2d4; 5-2=3 damage.) Ignoring the arrow that glanced his leg, Frenz attacked! (7 vs 2+3; 6+2 Massive Success, 2d6x2; 10-2=8 damage) His whip hit it in the side, curling around its shield expertly to strike the armor itself.

Greenmoore wiped at the blood along his arm where an arrow had cut through his robe without actually hitting a solid target and prepared to move if attacked. (Movement added to defense) He looked over the armor, but it appeared fairly solid... and where the joints were was emptiness. Whatever was moving the armor wasn't a body.

Wymar attempted to climb up out of the monster's range. (7+1 Unarmored) He found a ledge near the goblin-village gate and climbed up the wooden structure to it. While he was doing that, the heavy armor raised its sword. (-4 MP. Two Ghosts added.) Two screaming red skulls emerged from between the helmet and cuirass of the armor and hovered in the air near it.

NIGHTCRAWLERS

Quote from: Malleus Raulat / {Ahra} IronyOwl:  77 {8}
Quote from: Pierre Dé Grasse / Krath: 79 {2}
Commence epic duel versus Marcus.
Quote from: Malakai Ritt / Draignean: 81 {7}
All Demons on deck, summon Avira with a frost charge. All three summons attack.
Quote from: Claire Rosara / Irony Owl: 94 {8}
Quickly moving to intercept the threat, Claire drew her cutlass and leapt forward.
Quote from: Marcus Raust / SeriousConcentrate: 98+10
Longsword -> Malakai

Roaring, Marcus sprinted past everyone, his eyes set on the summoner! (5+3 vs 6-1+2; Minor Success, 1d6; 6-3 = 3 damage) His sword cut across Malakai's torso, but thanks to his earlier spell Marcus misjudged the distance and the magician was spared a lethal blow. Claire immediately leaped to his aid, trying to force him back with her blade. (2 vs 2+2) Her cutlass struck him but was unable to pierce his toughened skin.

Malakai panicked and attempted to summon everything at his disposal at once. (Rolling for successes since you're attempting three actions in one round. :P Summon Ice Avira: 1. Summon Shadow: 1. Summon Ice: 8 -4MP.) Instead of getting Avira and two demons, he ended up with an incarnation of ice! It was a little more powerful than a normal ice demon. It charged Marcus as well! (6+1 vs 4+2; 6-1IW Minor Success, 1d6; 3 damage) It smashed into the guardian with the force of an avalanche... making him stumble a step back. That's not good.

Pierre was up next and he attempted to initiate a duel with Marcus. (4+1 vs 8+2) Marcus deflected his blitz rapier with a forearm, using his new ability to good advantage, and grabbed him by the throat... (4+1 vs 2+2; 6+2 Massive Success, 2d4x2; 6 damage) That left him open for a shot from behind, and Malleus sunk his axe into Marcus's back as hard as he was able, cutting into the skin and drawing blackened blood. Marcus let go of Pierre...

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 90 (In which an old friend returns and an immovable object appears)
Post by: Talarion on June 03, 2011, 05:24:01 pm
Do I have to point out that there is a priest in the party? Oh, and there is probably going to be a mage soon who has something of a boycrush on Marcus. Which is kind of creepy now that I put it that way... Meh, It's bromance! You cannot resist the power of the Brolove!

All joking aside (Not really considering the original topic but...) there is atleast one who wouldn't get reeled in by Claire.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: IronyOwl on June 03, 2011, 05:39:42 pm
A priest who likes tipping pretty girls. :P

I'm not sure anyone but Malakai got his ice rune damage reduction.

Claire: Kraken Shot!

Malleus: Defend Malakai!
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Darvi on June 03, 2011, 05:58:02 pm
 Use the power of double-instacrit to show that armor what's business!
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Talarion on June 03, 2011, 06:12:26 pm
Just curious, but wasn't Malakai on 7 hp BEFORE the boss fight?
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 03, 2011, 06:17:48 pm
@IronyOwl: ??? Malakai was the only Nightcrawler who got hit...

@Talarion: I'll check previous HP and see if he should be on 7 or 4.

Quickedit: You're right, he's at 4.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Darvi on June 03, 2011, 06:33:38 pm
Ooooh shit.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: IronyOwl on June 03, 2011, 07:00:54 pm
Oh, oops. I must have gotten confused with Malleus hitting Marcus.

And yeah, this is a problem. Seems I made the right decision.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Dwarmin on June 03, 2011, 08:28:34 pm
Darvi, you and me should nuke those Goblins, since they get multiple attacks. Like, right now!

Friar Greenmoore double nukes the Goblin Archers!

Edit: Hmm, seems you need to update the great armors health Serious-Frenz boinked him for 8 damage, and he's still at full.

Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 03, 2011, 08:45:56 pm
Since when was Frenz the Scout? :P Edit made. ^^
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Zako on June 03, 2011, 10:01:57 pm
Slam my warhammer into the armour's shield carrying arm!

edited yet again...
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Dwarmin on June 03, 2011, 10:06:14 pm
Hmm... I'll get rid of those ghosts then.

Use my cross on BOTH ghosts! Back to hell, you pathetic creatures!

Good move. I suspect their low health means they're pretty much kamikazes, which will hurt us if we don't kill them fast.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 03, 2011, 10:14:58 pm
 :-\ Level 1 subweapon though. If you had Ahra's cross you could do it.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Grimmjow6th on June 03, 2011, 10:26:04 pm
Charge at the armor on the boar! whsilt[sp?] still whipping it naturally.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Zako on June 03, 2011, 11:40:20 pm
Dammit. Could you give me a hand then dwarmin? Use your holy water on the other ghost and we can take them both out in one turn. Our other magician can take the goblins on.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 03, 2011, 11:52:00 pm
Greenmoore is pretty good with ghosts. :3
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Zako on June 04, 2011, 12:05:19 am
You still haven't added my healing to Frenz' HP. He should have 8 more hp than he does right now.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Krath on June 04, 2011, 12:11:19 am
Get behind Marcus and put him in a lock for as long as I can!

Trying to overpower the tall cybernetic-enhanced dead guy might be a bad idea in retrospect. But it'll ensure everyone else gets a chance to hit him!
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 04, 2011, 12:13:25 am
Corrected. ^^;
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Dwarmin on June 04, 2011, 12:32:58 am
Dammit. Could you give me a hand then dwarmin? Use your holy water on the other ghost and we can take them both out in one turn. Our other magician can take the goblins on.

Technically, I could just double fireball them and kill them both at once by myself...
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Zako on June 04, 2011, 12:40:52 am
But what would I do then?  :P And do magic fireballs work on ghosts anyway?
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 04, 2011, 12:41:51 am
Short answer: A lot better than melee. :3
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Zako on June 04, 2011, 01:09:55 am
Alright, you handle the ghosts dwarmin, I'll tackle this armour.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Darvi on June 04, 2011, 05:02:00 am
There's gobbos? Hooo boy. Shoot them with regular magic missiles.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Dwarmin on June 04, 2011, 06:10:45 am
Iiiight. Edited turn!

Use one Fireball for each ghost!
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Ahra on June 04, 2011, 12:32:41 pm


Malleus: Defend Malakai!
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 05, 2011, 05:27:00 pm
*pokes Malakai*
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: Draignean on June 06, 2011, 01:12:55 am
Summon other demon, summon Avira (Who is supposed to be a free action) with a shadow charge, Defend self, Have demons and Avira attack.
Title: Re: CvRTD: Turn 91 (In which Wolverines stall and Nightcrawlers fight!)
Post by: SeriousConcentrate on June 06, 2011, 11:05:00 pm
Quote from: Wymar Sane / Darvi: 28 (2)
Shoot them (Goblin Archers) with regular magic missiles.
Quote from: Friar Greenmoore / Dwarmin: 53 (3)
Use one Fireball for each ghost!
Quote from: Daniel King / Zako: 31 (3)
Slam my warhammer into the armour's shield carrying arm!
Quote from: Frenz Grende / Grimmjow6th: 75 (8)
Charge at the armor on the boar! whilst still whipping it naturally.
Quote from: Heavy Armor / SeriousConcentrate: 89
Slice the friar.
Quote from: Goblin Archers / SeriousConcentrate: 98
Shoot the fleeing gypsy.
Quote from: Ghost 1 / SeriousConcentrate: 12
Hassle Frenz.
Quote from: Ghost 2 / SeriousConcentrate: 10
Hassle Frenz.

The archers took aim at Wymar as he finished getting onto the ledge. (5 vs 5-1; Minor Failure. 7 vs 2-1; Minor Success, 1d4; 4 damage) Most of the arrows missed him, but one caught him directly in the left shin and stuck rather painfully. Backed up by the hail of arrows, the armor stepped forward and slashed at Greenmoore! (7+1 vs 2-1+1; Major Success, 2d4; 7-2=5 damage) The friar got his shield up in time, but the force of the armor's strike slid him back along the ground and nearly broke his arm! But during the monster's recovery time, Frenz charged it from the side... (8 vs 2+3; Major success, 2d8; 12-2=10 damage) The armor was hit solidly, but it was too heavy to be budged! While it had a dent in its breastplate now, the boar rebounded off and was forced to take a few steps away, shaking its head to clear it.

Greenmoore recovered from the pain and launched a pair of fireballs, one from each hand and aimed at the ghosts! (-4 MP. 1+1 vs 2 {8+1 vs 2}; 6+1 Major Success, 2d6; 5 and kill. 6+1 vs 7 {7+1 vs 6}; 7+1 Massive Success, 2d6x2; 18 damage and kill. 4, 1, only Ghost 1 dropped a heart) Both hit with unerring accuracy, a talent honed from long years of exorcisms, and destroyed the ghosts instantly! Daniel rushed through the flames, warhammer raised, and struck at the armor! (4+2 vs 4+3) The armor's shield got in his way, and it deflected his blow. After removing the arrow, Wymar finally struck back at the archers, casting a powerful light spell! (-4 MP. 6+1 vs 4+1; Minor Success, 1d4; 4 damage. 6+1 vs 1+1; Major Success, 2d4; 5 damage. 9 total) The goblins were blinded, and some of them accidentally knocked each other off of the shattered gates while others were burnt to cinders!

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 46 (7)
Defend Malakai!
Quote from: Pierre Dé Grasse / Krath: 69 (2)
Get behind Marcus and put him in a lock for as long as I can!
Quote from: Malakai Ritt / Draignean: 33 (5)
Summon other demon, summon Avira (Who is supposed to be a free action) with a shadow charge, Defend self, Have demons and Avira attack.
Quote from: Claire Rosara / Irony Owl: 92 (8)
Kraken Shot!
Quote from: Marcus Raust / SeriousConcentrate: 48
Firebomb Malakai, disengage

Claire loaded up her pistol and took a shot! (-2 MP. 6 vs 4+2 {7 vs 1+2}; Massive Success, 2d4x2; 6 damage. Even/Odd, with even being working: 4, so effect happens. -2 defense for 2 rounds.) The shot hit Marcus dead in the chest, but it didn't seem to faze him as much as it did the merman she'd shot earlier... probably because the merman had been killed by that shot, but nevertheless. While she was reloading her pistol just in case, Pierre attempted to lock Marcus from behind! (Good thing IronyOwl went before you, because if this works you would've taken the hit too. >.> Anyway, 4 vs 6+2-2) Marcus threw an elbow back, slamming Pierre in the abdomen and forcing him away.

With his other hand, Marcus drew what, at first, appeared to be a vial of holy water... but it was filled with a strange orange slime instead of water. He threw it at Malakai! (-1 MP. 5+2 Hunter's Aim vs 4-1+2; Massive Success, 2d4x2; 10-3=7 damage. Random Target: 3, Claire. 4, Minor Failure.) It hit the magician dead in the chest! Before anyone could save him, he vanished in the flames...

*Malakai Ritt has been struck down*

Marcus immediately moved to disengage. (1+1) But he was surrounded by Malleus, Pierre, and Claire! (Regen: 3 HP back)

MALAKAI RITT
Survived 74 turns.
Rolled 17 eights.
Achieved 1 class evolution.
Was killed by monster: Marcus Raust of type: Raised PC - Boss-type.

Spoiler: HP/MP (click to show/hide)
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Dwarmin on June 06, 2011, 11:16:14 pm
Foo, two defense rolls of 1 in a row. Too bad about Malakai, a massive success on a low health char is pretty much a one shot even if your at full health...good job Nightcrawlers! We lost our most overpowered character.  :'(

Double fireballs on the Goblins! If they're dead, send them fireballs at the big armor instead.
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: IronyOwl on June 06, 2011, 11:51:26 pm
DAMN IT! Did he get the bonus for Malleus defending him and him defending himself?

Growl viciously, slash Marcus!
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Darvi on June 07, 2011, 12:03:53 am
Well shit.

Keep nuking.
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Ahra on June 07, 2011, 12:36:39 am
shoot him!
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: SeriousConcentrate on June 07, 2011, 12:48:25 am
Marcus's initiative was higher than both of theirs. :-\

Also, as it turns out looking over the turn, I forgot to roll for his regen, so I'm doing that and editing it in now.
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Grimmjow6th on June 07, 2011, 01:11:03 am
Keep tanking the armor [like a boss]
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Zako on June 07, 2011, 03:35:05 am
Damn... And another one bites the dust. Too bad it was the WORST possible loss.  >:(

Heal Greenmore and then protect him.
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Krath on June 07, 2011, 03:42:34 am
Hoo boy, now we need to worry about crazy boss demon summoning spam.

"KJAMZURBSMSUGBDJMARCUSSSSS" CHARGE!
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Talarion on June 07, 2011, 03:44:20 am
Atleast we have another mage coming back in <.< >.>
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Ahra on June 07, 2011, 03:46:53 am
Atleast we have another mage coming back in <.< >.>
welcome
Title: Re: Roll to Castlevania: Sign-Ups
Post by: Talarion on June 07, 2011, 08:22:31 am
Atleast we have another mage coming back in <.< >.>
welcome
Thanks, I think
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: SeriousConcentrate on June 07, 2011, 01:49:48 pm
Turn once I finish breakfast. ^^
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Taricus on June 07, 2011, 01:50:49 pm
Lunch? :P
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Ahra on June 07, 2011, 01:54:34 pm
new avatar?
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: SeriousConcentrate on June 07, 2011, 02:04:23 pm
Nope, breakfast. Just woke up and am halfway through my coffee. Anyway, about to get started writin'. :3
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Taricus on June 07, 2011, 02:07:44 pm
Dammit man, you aren't supposed to stay up that late! It ruins the purpose of me being nocturnal...
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: SeriousConcentrate on June 07, 2011, 02:39:55 pm
Quote from: Wymar Sane / Darvi: 44 (2)
Keep nuking. (Archers)
Quote from: Friar Greenmoore / Dwarmin: 19 (3)
Double fireballs on the Goblins! If they're dead, send them fireballs at the big armor instead.
Quote from: Daniel King / Zako: 52 (6)
Heal Greenmore and then protect him.
Quote from: Frenz Grende / Grimmjow6th: 17 (5)
Keep tanking the armor [like a boss]
Quote from: Heavy Armor / SeriousConcentrate: 45
Keep on the priest.
Quote from: Goblin Archers / SeriousConcentrate: 91. What's up with the archer's consistently rolling high?
Keep shooting the gypsy!

The archers loose another volley of arrows at Wymar! (5 vs 5-1; Minor Failure. 1 vs 4-1) Most of the arrows didn't come anywhere close, and he ducked the only one that did. Meanwhile, Daniel moved to heal Greenmoore. (Wonder if I should make it a roll to succeed since you're in combat. :-\ Eh, I guess not, you might get unlucky on the d6 and you only have one heal left after this anyway. 2+5 = 7 HP back) The doctor worked as quickly as he could to mend Greenmoore's injured arm... (2+1 vs 2-1+1; Major Success, 2d4; 4-2 damage) ...but the animated armor almost immediately interjected itself between them, slamming shield-to-shield into Greenmoore and sending him rolling!

Meanwhile, ignoring the alliteration earlier, Wymar hurled more magic at the gobbos. (-4 MP. 1+1 vs 7+1. 2+1 vs 1+1; Massive Success, 2d4x2+10%. 11 damage and kill) With a blast of light, he eradicated the remaining goblins, putting that threat to an end. Greenmore got back to his feet despite the pain in his old bones and threw fire at the armor! (-4 MP. 1 vs 6+3. 6 vs 3+3 {7 vs 4+3} [8 vs 3+3]; Minor Failure) But the spells fizzled out. That last hit must have rattled him more than he had thought. Frenz came to the rescue, however, charging in on his boar ! (5 vs 6+3) Or not. The heavy armor braced itself and its shield, and when the boar got near it shield bashed it hard enough to make it stagger away.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 94 (7)
shoot him!
Quote from: Pierre Dé Grasse / Krath: 9 (3)
"KJAMZURBSMSUGBDJMARCUSSSSS" CHARGE!
Quote from: Claire Rosara / Irony Owl: 45 (4)
Growl viciously, slash Marcus!
Quote from: Marcus Raust / SeriousConcentrate: 80
Defend.

Drawing his rifle, Malleus took aim at the undead hunter. (-1 MP; MP is empty! 4+1 vs 4+2) The bullet hit Marcus in the shoulder and ricocheted away; apparently he was more than just flesh and bone now. (7; Marcus has +3 to defense this turn. 4 HP back) Raust braced himself and his longsword, preparing to intercept any and all incoming attacks. Growling like the pirate lass she was, Claire charged him anyway! (7 vs 8+5) Marcus intercepted her slash and pushed her back, giving Pierre an opportunity to try and avenge Malakai! (8+1 vs 2+5; 8+1 Critical Success, 2d4x2+25%; 15 damage. 2, no extra attack) Enraged, the Frenchman caught Marcus off-guard and plunged his electric rapier deep into his chest, then repaid him for the elbow earlier with a punch to the jaw that stumbled him away.

Spoiler: HP/MP (click to show/hide)

----

Jeez, I really do fear for you guys if Pierre does become a boss. It's like every time he rolls high he gets on a streak of luck. >.>

@Ninja Taricus: :3
Title: Re: CvRTD: Turn 92 (In which fire claims several)
Post by: Darvi on June 07, 2011, 02:40:06 pm
I just read that as "that's not my avatar, that's my breakfast" x3

E:Selfquoting? whoops?

Magic. Armor. Make it happen.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 02:42:14 pm
lol. Yeah, I had to fix that. ^^;
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 07, 2011, 02:45:21 pm
Shouldn't Marcus gotten a free attack on claire due to the overwhelming success of his defence?
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 07, 2011, 02:47:39 pm
Taric I know you want to join but at least keep the girl alive.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Ahra on June 07, 2011, 02:47:45 pm
bring down the axe on his head.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 07, 2011, 02:52:01 pm
Hey, knowing player luck in this it would start a duel :D
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 03:01:40 pm
When I revise the rules. :-\ Right now counters only occur when rolling low on the damage roll. I might've considered it if the roll had been like 2 vs 8+5 or 1 vs 8+5, but 7's pretty good. ^^

Speaking of which, I've already asked Krath about it; the rest of you in favor of simplifying the rules? It would mean some downtime while I worked on them but on the plus side combat would run faster and your movement skills would be worth a little more than they are now. ^^; I'm not going to do it until after this mission is complete because a boss battle is, um, not the optimal time to be learning new combat rules. Anyway I have two ideas, I'll list them here and you can say yay/nay, suggest other options, etc.

1. Move to the d10 system. Probably the easier change.
2. Simplify combat to (attacker roll+accuracy bonuses - defender roll+evasion/movement bonuses = result+attacker damage bonuses - defender defense bonuses = damage.) This would help out everyone, pretty much. Darvi and Dwarmin would get a slight bonus to evading attacks, for example, and while Ahra would be slightly easier to land blows on he would be REALLY hard to hurt because of all of his armor. I'd probably change it though where enemies used different dice based on how STRONG they were.

In either case I'm probably going to change leveling to something a little less random, which I'm sure is frustrating you guys a bit. :-\ Probably make it when the total amount of enemies killed - quick note, who gets the kill doesn't matter, it would help all eight party members - passes a certain amount, everyone gets a skill. When certain milestones are reached, everyone gets a class-up. Lampshade would simply be that as Dracula's forces weaken the forces of good get stronger. :3 Anyway, I'm also going to try to add more combat tactics for you guys to try and pull off, like disarming, disabling, backstabbing, so forth... although enemies could try it too...
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 07, 2011, 03:03:55 pm
In either case I'm probably going to change leveling to something a little less random, which I'm sure is frustrating you guys a bit.
You're doing this just so I can't get my second class up aren't ya.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 07, 2011, 03:06:57 pm
That sounds good. Just buff up the enemies though.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 03:13:18 pm
@Darvi: Nah, I was probably going to just set you and everyone else at their second class level, including new entries.

@Taricus: Well, yeah. It'll be the third mission next, which will most likely be gaining actual entrance into the castle. Enemies will be harder for sure.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Dwarmin on June 07, 2011, 03:19:06 pm
Wahaha! SeriousConcentrate forgot my -2 damage reduction again!

Give that's close to 15% of Friar Greenmoores health there...

Also, now that I know he's just going to beat on my ass.

Tactical roll-Retreat from direct melee range of the giant armor that's very slow-get around to his FLANK.
Edit: Unless it's impossible and he's still in the doorway...then just retreat.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 03:20:44 pm
I'm going to blame the slightly-burnt coffee for that mistake while I go fix it.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Dwarmin on June 07, 2011, 03:21:24 pm
I'm going to blame the slightly-burnt coffee for that mistake while I go fix it.

Indeed. I blame you for burning the coffee, as well.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 03:22:06 pm
D: Oh come on, I had to put the dog out.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 07, 2011, 03:35:46 pm
"Greenmore! Over here!"
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: IronyOwl on June 07, 2011, 05:15:50 pm
Keep slashing! Wall him in!


1. Move to the d10 system. Probably the easier change.
Alright, I guess.

2. Simplify combat to (attacker roll+accuracy bonuses - defender roll+evasion/movement bonuses = result+attacker damage bonuses - defender defense bonuses = damage.) This would help out everyone, pretty much. Darvi and Dwarmin would get a slight bonus to evading attacks, for example, and while Ahra would be slightly easier to land blows on he would be REALLY hard to hurt because of all of his armor. I'd probably change it though where enemies used different dice based on how STRONG they were.
Sounds better, I suppose.

In either case I'm probably going to change leveling to something a little less random, which I'm sure is frustrating you guys a bit. :-\ Probably make it when the total amount of enemies killed - quick note, who gets the kill doesn't matter, it would help all eight party members - passes a certain amount, everyone gets a skill.
Aw, I like the random leveling. Feels more special than just "kill enemies, receive levels."

When certain milestones are reached, everyone gets a class-up. Lampshade would simply be that as Dracula's forces weaken the forces of good get stronger. :3
Hrm. Would make the most sense as after every boss, but that'd sort of limit how powerful they could be, since they'd likely be more common. I think I like after every boss most, then when a certain number of 8s is rolled, then some arbitrary milestone the least.

Anyway, I'm also going to try to add more combat tactics for you guys to try and pull off, like disarming, disabling, backstabbing, so forth... although enemies could try it too...
Sounds nice. If nothing else, though, you could just let us try whatever and decide what it does and how likely it succeeds on the spot.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 06:23:20 pm
Hmm, I see. I thought for sure people would prefer being able to count on levels. ^^; By easier change I meant only less down-time, although on the other hand it really shouldn't take that long to do the other, either. I might go ahead and set you, Talarion, and anyone else entering/below an evo to ten 8s automatically, which would give them three skill-ups and a class evolution. Honestly though you're like one 8 away from an evo right now. o.o ...So would you prefer to stick completely to the old leveling system (which I'm cleaning up in my notes; the next thing to do is look at everyone's skills compared to my notes and leveling list and make absolutely sure they have all their skills) or go ahead and put evos on boss kills only?

Anyway, so the second system then, but about handling combat tactics... My current thought is to treat them as attacks you can choose that will always do a certain thing, but they act separately from normal attack bonuses; Pierre's +1 on his rapier would still apply, but if he had a skill devoted just to normal accuracy it wouldn't help him disarm. The interesting thing there is that with the second proposed system is these could be a big help; you could attempt to shatter armor to lower defense rolls, go for the legs to lower evasion, attack the arms to lower accuracy, disarm the enemy to lessen their damage, bash them in the head to hit their MP, etc. Basically you would just say Claire attempts to sweep Marcus off of his feet for example, and then if you succeeded he would be knocked down and his evasion lowered for the rest of the round, and possibly a hit to initiative next round since he'd have to get back up if you went after him...

(Interesting thing looking through my notes, Ahra's never rolled more than one eight a turn. Huh. I mean he's rolled a pretty good amount, but still...)
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Dwarmin on June 07, 2011, 06:53:49 pm
I'm all for total enemies killed equally level ups.

I'm adding up my stuff now...

Friar Greenmoore
Lv1 boss: Chose artifact
Lv2 boss: Upgrade subweapon
First upgrade: +1 to fire damage rolls
Second Upgrade: +5 Health
Third upgrade: improved Aegis
Evo: practical priest
Cheat upgrade: Aegis, -2 damage taken, -1 hit

That should be about right. I mean, bleh. I don't think I've ever gotten a string of eights, have I?
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 07:01:08 pm
17, 2 of which were in one turn... so according to my notes then yeah, you're exactly correct with four total skill-ups. (3, 6, 15, and 2 in a row) So you'll be getting one in three more 8s on the current system.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: IronyOwl on June 07, 2011, 09:07:10 pm
...So would you prefer to stick completely to the old leveling system (which I'm cleaning up in my notes; the next thing to do is look at everyone's skills compared to my notes and leveling list and make absolutely sure they have all their skills) or go ahead and put evos on boss kills only?
I think I would prefer bosskill evos.

My current thought is to treat them as attacks you can choose that will always do a certain thing, but they act separately from normal attack bonuses; Pierre's +1 on his rapier would still apply, but if he had a skill devoted just to normal accuracy it wouldn't help him disarm. The interesting thing there is that with the second proposed system is these could be a big help; you could attempt to shatter armor to lower defense rolls, go for the legs to lower evasion, attack the arms to lower accuracy, disarm the enemy to lessen their damage, bash them in the head to hit their MP, etc. Basically you would just say Claire attempts to sweep Marcus off of his feet for example, and then if you succeeded he would be knocked down and his evasion lowered for the rest of the round, and possibly a hit to initiative next round since he'd have to get back up if you went after him...
Do note two things:

With regards to the new combat system in general, accuracy translates to both hit and damage. You'll likely want to find a way to make damage more appealing.

With regards to special abilities and bonuses, whether they apply to certain things will help determine how powerful/useful they are, as well as in some cases how powerful/useful the actual technique is. I don't have any particular point here, it's just something to keep in mind.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 09:45:16 pm
True too. I'll have to think about that and see if I can come up with something. In any case I do want to eliminate a phase from the combat turn, so I'll figure something out. Any further comments/questions/suggestions from anyone? I mean if you want something to change now's the time to speak up. ^^;
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Zako on June 07, 2011, 10:10:24 pm
Flank the armour and strike it with the warhammer!

Would flanking give a bonus to combat if you use the new system? It seems only logical after all.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 10:20:25 pm
I could add flank attempts to it, yes. ^^
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Talarion on June 07, 2011, 10:51:07 pm
I like bosskill evo's. Also, start people off at roughly the same level. Also, How many 8's did I roll in that one combat turn? I remember rolling like, 3-4 8's in one turn.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 07, 2011, 11:59:33 pm
Which turn do you mean? If you mean during the first boss battle I believe it was 8 on initiative, 8 to hit, 8 to damage, and 8 to defend when the wolf attacked you back.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Talarion on June 08, 2011, 12:55:35 am
I believe it was that fight. I'm not too sure though.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Krath on June 08, 2011, 02:27:46 am
Don't relent! Take old my old rapier with my other hand and stab it into Marcus!

I'm looking forward to the new battle and leveling systems, if only to see how well they work.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: IronyOwl on June 08, 2011, 02:38:00 am
By the way. I really don't want to mention this, for obvious reasons, but...

Does Marcus still count as male? I only hit him once with the entangling shot, but I don't think it was docked the Booty Hunter penalty.


On related notes:

I'm only showing one bag of gold, when I believe I should have three.

How will the vampiric cutlass work in a one-step combat system?
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 08, 2011, 03:01:27 am
1. Yes he is, so I'll take that into account next round. :-\
2. Whoops. ^^; (edits)
3. I'll probably move it to a d4 roll after the fact; 7 or 8 on the damage roll is roughly the same percentage chance. If you have an alternative, let me know. :D
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Grimmjow6th on June 08, 2011, 03:51:17 am
insult the armor's sexuality[lolwut?] whilst drawing its attention and hitting it
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Dwarmin on June 08, 2011, 05:41:17 am
insult the armor's sexuality[lolwut?] whilst drawing its attention and hitting it

Yeah, that's giant swords got to be compensating for something.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Zako on June 08, 2011, 05:55:22 am
I don't think that it HAS a sexuality. Maybe it has a sword to compensate for NOT having anything?
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 08, 2011, 05:56:12 am
Maybe it has a sword to beat your silly arses.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Zako on June 08, 2011, 05:58:07 am
You're just jealous because our boss didn't kill a teammate and ours doesn't regen. And we have a motherfucking BOAR on our side.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 05:59:02 am
Erm...
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Zako on June 08, 2011, 06:00:10 am
Just go with it. I'm challenging his rule. :3
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 06:00:44 am
Actually it's just that Taric doesn't have a boss yet.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 08, 2011, 06:01:52 am
Actually it's just that Taric doesn't have a boss yet.
What's that supposed to mean?!
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Talarion on June 08, 2011, 06:07:32 am
Actually it's just that Taric doesn't have a boss yet.
What's that supposed to mean?!
I lol'd. Marcus was badass in life: He upstaged PIERRE. In the most awesome way: RIDING A WHITE DRAGON! And he rolled 4 8's in a turn. A BOSS turn.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 08, 2011, 06:08:29 am
And hopefully, he came back from the dead to KILL/EAT him!
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 06:09:47 am
You're not fighting a boss, so you don't have anything to compare. I thought that was kinda obvious.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Krath on June 08, 2011, 06:10:25 am
Too bad I just got finished ramming a rapier through his chest then socking him in the face.

May I remind you Marcus' skin was too tough to be penetrated by a bullet, but Pierre PAWNCHED him with no problems?
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 08, 2011, 06:11:13 am
You're not fighting a boss, so you don't have anything to compare. I thought that was kinda obvious.
Oh.
Too bad I just got finished ramming a rapier through his chest then socking him in the face.

May I remind you Marcus' skin was too tough to be penetrated by a bullet, but Pierre PAWNCHED him with no problems?
Punches don't have to break armour.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Talarion on June 08, 2011, 06:13:11 am
Plus, Marcus is gonna win. >.> He knows your weaknesses... He will steal Pierre's hat, and then wear it. AND THEN HE WILL TRULY WIN! His only goal in coming back was to steal Pierre's hat? :D
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 06:13:59 am
Ya know, I actually expected Marcus to attack team Wolverines because we were the ones who kinda let him die...
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Krath on June 08, 2011, 06:14:19 am
Too late. Pierre and the hat are symbiotic. One cannot live without the other. The hat is as much a part of Pierre as magma is a part of dwarves.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 08, 2011, 06:15:57 am
The hat being magma, and magma never needs dwarves ;)
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 06:16:29 am
How the fuck did I purchase a parasitic hat?
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Zako on June 08, 2011, 06:27:50 am
I have a feeling that it also finds it's victims by itself somehow. A secret minion of dracula?!
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 06:28:38 am
Memo to self. Kill this hat too.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Taricus on June 08, 2011, 06:29:06 am
MINIBOSS: HAT

200/200 HP
???/??? MP
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Ahra on June 08, 2011, 08:12:06 am
abilities: ego overload: pierres entire ego is unleashed drowning everybody in an urge to show of insted of fighting it allowing it to kill you.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 08:17:04 am
After I kill that hat, I should buy him a new one. Then I can do

 8)

a hat trick.

YEEEEAAAAAAAH!
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Talarion on June 08, 2011, 08:24:13 am
So if the hat is gone, then Pierre dies? Methinks Pierre will die on the Thief boss...
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Darvi on June 08, 2011, 08:25:28 am
... note to self. Die, reroll as the thief, kill him off in a boss fight, then have him steal the hat.

You're going to do what?...

Get you killed.

...sure.
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: Talarion on June 08, 2011, 10:25:42 am
Twelve thumbs up to that idea, Darvi. :P
Title: Re: CvRTD: Turn 93 (In which Pierre strikes back and the Armor is steadfast)
Post by: SeriousConcentrate on June 09, 2011, 11:14:48 am
Finally got a few hours to sit down and knock off a turn. :3 So... no other opinions then? You guys have until the end of the battles to speak up, now. Also: Time for the heavy armor to focus exclusively on Wymar so Darvi can make that thief. >.>

WOLVERINES

Quote from: Wymar Sane / Darvi: 31
Magic. Armor. Make it happen.
Quote from: Friar Greenmoore / Dwarmin: 55
just retreat.
Quote from: Daniel King / Zako: 67
Flank the armour and strike it with the warhammer!
Quote from: Frenz Grende / Grimmjow6th: 63
insult the armor's sexuality(lolwut?) whilst drawing its attention and hitting it
Quote from: Heavy Armor / SeriousConcentrate: 80
Unleash hell.

The heavy armor raised its massive sword in one hand and brought it down on the ground, releasing a blast of magical energy! (-4 MP. WS: 8 vs 7-1; 3 damage. Fri: 5 vs 3-1+1; 3-2=1 damage. DK: 4 vs 1+2; 4 damage. Fre: 6-1 vs 6+1. Boar: 6 vs 4; 3 damage.) Greenmoore and Daniel were thrown to the ground from the impact, Frenz shrugged it off thanks to his holy cloak but the boar grunted in pain, and Wymar was flung back painfully against the wall although he managed to remain on the ledge. The doctor was the first on his feet and he moved around the armor, warhammer ready! (6+2 vs 3+3; 7+1 Massive Success, 2d6x2; 8-2 = 6 damage) He caught it off-guard and slammed the hammer against a knee joint, hoping to cripple it... and it would've worked had his target been mortal. The armor completely ignored the new dent in its knee pad.

Frenz dug his heels into the boar's flanks and whipped it forward, going on the attack again! (5 vs 5+3) The armor took a step away and the boar's momentum carried it past the target, forcing Frenz to waste time getting it turned around before it plowed into the remains of the gate. Meanwhile, Greenmoore got the hell out of there. (8+1) With speed unusual for a man his age, the friar scrambled into cover behind a large boulder. (Greenmoore is no longer in melee range) While he was retreating, Wymar covered his escape with a pair of light spells! (-4 MP. 5+1 vs 2+3; Major Failure. 1+1 vs 6+3) His first spell fizzled out before it even left his hand, and the heavy armor completely blocked the second one with its shield!

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 24
bring down the axe on his head.
Quote from: Pierre Dé Grasse / Krath: 64
Don't relent! Take old my old rapier with my other hand and stab it into Marcus!
Quote from: Claire Rosara / Irony Owl: 34
Keep slashing! Wall him in!
Quote from: Marcus Raust / SeriousConcentrate: 16+10
Longsword -> Claire.

Pierre pressed the advantage while he had it, drawing his first rapier with his off-hand and attacking with it as well! (3+1 vs 5+2-2) But Marcus was more weary of him now, and with the sword in his off-hand the Frenchman wasn't as accurate. The undead hunter easily ducked aside... (7 vs 4+2-2; 4-1 Minor Failure) ...and caught Claire's blade on his own, locking it against the quillons of his longsword! (7+3 vs 3; 5+1 Minor Success, 1d4; 3 damage. 3 HP regenned) While she was locked against him, he headbutted her away and took a step back to prevent himself from getting hemmed in.

(4 vs 1+2-2; 8+2 Critical Success, 2d4x2+50%; 9 damage) But while he was focusing on the mercenary and the pirate, the knight slipped behind him with the axe and buried it in his back! Had Marcus still been mortal it surely would've been a fatal blow, but as it was it looked more like it was annoying, if quite painful, to the hunter. That and the fact the axe didn't penetrate very deeply before bouncing off the metal in his torso and coming loose.

Spoiler: HP/MP (click to show/hide)

--

 ::) at myself. I actually paid attention to the weapon section I have for Marcus and saw his sword's supposed to have +2 (1 for initial class skill he has, then the sword has 1 for the upgrade he put on it after the first mission and 1 for the boss-upgrade for a total of +3) to hit on it, and the second round of the fight I forgot his class evo that added to his initiative, which I just upgraded to +10 for this fight (you can see it's present in the first round of the battle but not the second).
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 11:24:06 am
/:-l

Nuke the GM. With Instacrit power.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 11:30:15 am
 :( You make me sad, Darvi. Just look at my face there. It's like :'( all up in this piece.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 11:32:28 am
To-do list:

[...]
-obtain cookies✓
-finish school
-make a GM cry✓
-take over the world
-destroy the world
[...]
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 11:35:08 am
Pff, that makes me feel so much better, being just another tick on your list there. :'(
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 11:39:16 am
You're only the second GM I've seen crying too.

The first was when in my old DnD sessions our spellthief accidentally committed pedophilia, and that was less out of sadness and more because our GM was a dick and couldn't stop laughing about it.


...yeah, I don't know how that happened either. Archie was too stoned to pay attention to his surroundings.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 11:40:55 am
...what?

O.o

I mean damn. I have fun messing with Tarran but, y'know. There's some places even I wouldn't go.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 11:47:38 am
Yeah. As I said, the GM was being a dick.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 11:49:00 am
*facepalm*

Accidentally? How the fu-

I mean really. What even caused this?
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 11:52:02 am
You'd be (http://tvtropes.org/pmwiki/pmwiki.php/Main/MushroomSamba) surprised. (http://tvtropes.org/pmwiki/pmwiki.php/Main/YoungerThanTheyLook)
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Krath on June 09, 2011, 11:58:49 am
Fling a dagger towards Marcus' head! Everyone knows zombies can't live without their brains.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Ahra on June 09, 2011, 01:30:31 pm
Golden cross his face ( like the only place without visible armor or it will probably blind him  :) )
Do you remember this, the symbol of what we fought for except for the good of the pepole corrupted friend?
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 02:33:45 pm
...crap. Kinda hate to do this since I like that RPing, but you're out of MP, Ahra. You want to just keep that as flavor text and have me treat it as an axe attack?
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Dwarmin on June 09, 2011, 03:10:30 pm
Send double fireballs at the armors legs

Die, Great wall of China!
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: IronyOwl on June 09, 2011, 03:57:31 pm
Toughness again.

Attempt to grapple Marcus' forearm, preventing him from using it!
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 03:59:25 pm
Why do I have such a crappy initiative? One would think that a guy in cloth with precognition would act quickly no?
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: IronyOwl on June 09, 2011, 04:05:31 pm
He's too much in the future to act in the present.

:3
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 04:05:53 pm
I mean, like, whoaaa! *stoned*
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 04:37:16 pm
IronyOwl speaks the truth. Wymar's like my character in You All Wake in a Cryo Chamber. :3 In any case in your next set of evos I can give you one that raises your initiative. If we're going purely by bosskills then everyone will be at class level 3 (werewolf/Elizabeth Saddler, groundskeeper/clock demon, Marcus/heavy armor). That's a lot of class skills to think of... I might be able to manage something, hopefully. It'll be slightly easier for those who already have a class-up since I can just present the two choices they didn't take, an upgraded choice of the one they did, and an additional option or two. ^^ Claire and Zathyran will be the hardest two since neither of them have a class-up yet. Biernat and Tariq too if more people die before the end of the encounter. :-\ Oh well, no big deal. I'll try to think of interesting things for you guys. ^^
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Dwarmin on June 09, 2011, 05:03:29 pm
Take my idea under consideration.

Super Priest: Friar Greenmoore can now shoot fire from his eyes. When he rolls last for intiative, he jumps out of the screen and strangles the GM with his blood rosary.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Darvi on June 09, 2011, 05:06:36 pm
Better idea.

Super Saint: Whoever lands a killing blow on him dies :V
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Krath on June 09, 2011, 05:14:50 pm
Take my idea under consideration.

Pierre's Fanboy: Friar Greenmoore can pray to his god Pierre instead of taking an action. While doing this Pierre rolls natural 8's on everything.

Sounds good to me.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 09, 2011, 05:28:38 pm
@Dwarmin & Darvi: Hahaha. No. Krath's idea is more likely. :X
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Zako on June 09, 2011, 10:11:02 pm
Hmmm... This is not working out so well.

Try to smash the sword out of the armour's hand!
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Dwarmin on June 09, 2011, 11:02:44 pm
Hmmm... This is not working out so well.

Try to smash the sword out of the armour's hand!

The Friar is calm.

Persistence, Daniel. The strongest tree can be felled...if one starts at the roots.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Grimmjow6th on June 09, 2011, 11:21:23 pm
Less talky more smashy.
SMASH DA ARMOR!
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Zako on June 09, 2011, 11:21:56 pm
Yes, but this ones roots dig deep. It will not be easy to defeat such a creature, and I am running out of supplies.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Ahra on June 10, 2011, 12:44:05 am
...crap. Kinda hate to do this since I like that RPing, but you're out of MP, Ahra. You want to just keep that as flavor text and have me treat it as an axe attack?
yes.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Grimmjow6th on June 11, 2011, 02:27:12 pm
*bump*
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Draignean on June 11, 2011, 06:38:23 pm
First I was  :o

Then I :(

and it sorta :-[

and then I :'(

RIP, Ritt.

Good luck coming back as a Half-breed Demon with wings of Ice and Shadow.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Dwarmin on June 11, 2011, 06:43:30 pm
Yeah, I hate to see you go Draignean...your character was the most powerful-summon spam lol-but you didn't get your defense skills up in time...extra health would have been helpful.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: Taricus on June 11, 2011, 06:45:17 pm
Just remember: you can get your revenge on those who let you die ;D
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 11, 2011, 06:45:51 pm
Indeed. Working on the turn now but it's going slow. :-\ I'm doing it off-line before you ask since I learned my lesson twice now from !*$*!@$ firefox.
Title: Re: CvRTD: Turn 94 (In which the Armor continues to no-sell and Malleus hits hard)
Post by: SeriousConcentrate on June 11, 2011, 07:42:50 pm
WOLVERINES

Quote from: Wymar Sane / Darvi: 72
Crit Light spell.
Quote from: Friar Greenmoore / Dwarmin: 88
Send double fireballs at the armors legs
Quote from: Daniel King / Zako: 38
Try to smash the sword out of the armour's hand!
Quote from: Frenz Grende / Grimmjow6th: 35
SMASH DA ARMOR!
Quote from: Heavy Armor / SeriousConcentrate: 97
Empty the MP gauge.

The heavy armor raised his blade and slammed it into the ground once more! (WS: 1 vs 1-1; 4 damage. Fri: 8 vs 7-1+1 ; 4-2=2 damage. DK: 8 vs 4+2; 4 damage. Fre: 2-1 vs 1+1. Boar: 8 vs 2; 3 damage) Again the magical blast struck the party, dealing heavy damage to Wymar and Daniel. Frenz's holy cloak deflected it onto his boar, and Greenmoore got his shield up in time to absorb the brunt of the spell. The friar recovered quickly enough to retaliate with two fireballs! (6 vs 7+3. 8 vs 3+3; 6+1 Major Success, 2d4; 8-2 = 6 damage.) Despite his injuries, Wymar pulled it together and summoned up the last of his mana to deal as much damage as possible. (-4 MP. 7+1 vs 2+3 > 2d6x2+10%. 11-2=9 damage. 8+1 vs 1+3 > 2d6x2+10%. 24-2= 22 damage. 31 total) This time he was not going to be denied! A massive blast of light enveloped the armor and did the unthinkable: it threw it back against the wall hard enough to break some of the stone. The armor fell to a knee, greatly injured from the attack.

The doctor saw his opening and went right for its sword arm with his hammer! (2+2 vs 3+3) The armor moved out of the way before the attack connected, and as it got to its feet Frenz charged it! (6 vs 5+3) It took a step towards the charging boar and again shield-bashed it down. Some of the plating from around its arms and torso had broken away, revealing that inside the armor was... nothing? Only Greenmoore's experienced eyes could see a sort of fine black and red mist leaking out of the holes...

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 88
Golden cross his face ( like the only place without visible armor or it will probably blind him  :) )
Do you remember this, the symbol of what we fought for except for the good of the pepole corrupted friend? {Axe}
Quote from: Pierre Dé Grasse / Krath: 100
Fling a dagger towards Marcus' head! Everyone knows zombies can't live without their brains.
Quote from: Claire Rosara / Irony Owl: 83
Attempt to grapple Marcus' forearm, preventing him from using it!
Quote from: Marcus Raust / SeriousConcentrate: 82+10
Disengage.

Pierre drew one of his daggers and tossed it at Marcus! (6 vs 3+2; Minor success, 1d4+1d4; 6 damage) It slashed him across the face but bounced instead of sticking, peeling some flesh away from the forehead as it went and revealing white bone, mostly covered by a bloody steel plate. Marcus ignroed it and looked at the knight while he thrusts his holy cross, sighing slightly. "This isn't my choice... I'm being controlled. My will can't hold my body back much longer, and I've already killed... Please, Malleus, Pierre... Kill me before I am lost to the darkness forever!" But even as he said it he was moving to disengage... (7+1+1 Artifact. 1 HP restored) He leaped away and disappeared among the shadows of the stalactites. Where had he gone!? Claire and Malleus looked around for him, frustrated that he had gotten away for the moment.

Spoiler: HP/MP (click to show/hide)

Also refunded Claire 2 HP for toughness as mentioned.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Darvi on June 11, 2011, 07:45:22 pm
Do what all oom casters do: derp around and don't get killed.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Dwarmin on June 11, 2011, 08:07:19 pm
I shall not be outdone!

Hurl holy water at his broken parts of the armor, trying to damage the spirit within

Edit: Darvi, since your out mana, you need to get creative. Have you tried using your +1 danger sense in combat? Maybe if you concentrate, you can prewarn someone if they're about to get damaged, giving them a defense bonus.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: SeriousConcentrate on June 11, 2011, 08:11:24 pm
I also want to warn you that if you stay up there, Darvi, very bad things will happen to Wymar and Daniel, whereas if you come down at least Daniel can heal you with what he has left.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Krath on June 11, 2011, 08:13:54 pm
Get into a defensive stance and watch for any signs of Marcus. Guard my allies if Marcus tries to attack them.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Zako on June 11, 2011, 10:14:54 pm
What have I done to deserve such wrath?  :'( Oh well, at least we are kicking ass! Why don't you give him some of your food dwarmin?

Heal myself with my kit.

Sorry, but I am going into melee after all and that sword is gonna hurt. I need the best amount of hp I can get before I engage.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: SeriousConcentrate on June 11, 2011, 10:24:47 pm
Only thing you've not done is either A: be riding a boar or B: Not hide from the boss. Nothing personal. You're just the only guy in arm's reach.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Zako on June 11, 2011, 10:27:00 pm
Oh yeah. Well, that sucks. At least the boar is here with me.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: SeriousConcentrate on June 11, 2011, 10:28:32 pm
Hm, there's an idea. The boar... I'll have to think about it...
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: IronyOwl on June 12, 2011, 12:24:17 am
Stupidly rush into the shadows, trying to root that regenerating bastard out.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Grimmjow6th on June 12, 2011, 02:47:50 am
do my thingy that gives my allies extra ....something.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Ahra on June 12, 2011, 04:28:05 am
follow him
MARCUS SPEAK SO THAT WE CAN TRACK YOU
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Darvi on June 12, 2011, 06:29:02 am
Hmmm. Waitlist me because I'm not going to survive this any longer.

And maybe Dan and Fränz should swap places. Jus' saying.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Zako on June 12, 2011, 07:36:15 am
I don't have a whip. So what can I use to control the boar?
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Darvi on June 12, 2011, 07:36:34 am
Swap weapons?
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Zako on June 12, 2011, 09:08:52 am
Well, unless you want to swap your whip for my knife, then no.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Dwarmin on June 14, 2011, 07:12:44 pm
Bump.

This game so totally not closed due to lack of GM foresight.  :'(
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: SeriousConcentrate on June 14, 2011, 07:19:38 pm
That's what happens when you have a beginning, an end, and no middle. :-\ Anyway now that I don't have to worry about it anymore I'll collect everyone's actions and run the turn.
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: Dwarmin on June 14, 2011, 07:30:54 pm
Spoiler alert-Rebecca was actually an android.  :o
Title: Re: CvRTD: Turn 95 (In which Wymar FUBARS the Armor and Marcus hides)
Post by: SeriousConcentrate on June 14, 2011, 07:59:11 pm
WOLVERINES

Quote from: Wymar Sane / Darvi: 18 {5, 3}
derp around and don't get killed.
Quote from: Friar Greenmoore / Dwarmin: 75 {5, 5}
Hurl holy water at his broken parts of the armor, trying to damage the spirit within
Quote from: Daniel King / Zako: 45 {4, 1}
Heal myself with my kit.
Quote from: Frenz Grende / Grimmjow6th: 97 {1, 5}
do my thingy that gives my allies extra ....something.
Quote from: Heavy Armor / SeriousConcentrate: 41
Throw Daniel at Wymar.

Frenz raises his hand. "For glory!" he roars! Everyone feels a bit pumped up! (Greenmoore gets +1 to his damage roll this round since he's the only one attacking :P) Greenmoore responded by pulling out a vial of Holy Water and chucking it at one of the breaks in the armor's cuirass. (-1 MP. 7 vs 2+3; 8+1 bonus Critical Success, 2d6x2+10% + 1d6x2+10% = 26 + 13 = 39 -2 = 37 damage) His aim is perfect, flying right into the hole and shattering inside the armor! (...At this rate your team is going to end the fight way before the Nightcrawlers. I'll think about letting Talarion in early to speed things up just so you guys aren't standing around forever waiting for them to get finished. Unless Marcus kills all of 'em soon, then it's no problem. :P)

While the armor is on a knee, recovering from Greenmoore's excellent blow, Daniel takes the opportunity to patch himself up. (4+5, 9 HP back) Using up the last of his healing supplies, the doctor fixes up his most immediate wounds... (7+1 vs 2 (no movement bonuses), grapple success.) ...the armor suddenly surged forward, dropping the blade to catch him by the throat and haul him into the air! (DK: 7+1 vs 4+2; Major Success, 2d4; 6 damage. WS: 8+1 vs 2+3 movement total+1Danger Sense; Minor Success, 1d4; 2 damage.) The demon spun once for momentum, then flung Daniel directly at Wymar! The gypsy was clipped by the doctor and fell off his perch, landing painfully on the rocks. The fall almost knocked him out, but he didn't get it quite as bad as Daniel, who struck the wall just above where Wymar had been, fell onto the ledge, bounced off, and fell all the way to the ground.

Wymar successfully managed to derp around and not get killed, somehow. o.O Lucky him.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 12 {2, 6}
follow him
Quote from: Pierre Dé Grasse / Krath: 54 {2, 7}
Get into a defensive stance and watch for any signs of Marcus. Guard my allies if Marcus tries to attack them.
Quote from: Claire Rosara / Irony Owl: 11 {7, 4}
Stupidly rush into the shadows, trying to root that regenerating bastard out.
Quote from: Marcus Raust / SeriousConcentrate: 58+10
Double Axe -> Claire.

From out of the darkness, a whirling pair of axes fell towards Claire! (-2 MP. 1+2 vs 7. 7+2 vs 2; 6+1 Major Success, 2d4; 6-2=4 damage. Marcus regens 4 HP.) Neither struck her dead on, but they were some close calls. Pierre, Malleus, and Claire advanced, the Frenchman a bit more cautiously than his allies. (Search rolls vs Marcus's stealth roll. Mal: 8+1. P: 1. C: 5. Mar: 6.) Malleus's sharp eyes spotted their quarry almost as soon as he looked, while Pierre was immediately distracted by a bit of polished stone that functioned as a perfect mirror. Damn, but he looked dashing in this environment! Claire was about to find Marcus when it became no longer necessary to look. Pierre adjusted his hat, but he too was immediately disturbed by Marcus calling down from above, "The Marcus you knew has gone. He is now a construct, a weapon to be used!"

Spoiler: HP/MP (click to show/hide)

Everyone got two bonus rolls on initiative this round 'cause I forgot to do it last round. Testing the waters here by using the armor's attack for grappling and dodging on Wymar's part, what do you guys think? Finally, Talarion and Nightcrawlers: Zathyran in or not?
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: IronyOwl on June 14, 2011, 08:17:52 pm
Toughness!

Kraken shot!

Here's to hoping I can knock him down. This fight's gonna turn real grim if he can just sit in the rafters and heal.


I liked the grapple-throw part. Not sure about Talarion coming in. Might be nice for him to get a chance to lay his idol to rest, though.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 14, 2011, 08:26:38 pm
Jeez, why do I always forget that... refunding 2 HP nao.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Dwarmin on June 14, 2011, 08:27:37 pm
Quote
The gypsy was clipped


This line made me laugh out loud. Explain.  :-\

----------------------------
Beneath your armor, nothing but an old ghost, after all...

Wind up another holy water! Into his weak spot!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 14, 2011, 08:29:30 pm
Wymar is a gypsy/fortune teller; Daniel hit him, but only just barely, say edge of shoulder to edge of shoulder. Just enough to knock him off-balance and fall to the ground. ^^
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Dwarmin on June 14, 2011, 08:32:32 pm
Wymar is a gypsy/fortune teller; Daniel hit him, but only just barely, say edge of shoulder to edge of shoulder. Just enough to knock him off-balance and fall to the ground. ^^

Gypsy clip. Gypsy clip. Gypsy clip.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 14, 2011, 08:58:32 pm
While I was counting eights I reread Irony's notation and realized I didn't have Marcus regen, either. >.> So I'm going back and rolling for that.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Zako on June 14, 2011, 09:01:30 pm
WAAAAAAAHHH!!! *thud*

Well that was a productive turn on my part, not. Almost all of my hp that I healed is gone. That is just not proper!

Unleash the wrath of the lord on this foul creature!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 14, 2011, 09:10:49 pm
Maybe you'll get lucky like Darvi and Dwarmin and do massive damage. :3
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Zako on June 14, 2011, 09:14:18 pm
I dout it good sir. Oh the way my luck is going, I dout that very much.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 14, 2011, 09:16:21 pm
Eh, you never know. At least you're still in pretty good health, and if/when you survive the boss battle you'll get put back up to full. ^^
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Zako on June 14, 2011, 09:25:25 pm
As well as a good reward I hope.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 14, 2011, 09:29:55 pm
You'll be getting two class evos at least. The other reward depends on what you pick and the RNG. :3
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Ahra on June 15, 2011, 12:45:12 am
come down and fight! if he comes down, hack his in the torso so that the axe get a little help from him "falling on it"
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Grimmjow6th on June 15, 2011, 02:01:43 am
Defend Wymar! Don't die on me now!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Zako on June 15, 2011, 02:06:53 am
Give him some food dwarmin, quick! I KNEW I shouldn't have used my kit on myself.  >:(
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 03:44:57 am
Holy fuck Get back up again!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 04:04:23 am
Here's to hoping I can knock him down. This fight's gonna turn real grim if he can just sit in the rafters and heal.

I've been thinking about that and I think it would be fair if you shoot/hit him with a minor success, he has to roll vs 6 with his climbing bonuses; a major success would be roll vs 6 without his climbing bonuses excluding the artifact he's got; a massive success would be roll vs 7 with no climbing bonuses, and a critical success (not sure if anyone in your party can actually hit one :-\) would just knock him straight to the floor.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 04:15:13 am
Oh wait. The armor's been defeated.

I HAVE SURVIVED!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: IronyOwl on June 15, 2011, 04:17:04 am
I believe that is known as "tempting fate."

Alternatively, "assuring your death by preemptively declaring victory."
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 04:20:01 am
I AM ARMED WITH AN RTD AND I AM NOT AFRAID TO USE IT!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Grimmjow6th on June 15, 2011, 04:32:17 am
i don't believe the armor is dead yet......*gets smashed by giant sword* yup, definetly not dead yet.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 04:34:05 am
Indeed, moar armored fun in your future. Maybe not much longer though. >.>
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 04:37:11 am
Wait...*checks spoiler again*

I could've sworn that it said 0/120 there...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: IronyOwl on June 15, 2011, 04:40:22 am
Probably just a vision of the conditions surrounding your death. Don't worry about it.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 04:41:00 am
You might have misread his MP, which is 0/12. ??? In any case I was looking at this thread and I decided it wasn't French enough. >.> If you know what I mean. :3
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 04:41:25 am
Zako, wouldn't it be smarter to heal the squishy? D:

In any case I was looking at this thread and I decided it wasn't French enough. >.> If you know what I mean. :3
/:-l
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 06:22:05 am
Heh.

Heheh.

HAHAHA.

BWAHAHAHAHAHAHAAAA!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Dwarmin on June 15, 2011, 07:46:27 am
Hmm...I could toss him a ration, but would that interrupt my attack?

I could just kill the monster.

Also, seeing Darvi die is always fun. He's so squishy!  :D
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 07:49:42 am
Fun, or FUN?

Heheheh...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Dwarmin on June 15, 2011, 09:32:44 am
Just noticed something...unleash math attack.

Turn 93
(8+1) With speed unusual for a man his age, the friar scrambled into cover behind a large boulder

Turn 94

The friar recovered quickly enough to retaliate with two fireballs!

(6 vs 7+3. 8 vs 3+3; 6+1 Major Success, 2d4; 8-2 = 6 damage.)

Turn 95

(-1 MP. 7 vs 2+3; 8+1 bonus Critical Success, 2d6x2+10% + 1d6x2+10% = 26 + 13 = 39 -2 = 37 damage) His aim is perfect...

17, 2 of which were in one turn... so according to my notes then yeah, you're exactly correct with four total skill-ups. (3, 6, 15, and 2 in a row) So you'll be getting one in three more 8s on the current system.

That's three more eights and three in a row. Did we change from the old system right after that post? If so, LOL @ my luck...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Zako on June 15, 2011, 09:44:08 am
I would heal you if I could, but I stupidly used my last healing supplies on myself, since I thought you were safe. Little did I realise that I would soon become a human missile...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Dwarmin on June 15, 2011, 09:45:00 am
I blame that pointy hair of his. Zako's like a lawn dart! D:
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Zako on June 15, 2011, 09:48:20 am
It's not pointy, it merely wild and untamed. And speaking of lawn darts, that reminds me of Dead Rising 2 which I have been playing recently. Lawn darts suck in that game. Kinda like our situation.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 10:59:02 am
- seeing Darvi die is always fun. He's so squishy!  :D

D: That's cold, sirrah. Plus do you really want to deal with what he might become? Malakai's going to be bad enough on you guys (I think that boss battle might be extra !!FUN!!), and Wymar's geared even more towards offense than he is. Then again Malakai's got those evil support abilities...

That's three more eights and three in a row. Did we change from the old system right after that post? If so, LOL @ my luck...

Mmm... I originally meant 3 in a row on the same turn, but the odds of that happening (an 8 in three consecutive turns) are rare as well. I mean technically they're not in a row, on Turn 94 you had 6 vs 7+3 in front of it and 6+1 behind it, then Turn 95 had 7 vs 2+3 in front of it, but sure, why not. It'll increase the odds people can get the three/four/etc. in a row 8s. However it'll be up to you guys to notice that because I probably won't. ^^;

Anyway, guess that means you get your three in a row skill there, Dwarmin. Whatcha want with it?

ALSO EDIT: That's two more eights, sir. :3 The one in Turn 93 was counted as 17; you're at 19 total.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:01:02 am
Darvi, Die please. I want FUN :D
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 11:25:18 am
Hmm, the armor ain't fast right?

Abscond to fight evil another day!
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:26:27 am
Don't tempt fate.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Krath on June 15, 2011, 11:27:51 am
Marcus is interrupting Pierre Time? The nerve!

Cast Magic Missile Fling a dagger into the darkness.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 11:29:45 am
Don't tempt fate.
Funny you mention that...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:30:58 am
What?, you'll end up being trampled by either lving armour or pieces of the armour falling over due to death.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 11:33:01 am
I don't think it's that huge, or else it could've gotten me on that ledge with melee. I can probably outrun it, especially with that bonus to movement.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:35:15 am
He threw another player at you :I
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 11:36:01 am
Yeah but a) I'm a moving target now and b) I have actual space to dodge, unlike on that narrow ledge.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:38:09 am
Or a shield, sword and teammate thrown at you...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 11:39:24 am
You really want to fight the obligatory Castlevania bossfight do you?
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:41:07 am
Depends on which team I get put on :3
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 11:45:24 am
I think by the time you get there all eight will be working together. They're already going to be for the next mission, just to try it out. And give everyone a chance to survive Malakai.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:46:18 am
And possibly Darvi.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 11:48:32 am
Malakai brings his own back-up. *points at summons* Wymar would be a little later on.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 11:49:33 am
Awww :( I wanted FUN.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 11:51:18 am
F is for fire~♪...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Draignean on June 15, 2011, 12:00:08 pm
Malakai brings his own back-up. *points at summons* Wymar would be a little later on.

Legions of blurred summons covered in icy armor.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Ahra on June 15, 2011, 12:44:32 pm
no balrog little brothers of ice?
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Draignean on June 15, 2011, 12:51:37 pm
no balrog little brothers of ice?

*Wiggly Eyebrows of mystery*

Can't give it all away, one of you might live if I did that.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Ahra on June 15, 2011, 12:57:22 pm
"sigh" hope for an artifact armor of magic resistance huh?
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Dwarmin on June 15, 2011, 02:28:03 pm
All right! Minor action amendment.

Before one shotting the armor with holy water like a boss, I throw a ration over my shoulder for Darvi to catch in mid-air. If he misses it, the ration magically returns to me like a boomerang.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 02:36:49 pm
Catch ration, then eat it while getting the heck outta fucking dodge.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 02:40:33 pm
OK, as soon as I get done with coffee (probably about six minutes or so) I'll start the turn. So if you have any other last-minute changes you wanna do, now's the time. ^^
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: IronyOwl on June 15, 2011, 02:43:22 pm
I really hope the armor kills Darvi with Zako. Not because I have anything in particular against Darvi, simply because it'd be downright hilarious if a fleeing Darvi, confident that he'd get away, got taken down by a thrown medic.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 02:46:24 pm
SC, can I control my character when he's a boss? I wanna be able to decide who will get hit with my insta-crit ability.
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: IronyOwl on June 15, 2011, 02:48:36 pm
D:

D:

D:
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Taricus on June 15, 2011, 02:55:50 pm
Sucks to be you guys ;D

But wait, Draignean would've kill some of you by then D:
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 03:09:43 pm
Guess what Irony? Take a guess as to what the armor's going to do this turn now. :3

@Darvi: I'll think about it. >.>
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: Darvi on June 15, 2011, 03:10:36 pm
Guess what Irony? Take a guess as to what the armor's going to do this turn now. :3
<_<

I have to make my custom emoticons one day...
Title: Re: CvRTD: Turn 96 (In which Greenmoore FUBARS the Armor and Marcus is spotted)
Post by: SeriousConcentrate on June 15, 2011, 03:48:16 pm
OK, now for real I'm running the turn.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 15, 2011, 04:26:17 pm
WOLVERINES

Quote from: Wymar Sane / Darvi: 81 {6}
Catch ration, then eat it while getting the heck outta fucking dodge.
Quote from: Friar Greenmoore / Dwarmin: 85 {4}
Before one shotting the armor with holy water like a boss, I throw a ration over my shoulder for Darvi to catch in mid-air. If he misses it, the ration magically returns to me like a boomerang.
Quote from: Daniel King / Zako: 70 {8}
Unleash the wrath of the lord on this foul creature! (Interpreting as 'Use Cross')
Quote from: Frenz Grende / Grimmjow6th: 86 {1}
Defend Wymar!
Quote from: Heavy Armor / SeriousConcentrate: 64
Throw Daniel at Wymar. Again. Because IronyOwl said so. :3

(5, +1 to defense) Frenz dug his heels into the boar and maneuvered it so he was between the armor and Wymar. The gypsy wasn't going to die. Not on his watch. (Both Greenmoore and Wymar need 5+: 3, 3) Greenmoore throws the ration towards Wymar, who was unable to catch it because Frenz was in the way. Not that it would've mattered since it fell woefully short of the mark, and was snatched off of the ground by the boar. (Boar gets 3 HP back!) (-1 MP. 4 vs 2+3) Possibly because he was distracted by that, Greenmoore's water missed. Maybe his arm was sore from throwing so much stuff? Ignoring that, the gypsy got to his feet and decided aggressing, aggrieving, attacking, or any sort of 'a'-letter verb that was not absconding was a bad idea. He retreated! (4) But there was nowhere to run to...

While he was glowing at the stony walls, Daniel drew his cross and charged! (-1 MP. 6+2 vs 4+3; Minor Success, 1d6; 6 damage) He pressed the holy implement against the armor's torso, scorching its shape into the metal! But being so close meant the armor had a second chance to try again... (7+1 vs 8 {2+1 vs 8}) ...but it failed to grab the doctor as he ducked under its questing hand and rolled away!

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 49
come down and fight! if he comes down, hack his in the torso so that the axe get a little help from him "falling on it"
Quote from: Pierre Dé Grasse / Krath: 60
Fling a dagger into the darkness.
Quote from: Claire Rosara / Irony Owl: 56
Kraken shot!
Quote from: Zathyran Firsankh / Talarion: Autolast
>Leave the waitlist. Be the eighth party member.
Quote from: Marcus Raust / SeriousConcentrate: 53+10
Summon three zombies!

Marcus hung from his right arm as his left came up, bearing a demonic seal on the back of it. The seal glowed with a sickly light... (-6 MP. Marcus regens 3 HP) and several rotting hands erupted from the ground! They wouldn't finish crawling out until next combat round. The light gave Pierre a target to aim for, and he flung a dagger at him. (8 vs 1+2; Minor Success, 1d4+1d4; 6 damage. 7+1, still clinging to the ceiling) The dagger hit directly in the center of the seal and pierced Marcus's hand, coming out the other side! Marcus merely frowned at it... giving Claire time to load her 'special' ammo into her pistol! (-2 MP. 7 vs 5+2 {6 vs 2+2}; Major Success, 2d4; 5 damage. Even/Odd: 2, so entangling. -3 Defense for two turns. 5, Marcus falls)

The bullet struck him in the forehead, dazing him momentarily, and he lost his grip. As he fell, Malleus began to swing his axe upwards... (8+1 vs 7+2-3; 4+1 Minor Success, 1d4; 3 damage.) He caught Marcus with the edge of his axe as he fell, but wasn't able to get a solid hit on him. The hunter tucked and rolled as he hit the ground, coming up in the middle of his army of zombies... but from out of nowhere a series of lightning bolts struck the horde, killing all but three! ...and missing Marcus completely, somehow. >.> A man in a gray cloak approached slowly from the shadows, electricity still crackling around his fingertips...

Spoiler: HP/MP (click to show/hide)

OK, couple things. I'm going to go ahead and give Dwarmin the three consecutive 8s skill (originally it was three in a turn, but allowing it be turns in a row means you can now get that outside of combat too), and Zako gets it since he just, y'know, got three 8s this turn. ^^ Ahra gets a skill for getting twenty 8s total. Finally, welcome back, Talarion. :3

EDIT: To remove 6 HP from the armor. >.>
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Darvi on June 15, 2011, 04:28:05 pm
FUCKING PIG!

... not even the way we came from?
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 15, 2011, 04:37:02 pm
Nope. Plot-barrier in the way. 8) More seriously you could always try again, if you wanted.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Darvi on June 15, 2011, 04:37:27 pm
Will do.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: IronyOwl on June 15, 2011, 05:19:47 pm
Hehehehe, the pig has the right idea. Steal allllllll the food.

Also, you didn't include my Booty Hunter penalty, if that's in effect.


Finally, I'm torn between dealing with these dangerous zombies and getting Marcus while his defense is down. Talarion, do you have any AoEs?
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 15, 2011, 05:27:41 pm
Yeah I did, I just forgot to list it.

...which means now that I think about it you have 10 8s. You want the evo now or just get all three at the same time afterwards?
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Dwarmin on June 15, 2011, 05:32:05 pm
Finish armor, with an overpowered holy water pitch into the weak spot!

I get TWO skill ups, right...

Three eights in a row, and twenty eights in total?

1st Skill up, +5 Health (Having taken two health ups with this, I assume that's my max bonus health)

2nd Skill up, if applicable, upgrade to Purifying Flames

Flames of Perdition, +2 to damage rolls when using Holy Book: Fire
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Krath on June 15, 2011, 05:32:36 pm
Finally, I'm torn between dealing with these dangerous zombies and getting Marcus while his defense is down.

I'm not.

Charge my way through the zombies and stab Marcus! My mighty armor will protect me.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 15, 2011, 05:35:19 pm
Finish armor, with an overpowered holy water pitch into the weak spot!

I get TWO skill ups, right...

Three eights in a row, and twenty eights in total?

1st Skill up, +5 Health (Having taken two health ups with this, I assume that's my max bonus health)

2nd Skill up, if applicable, upgrade to Purifying Flames

Flames of Perdition, +2 to damage rolls when using Holy Book: Fire

Nope, just one. You're at 19. The first 8 you mentioned was the one that put you at 17, the next two got you the consecutive 8s but you're still one away from 20. ^^; Anyway I'll mark the +5 health down. One other thing to clear up, Health and Mana will probably top out at three times your starting amount, so Greenmoore can have a max of 30 HP, I believe.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: IronyOwl on June 15, 2011, 05:36:02 pm
Slash the hell out of Marcus.

Yeah I did, I just forgot to list it.

...which means now that I think about it you have 10 8s. You want the evo now or just get all three at the same time afterwards?
Are you talking about initiative or something else?

If you're talking to me, I'll just get the class evos later.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Dwarmin on June 15, 2011, 05:40:52 pm
Nope, just one. You're at 19. The first 8 you mentioned was the one that put you at 17, the next two got you the consecutive 8s but you're still one away from 20. ^^; Anyway I'll mark the +5 health down. One other thing to clear up, Health and Mana will probably top out at three times your starting amount, so Greenmoore can have a max of 30 HP, I believe.

Alright.

It's just I got that first eight *after* you posted my totals, so I guess you had already calculated the turn when you were responding to me. So'kay ^^

Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 15, 2011, 05:44:15 pm
@Dwarmin: No problem. ^^;

@IronyOwl: I meant Booty Hunter. Your Major Success on damage was 8-1=7, but for some reason I just stumbled right on writing the turn without listing it.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Talarion on June 15, 2011, 06:31:27 pm
"That isn't just a creature of the Night is it..." Zathyran looked closer, his eyes widening in disbelief. "Even you, my noble brother...? Foul creatures of the night... Are my enemy. This day, you are my target!!" Seeing the others attack Marcus, Zathyran does the smart thing: Throw a lightning bolt at a zombie.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: IronyOwl on June 15, 2011, 07:22:11 pm
Ah, okay. In that case, the Nightcrawlers don't seem to have secondary initiative rolls.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 15, 2011, 07:26:37 pm
Rolling now... 2, 1, 2, 8. Talarion has one eight. :P
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Zako on June 15, 2011, 09:27:06 pm
Well, at least it's some damage.

Again! This time on it's head!
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Ahra on June 16, 2011, 03:50:24 am
charge marcus, if any zombie comes in my way ... good luck stopping me.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Grimmjow6th on June 16, 2011, 04:18:19 am
Be like a shield and protect everyone[except the armor...] from any killing blows!
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Darvi on June 16, 2011, 04:23:43 am
Eeeexcept for the armor.

Just in case SC does what I would do in this situation.
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: Grimmjow6th on June 16, 2011, 04:25:07 am
There :P
Title: Re: CvRTD: Turn 97 (In which the boar shoots the food and Zathyran arrives)
Post by: SeriousConcentrate on June 17, 2011, 10:58:06 pm
WOLVERINES

Quote from: Wymar Sane / Darvi: 75 {8}
Get the hell out!
Quote from: Friar Greenmoore / Dwarmin: 18 {3}
Finish armor, with an overpowered holy water pitch into the weak spot!
Quote from: Daniel King / Zako: 32 {4}
Again! This time on it's head!
Quote from: Frenz Grende / Grimmjow6th: 12 {5}
Be like a shield and protect everyone[except the armor...] from any killing blows!
Quote from: Heavy Armor / SeriousConcentrate: 15
Forget the doctor, throw the gypsy. Over the cliff.

(8. lol) This time, Wymar vanished. There was a Wymar-shaped outline in the world where he had been. Where the hell had he gone? (Wymar has left the battle! You can hang out if you want, Darvi, but you'll be unable to attack / be attacked / interact with the fight at all, and can come back once it's over. Oh, and by the way... if everyone runs, you'll have to fight this guy again only he'll be back to full health/mana, so I don't recommend it. :3) While he was retreating, Daniel kept on the armor with the cross. (-1 MP. 4 vs 4+3) This time, though, it got its shield in the way and prevented him from doing further harm.

Greenmoore continued to lob water like grenades. (-1 MP. 5 vs 4+3) In a spot of luck for the armor, the shield was also in the way of the holy water, and it shattered against it. Daniel got a little wet but it wasn't really a major issue. (Target gone, random target: 4, the boar. 3+1 vs 1) The Heavy Armor shoved Daniel aside and charged the boar, grabbing it by one of the front legs! With a quick yank it unseated Frenz, throwing him to the ground, and lifted the quadruped into the air. (Since this is an NPC -without hands to catch itself - I don't feel the least bit bad about making this an instant death roll. 6+1 vs 2) It spun once and flung the boar, which went flying over the edge of the cliff! So much for that thing. (The boar has collided with an obstacle and died.)

Frenz got back to his feet and raised his hands in defense. (8; +3 defense. Guess I'll be a nice guy and let it carry over to next turn.) His stance was perfect, and he was ready to intercept all attacks aimed towards him and the doctor.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 63 {5}
charge marcus, if any zombie comes in my way ... good luck stopping me.
Quote from: Pierre Dé Grasse / Krath: 69 {7}
Charge my way through the zombies and stab Marcus! My mighty armor will protect me.
Quote from: Claire Rosara / Irony Owl: 12 {5}
Slash the hell out of Marcus.
Quote from: Zathyran Firsankh / Talarion: 5 {4}
"That isn't just a creature of the Night is it..." Zathyran looked closer, his eyes widening in disbelief. "Even you, my noble brother...? Foul creatures of the night... Are my enemy. This day, you are my target!!" Seeing the others attack Marcus, Zathyran does the smart thing: Throw a lightning bolt at a zombie.
Quote from: Marcus Raust / SeriousConcentrate: 73+10
Chainsaw -> Random Target
Quote from: Zombie Horde / SeriousConcentrate: 11
1 Guard Marcus, 2 & 3 Bite -> Random Targets


(4, Zathyran) From between the zombies came a loud buzzing sound, and Marcus suddenly dashed out from between them carrying a strange weapon! (7 vs 5-1. Major Success, 2d8; 11 damage. 2 uses left before refuel, Marcus regens 4 HP.) He went straight for his former apprentice, slashing him across the torso with this new weapon and drawing a large amount of blood. Before he could inflict lethal damage, though, Pierre ran in to make the save with his blitz rapier! (6+1 vs 7+2-3; 6+1 Major Success (4 so one additional die is added), 2d6+1d6; 14 damage) He pierced the hunter's chest to the hilt and shoved him back away from the new arrival.

Malleus followed the Frenchman's lead, charging Marcus as well. (2+1 vs 8+2-3) But the hunter had recovered, and Malleus's axe only met his chainsaw! After a brief struggle, Marcus shoved him back, and the knight was only barely able to keep on his feet from the man's supernaturally increased strength. Claire attempted to take advantage of the opening Malleus created... (7 vs 4+2-3; 5-1 BH Minor Failure) ...but it was in vain as he brought the weapon around and blocked her slash as well, the spinning steel of the chainsaw almost ripping the cutlass from her hands!

While they were all occupied with Marcus, the zombies were shambling forward. (1; zombie 1 completely fails to defend Marcus. 2, 2; zombies swarm Pierre. 8 vs 1+3; Major Success, 2d4; 7 damage. 8 vs 3+3; Massive Success, 2d4x2; 14 damage. 21 total) One zombie sneaked up behind Pierre and bit him on the nape of the neck; the other bit into his shoulder as he reared back in pain. Before anyone could do anything about it, they had drug him to the ground... but Zathyran intended to save him! (-2 MP. 5 vs 2; Massive Success 2d4x2+1d4x2; 18 damage to Zombie {1}) The lightning bolt went a little wild, however, and struck the fail-zombie. Appropriately enough.

Spoiler: HP/MP (click to show/hide)

@Darvi: Normally you'd get a class evolution at 25 8s, but since it's been pretty much established now that we're moving those exclusively to after a boss is killed you get a skill-up instead.
@Talarion: Going by consecutive turns that's two 8s in a row, so a skill-up for you.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Dwarmin on June 17, 2011, 11:08:22 pm
Dozer! Noooooooo  :'(

Holy Water venegeance!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:09:39 pm
Experienced Hunter-Mage: +2 Dodge, -1 Melee Damage (Is this okay? :P)

Noone was dying to... this thing. Once a noble man, a Shield and Sword dedicated to the light. This monster was not the man Zathyran looked up to... And he wasn't going to let even a shadow of his mentor take any life dedicated to destroying the Night! Throw a Lightning bolt at one of the two Zombies attacking Pierre!

Edit: Just curious, but where are they? I can't see them. And I didn't have an action last turn... Did you, perhaps, confuse me for one of the others? I mean, I'm not complaining, but...
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Grimmjow6th on June 17, 2011, 11:17:29 pm
 Rush at the armor with everything i have!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 17, 2011, 11:18:00 pm
The 8s? You got one for initiative last turn (it's not actually in the turn since I forgot about it until Irony reminded me) and the massive success this turn. Also, there isn't a corpse there. Just a minor note. ^^; Malakai's gone. Oh yeah, about the skill: you already have one that's +1 to Dodge (Dedicated), do you want to up that to +2 or take something else?
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:20:46 pm
Oh. >.> Well. Should've expected it. Editing my turn now, then.

Oh right! Take that up to +2 then.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Dwarmin on June 17, 2011, 11:23:05 pm
Do lightning bolts work on zombies? I'm not so sure  :-\

Also, you guys better not let Pierre die...at least without me being around to claim the hat...

@Grimmjow: That noble rallying thing only works once a battle-just keep attacking! We only need like one more attack to knock him down, and I can survive pretty much anything he can throw at me anyway.

@SeriousConcentrate: After loling at how overpowered Talarions character is compared to how the rest of us had to start, I figured-does that mean late coming players just get naturally more badass classes? If so, I approve. :)
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:26:22 pm
Do lightning bolts work on zombies? I'm not so sure  :-\

Also, you guys better not let Pierre die...at least without me being around to claim the hat...

@Grimmjow: That noble rallying thing only works once a battle-just keep attacking! We only need like one more attack to knock him down, and I can survive pretty much anything he can throw at me anyway.

@SeriousConcentrate: After loling at how overpowered Talarions character is compared to how the rest of us had to start, I figured-does that mean late coming players just get naturally more badass classes? If so, I approve. :)

I'm pretty sure a Lightning bolt that could turn flesh to ash would work on pretty much anything. Also, how is Zathyran rigged? He gets the same bonus from his Magic Book that you do for Holy Implements... Also, the Magic Book: Electricity was a birthday present :D
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 17, 2011, 11:30:12 pm
Yep. Although I may not go that route now since everyone's going to be going straight to three class evolutions upon introduction; Zathyran was made shortly after Marcus was killed so I had given him a good class power but neglected to change it in light of recent system alterations. So... Nightcrawlers get to enjoy a powerful ally. ^^; Don't forget though that if you raise the strength of your holy water you can get a lot of damage off of that too, though. Same with Pierre's daggers.

@Ninja Talarion: He means the class bonus applying to all kinds of magic books. If he means the HP / MP Zathyran has the Balanced build for his class; with each sub-weapon use costing 2 MP he only has ten uses and no way to replenish them unless Greenmoore's in the party with him and helps him out, or he gets lucky searching. ^^;
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:32:08 pm
Ah okay. Fair enough. Also, I just read my character sheet. Both items I have were given to me by former-me that I'm fighting now. Epic flavor there.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Krath on June 17, 2011, 11:36:17 pm
dsfjdshfhdsfuihdsifuhuivnweui

Zombies and their luck.

Get to a safe distance and fling a dagger at Zombie 1!

IT'S NOW OR NEVER! Expertly throw my vintage ale so it lands in Marcus' mouth! Maybe once he gets drunk he'll come back to his senses.

Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 17, 2011, 11:37:16 pm
@Talarion: :3 Thought you might like that detail. Also, for the looters in the party, when Marcus dies everybody can choose a single piece of equipment he has that they want. Here's the list, so you can hash it out ahead of time:

Demon Longsword (Slashing; +2 to hit)
Marcus's Chainsaw (Not as good as the Groundskeeper's; can be used three times before needing to be refueled with a Gas Can, but deals 1d8 damage normally and is Slashing)
Firebombs (Subweapon; take -1 MP and can hit another target after the first)
Sharpened Boomerang (Takes -4 MP to throw, but targets entire enemy party and deals 1d4 damage. If Krath chooses this I'll allow his Mercenary Class to cover it as well)
Weighted Throwing Axes (Basically Throwing Axes, Level 2)
3x Cans of Gas (will count the stack as one item and act as single use Magic Book: Fire if used as a weapon)
Demon Claw (Artifact; boosts climbing rolls by 1 simply by having it in the inventory)

This applies to all PC Bosses, so I'm sure Wymar, Greenmoore, and Zathyran are looking forward to being alive when Malakai is eventually defeated. :3
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Dwarmin on June 17, 2011, 11:37:52 pm
@Talarion: Too late, my friend...I've already got 7 8 signatures on my petition!

Petition to Nerf Talarion
1. Darth Vader
2. Chumba Wumba
3. Wolverine
4. Diablo
5. Talarion
6. Kool-Aid Man
7. Pluto (still a planet)
8. Dracula?
9.
10.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:39:39 pm
That signature of mine is forged! I want the Demon Claw, cause it's awesome. Any problems?
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Krath on June 17, 2011, 11:42:00 pm
Sharpened Boomerang (Takes -4 MP to throw, but targets entire enemy party and deals 1d4 damage. If Krath chooses this I'll allow his Mercenary Class to cover it as well)

Oh that'd be lovely if Marcus doesn't impale me on a chainsaw before I get a chance.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 17, 2011, 11:46:16 pm
I've got a petition to pump his power up even more. o.O


Sorry, I can't argue with that many people.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:49:49 pm
I've got a petition to pump his power up even more. o.O

  • Richter Belmont
  • Chris Redfield
  • Pierre De Grasse
  • Harry Mason
  • Commander Shepard
  • Johnny Topside
  • Brian Kendrick
  • Jill Valentine
  • Dominique Wakeman
  • Kamina
  • Tyson Rios
  • Wayne Holden
  • The Hero of Albion
  • Jack of Blades
  • Mario
  • Sonic
  • Screaming Mantis
  • Kheldar Ironfist
  • Uriel Septim

Sorry, I can't argue with that many people.

You can't argue with Shepard, Mario, Sonic, Uriel Septim, Kamina and Richter Belmont... period. They'd all destroy you. In an instant. Except for Uriel Septim, he'd sic all the guards in the Imperial City (And all of Tamriel) onto you. "STOP YOU'VE VIOLATED THE LAW!" "STOP YOU'VE VIOLATED THE LAW!" "STOP YOU'VE VIOLATED THE LAW!"
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 17, 2011, 11:50:25 pm
"Pay with your blood! Rargh!"
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:53:33 pm
Aww shucks I wanna play Oblivion now. Good times ;D... Now, if only I can download it again.. Oh wait, I can! Steam ftw. :D
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Draignean on June 17, 2011, 11:55:18 pm
"Pay with your blood! Rargh!"

I always thought that sounded distinctly piratey when the Vivec ordinators said it...

@Talarion: :3 Thought you might like that detail. Also, for the looters in the party, when Marcus dies everybody can choose a single piece of equipment he has that they want. Here's the list, so you can hash it out ahead of time:

Demon Longsword (Slashing; +2 to hit)
Marcus's Chainsaw (Not as good as the Groundskeeper's; can be used three times before needing to be refueled with a Gas Can, but deals 1d8 damage normally and is Slashing)
Firebombs (Subweapon; take -1 MP and can hit another target after the first)
Sharpened Boomerang (Takes -4 MP to throw, but targets entire enemy party and deals 1d4 damage. If Krath chooses this I'll allow his Mercenary Class to cover it as well)
Weighted Throwing Axes (Basically Throwing Axes, Level 2)
3x Cans of Gas (will count the stack as one item and act as single use Magic Book: Fire if used as a weapon)
Demon Claw (Artifact; boosts climbing rolls by 1 simply by having it in the inventory)

This applies to all PC Bosses, so I'm sure Wymar, Greenmoore, and Zathyran are looking forward to being alive when Malakai is eventually defeated. :3

I want to see what I'll drop... That's weird, I'm looking forwards to dying so people can loot my corpse...


So... What happens after I kill everyone?  We all become the supercharged league of fallen gentlemen and replace Dracula's dark empire with our own?

Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 17, 2011, 11:59:16 pm
So... What happens after I kill everyone?  We all become the supercharged league of fallen gentlemen and replace Dracula's dark empire with our own?

THIS!!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 17, 2011, 11:59:52 pm
Good end in bad end's clothing? ???
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Krath on June 17, 2011, 11:59:56 pm
The entire party is reborn as evil and we continue the RTD still fighting Dracula as the final boss.

Death isn't the end!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 18, 2011, 12:03:02 am
Good end in bad end's clothing? ???
The entire party is reborn as evil and we continue the RTD still fighting Dracula as the final boss.

Death isn't the end!

Exactly. If we all die at one boss, that is.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 12:05:11 am
If you all die at one boss (Malakai) then you all become generic skeletons. :P What would be really interesting is if only one or two people survived a boss fight. Well... it would be interesting until the next boss fight. Then it would be a squash match. >.>
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Zako on June 18, 2011, 12:23:43 am
Damn, thats some nice stuff he's got there. What does the armour have that we can take?

Don't know what a suit of armour looks like when used as a tent peg? LETS FIND OUT!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 12:35:08 am
Since he's not a PC boss, he doesn't have quite as much, but I'll go ahead and list it.

Oversized Greatsword (+1 to attack, deals 1d6 normally, Slashing)
Oversized Shield (+3 to defense, -2 to mobility)
Strength Gauntlets (+1 to strength based actions, like Throwing an enemy)
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Zako on June 18, 2011, 12:51:03 am
Hrrmmm.... Nowhere as near as good as Marcus, but it's alright I suppose.

I'm good with either the shield or Gauntlets. Gauntlets preferably. Frenz can have the shield or sword.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 01:00:35 am
Yeah, I'm a little disappointed too. I thought for sure his defense would put him on par with Marcus. :-\
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Zako on June 18, 2011, 01:05:54 am
Maybe it's because Marcus is more attack designed? That and he actually has a story behind him, unlike this demonic armour.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 01:08:35 am
Yeah, that's true too. ^^; Guess I should note that for future reference: design bosses to kill as fast as possible without any regard for their own safety. *writes it down*
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 18, 2011, 05:00:55 am
Damnit Zako! Don't give the GM ideas!!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: IronyOwl on June 18, 2011, 05:25:21 am
I want the demon's claw also. It's the only thing I have any use for at all besides the subweapons, and I'd probably rather keep using my mana for -defense rather than more damage.

Tackle Marcus outright, trying to prevent him from attacking, or at least moving around.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Talarion on June 18, 2011, 05:29:36 am
Hmm. Actually, I'll take the Longsword. Itll give me a viable Melee option.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Darvi on June 18, 2011, 06:10:20 am
EFF YEEEW! I was looking forward towards being the first person with 2 class ups.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Ahra on June 18, 2011, 06:42:41 am
axe meet face in an attempt to stun/ cut his head open
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Dwarmin on June 18, 2011, 06:53:28 am
Hmm...technically, the sword AND shield should go to Frenz. He's the one getting bashed about after all.

Oversized Greatsword (+1 to attack, deals 1d6 normally, Slashing) <---Frenz
Oversized Shield (+3 to defense, -2 to mobility) <---Frenz
Strength Gauntlets (+1 to strength based actions, like Throwing an enemy) <---Zako

As I would have said in WoW

This dungeons loot sucks for a caster, I'm just doing it for the achievement, bro.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Darvi on June 18, 2011, 06:56:11 am
I'd call dibs on the sword, but I get a bigger one once Malakai kills me anyway.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 02:04:12 pm
There's nothing stopping you from picking up the sword and giving it to Frenz. Or trading it to him for his bag of gold. :3
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Darvi on June 18, 2011, 03:52:55 pm
Strike with all my power!
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 04:00:01 pm
You ran, dude. You're not around to attack. ^^; You do have a skill-up waiting to be used though.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Taricus on June 18, 2011, 04:00:35 pm
If he wants to get back in, let him. :3
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Darvi on June 18, 2011, 04:05:56 pm
You ran, dude. You're not around to attack. ^^; You do have a skill-up waiting to be used though.
Deeeerp.

Cancel that. I had a brainblackout the entire day and am not liable to make any useful remarks.

Also, that bit wasn't green so it didn't count anyway.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 18, 2011, 04:11:02 pm
No problem.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Darvi on June 18, 2011, 04:11:46 pm
... I guess I should post an action anyway.

Resotre.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Dwarmin on June 18, 2011, 04:13:14 pm
Resotre.

Darvi's a derp magnet.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Darvi on June 18, 2011, 04:22:32 pm
Fucking derps how do I work.

Not at all, that's how.
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Zako on June 18, 2011, 08:29:34 pm
Yeah, we figured.  :P
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: SeriousConcentrate on June 19, 2011, 01:21:27 pm
WOLVERINES

Quote from: Wymar Sane / Darvi: Autolast {5}
Resotre.
Quote from: Friar Greenmoore / Dwarmin: 70 {8}
Holy Water venegeance!
Quote from: Daniel King / Zako: 86 {3}
Don't know what a suit of armour looks like when used as a tent peg? LETS FIND OUT!
Quote from: Frenz Grende / Grimmjow6th: 7 {8}
Rush at the armor with everything i have!
Quote from: Heavy Armor / SeriousConcentrate: 76
Throw the doctor! (Can you tell if this is a little too fun?)

(Boss Battle music. :3) (http://www.youtube.com/watch?v=miOrBdUYooI) The doctor and the demon squared off, the armor's shield raised to defend as Daniel searched for a blind spot to attack from. (7+2 vs 4+3; 5+1 Minor Success, 1d6; 4 damage) Spinning the warhammer around his hand for momentum, the doctor charged in and went low, going for the armor's knee a second time! Now that it was more injured, the armor went to a knee, dropping its sword. (8+1 vs 4) But that same hand immediately shot forward and grabbed him by the front of his scale mail, lifting him into the air. (3+1 vs 7+2) Daniel put his feet on the gauntlet and pushed off, the armor's grip slipping and dropping him.

He rolled away as Greenmoore removed another vial of holy water and sent it flying! (4 vs 8+3) The armor smashed it out of the air with its free hand and started to pull itself to its feet once more, despite losing some stability. Frenz, sensing the armor's weakness, charged it! (6 vs 2+3; 6+2 Massive Success, 2d6x2; 22 damage and overkill) His whip snaked around its shield and bashed completely through the arm holding it, breaking it off and making it drop the item! Unable to protect itself, it couldn't stop the nobleman from striking it twice more - once in the helmet and once in the breastplate, shattering both pieces of armor! As it fell Frenz hit it again in the right thigh, breaking the leg off for good measure.

Meanwhile, Wymar was chilling elsewhere, but came wandering back when he heard the armor shatter.



NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 30 {4}
axe meet face in an attempt to stun/ cut his head open
Quote from: Pierre Dé Grasse / Krath: 64 {8}
IT'S NOW OR NEVER! Expertly throw my vintage ale so it lands in Marcus' mouth! Maybe once he gets drunk he'll come back to his senses.
Quote from: Claire Rosara / Irony Owl: 58 {4}
Tackle Marcus outright, trying to prevent him from attacking, or at least moving around.
Quote from: Zathyran Firsankh / Talarion: 93 {1}
No one was dying to... this thing. Once a noble man, a Shield and Sword dedicated to the light. This monster was not the man Zathyran looked up to... And he wasn't going to let even a shadow of his mentor take any life dedicated to destroying the Night! Throw a Lightning bolt at one of the two Zombies attacking Pierre!
Quote from: Marcus Raust / SeriousConcentrate: 9+10
Throw Claire at Malleus.
Quote from: Zombie Duo / SeriousConcentrate: 57
2: Keep chewing on Pierre. 3: Get up, chew on Zathyran.

Electricity continued to crackle in the air around Zaythran as he focused it once more, blasting the zombie (even/odd: 1 so zombie 3) holding Pierre down! (8 vs 8 {5 vs 2}; Minor Success, 1d4+1d4; 5 damage) The zombie was shocked and released Pierre to get back to its feet. This was enough for the Frenchman to power his way out from the other zombie's grasp, and as he did so he threw the bottle at Marcus! (5 vs 2+2-3; Major Success, 2d4; 5 damage. Pierre loses bottle of ale.) Unfortunately Marcus's mouth was still a normal size so it wasn't really possible for Pierre to make the shot, but it did smash him in the face, sending ale and glass shards everywhere!

Meanwhile, the pirate lass went on the attack, attempting to hold Marcus down! (8 vs 4+2-3; Marcus can't make movement rolls unless he breaks free of Claire. Which he might do this turn. o.O) She managed to get behind him and put him in a full nelson while he was distracted wiping the glass and alcohol out of his eyes. The two zombies finished moving to their targets... (Z2: 5 vs 5+3. Z3: 5 vs 3-1; Minor Success, 1d4; 1.) but Pierre easily fended off the one coming after him, and the other tripped and only managed to hurt Zathyran because his forehead caught him directly across the toes, smashing them. Painful, yes, but not really causing any lasting damage.

While Claire was immobilizing Marcus, Malleus took a shot! (4+1 vs 4+2-3; 6+2 Massive Success, 2d4x2; 14 damage) Marcus was wide open and Malleus struck him dead on in the chest with his axe, the blow hard enough that both the hunter and the pirate stumbled back! (2 vs 2+1 Naval Training. Marcus regens 2 HP) She managed to keep both her footing and her submission applied, however.

Spoiler: HP/MP (click to show/hide)

------------------

So Talarion's 3 for 3 on consecutive turn 8s, netting him two skills: one for the consecutives and one for the third eight total. Dwarmin has his 20th 8 now so I'll go back in a moment and apply the other skill he wanted. @Ahra: You have 20 8s, did I give you the skill for that?

In any case, once the Nightcrawlers are are done with their fight and everyone's at the next intermission area, I'll examine my notes and see how many skill ups everyone should have total, in addition to providing the class evos to pick from. I'd better make a note here that Dwarmin's chosen 2 HP ups and Darvi and Grimmjow6th have taken 1 (although Frenz's was a mission reward choice, I believe).
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 01:37:31 pm
Will we be getting the standard quest reward as well? :3
-------------------------------

The Friar let out a sigh of relief at the armor crashed into the ground, sending up a plume of dust to mark it's fall. He was glad to have defeated it without losing another of his allies. Though, he still was feeling a sense of loss. Greenmoore feared that some evil had befallen the other group...but there little he could do about that.

"The bigger they are, and all that." he said, poking through the remains with his mace. "Frenz, perhaps you can wield some of these yourself? I've no need for them."

Derp around until the Nightcrawlers finish their boss
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 02:04:15 pm
Mine was a mission reward choice too.

Also, I think as a skill I'll upgrade my criticals again.

Just for more cannon on the glass :V

So uh...

"Thanks for covering me there guys. Eeeeexcept for you Dan. You are a terrible projectile :P"
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 02:09:48 pm
@Darvi: OK I'll make sure to remember that when I total skills up. And also upgrading that skill now.
@Dwarmin: Yessir.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Ahra on June 19, 2011, 02:15:23 pm
crack his head open

hmm not sure.
Quote
-Skills-
Battle-Hardened: Takes 1 less damage from enemy attacks
Axeman: Deals +1 damage rolls with a battleaxe
Prowler: +1 to search rolls
Experienced Warrior: +1 to hit
is this the number of skills i would have in that case
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 02:20:52 pm
Starter, 3, 6, 15, 20. So you should have 5 at least. Your quest rewards were the wax doll and the cross upgrade... so yeah, 5. ^^ Guess that means you get another one now.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Ahra on June 19, 2011, 02:32:55 pm
veteran armor user: armor movement penalty +1?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 02:34:50 pm
More like -1.

Because adding a penalty is just... ya know.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Ahra on June 19, 2011, 02:43:54 pm
More like -1.

Because adding a penalty is just... ya know.
have you read the movemet penalty at all mr glass cannon

plate armor -1 movemet penalty
my VAU bonus +1 = no actual penalty
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 02:59:24 pm
A +1 to movement skill would have the same effect and wouldn't be dependent on your armor. So, that then?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 03:08:48 pm
More like -1.

Because adding a penalty is just... ya know.
have you read the movemet penalty at all mr glass cannon

plate armor -1 movemet penalty
my VAU bonus +1 = no actual penalty
Your post implied that you wanted to increase the penalty :V
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 03:09:43 pm
Seems I get Flames of Perdition Lv.2? SeriousConcentrate has already given that to me. Before I got my 20th eight! The horror.  :-\

For my mission reward, I'll obviously take an artifact, magical in origin, possibly offensive if I can specify further.
----------------------------------------

"Friends, look what I found!" Friar Greenmoore exclaims. Apparently, within the cracked helmet where the Giant Armors brain would have been located if it had been a living creature, there was a small, unadorned chest. He opened it carefully and reached inside...
Title: Re: CvRTD: Turn 98 (In which the boar collides with an obstacle & zombies attack)
Post by: Grimmjow6th on June 19, 2011, 03:17:31 pm
She managed to get behind him and put him in a full nelson
Wheres piccolo at when ya need him?
Also, ill take the shield to use with my whip, ill also take the sword if needed.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 03:19:08 pm
What? ??? Nah, dude. You got your 20th 8 on initiative so I gave you the skill you requested earlier.

@Ninja Grimmjow6th: NO ONE ESCAPES THE MASTERLOCK!!! Not even Radditz. >.>
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: IronyOwl on June 19, 2011, 04:42:26 pm
She managed to get behind him and put him in a full nelson
Wheres piccolo at when ya need him?
@Ninja Grimmjow6th: NO ONE ESCAPES THE MASTERLOCK!!! Not even Radditz. >.>
I don't think I like Part 2 of this plan. ???

Do like that music though. :3

Anyway, He's going nowhere!
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 04:52:40 pm
It's pretty much a given that the Punch-Out theme rocks. b(^_^)d
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 05:07:23 pm
a) Play cards with my group until team nightcrawlers is done, and
b) what can we choose at the end of a mission again?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 05:09:32 pm
Here you go. ^^

5 HP
5 MP
New or Improved Weapon
New or Improved Subweapon
New Skill
Random Artifact
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 05:23:26 pm
a) Play cards with my group until team nightcrawlers is done, and

"Damn you Wymar, thou'est used the trap card on me again!"
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 05:25:11 pm
"All according to keikaku"

Also, I'm a damn cheater :V
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 05:30:43 pm
Playing cards with Wymar is not recommended. He knows what your hand is before you even draw it. o.O
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 05:34:30 pm
If he ever cheats with Tariq he'll get a grenade to an oriface :D
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 05:37:57 pm
It's not cheating if you don't get caught.

That's what I learned from Yugioh.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 05:44:19 pm
Taricus, while you're here, you might as well choose a mission reward. Nightcrawlers don't get one until they beat Marcus. >:3 Also, Riccto, if you're lurking, go ahead and pick one too. ^^ ...If he isn't I'll just let him know about it when he joins the game.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 06:02:31 pm
SKILL!
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 06:08:55 pm
You should probably be more specific Taricus. O-o

Otherwise, I suggest the following skill.

Daisy Picker:Taricus gets +2 to picking daisies, but -1 to picking roses.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 06:16:30 pm
Shoves grenade down greenmoore's mouth.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Darvi on June 19, 2011, 06:23:41 pm
You should probably be more specific Taricus. O-o

Otherwise, I suggest the following skill.

Daisy Picker:Taricus gets +2 to picking daisies, but -1 to picking roses.
I read that as picking noses :V
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 06:34:55 pm
So it's like that one old point-and-click game where if you use lockpicks on yourself you pick your nose but end up dying from jamming metal into your brain? Maybe you wouldn't want a -1 for that...
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 06:37:10 pm
How about a +2 archery bonus with a -1 melee penalty?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 06:39:02 pm
Sure. Which do you want, accuracy or damage?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 06:47:35 pm
Take damage, Taricus. Remember, it's not a measly +2 to how much hitpoints you take off, +2 to your damage *roll*

Which means big crits!
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 06:52:33 pm
BIG crits! BIG damage! I love it! [/smash TV]
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 07:05:17 pm
Speaking of which, whose going to make the Smash TV RTD?

Permadeath+Players die on one hit=!!fun!!
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Krath on June 19, 2011, 07:13:53 pm
Fling at dagger at Marcus! AGAIN!
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 07:19:58 pm
Accuracy. With possiblity to upgrade to damage as well :D
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 07:29:11 pm
All right, I'll remember that. As for Smash TV I might get on that later. Not sure yet. Players would probably start with three lives... hmm...

Taric, um, do you still have the PM where we were talking about your character? I'm pretty sure we already hashed out your other quest rewards there and I kinda forgot to save it. ^^; I'm certain you had an upgraded bow but I can't remember what the other thing was. Upgraded bombs?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 07:35:22 pm
Yep, upgraded bombs. And it should be in your PM box.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 07:40:44 pm
What I meant is I cleared out my PM box recently and accidentally deleted that message. ^^; I remember what the bow was so adding that back in won't be a problem, and with the grenade being Level 2 I think I have your sheet ready now.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Taricus on June 19, 2011, 07:52:07 pm
HOLY HAND GRENADE OF ANTIOCH!

So shock bow, Ink for grenades to do holy damage.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 08:31:10 pm
Good thing you reminded me about the ink, I'd marked it down as a generic level 2 increase. :3
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Zako on June 19, 2011, 10:01:38 pm
"Thank the lord that that is over and done with. Oh and you can keep your opinions to yourself coward. At least I didn't run."

Daniel then picks up the gauntlets and slides them on, flexing his fingers and feeling the increased strength.

"These will do nicely. You can have the sword and shield Frenz. I think you deserve it for the final blow after all."


Search for some medical supplies, then play cards with Greenmore.

Oh and for my quest upgrade, I'll upgrade my cross to level 2. THE POWAH OF CHRIST COMPELS YOU!!
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 10:19:35 pm
"Cowardly as it may have been, I would prefer our fortune teller alive and able to fight on, rather than him being yet another death I could not prevent. He had truly depleted his reserves of strength and magical power in the battle, and to stay would have been to die.

Of course, as you must know Wymar-the universe has a way of balancing itself...you may find the death you shirked today may merely have been scheduled anew, and when it comes, your soul must be at peace with itself, with no regrets.

Now, I believe this card means I destroy all your creatures, Daniel. Deduct thine lifepoints by minus 2500."
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Zako on June 19, 2011, 10:42:57 pm
"True enough, he put everything he had into the battle. I guess that is all that I can ask for.

Also, I activate mine trap card. Your attack is nullified and you loose 1000 life points. Sucks to be you."
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 10:59:44 pm
 ??? Jeez, you people. Normal people would play poker. Is it just me or does it seem funny that these four are like, "well, fought a difficult battle against supernaturally animated armor, Wymar nearly got killed... let's play Yu-Gi-Oh."

...Hang around too long and I'll open those damn gates I'm sure you forgot about. I still got goblins up the wazoo to throw at you guys. >:3
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Dwarmin on June 19, 2011, 11:02:56 pm
I thought we were waiting for the that other, slower party which shall go henceforth unnamed to finish their boss, before we could move on.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 19, 2011, 11:28:43 pm
lol, I'm just playing with ya. Other observations: lol. Between the shield and his artifact, Frenz's defense is now equal to Malleus. Really the pair of them are defensive powerhouses with a cumulative +4 to defense, plus Malleus shrugs off the first attack like a boss and takes -1 damage, and Frenz takes -2 damage. I went ahead and gave Frenz both armaments under the assumption someone else took the sword and gave it to him.

Also, you four get your choices now; keep in mind that like skills there's only two levels for each evolution, and you all get two picks. In some cases the second evolution is quite a bit better than the first level. ^^;

WYMAR
Talented Oracle: Sometimes you get flashes of the future without even needing to rely on the tools of your trade. (Can choose to auto-hit or auto-dodge once per combat) Lv2: Can be used twice.

Warrior Oracle Lv2: Your ability to read the flow of combat has become so sharp you can now predict your enemy's movements with unerring accuracy. (Can choose to auto-crit once per combat without needing to roll to hit; doesn't count as an 8 for leveling purposes)

Guardian Oracle: Your ability to read the future enables you to protect your allies. (Once per combat you can negate any damage dealt to a party member, including yourself, for the next round) Lv2: This applies to two party members when used.

Weirding Oracle: Once per combat may activate this ability, causing your next attack to hit, dodge to succeed, hit to crit, or struck ally to take no damage, chosen at random. You do not know which ability is active until it occurs. Lv2: Can be used twice.

GREENMOORE -> Studied Priest only has one level.
Practical Priest Lv2: You have fought the creatures of the dark your entire life and have learned to draw power from them. (Enemies hearts now restore 1d6 MP on whoever you want)

Virtuous Priest: Greater faith in God allows you to make better use of His holy implements. (Crosses & Holy Water now inflict 1d6/1d8 on hits, depending on enemy weaknesses) Lv2: An attack die is added on a successful strike.

Studied Priest: Through study of several mystical volumes across your long life, you have become adept at reducing the energy needed to cast spells. (Magic Books now take 1 MP instead of 2)

Holy Priest: Through faith alone, you can attempt to cure the wounds of the living and banish the undead. (Once per battle can either heal 1d6 an ally/your own health or auto-Massive Damage an Undead enemy with 2d6x2 damage.) Lv2: Heal 1d8, deal 2d8x2.

DANIEL
Studious Physician Lv2: Daniel's studies in herbology allow him to cure most physical ailments. (Daniel's Kit now cures Poison, Curse, Paralysis, and status effects that lower attack/defense!)

Fighting Physician: Daniel's studies in anatomy allow him to better place his attacks on living opponents. (Daniel's attack die increases by 1 rank -ie d4 to d6, d6 to d8- when attacking non-undead enemies!) Lv2: Daniel adds one attack dice on a successful strike.

Exact Physician: Daniel's studies in physiology allow him to target joints and nerves with brutal efficiency. (Daniel's called shots to the arms or legs deal are more effective. Called shots normally inflict 1/2 damage and alter the target's attack and damage/defense {depending on whether the arms or legs were targeted} by -2 for 1d4 rounds, but Daniel inflicts 75% damage instead!) Lv2: Called shots have no penalty.

Unorthodox Physician: Daniel's studies in herbology have shown him that what can cure can also kill, when applied properly. (Daniel can give up one use of his Physician's Kit to coat a weapon in poison. A poisoned weapon has a 50% chance of poisoning the target on its next attack and deals 1d4 HP damage per round for 2-4 rounds. The enemy can attempt to make a save vs 5 to negate the effect.) Lv2:  Weapon has 75% chance of poisoning; enemy must roll vs 7.

FRENZ
Steadfast Nobleman: A man of noble blood must endure all attacks, no matter the foe. (Once per battle, Frenz can choose a turn to completely ignore all incoming damage). Lv2: Can be used twice per batte.

Vigorous Nobleman: A man of noble blood must be stronger than the common man. (When countering a foe, Frenz has a 50% chance of having his damage doubled.) Lv2: Damage is always doubled on a counter.

Inspiring Nobleman Lv2: A man of noble blood must inspire the common folk to greatness. (Once per battle, Frenz can boost the damage rolls of all allies by 1, including himself) -> Basically turns it into a free action, so you can still attack and use it.

Commanding Nobleman: A man of noble blood must be able to effectively lead anyone and anything. (Enemies Frenz captures as a mount gain +1 to damage rolls.) Lv2: Frenz mounts get another attack dice.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Grimmjow6th on June 20, 2011, 12:00:51 am
ill take steadfast nobleman.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 20, 2011, 12:04:02 am
You have two picks, so do you want it at Level 2 or do you want to take another one as well?
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Grimmjow6th on June 20, 2011, 12:05:03 am
then ill take inspiring noblemen level 2 :D
 Shrug off damage, inspire allies while attacks, TANK OF AWESOMENESS!
*Frenz gets a sword to several diffrent places* Its just a flesh wound, i can still fight.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 20, 2011, 12:09:31 am
Sheet updated. Go get 'em, Frenz. ^^
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Zako on June 20, 2011, 12:33:23 am
Goddamn, that shit looks TASTY. So many possibilities...
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: IronyOwl on June 20, 2011, 12:39:09 am
Yeah yeah, drool over your shinies while we battle the incarnation of pain. >:(
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Zako on June 20, 2011, 12:42:40 am
Hehehe, you would do the same in my position. <3
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 20, 2011, 12:43:41 am
It's all good. Win and you and Talarion will get nevar before seen abilities. Mainly because I gotta come up with four new ones apiece instead of powering up three, adding three, and giving Darvi the choice of the one you suggested. :P

@Ninja Zako: I probably would too.

Also Edit: I'm feeling generous, so since Darvi and Dwarmin didn't get loot they can have a bag of gold apiece. We'll just say the armor happened to have it for whatever reason.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Talarion on June 20, 2011, 12:52:03 am
Two skill ups you say? Increase my class skill to lvl 2 (if possible) and give me a +1 to hit with Magic Book: Electricity.

"These undead at getting tiresome already..." Still unable to bring himself to attack Marcus, Zathyran fires a bolt of lightning at the Zombie at his feet.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Zako on June 20, 2011, 12:55:04 am
You gotta win first. Sorry buddy. And they could say that they found them on some goblin archers that fell down after they were killed in the battle.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 20, 2011, 12:56:47 am
That's part of class evos. Upping the original one, I mean. So that'll have to wait until you win, but you can get that +1 accuracy now.

@Ninja Zako: Again? Dude, stop hiding in the shadows, you're making me paranoid. >.> He has two 8-related skill-ups. ^^;
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: Talarion on June 20, 2011, 12:58:26 am
Make it a +2 in that case. :3
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 20, 2011, 12:59:13 am
Aight, moving to edit now. Is that all the Nightcrawlers?

I was looking back through this thread earlier and saw at one point Krath grabbed an MP+ (near the time Daniel joined) that I haven't been applying. Man am I dumbass sometimes. So Pierre actually is at 6/10 MP right now, and I'll edit his character sheet accordingly.
Title: Re: CvRTD: Turn 99 (In which Frenz strikes down a boss & Claire Masterlocks Marcus)
Post by: SeriousConcentrate on June 20, 2011, 03:57:23 am
WOLVERINES

Everyone grabs loot and sits down to play some cards (http://www.mspaintadventures.com/extras/ps000026.html) while they recuperate from the battle. To the friar's disappointment, the chest he found in the animated armor is locked and he can't open it. He has faith he will find the key soon, though. Like when they get to the next intermission area. :3 (Daniel's medkit will get filled too, fyi. And just 'cause you all get a roll for cards. WS: 6. Fri: 8. DK: 6. Fre: 7.)

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 82 {7}
crack his head open
Quote from: Pierre Dé Grasse / Krath: 59 {3}
Fling at dagger at Marcus! AGAIN!
Quote from: Claire Rosara / Irony Owl: 100 {8}
He's going nowhere!
Quote from: Zathyran Firsankh / Talarion: 81 {7}
"These undead at getting tiresome already..." Still unable to bring himself to attack Marcus, Zathyran fires a bolt of lightning at the Zombie at his feet.
Quote from: Marcus Raust / SeriousConcentrate: 33+10
Again, throw Claire at Malleus to get out of the hold.
Quote from: Zombie Duo / SeriousConcentrate: 51
2: >Be Ric Flair. Chop Pierre hard enough to leave a welt on his chest. 3: Chew on Zathyran's ankle.

(8, hold defense increased by +3 this round) Claire continued to hold Marcus down, sinking the submission in deep! Who knew she was a wrestler in her spare time? o.O While Marcus was locked down, Malleus swung the axe again! (3+1 vs 8+2) But he managed to twist his body around so Claire would take the blow, and Malleus stopped short just before he hit her. Meanwhile, Zathyran shocked another zombie. (-2 MP, and -2 MP I should've deducted last round. 4+2 vs 3; Minor Success, 1d4; 3 damage) The zombie at his feet twitched spasmodically as it was shocked, but it refused to die a second time.

Pierre drew a dagger from his chest and flung it at Marcus. (-1 MP. 8 vs 4+2; Major Success, 2d4+1d4; 9 damage) It hit the hunter's sternum with uncanny accuracy, burying itself to the hilt in his heart. Too bad he didn't need it anymore. Zombie 2 came at him from the side! (7 vs 2+3; Minor Success, 1d4; 4 damage) Its hand swung around in a knife-edge, hitting him on the chest with a loud SMACK and leaving an incredibly painful burning sensation! Meanwhile, the other zombie was crawling at Zathyran. (8 vs 6-1; Major Failure) He took a step back and its teeth clacked closed on empty air.

Marcus struggled against Claire! (7 vs 3+3; hold escaped. 4 vs 8+1 Movement; throw evaded. Marcus regens 1 HP.) He slipped out of her hold and turned to grab her, but she jumped back out of arm's reach.

Spoiler: HP/MP (click to show/hide)

--

By the way Irony, that new rule for consecutive turn 8s means you got the three AND four in a row one. (three in a row on this turn and four counting the one last turn) :3 Krath also got his 20th 8 skill-up with that dagger too.

Also, 100 turns! Kirby dance time. <(^.^<) ^(^.^)^ (>^.^)>

EDITL For Marcus's regen.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Krath on June 20, 2011, 04:06:22 am
Skill up! Badass!

I shall take Fancypants Lv2!

Also, continue the dagger assault against Marcus!
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 04:07:24 am
Skill updated. ^^
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: IronyOwl on June 20, 2011, 04:12:44 am
Quote
you must tap dat ASS CARD
Oh lol.

Quote
By the way Irony, that new rule for consecutive turn 8s means you got the three AND four in a row one. (three in a row on this turn and four counting the one last turn) :3 Krath also got his 20th 8 skill-up with that dagger too.

Also, 100 turns! Kirby dance time. <(^.^<) ^(^.^)^ (>^.^)>
Such fortuitous events require more dancing.

<(^.^<) (>^.^)> <(^.^<) (>^.^)> ^(^.^)^ ^(^.^)^ ^(^.^)^ <(^.^<) (>^.^)> <(^.^<) (>^.^)>


I'll wait on the skillups and Kraken Shot Marcus!
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 04:20:31 am
All we need now is Talarion and Ahra and I can run turn 101. :3 We can always assume the Wolverines are still playing HR:TG for now.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Darvi on June 20, 2011, 04:41:58 am
I pick raaaaaadnomness.

Aaaaand as the mission reward... You know what. +2 to damage on maaaagic. At +1 to damage taken.

CANNONS FOR THE CANNON GOD. GLASS FOR THE GLASS THRONE.

Also, I wonder what a trap card would mean in that context :V
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 04:54:12 am
Something you don't want to draw, that's for damn sure. >.> So you want Weirding Oracle at Lv 1 and something else or just WO at Lv 2?
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Darvi on June 20, 2011, 05:00:21 am
I get to pick two? Cool.

I'll have "lol u can't touch this" then.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Taricus on June 20, 2011, 05:02:06 am
Don't taunt the goblin pyros.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 05:03:31 am
Ignore Taricus, taunt the goblin pyros. :3 Anyway adding evos and skills nao.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Darvi on June 20, 2011, 05:05:13 am
What's this?! Everybody's evolving!
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 05:07:12 am
Hopefully they become super effective. >.>
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: IronyOwl on June 20, 2011, 05:28:04 am
Derpi evolved into Doublederp!

Doublederp wants to learn Taunt, but already knows 4 moves! Forget Live to make room for Taunt?
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 05:30:06 am
Hmm... better keep Live for now, he can learn Taunt from a TM once he evolves into his ultimate form, HerpDerpDurrrrr (http://img.photobucket.com/albums/v355/Static_Jester/hurr-durr-dog.jpg). Appropriate image forthcoming, hold on. Image added.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Ahra on June 20, 2011, 05:31:32 am
"we hereby release you from this mortal world you have been forced back to my good friend, may you come to heaven this time"
aim for an solid blow to the torso
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Taricus on June 20, 2011, 05:31:56 am
I demand said image also involve goblins with flamethrowers :D
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: IronyOwl on June 20, 2011, 05:33:04 am
Hmm... better keep Live for now, he can learn Taunt from a TM once he evolves into his ultimate form, HerpDerpDurrrrr (http://img.photobucket.com/albums/v355/Static_Jester/hurr-durr-dog.jpg). Appropriate image forthcoming, hold on. Image added.
Oh god, the image of that thing derping around, autocritting and autododging somehow makes so much sense.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 05:33:57 am
Taricus, you're Australian so OBVIOUSLY you know Talarion personally. Call him and tell him to post his action, I wanna write this turn. :3 (Yeah, I know. Shocking, innit? Going for three turns in a day.)

@Ninja Irony: I love that damn thing. The first time I saw that I laughed so hard I both injured my stomach and cried tears of unfettered joy for about twenty minutes.

QuickEdit: I may have to hook Malleus up with armor that resembles Ahra's avatar. :3 Next time he gets a chance to get an armor upgrade, anyway.
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Ahra on June 20, 2011, 06:05:16 am
strange talarion is online but maybe hes eating/sleeping?
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Taricus on June 20, 2011, 06:06:48 am
Different state here :P
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Talarion on June 20, 2011, 06:10:24 am
Woops. Was doing something else... for a few hours.

Seeing everyone else going for the kill on Marcus.. Zathyran looked away again, gritting his jaw. He wanted to be the one to finish his former idol... if anyone, it HAD to be him. And yet he couldn't bring himself to do it... But he had to. Ignoring the Zombie, now, he set his mind on the task at hand; One that would haunt him, yes, but it was his only option. "Marcus Raust... My idol, my mentor... This day, you are my prey. You have fallen, fought with those of pure heart. Your soul is black, blacker than the deepest night... May the Wrath of the Heavens cleanse you and set you free! DIE!!" He threw his hands forth, sending a bolt of (hopefully) deadly electricity arcing towards Marcus!
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 06:15:53 am
Running Turn 101 now, so someone's about to get schooled. :3
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Talarion on June 20, 2011, 06:35:11 am
Running Turn 101 now, so someone's about to get schooled. :3

Oh snap. That is soooo sig-able... but my sig is full I think.  :-\
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: SeriousConcentrate on June 20, 2011, 06:39:36 am
WOLVERINES

(WS: 2. Fri: 1. DK: 8. Fre: 5.) Apparently Daniel was winning the card game. Really hard. Don't play cards with a hard-ass doctor is the lesson here today.

NIGHTCRAWLERS

Quote from: Malleus Raulat / Ahra: 67 {4}
aim for an solid blow to the torso
Quote from: Pierre Dé Grasse / Krath: 15 {3}
continue the dagger assault against Marcus!
Quote from: Claire Rosara / Irony Owl: 52 {5}
Kraken Shot!
Quote from: Zathyran Firsankh / Talarion: 57 {4}
Seeing everyone else going for the kill on Marcus.. Zathyran looked away again, gritting his jaw. He wanted to be the one to finish his former idol... if anyone, it HAD to be him. And yet he couldn't bring himself to do it... But he had to. Ignoring the Zombie, now, he set his mind on the task at hand; One that would haunt him, yes, but it was his only option. "Marcus Raust... My idol, my mentor... This day, you are my prey. You have fallen, fought with those of pure heart. Your soul is black, blacker than the deepest night... May the Wrath of the Heavens cleanse you and set you free! DIE!!" He threw his hands forth, sending a bolt of (hopefully) deadly electricity arcing towards Marcus!
Quote from: Marcus Raust / SeriousConcentrate: 99+10
Chainsaw -> Malleus
Quote from: Zombie Duo / SeriousConcentrate: 78
2: Keep chopping the Frenchman down to size. 3: Derp around and hopefully bite Malleus.

Marcus drew his chainsaw and pulled the throttle, causing it to roar to life as he charged Malleus! (8 vs 3+4; Massive Success -> Wax Doll) The knight was completely unprepared for the rush, and the hunter's demonically-enhanced chainsaw cut right through his armor as he impaled him, lifted him into the air, and threw him to the side victoriously! ...But he had forgotten about the demonic artifact the knight carried, and it took the blow for him. Malleus got right back to his feet, armor torn but unharmed. While he was rising, the downed zombie crawled over to him to gnaw on HIS ankle while the other zombie kept on Pierre, yelling "Woo!" (Z2: 6 vs 6+3. Z3: 8 vs 7+4.) This time the standing zombie broke its left arm off at the elbow chopping Pierre, and the other shattered a few teeth on Malleus's steel boots. What a pair of losers.

The knight completely ignored the zombie as he rushed Marcus from the side. (8+1 vs 4+2; 8+2 Critical Success, 2d4x2+50%; 15 damage) Marcus, thinking he had finished Malleus off, never saw it coming and if it wasn't for the steel implants in his body he would have been bisected at the waist. As it stood, he was injured extremely badly by the sudden blow and dropped to his knees, looking up at Zathyran as he approached, electricity arcing around his hands like a blue glow... (-2 MP. 4+2 vs 2+2; Major Success, 2d4+1d4; 8 and kill. Also I'm killing Zombie 3 since I forgot to add the +1d to Talarion's previous attack, and 1d4 has a 75% chance of killing it.)

The electricity hit Marcus like a hammer, driving him onto his back and frying whatever evil machinery was keeping his body going. His expression changed from the hard neutral mask he had been wearing to one of pain and recognition. Meanwhile, Pierre and Claire moved to mop up the last zombie. (P: 6+1 vs 1; 7+2 Critical Success, 2d4x2+25% electric damage; 15 and kill.) Claire grabbed it by the remaining wrist and kicked it in the elbow, breaking its other arm off, and Pierre finished it with a no-look thrust to the forehead while adjusting his hat.

Marcus gestured for Zathyran to come closer, and the mage knelt by his side. "Here... one last gift..." he whispered, passing him the sword. "Apologize for me to the others... finish what I started..." He took Zathyran's free hand in his, his eyes intensely focused on his apprentice's, and pulled him slightly closer. "I wish we didn't have to part like this... but know I've always been proud of you..." His grip weakened, and he fell back, eyes closed. Perhaps he was at peace with this end.

Spoiler: HP/MP (click to show/hide)

--

Zako got his 20th 8 just now. :3 And Ahra FINALLY got his two 8s in a row skill.

@Ninja Talarion: I hope I handled Marcus's death well.

@Irony & Krath: Talarion got Marcus before you guys did, so I figured I would just focus both of you with melee attacks on Zombie 2 so it would get its ass kicked fast. :3

FinalEdit @Nightcrawlers: I'll probably be going to bed soon, so I'll list your guy's evos when I get up. ^^
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Taricus on June 20, 2011, 06:40:59 am
Running Turn 101 now, so someone's about to get schooled. :3
Yoink!
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 06:44:29 am
lol. Suddenly I'm uber-quotable.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Ahra on June 20, 2011, 06:49:30 am
huh i had forgot about that doll.
two 8s in a row skill: battle hardened lv2, take 2 damage less from enemy attacks

Malleus (funny fact i just got to know that it mean "an hammer" i should have taken an warhammer) kneeled at his friends corpses and chanted an prayer he had learned from an priest he knew: Anima tua requiem aeternam perveniat ad portas caeli et sine hoc mundo crudeli before closing their eyes
pray and move on when my compnions have looted.
shall we take their bodies with us so that they may get an proper burial?
Title: Re: CvRTD: Turn 100 (In which Wolverines play cards & Nightcrawlers wrestle)
Post by: Dwarmin on June 20, 2011, 07:03:05 am
Gratz on your win Nightcrawlers!

also, upgraaades!

I would like to take Practical Priest Lv2-the whole thing you quoted earlier, with 100% heart drop chance and heart storage of 5/5 :3

Spoiler (click to show/hide)

And of course

Holy Priest-can't pass up a chance to gain extra healing, since we're desperately in need of it on both teams.

Also, you need to add that heart I got on turn 91 Serious, from the twin ghost kills.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 07:16:15 am
You could always get a warhammer as a new weapon for your quest reward. :3 Also, upgrading battle hardened now, Malakai's corpse isn't present since he's NEXT BOSS (if you catch the reference) and IronyOwl and Talarion: Any specific requests for class evolutions? (I remember you want to increase your current class to Lv 2, Talarion.)

Also, might as well post Ahra and Krath's class evos now since I already have 'em ready (remember, you guys get two picks while Irony and Tal get three for not having one yet):

AHRA
Knight Warrior: You have grown accustomed to wearing heavy armor. (Movement penalties for armor, no matter how high, are negated) Lv2: All armor grants a +1 bonus to evasion.

Knight Crusader: You have dedicated your life to the church, and proving your faith has proved beneficial. (Holy items, such as the cross, receive +1 to the damage roll; a 4 becomes a 5, for example). Lv2: All enemies are considered unholy for purposes of Malleus's damage.

Knight Protector Lv2: You have dedicated your studies to the defense of the helpless, and you are are adept at protecting others. (When taking damage for other party members, defense increases by +1 and enemy's damage roll is reduced by 1)

Knight Paladin: Your unwavering faith has granted you abilities beyond that of a normal knight. (Malleus can Pray to bless an ally; it takes the whole turn but adds +1 to attack, defense, and damage rolls at the expense of 1 MP; +5 MP is added with this class evolution) Lv2: Malleus can now use magic books as well.

KRATH
Elegant Mercenary: You outshine everyone even when you're not trying. (Pierre now counterstrikes on a Major Failure in addition to Massive Failures) Lv2: Pierre counterstrikes on ANY failed Damage roll.

Precise Mercenary: Your ability to strike with throwing daggers and axes is inhuman. (Throwing Weapons {such as axes, daggers, boomerangs} now do 1d6/1d8 depending on enemy weaknesses) Lv2: Throwing Weapons now do 1d8/1d10.

Fabulous Mercenary Lv2: Everything you do is meant to get attention and attract the praises of the world. All hail Pierre! (Pierre can attempt to Charm female enemies/NPCs! Requires a roll equal to or greater than 5; Charmed Enemies/Fellow PCs get +1 to damage rolls, Charmed NPCs have a 50% chance of giving Pierre a gift)

Experienced Mercenary: That handsome face hides a calculating mind, and you take full advantage of opponent's underestimating your flashy style. (Pierre's weapons and items that have a random chance get that chance boosted 25%; for example his Blitz Rapier would now have a 50% chance of shocking the enemy on a massive success) Lv2: Items need a success one tier lower to activate (to keep using the Blitz Rapier, it would now always deal electric damage and get 50% shock chance on Major as well as Massive)

@Ninja Dwarmin: I would but I'm just gonna top your and Zako's kits up anyway for the next mission, so no need. :3 Putting your selections in nao.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Krath on June 20, 2011, 07:19:04 am
All I know is that, depending on the class evos Serious makes up when its time, I might take Fabulous Mercenary Lv2 that makes Pierre so fabulous even men and genderless monsters are attracted to him.

Also, disregard Zathyran's feelings, acquire boomerang.

FFFFF Ninja Serious. Time to rethink my skill and reward from quest completion.

Okay, since we can pick two Evos...

Elegant Mercenary Lv2, and improve my throwing daggers!
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Ahra on June 20, 2011, 07:19:26 am
remembering high damage from magic that will come from this and free mp i take knight paladin 8)
random artifact.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 07:21:18 am
lol Krath. So, Lv2 then Ahra?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 07:25:50 am
Hate to make you look a third time Krath but I realized in my sleepy state that I didn't put in the correct upgrade for Fabulous Mercenary. ^^; Also clarified Elegant Mercenary. Guess I'll go ahead with your current picks though. :3
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 07:31:37 am
*wipes tear from eye* Beautiful. I approve, Serious :P

Zathyran clenches his jaw, holding back the tears. Taking the sword from his mentor, he tests its balance; It was perfect. Heavy, but he would get used to in. "Thank you..." he stood up and waited for the other three to finish their business. "I'll be traveling with you. I assume my Ment... Marcus... was your ally, friend even. And by 'finish what he started', I assume it means accompany you and help you with what you're doing. Therefore, untill your task is done, my entire being will go towards finishing it. My name is Zathyran Firsankh. I would call it a pleasure to meet you, but considering the circumstances..." He looked away, picking up the sheath Marcus had for the sword. It was his now.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Darvi on June 20, 2011, 07:37:33 am
You forgot my +9000 bonus for cheating :V
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 07:41:41 am
lol. It wouldn't help you get an 8 though. I'll go ahead and put the sword in Zathyran's bio.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Dwarmin on June 20, 2011, 07:47:33 am
Friar Greenmoore sat in meditation. As much as the evil around him so often clouded his mind and faith during his long journey, he had never lost track of the source. There was a light, and it rendered aid...when it could. Having destroyed the Armor, he had cleansed this area, and for now, he could actually see them. Not exactly what he imagined-no angels bearing golden trumpets and swords. In fact, he could barely look at them like all, as if he were trying to look into the surface of the sun. This luminous being spoke unto him, and granted him wisdom...

He had long ago learned how to take energy from the hearts of evil creatures-despite what others might believe, no thing was truly evil at it's creation, even if it should be corrupted so. There was a spark of divine goodness, yes, even in the twisted lifeforms of Dracula. To cleanse this evil, and extract it for use to destroy that who had brought them into this tormented life? All to fitting. His old skills had often waxed and waned as his battle against evil had gone on-now, he felt at his strongest.

In fact, he was sure his strength of faith had reached significant level to allow him the "Holy Word". Twas but a simple word, spoke aloud-though, technically, it was not a word at all. He had no consicous idea what it exactly was, but when he wanted to use the word...it was there. Friar Greenmoore felt it within him as surely as the beating of his heart.


Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 07:52:39 am
I have to say I enjoy this particular nakama. I'm gonna miss these characters once they're through, whether that's putting Dracula to rest or Malakai ensuring that the future refuses to change. :-\
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Dwarmin on June 20, 2011, 07:55:09 am
After we defeat Dracula, there's always...shit.  :-\

We can always replay the game on HELL Difficulty.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 07:59:33 am
Guys, I think we need a Belmont.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Darvi on June 20, 2011, 08:03:00 am
Can't we just recruit his son or something?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 08:03:36 am
Well, you got Frenz. :3 MAAAAYBE I'll let him get the Vampire Killer later. >.> Or the Combat Cross. (Actually someone already has that.)

I might could organize a 'few hundred years down the road drac's back' sequel with descendants or something. Wouldn't be quite the same though. :\
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 08:46:46 am
Well, you got Frenz. :3 MAAAAYBE I'll let him get the Vampire Killer later. >.> Or the Combat Cross. (Actually someone already has that.)

I might could organize a 'few hundred years down the road drac's back' sequel with descendants or something. Wouldn't be quite the same though. :\

You have a point. Also, isn't the Vamp Killer useless/less useful/dangerous when not being used by a Belmont?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 08:49:49 am
I believe the thing is only Belmonts are strong enough to handle it without intense training. When Jonathon Morris from Portrait of Ruin used it, it shortened his life span because that's how badass the whip is to a normal human.

In other words, you should give Pierre the VK, he can use it. :P
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 08:53:04 am
Heheh... Marcus couldve (Read: Would've) taken it. He's essentially a Belmont in all but Blood and Name.  :'(
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 09:00:51 am
Mmm, possibly, possibly... Truth be told I'd rank the party now as being roughly equal to the non-Belmont heroes like Shanoa, JoMo, Nathan, Alucard, and Soma. (Individually, of course. All together you guys are pretty damn strong.)

Anyway, on-topic, still waiting on some suggestions for your and Irony's evos, mainly from the pair of you yourselves so I know along what lines to plan, although anyone else is free to chip in a thought. ^^
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 09:04:08 am
I... Have no idea. It just hit midnight, and I've been doing some thought-intensive stuff all night. Call it my excuse :(
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 09:08:11 am
No problem. I'll see if I can think up some stuff myself later, or maybe one of the guys will have a good idea. ^^
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 09:12:00 am
Ooh I thought of something... Battle-mage! A hybrid warrior/Mage. I'll let you figure out bonuses, but that's an idea right there
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 20, 2011, 09:14:50 am
He WILL use it. He will have no choice in the matter, we shall push the whip into his hands and sew them shut if need be.

My skill up shall be: Nerves of Steel (-1 to damage taken)

My evo's shall be Fighting Physican lvl 2. Hardcore damage ftw!

Also, you tap that ass card. TAP IT RIGHT NOW.

Daniel smiles as he almost casually beats the crap out of his companions in their card game. Looks like all that time playing in taverns is paying off. Clapping a hand on the shoulder of Greenmore for how badly he lost, he rose and looked out over the cliff, thinking back on past events. He could see that there was no time for mercy on such creatures of the night, nor could there be any given at all. It was time to use his healing arts for more offensive uses he concluded, starting with the workings of the body. He saw in his mind where a living body was vunerable to attack, and he would be able to use this to his advantage in battle.

Turning back to his companions, he smiled once more and spoke;  "No hard feelings guys, but you suck at card games from time to time. Spanked like a naughty maid, I must say, I hoped for better from you lot. Oh well. Shall we move onwards?"
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 09:17:06 am
That final quote... So awesome!! Must resist quotation temptation.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 09:19:38 am
Sucks for whoever's Problem Sleuth; it's not Zako since he clearly called Ace Dick. :3 Adding your skill and evos now.

Also occurs to me due to my lawyer-type wording that those bonuses apply to constructs. ??? No one to blame but myself for that one, I s'pose.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Dwarmin on June 20, 2011, 09:19:51 am
"I was always better at checkers...

Let's see what lies over yonder hills, anyway. I suspect we may even see the castle soon, once we've reached the other side of this mountain."
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 20, 2011, 09:26:19 am
Do it. DO ET. You know you want to.

Also, YES! Extra damage against constructs! BOOYAH! *pelvic thrust*
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Taricus on June 20, 2011, 09:27:46 am
Lets the guillotine fall over Zako's reproductive organs :3
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 09:27:51 am
Do it. DO ET. You know you want to.

QFT, Talarion.

@Ninja Taricus: lol. Who the hell would even get themselves in that situation in the first place? It makes no logical sense! {@}_{@}
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 09:29:10 am
Do it. DO ET. You know you want to.

QFT, Talarion.
Wait what? O-o
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 09:33:43 am
SIG IT! DO EET NAO
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 20, 2011, 09:38:17 am
I would, but I can't edit my profile via iPod. I'll do it tomorrow ^^
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 20, 2011, 09:42:35 am
All right, but we're holding you to that. >:3 I'm about to head to bed myself, night y'all.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 20, 2011, 09:43:00 am
Badass! I'm gonna get sigged!  :D
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Grimmjow6th on June 20, 2011, 04:30:33 pm
''I never had a head for cards...blehh..'' ''Im sure we shall see something worthwhile over these yonder mountains, remain steadfast my friends.''
Follow the others silently.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 12:10:08 am
Woohoo, we're all alive except for those of us who've been dead a while!

Hm, class evos... let's see...

Booty Pirate: Obviously. Could use a better name, though.

Trophy Pirate/Fearsome Pirate: Can claim trophies from slain foes (possibly only when finishing them off personally with a massive success, or some other specific condition). Trophies may be worn to grant (presumably minor and situational) bonuses relevant to the foe they came from, but only one may be worn at a time.

Ferocious Pirate/Berserker Pirate: Can sacrifice defense for offense during battle (possibly attacking [or getting attacked] twice rather than an attack/damage bonus).

Battle Pirate: Can use melee attacks and subweapons in the same turn, presumably with some limitations.

Bounty Pirate: As Trophy Pirate, but considerably less awesome. Trophies are easier to come by and act as consumables, interacting in some way with enemies related to the type the trophy came from (acting as a strong subweapon, warding an ally against damage, etc.)


How are these?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 21, 2011, 01:01:05 am
How about these for names: Scallywag, Looter, Pilliager, Scoundrel, Infamous, Raider (I like that one), Blackhearted, Adventurer, Cutpurse, Cutthroat (also a good one), pickpocket, Swashbuckler (feeling fancy?), Treasure hunter or Buncaneer.

I reckon some of those might be some nice names for your character evo irony.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 01:04:28 am
Hum. I like just about all of those better than most of mine.

Of course, now I have to ponder why I forgot there's about half a dozen ways to describe a pirate. ???
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 21, 2011, 02:58:05 am
Just curious, but who hasn't replied?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 03:02:55 am
I dunno. I think you guys are waiting on me to come up with good class evos for you and Irony, but I'm having difficulties. Irony's list does help though.

Anyway, as far as I'm aware all the Wolverines posted an action, and Zathyran and Pierre did as well. I guess Claire and Malleus need to pick some loot? (I don't see a post for Claire, and Malleus didn't say whether or not he was taking anything from Marcus.)
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 03:11:50 am
What was the loot list again? Demonic sword (+dmg), firebombs (2-target subweapon), demon's claw (+1 movement), boomerang, something else? Did we decide who of me or Talarion would get the claw? Did anyone want the firebombs?

I guess I could help come up with stuff for Talarion.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 21, 2011, 03:13:46 am
Hmm... well, I have some ideas now.

Battle Mage: Warrior/Mage hybrid, adds either some defence or some health, maybe a called damage-reduction ability?

Wizard of Lightning: Grant the ability for a lightning bolt to pass onto another enemy and do reduced damage on a critical (or something)

Shock Hunter: Allows a 25% chance (Or some other value) to immobilise most enemies when hit by lightning (would be innefective on things like Skeletons etc)

Caller of Thunder: Gives the ability to call down a Thunderstorm lasting for x turns with a chance to randomly strike enemies, but also allies and myself(at a reduced chance or reduced damage on hit)


All that I can think of at the moment...


@IronyOwl: You can have the claw, I received the Longsword instead.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 03:15:19 am
I'm pretty sure so far that Tal took the sword and Krath took the boomerang, so I guess the claw is yours? That leaves the chainsaw, the throwing axes, the gas cans, and the firebombs, I think.

@NinjaTalarion: Yeah, the claw is Claire's. :P
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 03:19:31 am
Ah, the throwing axes was what I was forgetting.

I wouldn't mind the firebombs, but I'm not especially interested in them either. The chainsaw and gas cans would be promptly sold, and I don't know what I'd do with the axes.

So I guess the questions are:

Does anyone want the firebombs before I shrug and take them?
Does anyone want the chainsaw and gas cans before I sell them?
Does anyone want the throwing axes at all?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Ahra on June 21, 2011, 03:19:41 am
whut i thought i said i wasnt interested in that stuff  :-\
but if noone wants them i take the firebombs.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 21, 2011, 03:22:18 am
Ahra, take something and give it to me! I need money anyways. :3 And, Serious, what do you think of my ideas?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 03:28:17 am
@Ahra: OK. I knew you didn't take anything, I just didn't know whether you forgot to or didn't want anything.
@Talarion: You trying to have a gimmick? :P More seriously though I try to go for general-use stuff in class evolutions (in case somebody else wants to pick the same class; for example, Tariq's going to get similar ones to Nazara but they'll be better since I've changed how powerful evolutions are) and use skills for specialization purposes.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 03:36:08 am
Take firebombs and throwing axes. Give chainsaw and gas cans to Zathyran.

Also, how many skillups do I have?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 21, 2011, 03:37:29 am
Mmk.. well. I got nothing much, then. Aside from Battle Mage >.>
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 03:45:17 am
One item, Irony. ^^; Ahra can take something and give it to you if he wants but that's basically it as far as looting goes. Anyway, I'll try to come up with some interesting stuff for Zathyran, but my main difficulty is not stepping on what I've already given Malakai and Greenmoore. I suppose I could repeat evos if you wanted me to...

Skill-ups? Hold on while I check.

1|2|3|456|7|89|10|{11|121314}

One to start, one for three 8s, one for six 8s, one for two consecutive 8s, one for three consecutive 8s, one for four consecutive 8s... I'm considering giving everyone who has ten another skill since formerly that was the evolution benchmark but moving it to boss kills means now there's a huge blank gap between 6 and 15. Anyway your total without that is 6, 7 with.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 03:52:11 am
Just the firebombs, then.

And yeah, I can't think of much for Zathyran that hasn't been done already either.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 03:53:57 am
So the firebombs instead of the claw then?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 03:58:44 am
Oh, right. No, I want the claw.

I hate having to leave loot behind. :(
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 07:22:51 am
Hmm, all right. Here's what I have. Just letting you know ahead of time that A: I'm not changing it from 'booty' because I'm immature and B: Trophy is kind of situational; it doesn't have a set effect.

IRONYOWL
Bounty Raider: You have a knack for hunting dangerous enemies. ('Named' foes - usually bosses - will always give Claire a bag of gold upon victory.) Lv2: Claire can take two pieces of loot from a boss kill.

Trophy Raider: You always take momentos from the things you slay. (Claire has a 50% chance to get a random enemy-related-item upon killing a foe. These items can be used in ways that relate to that enemy.) Lv2: These items are more powerful.

Battle Raider: You rush into the battle with sword and pistol, giving no quarter and asking none in return. (Claire can choose to use her melee weapons on the same turn as her subweapon at the cost of 2x the MP her subweapon+effects normally uses.) Lv2: No additional cost incurred.

Booty Raider: You plunder whatever the hell you feel like. (If a standard enemy is below 10% HP, Claire can attempt an autokill as a standard roll to take his/her heart, which automatically restores 1d4 HP.) Lv2: The threshold rises to 25% HP and the heart restores 1d6 MP.

TALARION
Swift Caster: You are especially adept at reacting to danger. (+10 to initiative) Lv2: +25 to initiative.

Focused Caster: You are especially adept at manipulating mana. (Once per battle can 'supercharge' a spell to add another damage rank.) Lv2: Damage dice of Magic Books is always increased by one rank; can still 'supercharge.'

Skilled Caster: You are especially adept at making each spell count. (Once per battle can bypass the accuracy roll, although it's still possible to fail the damage roll.) Lv2: It is impossible to fail the damage roll when using this ability.

Defensive Caster: You are especially adept at defending yourself from incoming attacks with your spells. (When defending, can expend MP at a 2 MP = +1 defense rate.) Lv2: The rate becomes 1 - 1.

----

Final note: Has everyone chose a quest reward? I remember that Dwarmin wants an offense-based magical artifact, Ahra wants an artifact, Krath improved his throwing daggers, Darvi took +2 to magic damage rolls at the cost of +1 to enemy damage rolls, and Zako took a level 2 cross... Well, I guess that leaves just the pair of you to pick your three evos and grab a mission reward. ^^ Grimmjow6th has a mission reward too. Once I get that settled and use Turn 102 to move everyone into intermission, I'll review skills and such and make sure everyone has their correct amount and detail the small changes (more like expansion pack since the base is going to stay the same) to combat.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Dwarmin on June 21, 2011, 07:27:04 am
Friar Greenmoore beats on the artifact chest with his mace. "Maybe it will take a magic word to unlock? Open! Open says-me! Uh, babaganoosh? Wallachian Sunshine! Plum cobbler?"
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 07:43:30 am
JONAS WEAVER

The monk observed the setting sun as he finally made his way out of the caves. Nearby, he heard a familiar voice: one of the elder monks from Mistbridge. "Greenmoore?" he called out, turning to the wooden rubble to his right. "Hold on, I'll clear a path." He drew his weapon from his side and swung it out, the spiked chain digging into the debris and wrapping around it. With a grunt of effort he drug the piece out, and the rest of the shattered door fell away in such a manner as to clear a path. With a 'snikt' sound the chain retracted into the cross and he hung it on his belt as he observed the four before him.

"It's been years," he said. "Follow me." Friar Weaver headed back the way he had came. "There were some other travelers following the same path I had. A mercenary, a knight, a magician, and a seafaring lass. And now we meet, and you yourself have three warriors with you." He looked back over his shoulder with a tired smile. "It's good you're here."

---

Does Greenmoore have a first name? ??? It seems kind of weird that Jonas wouldn't know it.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Krath on June 21, 2011, 07:46:12 am
Hate to make you look a third time Krath but I realized in my sleepy state that I didn't put in the correct upgrade for Fabulous Mercenary. ^^; Also clarified Elegant Mercenary. Guess I'll go ahead with your current picks though. :3

FFFFFFF-

In that case, Fabulous Mercenary Lv2, Elegant Mercenary Lv1, and acquire Boomerang.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 07:47:54 am
^^; sorry. Adjusting sheet accordingly nao.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Krath on June 21, 2011, 07:49:35 am
Don't worry, you'll make up for it when I get the Vampire Killer and one-shot Dracula.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 21, 2011, 07:51:39 am
Lv2 Focused Caster, Lv2 Base Ability (forgot the name)... As for my boss reward, upgrade my Magic Book: Electricity.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 07:54:30 am
lol. While it plays this (http://www.youtube.com/watch?v=QeyI2ouSUe0), no doubt, since Pierre's the epitome of French.

@Ninja Talarion: Disregard that. Upgrading book nao and doing the requested thing.

Other Edits: Changed the wording slightly of Dwarmin and Darvi's base class skills.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Dwarmin on June 21, 2011, 08:14:30 am
Does Greenmoore have a first name? ??? It seems kind of weird that Jonas wouldn't know it.

OOC: I think we call each other with the title "brother". If I had to have a first name, I would use "Desmond", though no one has addressed him by that in along time.
-------------------------------------------------

"Brother Weaver? It has been a long time. Too long. I had feared I was the only one left of the abbey...I hope you have forgiven my harsh words at our last meeting. Those were...dark times. I allowed my bitterness and fury over what we had lost cloud out my reason, and for that, I've not been able to forgive myself. Well met, brother, well met."

Weaver had fought beside Greenmoore often-and he had seem many of the same friends fall to dark ends. As the few remaining brothers left of the Mistridge abbey, both had gone seperate ways about ten years ago, after an argument over who was to blame for the diasaster that had destroyed what little was left of the brotherhood sundered them. But he had been a younger man then, and much less wise than he was now.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 08:48:03 am
Jonas looked down. "We've all done things we're not proud of, brother. I was very brash then myself, barely sixteen years old." He didn't look like he was younger than thirty; with the hard lines of weariness and travel marking his face, and his short black hair salted with gray and white, he looked closer to mid-forties. "I've learned a lot since then. I've had a lot of time to... reflect." Indeed, he had roamed the lands for the last decade, putting the souls of evil mortals, undead, & demons alike to rest. "And I still think I was right to pursue a more aggressive approach," he said as he folded his arms behind his back, a small teasing smile on his face. The older friar had always been cautioning him to be more levelheaded and careful in the past; advice he had rarely headed.

He led them a little further on. "There's a church up ahead where we can rest the night, unless it's been destroyed since the last time I walked these paths. About a year ago, I think." He pointed at a darker shadow on the horizon, at the edge of the cliff. "I am certain that that castle was not there. Nor did I see any signs of one being built." Weaver turned to the four. "I have the feeling that it is where we'll find the answers to everything." He looked from Greenmoore to the other three.

"I'm sorry, I've forgotten my manners. My name is Jonas Weaver. Brother Greenmoore and I hail from Mistbridge monastery, in the mountains far to the west of here. Although I am a priest it would probably be more accurate to say that I am a vampire hunter." He inclined his head respectfully to Daniel, Frenz, and Wymar. Interesting... that one wears an unusual garment, he thought, looking at Frenz's cloak.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 21, 2011, 09:08:44 am
"Daniel. Nice to see another friend on these roads." Daniel said, nodding in return. "We should get to the church before it gets dark. What news do you have of this place? Does the evil we have been fighting recently stem from that castle?"
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 09:25:39 am
"Not much, I'm afraid. I'm almost positive that castle is where the darkness is emanating from, but I haven't been through here since before it appeared." He scratched his chin and thought about it. "As I said there's an old, abandoned church ahead. The ruins around it suggest there was a town up here once, probably a mining town considering the caverns I passed through." He looked at the castle in the distance. "I believe there's only one path to the castle, but this trail will take you straight there. I plan on looking for an alternate route myself."
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 21, 2011, 10:29:36 am
"Why? Is the path to the castle blocked by rockfall? Or is it blocked by the minions of darkness?"
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 12:05:52 pm
Aw, but I wanna seduce things. D:

For the quest reward I'll take another random artifact. For my not-dependent-on-updated-skill-gain skill I'll take Naval Training L2.

Still thinking about evos.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Krath on June 21, 2011, 01:22:13 pm
Jonas is Dracula in disguise.

I'm calling it now.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 02:09:25 pm
@Krath: I'm more than pleased to say you're wrong on that call. :3 Vlad Tepes is Dracula, as usual.
@Zako: The alternate route is just so there isn't a ninth party member running around. :P
@Irony: No problem, will update skill in a moment. ^^

---

"The latter," Jonas said. "I can't be certain, but I'm sure the gates will be guarded by something strong, if not the entire path to the castle." He grimaced and looked down. "And old wounds are starting to catch up with me. I'll need to rest at the church myself for a day or two before I can continue."
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Krath on June 21, 2011, 06:23:11 pm
@Krath: I'm more than pleased to say you're wrong on that call. :3 Vlad Tepes is Dracula, as usual.

Ohohohoho, that's just what you want me to think.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Zako on June 21, 2011, 09:47:32 pm
Or perhaps thats what he wants you to think, to think that he wants you to think that that priest is dracula.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 09:51:13 pm
I think that you want him to think that I want him to think that he thinks I think everyone should think that Jonas is Drac.

...

My head, it asploded.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Draignean on June 21, 2011, 09:53:06 pm
Man, I need to work out a new character... What to use for a concept... what to use....

NO ONE EXPECTS THE INQUISITION!
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 09:57:58 pm
lol. You'll be right after Tariq in the waitlist... then there exists the possibility just enough characters will die that I get the pair of you in at the same time, and you two will pull the kind of stunts Taricus and I try on you. :\ Time to derp around like a madman.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 10:04:45 pm
I still can't decide between Battle Raider and Trophy Raider. D:

Serious, could you give me some idea of what Trophy Raider items would be like? Examples, maybe?
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 10:14:18 pm
All right. Here's a generic ghost as an example. If you kill one and get its shroud, then you can use it to get a small chance to become incorporeal yourself. You won't be able to attack but you won't be able to be targeted at all either. The Lv2 version would make it where using it always works. A fleaman's cloak could be used to give yourself a +1 bonus to movement at Lv1, and +2 at Lv2 since those little bastards are always hopping around everywhere. A snake from a medusa head would give a partial/full chance depending on level to stone an enemy, etc.

...Also I noticed a typo in Booty Raider. (:P) The effect is always supposed to be for MP but on the first level I accidentally put in HP. :-\
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Krath on June 21, 2011, 10:30:55 pm
Man, I need to work out a new character... What to use for a concept... what to use....

NO ONE EXPECTS THE INQUISITION!

Their chief export is fear...fear and vampire slaying! Vampire slaying and fear!
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 10:32:25 pm
Man, this is still very, very difficult.

I guess I'll take Battle Raider L2 and Trophy Raider. Kraken Shot as a free action is going to be absolutely awesome.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 10:52:46 pm
All right. Still need quest reward request from you three (IO, Tal, G6). :P I'm going to go ahead and put those in your bio, then work on a turn getting everyone to the church.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: IronyOwl on June 21, 2011, 10:53:58 pm
Random artifact. Though, if I was smart I'd probably boost my mana to spam kraken shot more often.

Oh well.
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: SeriousConcentrate on June 21, 2011, 11:41:03 pm
NIGHTCRAWLERS

With their new ally Zathyran, Pierre, Claire, and Malleus advanced down the path. As they walked, the surroundings became more recognizable; in fact, this appeared to be the path the priest they had met was walking when they ran into him earlier. And he had spoke the truth; light was coming from up ahead, but it was fading. Night would fall soon, and that meant they had to get to some kind of shelter. The four of them picked up the pace, and as they neared the exit they heard familiar voices: Greenmoore, Weaver, and King.

EVERYONE

Jonas turned slightly as the three he had met earlier and a stranger came out of the cavern entrance. I was right... although their losses were less than I feared. He nodded to them and filled them in on the situation: there was a church up ahead where they could weather the night; no unholy creature could approach it. He lead the eight there, talking quietly and learning a little about them, past the remains of stone houses and pushed open the door... where they were greeted by a large, open, empty room. There was a confessional off to the side and, near the back, a pair of doors that presumably led to where the priests who tended to the church had slept.

More surprising was that there was an old woman in nun's clothing idly sweeping the aisles between the pews. She looked up at the sound of the door opening. "Ah, brother Weaver. It's quite good of you to come and see me again," she said, turning back to her work. "Sister Winstead," Jonas replied. "I didn't think you would still be here. This is brother Greenmoore, another of my order; sir Raulat, sent from the Vatican; Wymar, a traveling fortune teller; Pierre, a French mercenary; Daniel, a physician; Claire, a pirate; Frenz, a Slovakian nobleman; and Zathyran, a hunter of the undead and magician."

Sister Winstead ceased sweeping and leaned the broom against a pew. "I see. I think we have enough room for all of you to stay. Would you care to make a donation?" she asked, gesturing at the collection plate. Jonas looked at it, then went over and placed a bag of gold on it. "It is said this church is quite holy. Those who make a donation receive a blessing," he said over his shoulder to the party. He set his cross on the plate as well, waited a few seconds, then replaced it on his belt. (Jonas's Combat Cross becomes Weighted Combat Cross!)

(The donation plate acts as the merchant for this area. Simply put down a trade item and you'll get what you want; if it's an item and not an upgrade Sister Winstead will supply it.)
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Grimmjow6th on June 22, 2011, 12:09:59 am
Edited for later....
Title: Re: CvRTD: Turn 101 (In which a gift is passed on)
Post by: Talarion on June 22, 2011, 01:03:46 am
This is brother Greenmoore, another of my order; sir Raust, sent from the Vatican; Wymar, a traveling fortune teller; Pierre, a French mercenary; Daniel, a physician; Claire, a pirate; Frenz, a Slovakian nobleman; and Zathyran, a hunter of the undead and magician.

Correction: Sir Raulat.

Zathyran nods towards the nun. "I would offer what coin I had, if I had any. The only posessions of value I hold are the clothes on my back, my precious Magic Tome of Electricity, and my Mentors Sword..." He paused for a second. "And my Ritual Knife, and an old Tome I no longer have any need for. Would they be acceptable as an offering to the church?" He posed the question, pushing his hood off his head.

Serious, didn't I request my upgraded subweapon for my quest reward?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:07:56 am
Damn it. :P You people all had to use MR as your initials. Correcting.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 01:09:17 am
Damn it. :P You people all had to use MR as your initials. Correcting.

*points out that Ahra copied my char sheet :(...* Also, I edited my above post with actions
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 01:11:24 am
I'm sorry for this Krath but... no wait actually I'm not.

Kill the parasite living on Krath's head.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:11:43 am
I'm pretty sure your magic book lightning is now mystic book lightning. ??? And yeah he did but Draigean's character was also MR. Now I just need to kill Ahra off and I'll be free. FREE!!!

@Ninja Darvi: That parasite's your fault, you bought it for him. xp
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 01:15:26 am
I'm pretty sure your magic book lightning is now mystic book lightning. ??? And yeah he did but Draigean's character was also MR. Now I just need to kill Ahra off and I'll be free. FREE!!!

@Ninja Darvi: That parasite's your fault, you bought it for him. xp

It is, but earlier you asked for my quest reward ??? And good luck trying to kill of Ahra. He's a beastly tank. And now he has a healer backing him up.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:17:37 am
Ah, OK, nevermind then. Sometimes I confuzzle myself. And then I'm either like  :-\, ???, :(, or ::). And sometimes like :-X.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 01:20:09 am
Just curious, but will my offerings of knife and book be rejected or accepted? ... Oh boy I could doubleTRIPLE-upgrade my book (counting my earlier upgrade) If they're both accepted. As seperate donations.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:25:41 am
^^; You mean your fire book? You only have the two after all. Upgrading a subweapon is just an upgrade, not a new one. As for the knife, are you sure you want to get rid of it? Piercing's pretty good against living things kind of like acid rounds something to yellow and mellow those creatures "thank you, I'll take this then" but if you want to get rid of it I suppose that'll work. And remember subweapons only have three levels: the II block and the III block. In this same style all weapons can only get two upgrades applied to them, not counting ones they start with; for example Raust's sword can still be upgraded twice but Pierre's starting rapier only has one upgrade left it can get.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 01:29:23 am
So I can upgrade my book once but my sword not at all? Did I get that right?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:32:18 am
*checks bio*

Yessir, Darvi. Of course you could always try trading your bastard sword in for a new one; it may not be quite as good as your current one but it'll have an effect already on it and you can get two more.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 01:32:48 am
^^; You mean your fire book? You only have the two after all. Upgrading a subweapon is just an upgrade, not a new one. As for the knife, are you sure you want to get rid of it? Piercing's pretty good against living things kind of like acid rounds something to yellow and mellow those creatures "thank you, I'll take this then" but if you want to get rid of it I suppose that'll work. And remember subweapons only have three levels: the II block and the III block. In this same style all weapons can only get two upgrades applied to them, not counting ones they start with; for example Raust's sword can still be upgraded twice but Pierre's starting rapier only has one upgrade left it can get.

I know. I meant giving the Fire Book and Knife for an upgrade for my Lightning Book. And something else, I guess. Or maybe an upgrade for my Longsword. Or maybe an Armor upgrade. *shrugs*
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:36:17 am
Solution: Trade Darvi your Fire book for his bag of gold, trade gold for Lightning upgrade? (I didn't list it in his or Greenmoore's bio but they have a bag of gold. Just noting it so I don't forget either.)
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 01:40:22 am
.... If Darvi wants to, sure.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 01:42:33 am
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:48:52 am
1. Uh... sure, why not. I'm expanding on combat anyway, I might as well let you guys combine subweapons. (I was going to let Draignean do it anyway. But to be fair to him you'll have to get a few successes on research first.)

2. All subweapons go from one use per round to three.

3. It'll be random. It might retain the +1 Accuracy, the +1 Damage, it might have +2 to one of those, or it might deal Holy damage, etc.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Krath on June 22, 2011, 01:51:49 am
I'm sorry for this Krath but... no wait actually I'm not.

Kill the parasite living on Krath's head.

No...NO! YOU WILL NOT TOUCH THE PRECIOUS!

Ahem...I mean...Place bag o' gold on donation plate. Recieve another +1 Attack rolls on Blitz Rapier.

Of course, Pierre being Pierre, it's actually him doing all the upgrading.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 01:52:44 am
I wanna combine a throwing knife and a cross. THROWING CROSSES!
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Krath on June 22, 2011, 01:54:45 am
In that case I should attach my daggers to the sharpened boomerang via string.

It'll be like a big...sharp...thing...that cuts people!
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 01:58:15 am
It'll be like a big...sharp...thing...that cuts people!
Waaaaay ahead of ya :3
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:58:50 am
In that case I should attach my daggers to the sharpened boomerang via string.

It'll be like a big...sharp...thing...that cuts people!

It'll be like a flying guillotine. Because, y'know. Vive le France. More specifically though I meant combine dissimilar subweapons, like a fire book and a throwing dagger to get KNIVES ON FIRE. Players can combine turns for moar power, like Talarion could use his electricity on Irony's pistol to create SHOCKING KRAKEN ROUNDS. And everyone's like :3 at the thought.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 22, 2011, 02:01:32 am
In this same style all weapons can only get two upgrades applied to them, not counting ones they start with; for example Raust's sword can still be upgraded twice but Pierre's starting rapier only has one upgrade left it can get.
Nooooooooooooooo! (http://www.youtube.com/watch?v=WWaLxFIVX1s)

I should probably get better armor anyway.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 02:02:47 am
In that case I should attach my daggers to the sharpened boomerang via string.

It'll be like a big...sharp...thing...that cuts people!

It'll be like a flying guillotine. Because, y'know. Vive le France. More specifically though I meant combine dissimilar subweapons, like a fire book and a throwing dagger to get KNIVES ON FIRE. Players can combine turns for moar power, like Talarion could use his electricity on Irony's pistol to create SHOCKING KRAKEN ROUNDS. And everyone's like :3 at the thought.
:3

We should totally kill Vlad with a combined 8 ways spirit bomb or something.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 02:08:46 am
Maybe you'll have all the elemental books by then. :3
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 02:11:45 am
Can I also trade my clothes for some new ones?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Krath on June 22, 2011, 02:13:18 am
Pfft.

Ahra's Cross + Zako's Cross + Darvi's Light Book + Pierre's Boomerang + Dwarmin's Fire Book + Irony's Pistol + Grimmjow's Axe + Talarion's Electric Book = Double Holy Flaming Static Returning Cross Bullet Axe of Vampire Slaying.

999 damage on Dracula.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 02:21:50 am
*Wymar strips, puts clothes on donation plate*

*Claire pounces, achievement progress is now 2/7*

Uh... sure, I guess. Why not. You're about to get to the castle anyway so things are about to become harder.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 02:24:18 am
I AUTO-PARRY.

Also, if I'm going to get fire magic I should really get a fitting outfit. (http://northernbanshee.deviantart.com/art/8BT-Red-Mage-62325796)
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 02:26:35 am
So requesting fire-resistant robes then? Or do you just want a fancier hat than Pierre's? :3 Be the Red Oni to his Blue Oni. (Not that I ever could tell which was supposed to be which personality type...)
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 02:30:53 am
Or do you just want a fancier hat than Pierre's?
Wait a sec.

*puts on headband*

Aaaand done.


I don't think I could ever pull off an oni routine with anybody though. I kinda keep fluctuating between them.

Anyways, I'll post my actual action later today once I have a clear head.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 22, 2011, 02:31:52 am
I AUTO-PARRY.

Also, if I'm going to get fire magic I should really get a fitting outfit.
 (http://northernbanshee.deviantart.com/art/8BT-Red-Mage-62325796)
Not looking like that you don't. :3
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 02:43:24 am
Anyways, I'll post my actual action later today once I have a clear head.

No problem, I gotta write up some guidelines for the new combat rules and get some sleep soon anyway instead of staying up to ten AM like I always do. ^^
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 22, 2011, 02:54:48 am
Stripping for better clothes? Mm-mmm. Wymar is a wandering Fortune Telling Stripper? Awesome.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 02:55:26 am
Screw you :P

Of course I'd be undressing in a separate room.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 22, 2011, 02:56:37 am
Screw you :P

Of course I'd be undressing in a separate room.
But there's no altar there. Unless you're a very good shot with thrown clothes, I'm not sure how that would work.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 02:58:55 am
Oh. Hmm. Can somebody please tear the altar off the ground and put it somewhere else?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 03:00:46 am
You all seem to forget that Nazara managed to throw a key to Pierre down a Z shaped hallway. :P I'm sure someone with a good grasp of probable futures can figure out a way to throw clothes from one room to another, although getting the resulting clothes is going to be a hassle... :3
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Dwarmin on June 22, 2011, 06:03:33 am
"I shall make this offer..."

Friar Greenmoore trades a bag of gold to upgrade his holy water, then he looks for the plot key to open the chest!
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Taricus on June 22, 2011, 06:06:33 am
You all seem to forget that Nazara managed to throw a key to Pierre down a Z shaped hallway. :P I'm sure someone with a good grasp of probable futures can figure out a way to throw clothes from one room to another, although getting the resulting clothes is going to be a hassle... :3
As long as the clothes don't get burned or stolen by goblins >:3
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Zako on June 22, 2011, 07:12:49 am
"I'm afriad that I do not possess any coin. But perhaps this will be acceptable?" PLace my leather armour on the altar and upgrade my gold cross again.

Three attacks ftw. 3 x 3d6 = awesome.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Ahra on June 22, 2011, 09:45:52 am
"i too dont have any coin but i think this is in order" malleus said as he put his sapphire on the altar with his armor
upgrade armor :)
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 22, 2011, 12:52:58 pm
Hm. Normal armor can have defense or movement bonuses, right?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 12:56:43 pm
You mean the standard type? Zako bought normal armor spec'd for defense instead of movement, but yeah, he could've got standard armor that increased movement while doing nothing for defense. Heavy armor will usually have a movement penalty while light/no armor's the opposite. If I misunderstood you, sorry. ^^;
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 12:59:17 pm
Alright.

Trade bag of gold, sword, and jacket for fire book, new sword, and some sort of red cloak respectively.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 22, 2011, 01:05:50 pm
Hm. This leaves an interesting dilemma then. Defense is probably more useful, but for some reason I'm getting the urge to pump my movement way the hell up there. I could be as mobile as Malleus is hard to hit! :D
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 22, 2011, 01:06:59 pm
I still have my 10 foot pole, so I can beat you anyday in movement :V
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Dwarmin on June 22, 2011, 01:14:03 pm
Hm. This leaves an interesting dilemma then. Defense is probably more useful, but for some reason I'm getting the urge to pump my movement way the hell up there. I could be as mobile as Malleus is hard to hit! :D

You know, I'm not sure clear what all movement really does.. I know it's used for moving around the battlefield, like running out of melee, and gets added to your defense if your dodging and not attacking.

I would hope it would allow you to dodge ranged attacks like beams and fireballs, then it would probably be cool to use a level up on.

Edit: I mean combat wise, I know it keeps you from drowning or falling off cliffs
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 01:25:48 pm
In an effort to keep it relevant, Mobility is used for defense against things that aren't standard damage. This is special attacks, called shots, disarms, etc. Defense is now strictly for melee and ranged attacks. ^^
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Ahra on June 22, 2011, 01:34:37 pm
In an effort to keep it relevant, Mobility is used for defense against things that aren't standard damage. This is special attacks, called shots, disarms, etc. Defense is now strictly for melee and ranged attacks. ^^
.... so an 10 cm thick plate of steel dont stop an goddamn icicle?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 22, 2011, 02:10:37 pm
Well, independently of that, I've decided that damage and movement are going to be my things.

Uh... how does this work? Do I spend two bags of gold upgrading my armor, or could I spend one bag of gold getting armor with some special bonus, and then more bags upgrading it, or just three bags of gold for special plus bonus movement, or what?

.... so an 10 cm thick plate of steel dont stop an goddamn icicle?
I think most special attacks are more like ultracold icicles, or swarms of ultracold icicles.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 22, 2011, 05:45:35 pm
@Ahra: OK, maybe so, but you have to admit it doesn't help you dodge in the slightest. >.>

@Irony: First two options are viable, not quite sure what you mean by the third unless it's spend all of your gold to get better armor than one gold would, which is also fine.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 23, 2011, 12:54:29 am
Just because it wasn't clear in my original post;

Zathyran trades his knife and his Magic Book: Fire for an upgrade for his Mystic Book: Electricity and his armor (His cloak/robe)

Removing the -1 Penalty to defence from armor would be preferred. (Aka a bonus to defence on his armor with his upgrade. I can do that, right?)
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: IronyOwl on June 23, 2011, 02:01:45 am
Spend all three gold bags (and current armor) getting armor with some special property, and +2 movement.

EDIT: Unless spending multiple bags could get me a stronger special property/bonus or something. I'm assuming the 2 upgrade limit applies to armor as well?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Grimmjow6th on June 23, 2011, 07:52:26 pm
I will do an upgrade i guess.
Places gold on altar and wants to upgrade my whip.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Ahra on June 26, 2011, 08:14:42 am
are we going to sleep in this church or what?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 26, 2011, 08:21:50 am
Yeah, there's some beds in the back. ^^ Right now I'm reformatting how I count eights and going through the whole thread again, as soon as I get finished with that I'll check skills and make sure everyone's up to date and everything, allocate the rewards y'all have chosen, and get to work on the next turn. Sorry it's taken so long. ^^;
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Dwarmin on June 26, 2011, 08:24:19 am
I guess we should do another Church Fortification, right?

Friar Greenmoore lays down spiritual protection in salt and rune to fortify the church for the nght.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 26, 2011, 08:42:26 am
I believe the protection runes are unnecessary. It's holy ground, the unholy beasties we call our enemies can't approach. Even so, Weaver pretty much guaranteed our safety while here; he did say that we'd be safe.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 26, 2011, 08:44:23 am
"Oh hey, you're definitely not going to get killed here. Just go to sleep because there's no way you'll get stabbed in your sleep"

I want to GM-hax this first.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 26, 2011, 08:49:02 am
What do you want to know in particular? If it's that it's absolutely safe, it is; I may be a perverted bastard but I'm not a cheap sonuvabitch. :3 You won't get attacked in designated safe areas like this one.

In other news, I'm up to Turn 22 in my review. Back to it.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 26, 2011, 09:10:06 am
Mmm, I made it up to Turn 40 and it looks like I haven't missed anything so far, so I'm going to assume my notes are accurate. Anyway, here's the breakdown now that I'm counting 10 as a skill-up number:

Malleus has gotten twenty-two 8s, with a total of two consecutive 8s. He should have six skills.

Wymar has gotten twenty-five 8s, with a total of three consecutive 8s. He should have eight skills.

Pierre has gotten twenty 8s, with a total of two consecutive 8s. He should have six skills.

Greenmoore has gotten twenty-one 8s, with a total of three consecutive 8s. He should have seven skills.

Daniel has gotten twenty 8s, with a total of three consecutive 8s. He should have seven skills.

Claire has gotten fourteen 8s, with a total of four consecutive 8s. She should have six skills.

Frenz has gotten fourteen 8s, with a total of two consecutive 8s. He should have four skills.

Zathyran has gotten three 8s, with a total of three consecutive 8s/ He should have three skills.

OK, next thing to do is go back and look at all the requests to make sure I've gotten those straight.

ALSO EDIT: Urg, those totals there don't count the starting skill. Just keep that in mind. ^^;
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 26, 2011, 09:11:59 am
I am the best character. The best :V
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 26, 2011, 09:14:31 am
I wouldve had more. If I didnt unluck and get killed on the second boss... :(
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Krath on June 26, 2011, 09:30:06 am
I am the best character. The best :V

http://img.photobucket.com/albums/v355/Static_Jester/Bay12/OhMisterPierre.png
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Taricus on June 26, 2011, 09:31:19 am
Hehe, shot down like a german over england >:3
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 26, 2011, 09:36:15 am
Hehe, shot down like a german over england >:3
That is definitely sig worthy. Why is everyone I see so sigworthy recently?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 26, 2011, 09:48:13 am
You can trade out my quote in your sig for his if you want, his is better. :3 Anyway, I'm checking the trades and QR now so pretty soon I should be ready.

ALSOEDIT: So Tal... Earlier it looked like the arrangement was trading Darvi your Fire Tome for his Gold, then using the Gold to upgrade your Book and your knife to upgrade your clothes. Is that still applicable?
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Talarion on June 26, 2011, 10:08:16 am
Ask Darvi. If he wants my fire book, sure, but im not sure whether he said yes or no. 'Twas a bit unclear to me.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: Darvi on June 26, 2011, 10:28:12 am
Trade bag of gold, sword, and jacket for fire book, new sword, and some sort of red cloak respectively.
Title: Re: CvRTD: Turn 102 (In which the groups are reunited)
Post by: SeriousConcentrate on June 26, 2011, 10:42:53 am
MALLEUS RAULAT

The knight approached the altar first and placed his sapphire on the donation plate. As he watched, his armor mended the tear made by Marcus, and turned a silvery color. It felt thicker than before, more protective, but not any more restrictive. Additionally, the sapphire had disappeared from the plate, and in its place was a warhammer. He picked it up and swung it once; a trail of cold air followed in its wake. He placed it next to his axe and moved away from the altar to allow the others to pay homage. (Malleus's armor increases by +1 defense. Malleus gets artifact Freezing Warhammer! This is like Pierre's Blitz Rapier, but without the accuracy bonuses and for ice rather than electricity.)

WYMAR SANE

Wymar and Zathyran talked while Malleus was at the altar, and eventually brokered a deal where Wymar handed his gold over for the magician's Fire Tome. Once the knight moved away, he approached the altar and laid his sword upon it, then somewhat self-consciously took off most of his clothes and put them on the plate as well while keeping an eye on the only young woman in the room. Just in case. When he turned back the items had been replaced; the worn travelling clothes of a gypsy were now the bright red of a fire elementalist, and his bastard sword was now much sharper if somewhat heavier than before. (Wymar gets: Fire Tome; Red Clothes, which have +0 to defense and +1 to movement; and Razor Blade, which has +2 to damage rolls.)

PIERRE Dé GRASSE

Pierre was next up and he placed his gold and Blitz Rapier on the collection plate. After a few moments, the gold vanished and he picked up his weapon. It was now lighter than before, making it easier to thrust and parry with. Pleased, he replaced it on his belt. (Blitz Rapier now has +2 accuracy; final upgrade.)

FRIAR GREENMOORE

The friar placed his gold on the collection plate, then filled his vials with water from the nearby basin. He could feel how much holier it was than the water he had been carrying; odd how this church could remain in such close proximity to the dark lord's castle. (Holy Water is now Blessed Water.) While he was filling the vials, he noticed a key at the bottom of the basin, and asked Sister Winstead about it. She told him he could take it if he wanted, and he tried it on the box. It just so happened to work. o.O Inside the box was a ring made of a single large pearl. After a bit of trying it on different fingers, he finally fit it comfortably on his left index. (Greenmoore gets: Pearl Ring! It increases all Damage rolls by +1.)

DANIEL KING

Daniel approached the altar and placed his old leather armor on it, as well as his cross. After a moment the armor disappeared, and his cross looked... well... fancier. Before a plain silver affair, now it was gold with a gem at each of the four ends; rubies on the shorter arms and sapphires at the top and bottom. He took it and replaced it on his belt. (Cross becomes Jeweled Cross; final upgrade.)

CLAIRE ROSARA

Claire thought over what she wanted as she made her way to the altar next. After a bit, she divested herself of her leather armor and three bags of gold, placing all of it on the plate. The gold vanished, and so did the armor. (Treating this as buying one big upgrade 'cause I'm nice like that. And it gives me the opportunity to give you something more interesting. :P) In its place was a set of hide armor covered in a strange blue material that looked like fish scales. She put it on and found that it fit as well as her old leather armor did, but felt both lighter and stronger. (Claire gets Leviathan Scale Armor! It has +1 defense and +2 mobility.) Not only that, but under it was a necklace. A shark's tooth hung from the end, and she put it on. (Claire gets Shark Tooth Necklace. For 1 MP she can imbue her subweapon/melee attacks with the Ice element, dealing Ice damage and granting a 25% chance of freezing the enemy. Frozen enemies can't move and are weaker to Blunt damage.)

FRENZ GRENDE

Frenz approached the altar, setting his whip and and gold on it. (Upgrade randomized in lieu of specification: 1d10, 1-4 = accuracy, 5-9 = damage, 10 = element. 7, damage increase) When the gold disappeared, the whip looked completely different. No longer a thick leather affair, it was now made of sturdy, heavy chain, with a weighted tip for maximum damage. He coiled it onto his belt. (Whip becomes Chain Whip; final upgrade.)

ZATHYRAN FIRSANKH

Zathyran went to the altar last and set the gold and his tome upon it. The gold vanished and the binding of his book became a thick white leather with gilded lettering. He picked it up, then set his knife on the plate. It, too, was accepted as an offering, and he felt his robe become slightly thicker. (Lightning becomes Occult Book Lightning. Unarmored becomes Thick Gray Robes, which are +0 defense and +1 movement.)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Ahra on June 26, 2011, 10:50:38 am
"now that was strange to say the least and i think god have an strange sense of humor"
sleepy time
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 11:00:07 am
Cut self with razor blade
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Dwarmin on June 26, 2011, 11:09:43 am
Friar Greenmoore practiced his encantations. His original theory was correct-the pearl, a symbol of purity and holiness, was a powerful foci. A close inspection revealed engraved words upon it's face

Animus
Mens
Somes

His best guess was that Dracula or his minions had stolen the chest with the ring from this church-but someone had tossed the key into the basin to keep them opening it.

And, not knowing how to open it, the villians had concealed it within the great armor, a sure guard as any...but enough of guessing games. He was only a man, and a days hard exertion called for a nights rest. The Friar had a feeling this might be the last truly peaceful, untroubled sleep he would ever have, possibly in life.

Friar Greenmoore dreams about ham
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 11:32:34 am
NON-CANON TURN

WYMAR SANE

There's no reason to go on. At all. Wymar cut his wrist with the Razor Blade. (7 vs 2; 8+2 Critical Success, 2d4x2+75%; 28 damage and kill) He lops his entire arm off and somehow bisects himself at the waist.

*Wymar Sane has been struck down*
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 11:40:00 am
Yay, another 8 :V
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 11:41:47 am
Too bad killing yourself means no Rule 5 for you. :(

*Everyone loots Wymar's corpse*
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 11:44:36 am
Woohoo, Another person enters the game! One step closer to killing my teammates entering :P
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 11:48:35 am
lol. So, Riccto, you, Draignean is the waiting list, I believe. I'd better go make sure Sir Drainegan is on the waitlist. >:3

*waits to be called out on the typo that's actually a reference to about ninety turns back so he can act all smug about it*
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 12:01:06 pm
Put on crimson vestments. Learn how to use both fire and light magic simultaneously. Think of a new name with the initials RM. Not MR. RM. I'm too much of a rebel for that.

also sart talkin in redd
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 12:09:35 pm
>Waitlist as Ralph Macchio. Be the Karate Kid.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 12:11:06 pm
Then I'd have to name myself BB :V
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 12:12:21 pm
BB? Not sure I get that one, unless you mean BB Hood. On the other hand, martial arts + high-level weapon upgrade = POWAH FIST
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 12:13:40 pm
TMYK. (http://en.wikipedia.org/wiki/Characters_of_8-Bit_Theater#Black_Belt)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 12:14:07 pm
*facepalm*
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 12:16:50 pm
... take your hand off my face please.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 12:20:09 pm
D: But it likes it there.

...FIIIIIIIINE. *removes hand*
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 02:46:15 pm
Jump random party member for achievement

Get some sleep.



Is there a reason for a turn right now? Seems like we're either just waiting for morning or prodding an NPC for dialogue. :x
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Dwarmin on June 26, 2011, 02:50:14 pm
Maybe SeriousConcentrate is waiting for someone to say...

"I leave the church and explore! :3"
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 02:55:07 pm
So we can encounter ADVENTURE! or so we can get knifed in the dark and Riccto can come in?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 03:00:47 pm
Nah, I'm just making sure there's absolutely nothing else you want to do, like talk to Weaver/Winstead or trade other items. For instance, Krath has an old rapier and chainmail he could get rid of if he wanted. Also to give you one last chance to RP your characters before Malakai obliterates them.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 03:06:00 pm
Thanks for making it certain doom for these guys Serious :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Dwarmin on June 26, 2011, 03:21:30 pm
Nah, I'm just making sure there's absolutely nothing else you want to do, like talk to Weaver/Winstead or trade other items. For instance, Krath has an old rapier and chainmail he could get rid of if he wanted. Also to give you one last chance to RP your characters before Malakai obliterates them.

Is it going to be like, he continually summons huge demons that throw fireballs, who also continually summon giant demons who paralyze the party, who also continually summon medium demons that throw themselves at us in a wave of meatshields, who also continually summon tiny demons, who explode when they run into the party, and when the explode, each part becomes a mini-demon that grows up one size category a turn?

Edit: Also, the Demons are all invisible.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 03:35:06 pm
Something like that. Let's just say Marcus and the Armor would have done better if they had as much backup as Malakai does and leave it at that. :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Riccto on June 26, 2011, 03:35:41 pm
So we can encounter ADVENTURE! or so we can get knifed in the darkbe bludgeoned in broad daylight in front of a pet store with very distracting and soothing kittens and Riccto can come in?

I didnt know where I was going with that but fftfy nontheless
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 03:38:04 pm
Cancer for the win. Cause... you know... Cancer's a crab... and it's smoking so... lung cancer... yeah I'll shut up now. >.>
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 04:05:41 pm
Claire snapped her fingers, as though remembering something, and went over to Weaver and Winstead.

"I found something of yours," she said, holding out the locket she had found in the cave. "Guessing it's a token of someone special," she finished with a wink.

"So!" she continued, after giving the priest a chance to respond, "What can we expect up ahead? Critter-wise, I mean. Ghouls, fishmen, something else maybe? Speaking of which, what do you think it'd take to get one working for me? Fishmen like gold, maybe? How about glory. Rum?"
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 04:19:03 pm
O.o I had forgotten about that thing.

Jonas looked surprised and took it. "Thank you, miss Rosara. I thought I'd lost it when I was running from the guardian." He opened it and looked at the lock of red hair for a few moments. "Amelie..." he said, closing the locket and looking at Claire. "Demons ahead? It's a straight path to the castle, so I assume creatures that like such areas. The small hunchbacks, ghosts. Zombies. If we're unlucky, Slogra and Gaibon, perhaps. I can't say for sure." Next the pirate asked about fishmen, and he thought about it. "I don't really know. They don't strike me as intelligent creatures. You would have to ask someone who knows more."

Darvi, Dwarmin, and Talarion might know, but they would have to roll a success: Darvi can use his psychic powers, Dwarmin can draw on experience, and Talarion has Marcus's book which might have information on the creatures.

"Here, you've done me a kindness. Allow me to do you one." Weaver reached into his robe and withdrew a bag of gold. (Booty Hunter: 3, gold doubled) The bag felt pretty heavy to Claire's hands when he passed it over. As she took it, he put the locket around his neck and tucked it into his robe, out of sight.

Also I'm changing your Merman Skull into a Trophy Item.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 04:22:16 pm
"I can try to find out what's ahead. Gimme a few minutes though. Also, I doubt that mere grunts would be carrying alcohol or jewellery around. So sorry to disappoint you in advance."
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 04:33:02 pm
Teehee, more gold for me!

...though I wonder if I should spend it now, what with Malakai's boss battle looming. Is armor limited to two upgrades as well? Is there anything to spend money on aside from different types of weapons once your current stuff is upgraded?

Also, I'll take L2 Yaaarrr!, since I believe I should have 7 skills total?

And yes, I'd forgotten about it too, until I decided to ask them about what was up ahead.

Finally, Darvi! Dwarmin! Talarion! Figure out what I'd need to recruit a fishman or something. :P
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 04:34:59 pm
Get some wormmen and feed them :V
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 04:37:04 pm
All right, Yaaarrr! to level 2 and armor can indeed have only two upgrades, but remember your current armor is base level. >.>

That's also a good question. I think I'll allow you to buy artifacts for 3 bags of gold since they're fairly valuable. I think I might also allow you to buy special effects for weapons and armor for 2 bags of gold, so if you want to put like Lightning on your cutlass you can spend two bags of gold and then it's second/final upgrade will allow it to do electric damage. Or you can put Electric resistance on your armor to lessen electric damage, etc. In that spirit I might also allow you to buy a different damage type as well, so you can like put a spike on a warhammer so it can do blunt and piercing damage.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 04:45:55 pm
but remember your current armor is base level. >.>
That's ridiculous. o.O

Upgrading its movement twice more would give me +6 to movement rolls total, right? I'd be the Malleus of special attacks!

On the other hand, not getting stabbed the regular way is pretty sweet too, and I'm already pretty much immune to pits as is. Hrm...

Also, sharpening the point of my cutlass to allow piercing might be pretty nice.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 04:48:01 pm
Well, it was 3 bags of gold + your old armor in trade, which is basically 4 bags of gold. Therefore I put four points of bonuses on it and split 'em equally. ^^ But yeah... with your skills that would be pretty high. >.> In other words, time to introduce the tentacle demons that have huge bonuses to called shots. :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 04:53:38 pm
In most cases I'd call you out. But I think I'll just sit back and watch instead for this round >:3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Ahra on June 26, 2011, 04:55:03 pm
so ... i should have earned 6 skills right? and with starter skill i should have 7?
i have 5 ...
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 04:56:12 pm
Only 6, starter is already accounted for.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 04:57:41 pm
Oi, Taricus. I mean the Une or Scylla tentacle demons that actually exist in Castlevania and not the ones haunting the back of your mind. >:3

@Ahra: Sure, pick two. ^^ Remember you can also get more HP/MP as well if you'd prefer those.

@Ninja Darvi: It isn't. :-\ When I did the tally I forgot to account for it...
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 04:58:36 pm
So I actually get another skill?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 04:59:30 pm
Yep, you should actually have nine total is about what it boils down to. Sorry about that. ^^;
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 04:59:56 pm
They can be multipurpose, right?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:01:04 pm
What, skills or tentacle demons?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 05:07:24 pm
Second one.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 05:08:06 pm
In other words, time to introduce the tentacle demons that have huge bonuses to called shots. :3
D:

On the bright side, there's probably an achievement for that.


NINJA'D:
Oi, Taricus. I mean the Une or Scylla tentacle demons that actually exist in Castlevania and not the ones haunting the back of your mind. >:3
I'm sure having a nude woman controlling the tentacles will make this more innocent.


NINJA'D AGAIN:
They can be multipurpose, right?
What, skills or tentacle demons?
Whyyyyyyyyyy must my sig be fullllllll?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:09:30 pm
:3

@Taricus: Uh, I s'pose. Depends on how you mean multi-purpose.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 05:09:46 pm
Guess >:3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:10:47 pm
Is it possible to get a skill with high bonuses but that's incredibly situational?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 05:12:13 pm
As long as the situation is VERY specific. Like striking a zombie's toe :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:12:49 pm
I was thinking about... +4 to hit and damage against a veeeery specific sort of enemy >:3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 05:13:52 pm
Care to share? :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:14:15 pm
Like I'd need to tell ya.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:14:26 pm
Hmm, I'd need a little more information than that to make a decision.

@Taricus: Not for what you have in mind, I'm sure. :P

Also you guys ninja'd me like three times. >.>
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 05:15:54 pm
Well, I don't exactly know which ones you're talking about. Link please?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:17:04 pm
Like I'd need to tell ya. (http://www.bay12forums.com/smf/index.php?topic=77939.msg2390142#msg2390142)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:18:32 pm
Why would YOU need defense against tentacle demons? :P Uh, anyway, I'll think about it and get back to you.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:18:51 pm
Because they're gross? Also, incredibly attractive guys in red clothing have a history of... ya know.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:21:19 pm
lol. Are you suuuuuuuure?

This is Une (http://images.wikia.com/castlevania/images/3/3b/Venusweed-1-.gif).

This is Scylla (http://images1.wikia.nocookie.net/__cb20101115043241/castlevania/images/thumb/1/1b/Scylla-1-.gif/150px-Scylla-1-.gif).

Well OK Scylla's a little freaky.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 05:21:19 pm
Then you should use your GM Hax to figure out how I could recruit one. Or recruit something totally different so I don't recruit them.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:22:31 pm
lol. Are you suuuuuuuure?
Yes I am. (http://www.nuklearpower.com/2008/08/23/episode-1028-the-beauty-of-nature/)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 05:24:33 pm
Those would work fine for it :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:30:12 pm
Wow. Well, guess what Darvi? >:3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:32:07 pm
I won't be the one who'll regret it the most. (http://www.nuklearpower.com/2008/09/06/episode-1034-adjustment-period/)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Ahra on June 26, 2011, 05:33:55 pm
Battle-Hardened Lv3: Takes 3  less damage from enemy attacks
unless thats inbalanced in that case i take

Experienced Warrior Lv2: +2 to hit
and
hammerman +1 to damage with an hammer
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 05:34:57 pm
Can't have Battle hardened Lv.3 I'm afraid.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Ahra on June 26, 2011, 05:36:39 pm
ok
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:49:19 pm
Thought about Darvi, tell you what: I'll allow specific enemy skills to work the same as regular skills, but stack. So if you had +1 damage in general and +2 against fleamen you would deal +3 against fleamen. That cool?

@Ahra: OK, editing your sheet.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 05:57:36 pm
Thought about Darvi, tell you what: I'll allow specific enemy skills to work the same as regular skills, but stack. So if you had +1 damage in general and +2 against fleamen you would deal +3 against fleamen. That cool?
This might also be a good place for those more interesting skills you were talking about.

Heterophobic: May roll twice to avoid Une Rape.
Pollenless: Less likely to be targeted by plant monsters in battle.
No Means Panic: May make a free melee attack when grappled by tentacles.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 05:59:24 pm
DERP: When a grapple attempt is made, may attempt to DERP to get the enemy to attack a more threatening target.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 06:03:06 pm
Ooh, I like that. Fits well with Darvi being part glass cannon too.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 06:06:10 pm
I figured it fit Darvi's personality. ^^
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:07:30 pm
Hey, would it be possible for me to get the rabbit as a special weapon? (You know the one)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Ahra on June 26, 2011, 06:09:27 pm
Hey, would it be possible for me to get the rabbit as a special weapon? (You know the one)
only if one of us defeat it without weapons (im not doing it if its the monty python one)
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:10:51 pm
Definatly the monty python one >:3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 06:11:46 pm
What damage type would that deal, Horrifying? Maiming?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:12:35 pm
Magical/Normal.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 06:13:09 pm
I don't think that rabbit can be tamed. Either you blow it up or it tears your jugular to shreds. :-\
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:14:17 pm
Could it be an enemy then? Maybe as Malakai's pet? :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 06:15:50 pm
We've got a dozen characters and none of them have a holy hand grenade.

Why.


Could it be an enemy then? Maybe as Malakai's pet? :3
WHY WOULD YOU DO THIS TO-

Oh. Waiting list. Right.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:18:38 pm
I've the holy hand grenades :3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 06:25:15 pm
Mmm, Malakai's already got a falcon and several allies on his side. I'm all for powerful bosses but without Tariq around that little bastard would just be overkill. >.>
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:27:03 pm
See? Perfect time to kill off a few players :P

Or he could be resized bigger and made his own boss >:3
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Krath on June 26, 2011, 06:37:14 pm
Trade old Rapier and Chainmail for vintage booze. +1 defense on my Clockwork Armor and Vintage Booze.

...Whaaaaat? I can do that, right?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 26, 2011, 06:37:51 pm
Not cool introducing something weak to only one weapon that nobody has, dude. :(

@NinjaKrath: Uh, OK. I s'pose.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Krath on June 26, 2011, 06:39:31 pm
Don't mock Pierre, he's both a ninja AND he's a connoisseur of beer.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 06:41:45 pm
Well, any ranged weapon/spell would work in theory. Tim just watches the rabbit tear up knights for his own fun though.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 06:44:34 pm
Tim just watches the rabbit tear up knights for his own fun though.
Yeah, my dad's a jerk like that :V

Aaaaalso I think I'd rather have my skill relate to my multiple escapes from death.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 06:51:11 pm
Slippery: May attempt an opposed roll to flee a battle, then return for your share of the loot afterwards. (Didn't Serious say there was some reason you couldn't do this normally?)

Can't Touch This: 25% chance to ignore anything that would normally result in your death (except your own commands).

Derpity Do: Takes no penalties to other rolls for doing stupid and inconveniencing actions, like balancing on a rickety wall or running around like a headless chicken.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 06:52:38 pm
like balancing on a rickety wall or running around like a headless chicken.
10 foot pole, suckers! :P

Aaaaalso I only do stupid things when I intend them to end badly for me, so that'd be extremely counter-productive.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Krath on June 26, 2011, 06:54:28 pm
Derpity Do sounds like Darvi to me.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 06:56:12 pm
How 'bout Super Saint? :V
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Krath on June 26, 2011, 07:00:02 pm
Oh, and if my math is right, I still have one skill left to get.

If sooooo:

FABULOUS! - Pierre gets an additional +1 on his charm rolls.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 07:01:14 pm
FABULOUS! - Pierre gets an additional +1 on his charm rolls.
High five chrisma-bro!

Aaaand I'm tempted to upgrade my charisma skill just so I can still be better than him :V
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 07:01:35 pm
10 foot pole, suckers! :P
I now fully expect you to get yourself blinded, paralyzed, exhausted, tied up, grappled, confused, and possessing at least three broken limbs, then attempt to use that to flawlessly vault up a fifty foot high, perfectly smooth wall with slippery goo dripping down the sides.


How 'bout Super Saint? :V
Darvi Dumpty sat on a wall,
Darvi Dumpty had a great fall,
A brilliant white light came out of his head,
And all of our enemies dropped down right dead.


FABULOUS! - Pierre gets an additional +1 on his charm rolls.
This has reminded me: Why aren't any of you people trying to find out how I can get new pets? D:<
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 07:02:41 pm
I did :V
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 07:04:00 pm
IDEA!, Use Darvi as the weapon against Malakai ;D
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 07:04:32 pm
You do realize that I'm a boss then right? With MASSIVE DAMAGE.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 07:09:23 pm
I did :V
Oh. You mean the "I'll use my powers to see what's ahead" part? That probably won't tell us how to recruit/enslave one, though. :-\

You do realize that I'm a boss then right? With MASSIVE DAMAGE.
Quote
-> Warrior Oracle (Can choose to auto-crit once per combat, but still has to roll to hit; doesn't count as an 8 for leveling purposes)

Holy Book: Light (The spell now casts twice per use)

Homing Missiles: +1 to hit with Magic Books
Powerful Criticals Lv2: Criticals (Damage rolls of 8 and up) gain +25% damage total
High-Power Casting: +2 to damage rolls with magic, but enemy gets +1 on damage roll
Yeah, I'm gonna vote no on this being a boss.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 07:11:20 pm
I am definitely not making a glass cannon so that I can die off and kill you all when I come back as a boss.

And now stop asking.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Dwarmin on June 26, 2011, 07:24:19 pm
My prediction of the Darvi boss battle

"Bow before Wymar, King of darkness!" *summons a hundred homing shadowballs*

-Friar Greenmoore hits him with mace-

*bonk* "I DIE! ARRRGH!"

Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Taricus on June 26, 2011, 07:25:07 pm
My prediction of the Darvi boss battle

"Bow before Wymar, King of darkness!" *summons a hundred homing shadowballs*

-Friar Greenmoore hits him with mace-

*bonk* *Shatter noise*


Fixed :P
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 26, 2011, 07:26:24 pm
Yeah, not really.

I mean, you might get rid of my HP that fast.

Buuuuut...
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Talarion on June 26, 2011, 09:51:04 pm
Hearing the pirate lass' question, Zathyran pulls his book out, flipping through the pages idly looking for the answer to her question. "Give me a moment, I'll see if my mentor knew anything..."

Would it be bad of me to jump on the waiting list pre-emptively?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 26, 2011, 10:41:14 pm
I'm guessing that'd be cheating, else some of us would be on the waiting list before we were off the waiting list. >_>
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Talarion on June 26, 2011, 10:49:54 pm
I'm guessing my luck will hold, and therefore I'll probably be one of the first to die in this chapter. I'm not actually going to put myself back on the waiting list untill I'm sure that I'm going to die, though, so yeah... Plus, I'm not going to stack myself on the waiting list in any case. I may be a dick sometimes but I'm not an asshole >.>
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Dwarmin on June 26, 2011, 11:37:07 pm
Your pretty solid on defense- +2 dodge, +1 movement, 25 HP and 1/4 magic resist.

I'd rate your chances higher than mine, anyway. I went the absorb damage route so I could be a mini-tank.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Zako on June 26, 2011, 11:53:40 pm
Whew, you guys sure talk fast when you want to. Also, what was the cost of getting a spike on a warhammer again? 2 bags of gold?

Also, new skill! Nerves of steel lvl2: -2 to incoming damage.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 02:27:07 am
Indeed. ^^; I'm going to try to recap everything in this post.

So, yeah. No Super Saint. This isn't Final Fantasy 7. >.> (You all know what materia combination I'm talking about.)

Will add that skill, Krath.

Unfortunately, Irony, I'm going to have to say yes. >:3 You'd better keep Wymar alive no matter what, since that's merely how powerful he is in life. Like Marcus and Malakai's about to be, he's going to be even stronger when he's on team Evil.

If you're in the game and ask for a waitlist you get put on the waitlist's waitlist, although Talarion would be of a slightly lower priority than everyone else since he's on his second character whereas, say, Ahra is still rolling with his first. ^^; WWs only get moved to the actual waitlist once their character's dead.

Also, Tal, you're forgetting you have that Blue Amulet which is going to be extremely useful against Malakai. Almost all of his attacks will be magic and you have a 25% chance to power through all of them. The two people with the worst chances are Wymar (since he's specifically specced for damage over survivability) and Greenmoore (since he has the next lowest HP and Dwarmin's determined to kill him off during play :P).

Updating skill Zako.

Finally, is that all the actions? I kinda got confused.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 27, 2011, 02:31:50 am
Sometimes, offense is the best defense, especially if I can blackmail the rest of the group to keep me alive.

Yeah, even if my character's a nice guy I'm a massive jerk.

Also, how about, when I get reduced to 0 HP, I still have a round left to action? So I can still cast a spell in retaliation or something.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 27, 2011, 02:34:31 am
Will resisting Malakai's attacks use Defense or Movement?

And that's... probably all of the actions from people who wanted to action (I can't think of what I want to buy, so I'll buy nothing for now). It's hard to tell. :-\
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 02:36:15 am
I dunno. I was going to use Movement against magic but Ahra didn't like the change, and no one else expressed an opinion. :-\
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 27, 2011, 02:40:07 am
Wha? I didn't notice anything of the sort or I'd have heavily approved for it.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 02:41:11 am
That was awhile back. Twenty, thirty pages maybe? I dunno, it was when I first started talking about expanding combat.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 27, 2011, 02:42:52 am
Ah well. I'm all offense now so I'll just enjoy the fact that the enemies won't get to evade my magical onslaught.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 27, 2011, 02:52:53 am
Well, Ahra's obviously rather biased. :P

I like it, naturally, but I'm arguably even more biased. >_> Or at least, I like Movement being used for nonstandard effects, like being grabbed or entangled.

I think one of the major issues, and likely the root of Ahra's complaint, can be seen by imagining a falling chandelier. Obviously, you'd use Movement to get out of the way- but it's also easy to imagine a guy in full plate and carrying a massive shield would be less injured by it landing on him. There's no good way to synch up (all possible versions of) flavor, balance, and simplicity.

That said, balance and simplicity should generally win out.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Talarion on June 27, 2011, 02:56:40 am
Also, Tal, you're forgetting you have that Blue Amulet which is going to be extremely useful against Malakai. Almost all of his attacks will be magic and you have a 25% chance to power through all of them. The two people with the worst chances are Wymar (since he's specifically specced for damage over survivability) and Greenmoore (since he has the next lowest HP and Dwarmin's determined to kill him off during play :P).
Good point. Nonetheless, I already have my next character written up. Mainly because I was bored >.>
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 02:58:26 am
I think I said special attacks, which I guess would be the called/aimed shots, disarms, trips, bull charges, grapples, dismemberment, eye gouging, moving to a flanking position, power attacks, etc, and just leave defense for the standard melee, ranged, and magic attacks.

PreEdit: You ninjas. >.> Also, really? Huh.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Talarion on June 27, 2011, 03:01:52 am
So, who are we waiting on to run the turn?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 03:03:59 am
We're waiting on meh to go get some caffč, most likely. :P That and figure out what's going on in the flurry of OOC. ^^;
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Talarion on June 27, 2011, 03:05:50 am
Mmk. Well, I'll stop derping like Darvi then, and let you get to it.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Darvi on June 27, 2011, 03:05:57 am
Well Greenmore was about to dream about ham, I was going to figure out how to use holy fire, and Claire is about to get overwhelmed by information from our incredibly intelligent mages.

E: we were derping?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: Talarion on June 27, 2011, 03:07:23 am
You always derp, Darvi. I on the other hand was being a derplurker.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 27, 2011, 03:08:27 am
Was adding additional weapon damage types officially in? How much did it cost? Is there any limit to it? Why am I asking so many questions when I also want a turn?
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 03:15:38 am
Yes; two bags o' gold, which you have - but keep in mind it counts as an upgrade; I 'unno.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: IronyOwl on June 27, 2011, 03:43:36 am
Curses. I'll stick with the gold for now, then.
Title: Re: CvRTD: Turn 103 (In which donations are profitable)
Post by: SeriousConcentrate on June 27, 2011, 04:56:36 am
Turn for turn Dwarmin. No backing out!

CLAIRE & ZATHYRAN

Zathyran, overhearing Claire and Jonas's conversation, indicated he might have the answer to her question and pulled out his FAQ/Walkthrough/Strategy Guide grimoire. (5, Minor Success) Marcus's notes were mainly about how to dispatch the fishmen, but after searching through the pages carefully he found a bit that pertained to what Claire wanted. "It looks like fishmen really like gemstones, zircons in particular," he said, showing her the entry. Well. That would be useful knowledge!

WYMAR SANE

The gypsy settled down in a pew to get comfortable with his new book and study it. (6, a little progress is made) It would take more study, but he was definitely learning how to combine Fire and Light. Bored of the books for now, he closed them and got out his tarot cards. (And personally I'm hoping Wymar at least makes it through the next battle so I can give him an evo pertaining to tarot. :3 Anyway, 6.) After a bit of thought, he chose the Palladini deck in the Shadowed Truth spread and laid out the cards. For the significator, he chose the Page of Swords.

The first card in the center, representing the client's attitude towards the question - in this case Claire, since she had asked, with the question being "What lies ahead?" - was the Page of Pentacles. It meant the supplicant was looking for material gain. That sounded about right. Next was the card to the east, representing the underlying thoughts and feelings of the client. It was the Three of Swords, representing sorrow since it was reversed. It indicated her attitude was in reaction to a previous hardship; losing her crew perhaps? It also meant she should keep her head up and stay positive; negative emotions would lead her to her doom.

The northern card, representing how Claire's attitude was evolving, was the Knight of Pentacles. It represented earth behaving as fire, like molten magma; slow to action, but decisive and unrelenting once started, a force of nature as predictable as it was unstoppable. It represented duty, honor, and the will to change the world through unstoppable determination. Fourth up was the card to the west, representing how other perceived Claire. It was the reversed Eight of Swords, indicating Interference. In summary, it meant she needed to move on from the past. Again, was it referring to her crew? How odd. Last was the southern card, representing the shadow of Claire's psyche, the part of herself she denied. It was Strength in reverse, meaning she felt she would be unable to overcome the obstacles in her future, that she wouldn't be prepared for them.

Wymar gathered his cards and thought about how to interpret the reading. It boiled down to that the road ahead would be hard and frightening, but if they had the courage to stick with it and hold out to the end they would change the world and get a lot of loot in the bargain. So... tough enemies then? Hmm....

PIERRE Dé GRASSE

Pierre strolled back up to the altar and plunked down his old armor and rapier. He wasn't needing those any more! They vanished, and the tears and scrapes along his armor that the party had inflicted when fighting the demon mended themselves, bringing the plate mail back to full strength! He also grabbed a bottle of consecrated wine while he was there, just because. (Pierre gets Consecrated Wine! It's holy. :3)

FRIAR GREENMOORE

Greenmoore went to the bunks and laid down. (5) He dreamed about ham. It was kind of watery though and really wasn't that good. :\ At least it was ham.

EVERYONE

Naptime. Everyone found a bunk and caught some z's.

----------------------

The next day dawned cold and gray. When everyone awoke, they found themselves in the ruins of an old church, the roof partially torn off and exposing the main room to the wind and the weather. The pews were scattered around in various states of disrepair, and parchment scraps covered the floor in small piles. Weaver was already up and cooking something in a cauldron. "Good morning," he said as they shuffled in. "It looks like Sister Winstead, and indeed the church itself, was a ghost." He didn't seem too surprised by it. "In any case we'll be safe here for the moment. Here, eat up. It's the best I could manage in the circumstances."

After a breakfast of watery ham and onion stew, all nine members of the party set out on the path leading out of the ruined village. "There it is," Jonas said, indicating the distant structure with his pistol. "The dark lord's abode. We should be there by afternoon, if the fighting isn't too heavy. I'll come with you part of the way, but I'll be going my own path soon. If the gates are locked I'll need to open them for the rest of you."

(MAR: 3) They proceeded down the path, unharmed for the moment.
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Zako on June 27, 2011, 05:06:08 am
Proceed onwards! The dark forces of evil shall not stand in our way!
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Grimmjow6th on June 27, 2011, 05:36:29 am
Proceed onward, not letting any dark forces stand in my way!
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Talarion on June 27, 2011, 06:03:05 am
Zathyran moved forward, gravitating to the Slovakian Nobleman. "Your name was.. Frenz, correct? Nice to meet you. My name is Zathyran Firsankh..." It was never a good thing to not talk.
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Grimmjow6th on June 27, 2011, 06:09:11 am
Hmm, yes, my name is frenz, im trying to kill this dracula for fame and fortune. it is good to meet you....
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Talarion on June 27, 2011, 06:36:55 am
"You seem like a strong man. You seek to kill Dracula? In that, I wish you luck. I hope I'm there to see it, but to me it seems... Unlikely. This path has already taken my mentor; it lowers my confidence, to be honest with you." Zathyran looks to the side a bit, looking over his new companions.
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Ahra on June 27, 2011, 07:33:47 am
onwards
"i hope theres not any goddamn undergrounds passages this time, and for gods sake dont talk like that you´ll bring bad luck."
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Talarion on June 27, 2011, 07:43:37 am
"Luck, Sir Knight, has nothing to do with it. I doubt my own skill to survive, for if the man who taught me everything I know, yet not everything he knew, fell... Then I find it hard to envision success where he failed. That is my personal opinion, and I apologize if it offends you." Zathyran sighed, bringing his hand to his neck, hidden by his cloak, to touch the amulet he was given. This amulet, the grimoire and the sword at his side were the only things left of Marcus now. As much as Zathyran talked pessimistically, his soul and will were both as restless and bright as the elecricity he wielded. He had been tasked to assist these people... So he would assist with all his being, in any way possible.
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Dwarmin on June 27, 2011, 07:51:21 am
Friar Greenmoore replied thoughtfully

Have no hope for yourself, Zathyran. Hope for the world we intend to save.
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Talarion on June 27, 2011, 07:57:09 am
Zathyran nods uncertainly at the friars words, bringing forth the tome from within his robes, searching through it for information on the castle, and anything pertaining to it that may help the group.

Yay for useful action!
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: SeriousConcentrate on June 27, 2011, 08:07:00 am
"Dracula?" Jonas said. He considered the possibility. "I would say that the lord of the night is just a myth, but given everything I've encountered so far myself you may be on to something." He crossed himself, just in case. "We may be in real trouble then." He looked over at Greenmoore. They knew many of the same stories and legends, passed down in the monastery from one generation to the next. "They say his castle is chaos incarnate, a manifestation of some abomination beyond mortal ken, and that the layout inside changes every time it is entered. They say he has the power to corrupt and control souls of demons and mortals alike."

Jonas ran a hand through his salt-and-pepper hair. "I'll be honest with you. Not all of us will make it if our opponent truly is Dracula. I've already accepted my death, but that doesn't mean I have to give up without a fight. Unless you want to condemn the world to a slow decline you'll fight on as well. The lord of the night will never win as long as one man stands against him." That was what Jonas believed; it was why he was still traveling onwards despite everything that had happened to him over the past year. "The power of faith is a great thing, Zathyran. Don't underestimate it."

He turned to Greenmoore. "All the same, brother, this may be our chance. Our order has fought so long to cleanse the world of his kind, and defeating Dracula himself will be a great victory for us."
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Talarion on June 27, 2011, 08:12:42 am
Zathyran smiled sadly. "Aye, faith is a powerful thing. Useless when broken, however. I was a simple peasant, then my mentor came. I placed my faith in him; He was my power. He taught me... I thought him untouchable. Not even a day ago I saw him dead. Not more than a day ago I laid him to rest, for the greater good. Today is not a good day to talk about faith to me..." He paused, to reign in his sorrow. "But you are right. We must never waver lest the goodness in us all falls prey to the night."
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: SeriousConcentrate on June 27, 2011, 08:30:00 am
Jonas nodded. "I, too, have seen many of my allies in the ground. Some were my friends. One a lover." Greenmoore had been there, at the last stand of the Mistbridge order before the dissolution. "It was about a decade ago. Desmond," he indicated the friar, "Sigurdson, Archibald, Amelie, Bartholomew, Guinevere, Teller, Jamison, Antonio, Devon, Laura, and myself. We tried to defend a small town on the border of Scotland." Jonas looked down with a sigh. "Word came that the monastery had been destroyed, our brothers and sisters scattered to the winds. Morale broke, and the werewolves struck."

He shook his head. "Of the twelve of us, only four survived. Myself and Desmond, of course, and Amelie and Sigurdson. The four of us argued, and eventually we split, with Sigurdson and Desmond going one way, and Amelie and myself another. We traveled together for many years, her and I, doing what we could for the simple folk of the world. But, as always, there was no rest for us. We settled down to raise our twin sons, but we were unaware the town we were in was home to a warlock. In the night he destroyed the village, and everyone in it, in an unholy ritual." He placed a hand to his face and took a deep breath.

"That is who I've been tracking this last year. I suspect your mentor is the creature I was thinking of as the guardian of the caves. If so, he is a creation of the man I chase, Berkeley." Weaver smiled grimly. "Another life to put on his head. The death of your mentor and the magician who traveled with the others in the caves." He put a hand on Zathyran's shoulder. "If you don't have faith, you at least have vengeance. We will find and kill this man."
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Zako on June 27, 2011, 08:45:41 am
"Sounds like trouble to me. A powerful foe, a warlock, or so I have heard. What kind of magic does he use? What do you think he can be capable of? Do you think he may be in cahoots with dracula, if it is indeed he that we face?"
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: SeriousConcentrate on June 27, 2011, 08:52:33 am
"Time," Jonas said. "I do not know how he managed it but I am certain Berkeley has somehow learned how to control time. He is capable of many things, Daniel." The monk looked over at him. "And I believe that he is the one behind Dracula's appearance. The legend is old but if I had to guess I would say it was during the fifth century, a man named Belmont sealed Dracula away, supposedly for eternity. The legend says he died of the wounds Dracula inflicted on him, a curse sapping his strength. Our order was formed by his followers to uphold the peace he had created." He looked towards the castle. "Berkeley could have gone back to that moment and saved Dracula just before the killing blow, bringing him to this time, the twelfth century. And what better time? People are losing faith all over. The church is failing."

Jonas spoke bitterly. "I believe Berkeley to be capable of just about anything."
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Dwarmin on June 27, 2011, 09:23:13 am
"The powers of time and space in the hands of a madman...an unsettling concept.

I am glad to hear that, if only for a short time, you were at peace Jonas. I am sorry to hear of Amelie's fate...she was, in many ways, the strongest of us, even if the more conservative priests were biased against her for being a woman.

And, if you ever wondered the fate of Sigurdson... He lept into the maw a Giant Kraken we were fighting in the Aegean Sea about a year ago, but not before lighting the two barrels of exploding black powder strapped to his back. As most of us had expected, he died laughing, with a rather large explosion and rain of monster parts."
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: SeriousConcentrate on June 27, 2011, 09:35:05 am
Despite himself, Jonas smiled. "That sounds about like him," he said. "He always said that when he died he wouldn't go alone." He looked up ahead as the group walked along. "Well, whatever your motivation for continuing onwards, don't let it waver."

Let's see, I believe Krath, Irony, and Darvi haven't posted, but on the other hand this isn't really an urgent situation requiring them to skate or die. Run turn?
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: Dwarmin on June 27, 2011, 09:46:15 am
Aye! Aye! Aye! Aye!
Title: Re: CvRTD: Turn 104 (In which our heroes begin their approach)
Post by: SeriousConcentrate on June 27, 2011, 10:02:48 am
EVERYONE

Talking among themselves, the party advanced down the trail. (MAR: 7) But as they went, they suddenly found themselves under assault from all sides! Hands, both rotting and skeletal with the skeletal ones holding wooden boomerangs, began emerging from the ground, and three purple-skinned demons dived down from the sky. The fight was on!

(Enemy party: 4 Skelerangs (http://www.castlevaniacrypt.com/games/sotn/images/enemies/skelerang.gif), 4 Zombies (http://www.castlevaniacrypt.com/games/sotn/images/enemies/zombie.gif), and 3 Gaibon (http://www.castlevaniacrypt.com/games/sotn/images/enemies/gaibon.gif).)
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Dwarmin on June 27, 2011, 10:22:37 am
"Undead are no problem for us, right Jonas?"
 
Blessed Holy water on skelerangs one and two!
Auto consume 1 heart after attack (if possible)
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Zako on June 27, 2011, 10:23:45 am
OH SNAP!

ITS A TRAP!

"Watch out! They are all around us!! 'Tis an ambush! Fight for your lives!!" Unleash the powah of my new cross on the 3 Gaibon's!
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Dwarmin on June 27, 2011, 10:24:31 am
lol first triple attack. Achievement worthy!
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Zako on June 27, 2011, 10:26:27 am
Hells yeah! And since demons are ALIVE (unholy, yes, but alive) then I get my attack bonus on ALL OF THEM!
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: SeriousConcentrate on June 27, 2011, 10:55:12 am
"I've always been better with living foes," Jonas replied, drawing his combat cross and squeezing the handle, causing the chain to come loose. He whirled it around his head, then lashed the bladed chain at the first Zombie.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Ahra on June 27, 2011, 11:09:39 am
"i sure as hell hope this thing does what it says on the tin"
bring down my new nifty warhammer on the 3rd skelerang
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: IronyOwl on June 27, 2011, 11:42:40 am
Slash zombies!
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Grimmjow6th on June 28, 2011, 12:23:55 am
Be careful my brothers, don't let these foul monstrosties get the better of you! *encourage everyone and attack the 4 zombies with whip*
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Talarion on June 28, 2011, 01:10:40 am
Zathyran snapped out of his reverie, his grimoire dissapearing back inside his cloak, his Occult Book: Lightning appearing. His new improvements to his book should help him... He read out the mystical words from his book, lightning crackling around his hands, casting his eyes in their light. "Tximista, jainkoaren mailua, behera bota deabruzko eskumenak!", the words sounding ethereal, reverberating around the group... he held his arm up, an orb of lightning forming, before three incandescent bolts of electricity arced towards Zombies 1 2 and 3.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Darvi on June 28, 2011, 12:00:46 pm
I tried to make a pic of my action, but it takes waaay too long so I'll just post it like that.

Test my new weapon on the Gaibon. With the instacrit ability.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: SeriousConcentrate on June 28, 2011, 12:05:03 pm
Looks like we're only missing the Frenchman now.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Taricus on June 28, 2011, 12:07:59 pm
Also, Idea for bosses: Immune to criticals.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Darvi on June 28, 2011, 12:08:52 pm
Also, Idea for bosses: Immune to criticals.
Eff you :V
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Ahra on June 28, 2011, 01:18:33 pm
Also, Idea for bosses: Immune to criticals.
how are we going to kill you-know-who-the-daemonologist?
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Taricus on June 28, 2011, 01:28:45 pm
Alright, immune to secondary and magical criticals.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Krath on June 28, 2011, 06:27:46 pm
Looks like we're only missing the Frenchman now.

Bad storm knocked down my internet and power for the last 2 days, sorry!

Expertly toss my boomerang, striking a pose as it returns to my hand!
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Zako on June 28, 2011, 09:47:33 pm
NOOOOOO!! Shut up taricus! I wan't to be able to use my all-powerful cross on a boss! Also, good luck with no magical criticals, since the majority of our damage comes from our magic users.
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Taricus on June 28, 2011, 10:09:50 pm
Exactly why one boss and/or enemy should have it :3
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Ahra on June 29, 2011, 05:31:35 am
Exactly why one boss and/or enemy should have it :3
"go back to the waitlist that spawned you vile creature" (sound of hammer crushing skull)
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Taricus on June 29, 2011, 05:35:05 am
Hey, I'm still in the waitlist...
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: Darvi on June 29, 2011, 07:12:15 am
Then stop trying to get everybody killed.

That's my job!
Title: Re: CvRTD: Turn 105 (In which it's a monster party)
Post by: SeriousConcentrate on June 29, 2011, 08:35:02 am
Quote from: Malleus Raulat / Ahra: 84 (6)
bring down my new nifty warhammer on the 3rd skelerang
Quote from: Wymar Sane / Darvi: 91 (6)
Test my new weapon on the Gaibon. With the instacrit ability.
Quote from: Pierre Dé Grasse / Krath: 92 (8)
Expertly toss my boomerang, striking a pose as it returns to my hand!
Quote from: Friar Greenmoore / Dwarmin: 51 (5)
Blessed Holy water on skelerangs one and two!
Auto consume 1 heart after attack (if possible)
Quote from: Daniel King / Zako: 85 (6)
Unleash the powah of my new cross on the 3 Gaibon's!
Quote from: Claire Rosara / Irony Owl: 79 (7)
Slash zombies!
Quote from: Frenz Grende / Grimmjow6th: 99 (3)
*encourage everyone and attack the 4 zombies with whip*
Quote from: Zathyran Firsankh / Talarion: 27 (8)
he held his arm up, an orb of lightning forming, before three incandescent bolts of electricity arced towards Zombies 1 2 and 3.
Quote from: Jonas Weaver / SeriousConcentrate: 73 (8)
Jonas lashed the bladed chain at the first Zombie.

(Quick note here, any 8s Jonas racks up will be distributed by random roll to party members at the end of the battle. So right now I would roll 1d8 once and if it came up, say, five then Daniel would get the 8. If he gets five 8s during the battle then I would roll 5d8. If it was like 3, 3, 5, 2, 8, then Pierre would get two of the 8s, and Wymar, Daniel, and Zathyran would get one.)

Quote from: Gaibon 1 / SeriousConcentrate: 65
Fireball -> Frenz
Quote from: Gaibon 2 / SeriousConcentrate: 54
Melee -> Wymar
Quote from: Gaibon 3 / SeriousConcentrate: 81
Melee -> Zathyran
Quote from: Skelerang 1 / SeriousConcentrate: 53
Boomerang -> Frenz x2
Quote from: Skelerang 2 / SeriousConcentrate: 19
Boomerang -> Claire, Zathyran
Quote from: Skelerang 3 / SeriousConcentrate: 3
Melee -> Jonas
Quote from: Skelerang 4 / SeriousConcentrate: 17
Melee -> Jonas
Quote from: Zombie 1 / SeriousConcentrate: 42
Melee -> Daniel
Quote from: Zombie 2 / SeriousConcentrate: 86
Grapple -> Malleus
Quote from: Zombie 3 / SeriousConcentrate: 90
Melee -> Greenmoore
Quote from: Zombie 4 / SeriousConcentrate: 47
Melee -> Malleus



Frenz reacted first, raising his whip overhead with a mighty warcry! (Frenz activates Inspiring Nobleman! Everyone gets +1 to damage roll this turn. Random target: 4, Zombie 4. 3 vs 1; 5+4 Critical Success, 2d6x2+25%; 10 and kill) His chain whip snaked out and struck Zombie 4 in the head, hitting it with such force that the zombie was decapitated and fell over limply! Pierre was not one to be outdone and flung his boomerang out at the crowd. (-4 MP. To save rolls, I'm just going to do a generalization: Roll once to hit the whole crowd, roll once and apply the roll in damage to the whole crowd. 5 vs 4, hit; 1d4 + 1d4 damage: 6 total) The bladed boomerang sailed through each enemy, drawing blood and delivering a deep wound in each before returning to Pierre's hand as he straightened his hat. Like a boss.

Wymar, meanwhile, went for the flying enemies. (RT: 2, so Gaibon 2. 4 vs 2+1; Autocrit+3 damage = 11 Critical Success, 2d4x2+100%; 28 damage and kill) Gaibon 2 swooped down to attack him and he dodged to the side, swinging his sword in one smooth movement and bisecting the Gaibon diagonally. The halves of the demon fell to the ground. Meanwhile, Zombie 3 was all over the elder friar! (6 vs 1+1-1; Major Success, 2d4; 7-2=5 damage) It delivered a powerful haymaker that stumbled both Greenmoore and itself. Zombie 2 sneaked up on Malleus... (8 vs 1-2; grapple successful.) It caught his arms and held them behind his back, preventing him from moving or attacking!

Daniel removed his jeweled cross and held it up to the two remaining Gaibons. (RT: Even, so G3 is attacked twice and G1 once. -3 MP. G1: 1+2 vs 1+1; 8+1 Critical Success, 2d8x2+25% + 1d8x2+25%; 33+8=41 and kill. G2: 3+2 vs 8+1. 3+2 vs 4+1 {5+2 vs 3+1}; 4+1 Minor Success, 1d8 + 1d8; 8 damage) The first was destroyed in a flash of holy light; the third averted its dive in time to prevent major damage but was still scalded by the cross's power. Malleus struggled against the zombie's grip! (8 vs 2) He threw his elbows back, striking it in the ribs and pushing it away. (7+2 vs 6; 6+2 Massive Success, 2d6x2 Ice damage; 20 and kill) Drawing his warhammer, he leaped at Skelerang 3 and smashed it into frozen powder with a single blow!

Gaibon 3 moved away from Daniel and went for Zathyran instead. (5 vs 4; 4+1 Minor Success, 1d6; 5 damage) It landed in front of the mage and kicked him in the stomach with one of its powerful legs, folding him up momentarily. Claire, on the other side of the fight, kept on the zombies! (RT: 3, so Z3. 7 vs 3; 6+3-1BH Massive Success, 2d4x2; 12 and kill. 2, no trophy) She cleaved Zombie 3 in half! Jonas was also targeting the zombies, and swung at the first one to have appeared. (5+2 vs 1; 8+4 Critical Success, 2d4x2+100%; 32 and kill) The bladed chain of his combat cross snaked around the zombie in several places; with a quick step and yank backwards Jonas drew it back to him and left the zombie to fall to the ground in pieces.

Skelerang 1 threw its boomerangs at Frenz! (3-1 vs 7+4; 5-1 vs 1+4) Both clattered uselessly off of his armor. Greenmoore, meanwhile, was flinging something back at the skelerang and the one next to it: blessed water! (-2 MP. S1: 1 vs 8. S2: 6 vs 6 {5 vs 4}; 6+1 Major Success, 2d6+1d6; 12 and kill.) The first skelerang's boomerang came back in time to destroy the blessed water before it could hit him, but the second wasn't as lucky. It was dissolved before their very eyes! Greenmoore used a heart too, while he was at it. (4, all MP restored. 4/5 hearts left) Zathyran finally recovered from the kick to the stomach and held up his hang, creating an orb of lightning. (Targeting Zombie 2 and Skelerangs 1 and 3, since the other zombies died. -6 MP. Z2: 2+2 vs 4 {1+2 vs 1}; 4+1 Minor Success, 1d6+1d6; 4 and kill. S1: 8+2 vs 2; 8+1 Critical Success, 2d6x2+25% + 1d6x2+25%; 20+15=35 and kill. S3: 4+2 vs 2; 8+1 Critical Success, 2d6x2+25% + 1d6x2+25%; 23+2 = 25 and kill)

The lightning struck each, zapping them with such intensity that they... exploded? What the hell? Well... they were all dead, and that's what counted. Skelerang 4, the last of his kind standing, attacked Jonas! (7 vs 2+2; Major Success, 2d4; 7 damage) It bashed him a pair of strong blows, one from each boomerang, before leaping back!

Spoiler: HP/MP (click to show/hide)

--

Jonas has two 8s at the moment. Also... I know this was supposed to be kind of a squash match to demonstrate how strong your new class evos and skills have made you with the Gaibons being the only serious threat, but damn. You guys got real lucky with Frenz rolling high initiative since his damage boost really helped out. >.>

Finally, I cannot believe how lucky Talarion is. >.> This puts him at seven 8s and gives him the four in a row in one turn for the second time for a total of two skills. I guess Zathyran does take after Marcus...

EDIT: Just now remembered that Greenmoore should've taken 2 less damage. Fix'd that.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Dwarmin on June 29, 2011, 08:54:16 am
Curb stomp battle!

Friar Greenmoore concentrated. He had to use the power of the Holy Word to mend himself while the rush of battle was still upon him.

Use Holy Priest Ability on myself
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Darvi on June 29, 2011, 09:03:30 am
I am one lucky son of a Gunn.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 29, 2011, 09:07:30 am
@Both of you: Yes, Darvi is lucky, and yes, this turned out to be a real curb stomp battle. Now I remember why I split the party. >Xp
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Darvi on June 29, 2011, 09:12:05 am
Stop! Hammertime!

Hit Gaibon 3.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Dwarmin on June 29, 2011, 09:20:57 am
@Both of you: Yes, Darvi is lucky, and yes, this turned out to be a real curb stomp battle. Now I remember why I split the party. >Xp

The obvious solution is to introduce some tougher enemies that ignore a certain amount of damage every turn, forcing the party to focus on them instead of AOE'ing everything to death.

Or, to do it like WoW, make some enemies enrage at low health, increasing their damage-which means if we attack them all at once, a whole load of enemies gets a massive damage boost.

Oh no, what have I dooooone....
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 29, 2011, 09:23:48 am
Like I said, the zombies and skelerangs were supposed to be weak. The only thing I didn't count on was you guys mowing down the Gaibons as well. >.> Oh well. There's still plenty of other monsters in the Castlevania lists I can pull out, like the Spectral Swords, Slogra, Skeleton Gunmen, etc.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 29, 2011, 09:25:37 am
200 gunmen for the next encounter. Only ten are targetable at a time by the players (The enemy can still fire with all of them though) >:3
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Dwarmin on June 29, 2011, 09:44:01 am
Like I said, the zombies and skelerangs were supposed to be weak. The only thing I didn't count on was you guys mowing down the Gaibons as well. >.> Oh well. There's still plenty of other monsters in the Castlevania lists I can pull out, like the Spectral Swords, Slogra, Skeleton Gunmen, etc.

Don't forget Medusa heads, that attack and petrify us while we're jumping on spinning gears and tilting platforms.

Really though. I'm sort of afraid to see what SeriousConcentrate is going to do with the Clock Tower. Pay me back for mine sweeper maybe....  :o
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 29, 2011, 09:47:25 am
Pay me back for mine sweeper maybe....  :o
OHHH, MAGIC MINEFIELD!
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Talarion on June 29, 2011, 09:47:42 am
Has ANYONE aside from me rolled like that? o_o... I've done it twice I believe. As for my skill...

Shocking Power Lv2 (+2 damage rolls with Occult Book: Lightning)

Zathyran smiled slightly, raising his hands again. "Behin, bitan, greba horiek behera! Ikuskizun munduko, potentzia handi!" firing off twin spears of energy, the blue electricity arcing towards the closest/remaining enemy, before he raised his hands to his hood and pulled it back onto his head, over his eyes. "I met a merchant about a year ago. Jakob, I think his name was. He taught me a lot while I travelled with him. Turns out he was a well-known Hunter too. He taught me the language I speak to use my electricity; it is highly conductive for magic for some reason." Zathyran paused, breathing slightly to calm himself. "I was actually looking for him when I found you all. It's always good to know the people you travel with."

Edit: For anyone interested, yes I did just mention the character I wrote up to be my next character. And yes, I do plan on having all of my characters linked somehow. (My ideas include a younger Brother of Marcus' because his parents actually survived, or maybe Marcus' mentor or even his father. :3
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Darvi on June 29, 2011, 09:53:16 am
200 gunmen for the next encounter. Only ten are targetable at a time by the players (The enemy can still fire with all of them though) >:3
I think there are more double casters around than that.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 29, 2011, 09:53:57 am
@Tal: Well, no, but now that you have three attack chances a round you potentially have at least seven rolls to make it happen in. (Initiative, accuracy + damage 1, 2, 3.) If you get attacked that's even moar chances. >.>

And as for the Clock Tower, well, Grant DaNasty. That is all. (Actually I dunno if I want to use that or use the towers of Science, Magic, and Art in Cv64. I think there were three, anyway. ??? Oh well, even if there weren't I'll use them and the Clock Tower.) Anyway, I'm not quite that petty whatever you may think of me. >.> I decided to scale back falling in a pit so if you do, you just lose a large chunk of HP with no defense against it (I'm debating on a roll or a straight 25%) and continue on your way instead of flat-out dying.

@Taricus: Yeah, I'm not doing that. That's 200-400 rolls for the enemies alone and I frankly don't feel like it. >.> It does give me an idea though. :3
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Talarion on June 29, 2011, 09:59:12 am
True. One wonders if I'll be the first to get 7 8s in a single turn? :P... Also, question: what does the number next to the initiative mean? (the single digit next to the double digit)

Oh, I also edited in a note in my turn if anyone is interested in my mad paranoid ravings and character ideas...
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 29, 2011, 10:40:10 am
Originally initiative was on 1d8 but I got tired of re-rolling constantly when numbers matched - which happened a lot, given that if you have four characters and four enemies it's quite likely at least one number will come up twice. I believe in one instance I had to do 5 re-rolls to figure out who went first. So I changed it to 1d100 so I can see who's going when much easier, but I still roll 1d8 afterwards so none of the players lose a chance at an 8. It makes writing the turns faster for me and doesn't change anything for you guys, so win/win.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Ahra on June 29, 2011, 12:56:23 pm
well that was unexpected dont you think that too?
gaibon, hammertime
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Zako on June 29, 2011, 01:12:47 pm
41 damage! OH YEAH! *pelvic thrust*

That poor gaibon didn't even know what hit it.  :D

Let's play whack-a-skelerang with a warhammer!
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 29, 2011, 01:27:48 pm
So we've got three people wanting MC Hammer (http://www.youtube.com/watch?v=otCpCn0l4Wo) in this thread then?
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Darvi on June 29, 2011, 01:29:13 pm
Aye. But I am a dissident so I choose to use hammertime on myself.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: IronyOwl on June 29, 2011, 02:08:08 pm
Abruptly realizing that this is a massacre, Claire begins to loot the dead.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Krath on June 29, 2011, 05:46:03 pm
Pierre is busy straightening his coat.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Grimmjow6th on June 29, 2011, 10:59:48 pm
Strike a pose with the whip to outdo the other nobleman.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Zako on June 30, 2011, 09:30:55 pm
He isn't even a noble man. He's just a fancypants merc.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 30, 2011, 09:32:22 pm
Ohhh, EVIL idea >:3

Fire + pants = ?
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Darvi on June 30, 2011, 09:33:27 pm
That'd totally be worth the 2 MP it costs to cast it.

However, I don't mind. More chances for 8's for me, after all!
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 30, 2011, 09:34:32 pm
You know, I may be the source of all evil down in the RtD subforum (If not the only one, then the largest)
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Darvi on June 30, 2011, 09:35:07 pm
Nah. Definitely not.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 30, 2011, 09:35:42 pm
Excuse me Taricus. Have you devoured a bunch of slaves in front of screaming little children whose minds you are about to ruthlessly crush and enslave? :3 Because I have.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 30, 2011, 09:37:57 pm
Not yet. Just wait for my character to die here >:3
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 30, 2011, 09:40:20 pm
No kids here. Only fleamen, and they don't count because they're EEEvil. ^^
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 30, 2011, 09:52:53 pm
Dev-22 >:3
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on June 30, 2011, 09:56:32 pm
Frankly speaking I don't think Draignean's going to let Sizier within fifty miles of a place a child could even possibly be located. :P

On-topic, who are we missing? I'm pretty sure one person hasn't posted but I can't remember who it is.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Taricus on June 30, 2011, 09:57:47 pm
That's up to him and whether or not I get to do something to Sizier >:3
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: IronyOwl on July 01, 2011, 01:24:25 am
Pretty sure we've got 8. You're not expecting an action from Jonas, are you? :P
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on July 01, 2011, 03:39:15 am
Indeed. ^^; I'll get a turn up in the morning after ASL, I promise. (ASL first because it's quicker to write. :P) If it turns out someone's action IS missing I'll just auto 'em.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: SeriousConcentrate on July 01, 2011, 11:27:53 am
Quote from: Malleus Raulat / Ahra: 44 (7)
gaibon, hammertime
Quote from: Wymar Sane / Darvi: 75 (6)
Stop! Hammertime! Hit Gaibon 3.
Quote from: Pierre Dé Grasse / Krath: 78 (7)
Pierre is busy straightening his coat.
Quote from: Friar Greenmoore / Dwarmin: 83 (1)
Use Holy Priest Ability on myself
Quote from: Daniel King / Zako: 46 (5)
Let's play whack-a-skelerang with a warhammer!
Quote from: Claire Rosara / Irony Owl: 32 (8)
Abruptly realizing that this is a massacre, Claire begins to loot the dead.
Quote from: Frenz Grende / Grimmjow6th: 51 (8)
Strike a pose with the whip to outdo the other nobleman.
Quote from: Zathyran Firsankh / Talarion: 41 (7)
Zathyran smiled slightly, raising his hands again. "Behin, bitan, greba horiek behera! Ikuskizun munduko, potentzia handi!" firing off twin spears of energy, the blue electricity arcing towards the closest/remaining enemy, before he raised his hands to his hood and pulled it back onto his head, over his eyes. "I met a merchant about a year ago. Jakob, I think his name was. He taught me a lot while I travelled with him. Turns out he was a well-known Hunter too. He taught me the language I speak to use my electricity; it is highly conductive for magic for some reason." Zathyran paused, breathing slightly to calm himself. "I was actually looking for him when I found you all. It's always good to know the people you travel with."
Quote from: Jonas Weaver / SeriousConcentrate: 97 (8)
Revolver -> Gaibon
Quote from: Gaibon 3 / SeriousConcentrate: 59
Fireball -> Jonas
Quote from: Skelerang 4 / SeriousConcentrate: 82
Boomerang -> Frenz, Pierre

Jonas drew his strange pistol and aimed at the injured Gaibon remaining. (-3 MP. 6+1 vs 5+1; Major Success, 2d4; 6 damage. 3+1 vs 6+1. 8+1 vs 3+1; Massive Success, 2d4x2; 10 damage and kill) He pulled the trigger rapidly, hitting the Gaibon four times in the chest, once in the stomach, and once in the forehead, dropping it instantly. Putting his cross away, he flicked the drum of the pistol out, ejected the bullets, and put six more in by hand while Greenmoore used his Holy Word on himself. (Greenmoore regens 6 HP) The sole remaining enemy, a skelerang, threw its boomerangs at Frenz and Pierre while they were busy posing! (P: 4 vs 5+4. F: 7-1 vs 5+4) It missed completely, looking like a total tool.

Pierre posed! (6+1 Charisma) Given that he worked his dodge of the boomerang into his pose, it was going to be hard to beat! Wymar, used to the French mercenary's antics by now, completely ignored him in favor of doing a Hammerslide over to the skelerang. (7 vs 2. 6+2 Massive Success, 2d4x2. 6 and kill) Bemused, the skelerang merely watched him until he suddenly whipped out his sword and decapitated it. "You can't touch this!" he declared as he punted the skull away. Frenz also posed! (6) A good first attempt, but it took practice to upstage Pierre.

Daniel caught the skull on the crook of his ankle and kicked it up into the air, then hit it with his hammer. It went flying towards Malleus, who caught it out of the air, dropped it, and pulverized it with his warhammer. No playing ball today. Zathyran, seeing they had eliminated all of the enemies, elected not to waste mana. Nobody at all was paying attention to Claire, who was busy trying to loot the bodies. (6, 7, 3. So one Gaibon-trophy and one Skelerang trophy, nothing from the Zombies.) Using her cutlass effectively, she cut off the wings of the Gaibon Jonas had just killed and put them away... somewhere. They were bigger than even Malleus or Frenz (who I have in my head as the tallest two party members for some reason). She also took the last boomerang left from the many that had been shattered during the fight. (Claire gets: Gaibon Wings! They will absorb fall damage one time. Claire gets: Skelerang! It works like Pierre's boomerang, but it is single use with no mana cost and only targets two enemies.)

Jonas put his revolver away, tucking it into the bandoleer across his chest. "The eight of you are very powerful," he said approvingly. "Perhaps we can do this after all."

Spoiler: HP/MP (click to show/hide)

--

OK, 8s time. Jonas has 6. 6, 2, 2, 6, 4, 7. So Wymar and Claire get two, and Greenmoore and Frenz get one. With this, both Frenz and Claire are above 15 8s and get a skill-up.
Title: Re: CvRTD: Turn 106 (In which monsters get pwnt. Hard.)
Post by: Ahra on July 01, 2011, 11:32:53 am
do you have anything better to do or shall we get going?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 01, 2011, 11:37:44 am
Note to self. Use charisma bonus to upstage Pierre. Again.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 01, 2011, 11:45:02 am
You can't upstage Pierre.

It's unpossible.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 01, 2011, 11:46:13 am
DO IT DARVI.

BEFORE YOU ASK, THIS IS GOD.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 01, 2011, 11:48:50 am
You can't upstage Pierre.

It's impossible.
derp i upstaged you outside my own language
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 01, 2011, 11:50:12 am
You can't upstage Pierre.

It's unpossible.
Explain my achievement then :V

DO IT DARVI.

BEFORE YOU ASK, THIS IS GOD.
'soup Haruhi?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 01, 2011, 11:51:27 am
NO, I DON'T KNNOW WHO THAT IS. I'M GOD, YOU DAFT GYPSY.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 01, 2011, 11:53:27 am
Ignore the imposter, this is God here. That one over there is just a guy with a megaphone. :X

However I command you to do so as well.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 01, 2011, 11:54:17 am
NO, I DON'T KNNOW WHO THAT IS. I'M GOD, YOU DAFT GYPSY.
Oh. Hai Karkat!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Dwarmin on July 01, 2011, 11:54:54 am
"No more delays...let us be off."

While walking, Greenmoore mentions to Jonas

"Have your studies ever touched upon the planes, Jonas-other worlds? There were some among our brotherhood who argued that Dracula is not from our world, but some unspeakable place of shadow, flesh and flame.

Spoiler (click to show/hide)

I have long looked for lore on many evil things-Dracula among them. My studies have shown that he only can visit our world for a short time, and with great effort, and that he is very vulnerable as he attempts to bridge the worlds.

But as he long as remains here, he gains strength and form, and establishes a stronger anchor to our world, which he can use to draw more of his evil army from around this world, and others. We dare not delay, or his forces will overhwhelm us long before we reach his throne room.

We need not dwell on what will happen if he ever crosses over completely, I think."

OOC: Just because Krath can't be upstaged doesn't mean we can't try!



Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 01, 2011, 11:55:30 am
can you have malakai mind control me so that i can hit pierres "beautiful" face with my hammer? the fact that it will die by cold exposure is just an bonus. ;D
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 01, 2011, 11:57:03 am
*Hits SC with a lighting bolt* IN CONTEXT GOD YOU!

AND DARVI, CHRISTIAN GOD HERE...

AND I SHALL PERSONALLY GIVE ANYONE THAT BASHES, DISFIGURES OR OTHERWISE HUMILIATES PIERRE A RESERVED SEAT IN HEAVEN.
HE'S BEEN A NAUGHTY BOY!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 01, 2011, 11:57:55 am
Cool. I take it that I already got a seat reserved then?

@Ahra: Skip the mind control and jus' do it :V
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 01, 2011, 12:01:03 pm
YES, YOU JUST GET A BETTER ONE IF YOU DO IT REPEATEDLY.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 01, 2011, 12:03:46 pm
Niiiice. I'll try to remember that if I come back as a minion of evul.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 01, 2011, 12:07:41 pm
*shrugs the weaksauce lightning bolt off*

Jonas nodded. "All of that is correct, according to the legends I've heard. Dracula is more than just a vampire. He was once a mortal who became a vampire, but he possessed a unique ability: he could enslave the souls of demons through willpower alone. Through various means he acquired the power of real immortality... but right now he is weak. Comparatively speaking. With neither Belmont nor Vampire Killer at hand this may be the only shot we have."
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Zako on July 01, 2011, 12:09:49 pm
"We should hurry then, lest things become more difficult. Stand still Jonas, I'll patch you up." Heal Jonas.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 01, 2011, 12:21:46 pm
Kind of you, but Jonas is leaving the party after the next fight. ^^; No need to take care of him.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Dwarmin on July 01, 2011, 12:28:01 pm
"His wounds do not seem serious-in any case, Jonas has the luck of the Gods. Nothing can truly harm him!"

OOC: Jonas McDoomed is so doomed.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 01, 2011, 12:45:33 pm
Jonas is Dracula.

I'm STILL saying this so I can rub it in later.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 01, 2011, 12:46:55 pm
PIERRE, IF THOU DOESN'T SHUT UP, THOU SHALL SNUFF IT IN MY SIGHT!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 01, 2011, 12:49:30 pm
Taricus, you keep trying to usurp my authoritai and I'll make Tariq suffer many unfortunate incidents. >.> And I'll repeat Jonas isn't Drac so I can rub it in later.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 01, 2011, 12:51:44 pm
What, I'm not allowed to impersonate god for fun D:
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 01, 2011, 12:57:45 pm
I claim that Jonas is Schrödinger's vampire. He both is and isn't Dracula until we actually meet Vlad.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 01, 2011, 12:58:03 pm
And I'll repeat Jonas isn't Drac so I can rub it in later.

Ohohoho, your reverse psychology doesn't fool me.

YOU CAN'T HIDE THE TRUTH!

*puts on a tinfoil hat*
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 01, 2011, 01:14:50 pm
Indeed. According to plan, everyone forgot about the watchman leader back in the first town to worry about Jonas...
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 01, 2011, 01:36:53 pm

 The hypnotised guy?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Talarion on July 01, 2011, 08:12:57 pm
Zathyran smiled slightly in the shadow of his cowl. "Let's get moving, shall we?" He walked over to Malleus, and moved forward with the others (When/If they come). "Sir Knight... Did you know Marcus well, before he... died?" He cringed at the final word, an image of his mentor with lightning arcing around him forming. He quickly shook it off, waiting for the Knight's reply.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Grimmjow6th on July 02, 2011, 06:20:04 am
Continue following quietly.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 02, 2011, 06:34:47 am
Non-canon action:

"Pierre! I challenge you... TO A DANCEFIGHT!"
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 02, 2011, 11:59:54 am
acctually i didnt really get to know him, im not that social you see.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 02, 2011, 05:42:57 pm
Non-canon action:

"Pierre! I challenge you... TO A DANCEFIGHT!"

Canon action.

LET'S HAVE A DANCE FIGHT!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 02, 2011, 05:54:42 pm
Now, on one hand, that would probably require a combined charisma and mobility check.

On the other hand, I'd rather not use my 10 foot pole <_<
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 02, 2011, 06:02:18 pm
Aha, you can't win without auto-success!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 02, 2011, 06:23:27 pm
i swing my hammer at pierres face [jk]
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 02, 2011, 07:30:26 pm
We have identical charisma modifiers and I have the better movement. Have at you!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Talarion on July 02, 2011, 10:08:55 pm
"Ah... That's fair enough." Zathyran continued walking, letting silence fall between them for a moment. "He was a great man... dedicated to saving people from the Darkness. That's why I follow his footsteps... that's why I'm here." He tugged his hood further over his face. He didn't have much else to say, now.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Dwarmin on July 02, 2011, 11:45:12 pm
We have identical charisma modifiers and I have the better movement. Have at you!

Raise the stakes?

If Darvi wins, he gets the Pierres hat...

If Krath wins, he gets Wymars powerful criticals Lv.2...

:3
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Grimmjow6th on July 03, 2011, 12:33:27 am
I approve of a dance contest.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: IronyOwl on July 03, 2011, 02:53:24 am
Forward! Also encourage dance-off.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 03, 2011, 03:16:29 am
We have identical charisma modifiers and I have the better movement. Have at you!

Canon action: Summon dance floor from nowhere and BUST A MOVE!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 03, 2011, 04:44:48 am
We have identical charisma modifiers and I have the better movement. Have at you!

Raise the stakes?

If Darvi wins, he gets the Pierres hat...

If Krath wins, he gets Wymars powerful criticals Lv.2...

:3
And they both get nerfed at a draw >:3
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: freeformschooler on July 03, 2011, 05:11:27 am
To think I would learn so much about GM'ing from one of my own players.

That's just how it is around here.

Regardless, this next round will prove interesting!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 03, 2011, 06:40:00 am
^^ Thanks, freeform.

@the rest of y'all: I'd like to run the turn but I gotta help some relatives out today with house cleaning. I have no idea how long that'll take. It might be all day, it might be a couple of hours. In any case I'll try to run the turn for my RTDs when I get back. In the meantime, here's a non-canon turn to tide you over since the actual one will most likely be the start of combat. ^^;

NON-CANON TURN #3

Pierre snaps his fingers and forms a dance floor... and somehow Claire acquires a cheerleader outfit as well. >.> Zathyran, Malleus, Greenmoore, Weaver, Daniel, and Frenz just shrug and shake their heads, but Wymar is up to the challenge and immediately leaps onto the dancefloor with Pierre, the pirate cheering them on! (5+1 vs 1+1) Wymar wins handily when Malleus decided he's had enough of this and bashes Pierre in the face with his warhammer, knocking him out cold. Wymar immediately starts dancing on his unconscious body. (http://www.youtube.com/watch?v=snJYagxgx5U&t=1m05s) Zathyran sighs, wondering if Marcus had to put up with this when he was around. Daniel starts to tend to him while Jonas gets out a portable radio. "Uh, yeah, Vlad? No need to worry, if I can stall these guys long enough they'll kill each other off." "What was that?" Greenmoore asks. "Nothing."
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 03, 2011, 06:42:11 am
NON-CANON TURN #3
Daniel starts to tend to him while Jonas gets out a portable radio. "Uh, yeah, Vlad? No need to worry, if I can stall these guys long enough they'll kill each other off." "What was that?" Greenmoore asks. "Nothing."

AHA!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 03, 2011, 06:44:11 am
Naturally. NPC is a Guild-approved job, as everybody knows. They have to stay in contact so that the PCs don't just breeze through the game.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 03, 2011, 06:45:53 am
In other news, Darvi only won because I got sucker punched by Ahra.

Truth.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 03, 2011, 06:47:44 am
I was winning even before you got punched.

Pierre.OutdoneByWymar++

Grin as I imagine that scene. Then go with the rest.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 03, 2011, 06:51:16 am
You can only beat Pierre in your mind, Darvi.

Only in your mind.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 03, 2011, 06:56:24 am
Turn 25 begs to differ.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 03, 2011, 07:00:17 am
You mean this?

Quote from: Turn 25
WYMAR SANE

Pierre throws his hat up in the air, probably about to do something flashy. You won't allow it this time. (Random Target: Merman 4. 4 vs 3; Massive Success, 10 damage and kill) You throw your sword up after his hat, impale it on the way down, catch it before it hits the ground, spin once, and stab the merman in the chest. Feeling rather satisfied with yourself you kick it off of your blade, although at the moment you're unsure as to what to do about Pierre's hat.

...

PIERRE Dé GRASSE

(Random Target: Merman 8. 2 vs 6) Your hat... why!?!?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 03, 2011, 07:11:55 am
Pierre let Wymar do that, all a part of his ingenious gambit to get a better, stronger hat.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 03, 2011, 07:14:41 am
shut up or do you want me to hit you for real?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 03, 2011, 07:17:29 am
Also, Krath, AHA wut? If he's talking to Dracula then he's not Dracula. :3
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 03, 2011, 07:18:07 am
You mean the one that's going to eat your brains? Yeah, that worked marvellously *g*
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 03, 2011, 08:50:02 am
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Dwarmin on July 03, 2011, 08:52:41 am
I got a cameo role!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Talarion on July 03, 2011, 08:54:51 am
Awesome.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 03, 2011, 08:58:18 am
no hammerer?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 03, 2011, 08:58:45 am
Also, Krath, AHA wut? If he's talking to Dracula then he's not Dracula. :3

He's talking to HIMSELF!

@Darvi: Ok. I admit it. That's awesome.

I'm still better than you though.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: IronyOwl on July 03, 2011, 02:19:11 pm
That is so awesome. :P
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 04, 2011, 04:53:04 am
All right, here's the boring turn I promised y'all. :P I would've run it earlier but when I got home I was so tired I just went straight to bed.

EVERYBODY

Wymar amused himself with a pleasant daydream while the party continued onwards, Zathyran and Malleus talking among themselves while Weaver, Greenmoore, and Daniel conversed. Pierre felt strangely uncomfortable, like someone was trying to steal his spotlight somewhere, and he couldn't help but think it was the fortune teller plotting to try it a second time. Claire also seemed greatly cheered by a random thought. Frenz settled for being the only stoic member of the party and lead the way, his cape moving slightly in the wind. (MAR: 7) Therefore it was Frenz who saw the enemy forces first; a pair of cute young blond witches on broomsticks (http://www.castlevaniacrypt.com/games/sotn/images/enemies/salome.gif) and a bat-winged green beast with a squid-like head, glowing yellow eyes, and massive clawed hands. (http://www.castlevaniacrypt.com/games/sotn/images/enemies/malachi.gif)

All three swooped down from above, the demon landing in front of the party to block their progress as the witches circled around behind to prevent retreat.

Spoiler: HP/MP (click to show/hide)

Also, G6th, IO. You guys have a skill-up. :P
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Krath on July 04, 2011, 05:15:10 am
Exert my French charms towards ye olde witches.

It's time to get smooth.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Talarion on July 04, 2011, 05:26:24 am
Zathyran immediately raises his hands. "Tximista lantza, Jainkoaren esku ... Hiru aldiz behera! Greba!" He intones, pointing both of his hands at the demon infront of them, sending three arcs of lightning towards it.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Zako on July 04, 2011, 06:10:43 am
"Feel the power of the lord, foul creature!!" Triple cross attack on the demon!
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Ahra on July 04, 2011, 06:12:19 am
GET... OUT... OF... MY... WAY... (intimidate? :P)
hit demon in the family jewels or his torso
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Dwarmin on July 04, 2011, 08:26:52 am
"No time for chivalry!"

Do a double fireball on one or both of the witches who have not been charmed by Pierre
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 04, 2011, 10:18:48 am
Hit Cfoofoo with my instacrit sword slash.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: IronyOwl on July 04, 2011, 04:36:08 pm
Still thinking about my skill. :<

Any recommendations for something other than +1 to somethingorother?

Sharktooth shot one of the witches if Pierre hasn't seduced her yet. Go after same witch with cutlass if she's neither seduced nor frozen.

Just whack demon if both are incapacitated.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Dwarmin on July 04, 2011, 05:22:29 pm
Still thinking about my skill. :<

Any recommendations for something other than +1 to somethingorother?

What about...

Right back at ya!: Claire has a chance to reflect X% of damage back to an enemy that succesfully strikes her, X amount of times a combat
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: IronyOwl on July 04, 2011, 05:44:44 pm
Ooh, a retaliation skill? I like that. SC, what would that look like in practice?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 04, 2011, 05:55:06 pm
Personally I'd prefer to stick that on an artifact. >.> However, if I had to think about it, I could probably give you a skill that consumes MP to allow you to reflect a certain amount of damage, and let you find an artifact later that could power it up. Hmm.

Being that it's only level 1 it probably wouldn't be that great to start with, say 5 MP to reflect 25% damage (you'd still take 100% of the damage, but automatically deal 25% back, that is. I suppose I could also allow the leech HP chance of your cutlass to apply, since the amount you could get at max would probably be small. I mean even if an enemy hit you for 20 HP the most you could get back would be 5). Level 2 would either lower the MP cost or raise the damage reflect depending on which you wanted, and artifacts could do one or the other.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: IronyOwl on July 04, 2011, 06:22:07 pm
Bah. :-\

Any suggestions for nonstandard skills from you then, SC?
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 04, 2011, 06:44:14 pm
Uh... I 'unno? I'm a fairly linear thinker. :-\ If you can't come up with anything remember that you can always spend a skill on 5 HP or MP, or you could raise your pistol's accuracy, or something like that. Um... small chance or MP cost to shatter an enemy's weapon or armor to weaken them if applicable, chance to attack another enemy if your swing kills the target like Great Cleave or something, an Ambidextry-type skill so if you get hit with a Called Shot to the arm you can just switch hands to ignore a penalty, small chance or MP cost to deflect physical projectiles like arrows, small chance or MP cost that if you get hit you will automatically block to prevent being damaged by further attacks, raise critical damage like Darvi... That's all I got. ^^;
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Darvi on July 04, 2011, 06:45:19 pm
Money=Power. You get a bonus to damage depending on how many gold bags you possess.
1 for +1, 4 for +2, 9 for +3, and if you have 16 you are a greedy bastard :V
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: SeriousConcentrate on July 04, 2011, 06:47:56 pm
I kind of like that. ^^ I might work on it a bit... Assuming IO wants it, that is.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Taricus on July 04, 2011, 06:49:06 pm
How about a nullify critical ability? Would be useful against Malakai AND Wymar if he carks it.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: IronyOwl on July 04, 2011, 06:55:33 pm
If you can't come up with anything remember that you can always spend a skill on 5 HP or MP
Ah. That might make this simpler. And more boring, but I need more of both. :-\

The rest seems somewhat interesting as well, though I'd definitely be leaning towards small chance for each of them. I need my mana.

Money=Power. You get a bonus to damage depending on how many gold bags you possess.
1 for +1, 4 for +2, 9 for +3, and if you have 16 you are a greedy bastard :V
Interesting, but since in theory money also = better equipment, I'm not sure how useful it'd be.

Then again, I have decided movement rolls and damage are my thing, so it might be a way to boost damage more than normal.
Title: Re: CvRTD: Turn 107 (In which there's a pose-off, and STOP! HAMMERTIME.)
Post by: Grimmjow6th on July 04, 2011, 07:10:16 pm
''Ah, quite a big boy aren't ya?''
Inspire and attack!
Title: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 04:34:59 pm
So... made a decision yet, Irony, Grimmjow? Anyway, Turn 108: Suikoden.

Quote from: Malleus Raulat / Ahra: 68 (5)
GET... OUT... OF... MY... WAY... (intimidate? :P) & hit demon in the family jewels or his torso
Quote from: Wymar Sane / Darvi: 45 (7)
Hit Cfoofoo with my instacrit sword slash.
Quote from: Pierre Dé Grasse / Krath: 4 (8)
Exert my French charms towards ye olde witches.
Quote from: Friar Greenmoore / Dwarmin: 53 (8)
Do a double fireball on one or both of the witches who have not been charmed by Pierre
Quote from: Daniel King / Zako: 23 (8)
"Feel the power of the lord, foul creature!!" Triple cross attack on the demon!
Quote from: Claire Rosara / Irony Owl: 47 (8)
Sharktooth shot one of the witches if Pierre hasn't seduced her yet. Go after same witch with cutlass if she's neither seduced nor frozen. Just whack demon if both are incapacitated.
Quote from: Frenz Grende / Grimmjow6th: 41 (5)
Inspire and attack!
Quote from: Zathyran Firsankh / Talarion: 3 (6)
Zathyran immediately raises his hands. "Tximista lantza, Jainkoaren esku ... Hiru aldiz behera! Greba!" He intones, pointing both of his hands at the demon infront of them, sending three arcs of lightning towards it.
Quote from: Jonas Weaver / SeriousConcentrate: 13 (8)
Revolver -> Malachi

Quote from: Salome 1 / SeriousConcentrate: 52
If any are wounded, heal them. Otherwise, Lightwave -> Malleus
Quote from: Salome 2 / SeriousConcentrate: 51
If any are wounded, heal them. Otherwise, Lightwave -> Greenmoore
Quote from: Malachi / SeriousConcentrate: 93
Nightmare -> Wymar, Weaver, Pierre

Side note: Even though Frenz is going late in the initiative, his Inspire still works for everyone.


The Malachi touched down first, a giant pentagram forming in front of it. (Malachi casts Nightmare! -5 MP. W: 7+3 vs 5; 3+3 Minor Success, 1d6; 5 damage. J: 4+3 vs 5+1; 8+2 Critical Success, 2d6x2+50%; 36 damage. P: 8+3 vs 6+4; 4+2 Major Success, 2d6; 6 damage) Jonas saw it coming! "Get out of the way!" he yelled, shoving Wymar and Pierre out of the path of the incoming hellfire. Despite falling to the ground, they were still scorched, but Jonas took the brunt of it. The explosion threw him to the ground, unconscious. Malleus reacted first, roaring a challenge! (7 vs 8; 3 vs 6, 3 vs Immune to Fear) The witches and the demon stood their ground. Still yelling, the knight charged! (7+2 vs 3; 7+3 Critical Success, 2d4x2+75%; 21 damage) Malleus sunk his axe into the beast's chest, drawing blackened blood, before taking a step back.

Greenmoore reacted next, targeting the Salomes! (-4 MP. 8 vs 1; 4+4 Massive Success, 2d6x2; 14 damage. 8 vs 6; 8+4 Critical Success, 2d6x2+100%; 28 damage) The first fireball knocked one for a loop, but the next severely injured the remaining Salome! Both witches reacted by flying over the demon and unleashing a burst of rainbow-colored magic. (Salome 1: -10 MP. 8, 7, 3. Salome 2: -10 MP. 9, 2, 9. Total: S1 heals 17 HP, S2 heals 9 HP, Malachi heals 12 HP.) Claire loaded her pistol and aimed at (Odd/Even: 3) Salome 1! (-2 MP. 6 vs 1; 6+1 Major Success, 2d6; 7 damage. 4, frozen.) The shot froze her solid in mid-air, and the pirate turned her attention to Malachi. (5 vs 7+1) Its long, clawed arms kept her at bay, though.

Wymar, however, wasn't going to be held back! (7 vs 5+1. +3 Critical Success, 2d4x2+100%; 28 damage) His sword sliced through the monster's flesh cleanly, reopening the wound the witches had healed! Frenz rallied the party and attacked (3) the Malachi as well! (7 vs 2+1; 3+4 Major Success, 2d6; 8 damage) His whip hit the demon... but Malachi had placed a forearm in the whip's path, blocking it from hitting anything vital. Daniel finished rooting through his pack for his cross and held it up to the demon! (-3 MP. 5+2 vs 2+1; 6+1 Major Success, 2d8+1d8; 12 damage. 8+2 vs 7+1; 4+1 Minor Success, 1d8+1d8; 5 damage. 5+2 vs 1+1; 7+1 Massive Success, 2d8x2+1d8x2; 28 damage. 45 total) The image of the cross was burnt into its chest!

Finally, Pierre got back to his feet and dusted off his clothing. (7+2 vs 5) Somehow this completely won over Salome 2. (Salome 2 is Charmed! Salome has these abilities: Regular attack, deals 1d6. Lightwave, light-type, takes 5 MP, deals 1d8 normally. Heal, takes 10 MP, heals 3d20. Charm will last until she's the last enemy, at which point she'll come to her senses. Also... 3.) The witch drifted closer to the Frenchmen, blushing. "Um, here! I want you to have this..." she said, giving him a Minor MP potion and looking away shyly! (Minor MP potion restores 5 MP.) While that was happening, Zathyran focused on the Malachi. (-6 MP. 6+2 vs 4+1; 1+3 Minor Failure. 3+2 vs 1+1; 4+3 Major Success, 2d6+1d6; 17 damage. 6+2 vs 6+1; 4+3 Major Success, 2d6+1d6; 8 damage. 25 total) The lightning zapped the Malachi, but it seemed to mostly shrug it off. Perhaps it was resistant to Lightning? (It is, but Zathyran's so strong with it it doesn't seem to matter. >.>)

Spoiler: HP/MP (click to show/hide)

On another note, damn is Daniel strong. >.> Finally, 8s. Lovely 8s. Jonas has 1 to distribute after the battle. Dwarmin got four this round, bringing him to 26 total and giving him two ups: 25 and 4 in a row. ^^ That is all.
Title: Re: CvRTD: Turn 108 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 04:36:38 pm
Actually this is turn 109.

You forgot to update the title on the actual turn 108.

Vengeance!!!! Hit the fucking malachi.
Title: Re: CvRTD: Turn 108 (In which there's a lot of hard hits. Seriously.)
Post by: Taricus on July 06, 2011, 04:37:56 pm
My god you need to start buffing the enemies a lot more. 2/3s of the main target's HP already gone?!
Title: Re: CvRTD: Turn 108 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 04:39:26 pm
@Darvi: Fark. Correctin'.

@Taricus: Yeah, I know. I thought I was actually being hard on these guys, but then both witches had to have the shittiest heal rolls ever and I forgot the sheer amount of damage Daniel and Zathyran can do. :P I should've used their actual HP amounts (210 for the witches and 450 for the Malachi.)

Edit: On the plus side now I know I don't have to feel bad at all about Malakai.
Title: Re: CvRTD: Turn 108 (In which there's a lot of hard hits. Seriously.)
Post by: Ahra on July 06, 2011, 04:40:00 pm
ok you leave no other choice idiots...
hammer malachi, try to shoot the stunned witch
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Taricus on July 06, 2011, 04:42:26 pm
Hehe. Guess what you should do with the next mob :3

I'd say the rabbit of Caerbannog would be merciful compared to that >:3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 04:53:36 pm
Double fryer balls on Salome 1
Title: Re: CvRTD: Turn 108 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 04:54:38 pm
@Darvi: Fark. Correctin'.
It's really esoteric. (http://tvtropes.org/pmwiki/pmwiki.php/Main/OneHundredAndEight)
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 04:56:12 pm
Hmm? I'm thinking of throwing the #@$^#%* book at them next battle, just to see how tough the opposition has to be before it's competitive. I'm thinking Final Guards, maybe. Oh so cheap. They only take 1 damage from anything, have high attack power, and 400 HP. :3 I think Whip's Memory will be a pretty good boss if they ever find the Vampire Killer. Or an Arc Demon, those things have 666 HP. Also for reference to how I depowered monsters: Gaibon's supposed to have 300+ HP. >.>
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 06, 2011, 05:37:32 pm
I'll wuss out and take +5 HP. Improved criticals or something next time!

Slash the Malachi.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 05:39:16 pm
I'll wuss out and take +5 HP. Improved criticals or something next time!

Psh, a real pirate would take -5 HP and +2 to damage rolls. :P
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 05:43:39 pm
I'll wuss out and take +5 HP. Improved criticals or something next time!

Psh, a real pirate would take -5 HP and +2 to damage rolls. :P
That I would. Deal!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 05:45:44 pm
Not trying to sway you too much, Irony, but, uh, considering you're angling to be the party's debuffer would you rather take the MP?
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 05:46:27 pm
Nooo, he wants to be the fragile speedster/lightning bruiser :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Taricus on July 06, 2011, 05:48:17 pm
I don't think you want to be fragile next mob >:3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 05:48:45 pm
Oh? Despite my stated goal to TPK? >:3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 06, 2011, 05:51:13 pm
I need MP also, but 30 HP is looking a bit on the fragile side. >_>

And we've got Malakai coming up at some point, so... yeah...
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 06, 2011, 05:58:30 pm
Salome 1 doesn't bow down to my charms? YOU MUST DIE! CHARM AGAIN!

Also, Salome 2 shall use Lightwave on the Malachi!


Goddamn I swear that lightning is OP.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Taricus on July 06, 2011, 05:59:22 pm
What, Pierre not charming the other one?  :o
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 06, 2011, 06:03:55 pm
Well, I wasn't going to, but if you insist.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 06:27:08 pm
Ooh, two upgrades. Question-you mentioned long time ago, Serious, that one of my possible upgrade paths for Exorcism was possession resistance. Is that worthy an upgrade still? It was a long time ago, and I'm not sure if it's something you were counting on.

Can you finalize the rules for skill upgrades VS specific enemies-I know it's a pain, because +1 to hit/dodge vs anything specific is lolworthy when you can take +1 hit/dodge to everything, and +2 to is too high for a minor skill.

 I want to be specialized against incorporeals and demons. Oh yeah, here's my idealized skill progression, which seem totally not overpowered to me. It's not even meant to overpower the next boss battle which Friar Greenmoore has no IC knowledge of. :P

<1 skill point in all>
Exorcist (+1 to hit when fighting incorporeal undead; incorporeal undead cannot counter attacks)

<2 skills points in all>
Talented Exorcist: (+2 to hit when fighting incorporeal undead and demons; incorporeal undead and demons cannot counter attacks)

<3 skills points in all>
Grandmaster Exorcist: (+2 to hit when fighting incorporeal undead and Demons; incorporeal undead and demons cannot counter attacks, +2 defense and movement vs attacks from incorporeal Undead and Demons.)
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 06, 2011, 06:48:09 pm
I'm sure anything you think of will pale in comparison to Zathyran  :P
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 06:52:11 pm
I know what I'll take next.

Fuck y'all: +3 to damage, more likely to be attacked by enemies.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Taricus on July 06, 2011, 06:57:23 pm
Yeah, SC's going to give the mob after you take that skill instacrits and a 4+ attack bonus.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 07:17:12 pm
@Krath: I'm just going to keep that as attack. The reason you didn't charm Salome 1 is because you literally cannot at the moment; she's frozen and utterly unaware of anything going on. You can blame Irony for that one. :P

@Dwarmin: The rules ARE finalized; it's true you can get +2 to hit e'ry thing like Zako has, but that's as far as you can go generally. Zako could take two skill levels to hit, like, Constructs with a +2 specifically, and those would stack for a +4 total whenever he's attacking Golems and Axe Armors and the like. Finally, GRANDMASTER DENIED. Lv 2 only. >.>

@Darvi: You ask for that and you'll get -3 to damage rolls but are LESS likely to be targeted. >:3

Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 07:18:07 pm
Aherp, then I just walk into Vlad's throne room and punch him to death because nothing ever attacks me :V
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 07:25:53 pm
Then you're totally screwed though since you're merely less likely to be attacked. If there's only a handful of targets and you're one of 'em, there's a strong possibility Vlad will OHKO you. And since it's the end, no Rule 5. You don't want that, do you? :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 07:26:51 pm
... no I don't. YES I DO. (http://tvtropes.org/pmwiki/pmwiki.php/Main/BonusBoss)
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 07:50:03 pm
Hmm...targeted skills seem too much a pain to bother with now that I think of it. And I've sworn off + to hit...

So, hows this for both my skills points?

Architect of Immolation:+2 spell/cast rolls when using fire magic creatively.

I'm talking like, how I occasionally make firewalls? Turn that up to 11!

It's about time I learned to summon fire snakes. :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 07:59:57 pm
Again, not trying to discourage you, but I do want to point out that Draignean had an esoteric skill like that (specifically, a bonus for delivering one-liners) and it never really got used. :-\ It's yours if you want it, though.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 08:28:33 pm
Well, if I was just to keep tossing double fireballs, then it would be wasted. I'm getting bored with fire ball spam.

Still, you've no problem if I do things like...

Spoiler (click to show/hide)
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 08:31:24 pm
Hmmm, what could I do with light?...

Blind shit.
Read books in the night.
Uh... and that's about it.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 08:32:19 pm
Uh, sure. I guess I'll just field all that on a conditional basis, although when you use 'em it'll be a help to let me know your intention. ^^; And your holy water got shot down 'cause you failed the roll. :p Any enchantment done through that will be temporary though; you gotta pay to get permanent enchantments. :3 Also you have fire too now, Darvi.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 08:33:14 pm
Good thing too because light is lame :V

I'm very much a darkness person.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 06, 2011, 08:33:41 pm
Disco balls.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 08:34:56 pm
But I already did that so I don't need to do it anymore :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 06, 2011, 08:36:17 pm
Strobe light, then. :P
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 08:36:42 pm
*inb4 Taricus or I pervert the disco balls idea... wait, shit.*

Also light enchantments, and, uh, damn. I can't think of much for light either, but I guess that's OK since it's generally pretty good against enemies.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Taricus on July 06, 2011, 08:38:30 pm
What, not much fun to be gotten out of perverting the disco balls....
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 08:38:45 pm
Strobe light, then. :P
Falls into the blinding category.

But yeah. Lazershowz :D
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 08:46:00 pm
Hmmm, what could I do with light?...

Blind shit.
Read books in the night.
Uh... and that's about it.

You could do something like Faerie Fire from D&D-make an enemy glow really, obviously bright, like a bullseye and make it easier to hit for the rest of the party, especially if they have some sort of effect that conceals or stealths them.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 09:11:06 pm
"Tch, if that's that then..." With lightning still crackling around his hands from his previous incantation, he flung them yet again at the Malachi. Nothing would avoid death by his lightning!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 06, 2011, 09:22:37 pm
Why do I get the feeling that when we get to Dracula, Zathryan will be shouting 'POWER! UNLIMITED POWER!'?
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 09:24:22 pm
Because if I survive that long, I most likely will be able to do hundreds, if not thousands of damage in a single turn? :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 06, 2011, 09:26:25 pm
The fact that you like to keep your face hooded and shoot lightning from your fingertips does nothing to make you seem less like the Emperor!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 09:31:58 pm
... I totally didn't mean for it to turn out like that, but it did...

-Non Canon Turn-

Suddenly, Dracula appears and starts beating on the team. Zathyran raises his fingers... aimed at his team?!? Firing off arcs of lightning everywhere, he cackles evilly as Dracula runs the f*** away. "YEESS! LET THE POWER OF THE DARK SIDE COURSE THROUGH YOOOUUU!!!!!!" Before somehow summoning hundreds of soldiers in odd white armor with some form of rifle that shoots light?! The World quickly falls to his evil, and Dracula gets shot down by a Storm Trooper who got 1 100 on a 1d100; The only roll possible for a Storm Trooper to actually hit something. Next Adventure: Dracula rounding up heroes to help him defeat this menace known as Zathyran, who now calls himself 'The Emperor'...
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 09:32:36 pm
In other words, the fight against a Zathyran Boss will be ridiculously easy. Just have Malleus wade through his lightning, grab him by his neck, and chuck him into the nearest bottomless pit. Case closed. Also let's be frank; they would tear your ass up so fast if you turned on the party it wouldn't even be funny.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 06, 2011, 09:35:16 pm
Featuring Pierre as Han Solo!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 09:36:37 pm
*enchants sword with light*

Skywalker, fuckers!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 09:41:42 pm
*enchants sword with light*

Skywalker, fuckers!

Lol, vanity enchantment nub.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 09:56:16 pm
I know, that's why it was a joke turn. Plus, ICly, Zathyran would rather kill himself by sitting in a cage on a tall tower before turning on those who Marcus told him to help. :P
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 10:06:45 pm
Yeah, I know. I'm just the kind of person that, when you hand him such a scenario, will actually sit down and think about how he would play both sides of the battle. And roll it. It didn't even last a whole turn. >.>
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 10:10:47 pm
*fistpump*
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 06, 2011, 10:23:07 pm
You should totally post practice duels between all of us. :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 10:23:25 pm
Well, I'm the squishy. I'm there to electrocute things while these two *points at Grimmjow8th and Ahra* take all the damage for me. Sound about right? :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 10:24:48 pm
You should totally post practice duels between all of us. :3
All the 28 duels? :O
's all luck based though. Except for Frenz I could probably nuke everybody in one turn with some good rolls.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 10:29:26 pm
And Malleus. Don't forget the Ubertank.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 11:14:59 pm
Yeah, practice duels would basically boil down to: "Who got the higher initiative?" in all cases except Malleus vs Frenz. That would actually be a pretty interesting battle; it would go three or four rounds at least and it's tough to call a winner. But to me it's actually more of a question of who would win among Daniel, Frenz, and Malleus. Daniel's the only person who can inflict a crapton of damage without being overly squishy and Malleus and Frenz can survive anyone's opening salvo (Malleus's Wax Doll and Frenz's class evo, respectively) and deal enough damage back to kill before their opponent can. Plus Malleus has the possibility of Freezing on his blunt weapon which is a very nasty combo; if it freezes the enemy is screwed because then the hammer does even moar damage.

Frenz does have a +3 to damage every attack and can push that to +4 with his class evo, basically guaranteeing himself damage if he lands a hit, and with his high defense + artifact that reduces his attacker's accuracy he's pretty hard to actually hit himself. (For other party members, anyway. >:3) He also takes -2 damage.

Daniel can attack three times a round with higher attack power and an extra attack dice when he hits and he does have that +2 to hit... He has decent defense, and he takes -2 damage too.

Pierre's kinda tough but he's not overwhelmingly offensive-based. He's probably the most balanced character offensively and defensively, but that kind of cripples him for practice duels since the other (excluding Claire) outshine him in one area or the other. He can OHKO Claire with a Seduction roll though, and he has a pretty good damage modifier and is the only character with a chance to follow-up on a melee strike.

Malleus has high HP, high Defense, one round of invincibility, and small bonuses to accuracy and damage. Plus his warhammer can freeze. He takes -2 damage too.

Wymar's pretty decent for duels. He can negate all damage to himself for one round, autocrit, and deal ridiculous amounts of damage with his magic, but enemies get +1 to damage rolls when hitting him and he has no defense against accuracy.

Greenmoore never has to worry about running out of MP, although he's kind of frail. He gets an extra dice with his water and +2 damage with his fire, both of which can attack twice. Plus he can heal himself with his class evo. His defense is good for a mage. His artifacts are nice; one guarantees +1 to his damage roll no matter how he's attacking and the other lets him turn his HP into damage, which if used with enough power and luck allow him to oneshot even Malleus. He takes -2 damage too.

Claire can attack with subweapon and melee on the same turn, put ice on both for the cost of 1 MP each, and potentially lower her target's ability dodge her strikes by a heft amount for more MP. She burns through it kind of fast, though. Her defense is nice but no better than Daniels, although she can regen health if she hits hard, which she has a +2 chance of doing (+3, but Booty Hunter knocks it down one against all these male opponents). She... also takes 2 less damage. ??? Popular skill, there...

Zathyran has a good sword, but it's obvious his main talent is his magic. He deals 2d6 lightning damage on a minor success if he hits and can attack three times in a round with it, plus he can supercharge his magic to make it a little more powerful. His only real defense, though, is a 25% chance to negate enemy magic. Nevertheless he has a good amount of HP and MP so he can hang for a few rounds.



What does this analysis all mean? :P Nothing. Or maybe later on there'll be some sort of tournament to see who the hell gets the best weapon, armor, subweapon, etc. in the game. >:3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 11:19:53 pm
Don't forget my +2 to dodge... >.> I need to get less squishy.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 11:21:14 pm
I have +2 to dodge too.

Aderp SC :V
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 11:25:11 pm
+2 dodge only counts when they're doing something special. :3 I doubt Malleus is going to be trying to wrestle you when he could just be swinging an axe at your face.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 11:26:56 pm
Whaaaat?

That's totally not what I bargained for.

SCAM!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 11:28:08 pm
Where have you been the last 100 turns? ??? Defense has always been for direct damage attacks. Movement's been made more valuable by the recent combat additions which some enemies are going to start trying now.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 11:29:01 pm
I assumed dodging would count for all attacks. Because it's not like you couldn't dodge an axe or something.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 06, 2011, 11:29:24 pm
I need to get more defense then...
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 11:32:13 pm
Negative anything to damage is weighted more valuable as the players, simple reason-you get +2 to dodge, and you dodge say 25% more hits after, right. It's like nothing happened!

It's much less flashy to dodge an attack entirely, and your more likely to attribute it to luck.

Now, something hits you. Thank God I took that -2 to damage!

It's much more easy to see the effects of that, even if you could have dodged the attack entirely with the other skill. :3

Perhaps the symbol *Dodge!* should be shown when your extra evasion saves you from getting hit? :P
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 11:33:16 pm
Or you can just check if you beat the attack roll by 2 or less.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 06, 2011, 11:33:57 pm
Or you can just check if you beat the attack roll by 2 or less.

No one but Darvi does that.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 11:37:22 pm
Fun fact: I don't appreciate the work GM's put into their games enough for that :V
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 06, 2011, 11:39:20 pm
D:

 :'( yet again, Darvi. You cruel, cruel man.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 06, 2011, 11:44:08 pm
Aaaand che- wait, I already did that one didn't I.

Sorry then.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 07, 2011, 12:12:33 am
What?! I'm offended by this underestimation of my debuffing capability! Time for a test duel! Assuming I actually know how the system works, which... well, not positive, but still.

Actual rolls and such omitted for clunkiness, except where interesting.


Malleus vs Claire fight canceled due to lolwtf defense and uncertainty about how wrestling, called shots, etc work. Basically, there's no chance for Claire to actually hit Malleus under normal circumstances; but with her obscene Movement bonuses and Malleus' penalties in that area, there's no real way for Malleus to not get pinned, disarmed, flanked, etc. by Claire either.

So... dunno. On to fights I think can actually be simulated without a GM.

So, yeah. Having second thoughts about how she'd do against The Big Three, but maybe I'll try those in a moment.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 07, 2011, 12:23:37 am
QuickSim:

Claire -> Pin Malleus: #+4 vs #-2. If Claire hits, Malleus is unable to move, negating defense bonuses as long as Claire dedicates her round to holding him; he can try to break free with a standard d8 vs d8 (if she was trying to pin Daniel, he would get a +1 to break free due to his gauntlets).

Claire -> Disarm Malleus: #+4 vs #-2. If Claire hits, Malleus loses whichever weapon he has equipped. He can either use a turn getting it back or wait until the end of combat, when it'll get returned to him automatically. Alternately, Claire can try to get it too, but it'll take a standard roll for her to get it whether or not Malleus is also going for it (it can be assumed he kicks it away from her for his side of the roll)

Claire -> Cripple Malleus: #+4 vs #-2. If Claire hits, Malleus has severe leg injuries, increasing movement penalties by 2. Can't be repeated once successful, but the effect does last until healed or the fight ends.

Just a small sample.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 07, 2011, 12:31:02 am
So that's the kind of shit one can pull off with mobility?

Pin Cfoofoo, Goku-style.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 07, 2011, 12:40:19 am
Problem: Cfoofoo has no defense bonus to negate. And also you're squishy as hell. :<
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 07, 2011, 12:42:36 am
Me being squishy as hell doesn't matter as it doesn't affect me pinning at the least.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 07, 2011, 12:47:00 am
Hum... I had assumed being right next to him and trying to pin him down would make him want to eat your face more, but thinking about it I guess I'm not actually sure if that's true.

The point about it accomplishing nothing still stands, though. :-\
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 07, 2011, 12:49:45 am
If the first point were true, I'd never be attacked since I'd only have to stay away from shit and stuff.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: IronyOwl on July 07, 2011, 12:57:59 am
More != always.

We've been over this before. :<
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 07, 2011, 01:05:06 am
Ah, but he can't eat my face if I have him pinned right?
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Zako on July 07, 2011, 05:32:52 am
Holy shit man, I'm a badass. I'm so happy that I'm considered a major damage dealer, while at the same time, I am a HEALING class! Suck it knights and mercs! KISS MY EDUCATED ASS!

Hammer the frozen witch! Let's break her open!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 07, 2011, 05:34:03 am
That's probably because you can cast 3 spells per turn. That's a potential 100 damage per turn right there.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Zako on July 07, 2011, 05:57:05 am
Well, thats proper planning right there. It appears that we are becoming uber powerful very quickly. Serious has a lot of trouble on his hands with us.  :P
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Darvi on July 07, 2011, 05:58:40 am
Ayup. And once I get more skillups and we have defeated Malakai I will also upgrade my fire book for a whopping 4 attacks per turn and I will add +2 to defense because evasion is borked. Also another level in warrior Oracle for moar critty goodness.

Anyways, slash the illithid while hammersliding.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Krath on July 07, 2011, 06:12:01 am
FFFFFFFFF- I just noticed this.

@Krath: I'm just going to keep that as attack. The reason you didn't charm Salome 1 is because you literally cannot at the moment; she's frozen and utterly unaware of anything going on. You can blame Irony for that one. :P

(http://cdn3.knowyourmeme.com/i/000/099/741/original/OkayGuy.jpg?1297653524)
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Grimmjow6th on July 07, 2011, 07:54:50 pm
Jump towards the beast and swing my whip wildy at everything in my path[except the charmed witch]! *use my impervious to damage here*
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 10, 2011, 01:07:03 am
(( Shameless bump? I don't want this to die, especially after I just got back into the game  :-\ ))
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 10, 2011, 01:15:11 am
Jeez Tal, it's only been two days. Lurk moar Dev-22, I explained what was going on there. For those who haven't read it though, basically I got a cheap-ass second-hand Nintendo DS and copies of Castlevania: Portrait of Ruin and Order of Ecclesia. So I've been... doing some research on the franchise. >.> You know. I do promise I'll have a turn up tomorrow though.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 10, 2011, 01:16:45 am
Okay then. I'm just impatient, my apologies. <.<
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 10, 2011, 01:20:10 am
Sorry. ^^ There's only two series that I'm a fanboy of, and they are in order Resident Evil and then Castlevania. Since I never got to play these two until about Thursday, well...

On another note, fuck Dracula and his cheap-ass partner Death. I mean I managed to beat them (still gotta run through OoE, but at least I beat one mode of PoR) but fighting both of their asses at the same time on that tiny screen was infuriating. :-\ Probably would've been easier if I didn't have such horrible vision, though.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Grimmjow6th on July 10, 2011, 08:04:02 pm
Hey, serious, can i have my cvrtd character pic? Please?
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 10, 2011, 08:16:28 pm
Did you ask for one and I forgot about it? ??? That's entirely possible... ^^; Uh, anyway, I'm working on the turn right now, I'll post that up fairly soon.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 10, 2011, 08:17:34 pm
He didn't ask for one, I think he was asking for one just then, though.
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 10, 2011, 08:18:22 pm
Ah, OK. Well, I'll see about it then. Writing takes precedence! :3
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Dwarmin on July 10, 2011, 08:34:35 pm
Hey, Seriousconcentrate, can i have a flying car? Please?

Where are our flying cars? You owe it your players.  :-\
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: Talarion on July 10, 2011, 08:35:13 pm
Hey, Seriousconcentrate, can i have a flying car? Please?

Where are our flying cars? You owe it your players.  :-\
Yes! THIS!
Title: Re: CvRTD: Turn 109 (In which there's a lot of hard hits. Seriously.)
Post by: SeriousConcentrate on July 10, 2011, 08:44:42 pm
All right, I'll have a flying car run y'all over next turn, since I owe it to you. Street pizza magicians and all that.
Title: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 10, 2011, 09:11:39 pm
Alos, @Krath: that face disturbs me. Never do that again. D:

Quote from: Malleus Raulat / Ahra: 92 (4)
hammer malachi, try to shoot the stunned witch
Quote from: Wymar Sane / Darvi: 38 (4)
slash the illithid while hammersliding.
Quote from: Pierre Dé Grasse / Krath: 82 (5)
Salome 1 doesn't bow down to my charms? YOU MUST DIE!
Quote from: Friar Greenmoore / Dwarmin: 99 (6)
Double fireballs on Salome 1
Quote from: Daniel King / Zako: 36 (6)
Hammer the frozen witch! Let's break her open!
Quote from: Claire Rosara / Irony Owl: 16 (4)
Slash the Malachi.
Quote from: Frenz Grende / Grimmjow6th: 79 (3)
Jump towards the beast and swing my whip wildy at everything in my path[except the charmed witch]! *use my impervious to damage here*
Quote from: Zathyran Firsankh / Talarion: 73 (5)
"Tch, if that's that then..." With lightning still crackling around his hands from his previous incantation, he flung them yet again at the Malachi. Nothing would avoid death by his lightning!

Quote from: Salome 1 / SeriousConcentrate: 0
Be Frozen.
Quote from: Salome 2 / SeriousConcentrate: 37
Lightwave -> Malachi
Quote from: Malachi / SeriousConcentrate: 98
Nightmare -> Claire x2, Pierre


Greenmoore reacted first, firing off a pair of flame spells at Salome 1! (-4 MP. 7 vs 5; 7+3 Critical Success, 2d6x2+50%; 33 damage. 7 vs 2; 6+3 Critical Success, 2d6x2+25%; 15 damage. 48 damage) Despite the ice, she was hit hard by the spells!

While the priest was busy frying the witch like he ought to be doing, the demon he was ignoring formed another pentagram of magical energy... (-5 MP. C: 7+3 vs 8+2 (5+3 vs 2+2); 4+2 Minor Success, 1d6; 4-2=2 damage. 6+3 vs 3+2; 8+2 Critical Success, 2d6x2+50%; 18-2=16 damage. 18 total. P: 6+3 vs 2+4; 7+2 Critical Success, 2d6x2+25%; 32 damage) The hellfire caught Pierre and Claire totally off-guard, flinging them to the ground as it exploded near them!

Malleus ran in to save them, going right for the demon with his warhammer! (6+2 vs 2+1; 2+1 Minor Failure) Malachi flew up, evading his attack. Meanwhile, Pierre got back to his feet and ran over to the iced Salome. (7+2 vs 5; 6+2 Massive Success, 2d4x2; 10 damage) He smacked it with the hilt of his rapier, making the ice crack...

Frenz leaped at the flying Malachi! (8 vs 3+1; 4+3 Major Success, 2d6; 7 damage) With a grunt of effort, he managed to snag his whip around its ankle and slam it face-first into the ground! While he was retracting his weapon, Zathyran took advantage of the opening... (-6 MP. 1+2 vs 5+1. 4+2 vs 2+1; 5+2 Major Success, 2d6+1d6; 10 damage. 6+2 vs 6+1; 7+2 Critical Success, 2d6x2+25% + 1d6x2+25%; 20+15=35 damage. 45 total and kill) He fried the demon to a crisp despite its resistance to most types of magic! Good on ya.

Wymar slid over to the frozen Salome. (5+2 vs 8 ) He proceeded to dance around it in some bizarre gypsy-type ritual thing, or maybe he was just checking her out while she couldn't do anything about it. Who knows. The other Salome, who had been planning on attacking the Malachi, decided instead to heal Pierre since it was dead. That demon had hurt him! (-10 MP. 8, 17, 5; 30 HP restored) A soft rainbow light covered the mercenary and erased most of the burns from his body. He was certainly feeling a lot better now!

Daniel, meanwhile, was looking to finish the job the others had started. (6+2 vs 2; 7+1 Massive Success, 2d10x2+1d10x2; 18+20=38 damage and kill) Much to Wymar's disappointment, his hammer struck the frozen witch directly in the face and shattered her completely... bringing the other Salome to her senses! She was hostile again!

Claire decided, since the Malachi was dead, that a catfight was in order. :3 (6 vs 1; 7+3 Critical Success, 2d4x2+50%; 12 damage, 6 HP healed) She jumped up to hit the witch and slashed her across the leg, ending the combat round!

Spoiler: HP/MP (click to show/hide)

Looks like only Frenz and Claire got 8s this round.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Taricus on July 10, 2011, 09:18:40 pm
Shouldn't have claire and pierre taken more damage? It says the witch did 32 in total...
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: IronyOwl on July 10, 2011, 09:21:44 pm
See? See why I wanted more health? :o

Bring that hussie down! Or loot, if she's been dealt with.


Shouldn't have claire and pierre taken more damage? It says the witch did 32 in total...
Quiet you!

Also it's mostly confusing notation, Claire took two attacks for 18 total and Pierre took one for 32 total. Both healed afterwards.

I do notice the Malachi got a larger crit bonus on Claire though, for some reason...
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Taricus on July 10, 2011, 09:24:23 pm
Just Pierre actually.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Dwarmin on July 10, 2011, 09:26:34 pm
Friar Greenmoore lights the Salomes broom on fire!
He prepares to grab her heart if she dies


OOC: That's creative. ;)
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: IronyOwl on July 10, 2011, 09:30:36 pm
Delicious crits.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Talarion on July 10, 2011, 09:37:03 pm
Double Lightning the Salome, or move on if it's dealt with.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 10, 2011, 09:48:49 pm
@Irony: 8+2=10. Every number over 8 is +25% to the damage total. Pierre's was 7+2=9, which is why he had a smaller percentage added to his damage as compared to yours.

@Taricus: Irony's cutlass leeches health.

@Dwarmin: I see what you did there.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Zako on July 10, 2011, 10:27:40 pm
Wow... 38 damage with my melee weapon?! DUDE, freezing attacks ROCK! I should get one on a warhammer sometime...

Crouching for a moment, I spring into the air to bring the witch down with a mighty blow from my hammer!
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Grimmjow6th on July 10, 2011, 11:13:09 pm
And...pose whilst the others all brutally murder the witch.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Krath on July 11, 2011, 01:33:58 am
Alos, @Krath: that face disturbs me. Never do that again. D:

 :-[

Spoiler (click to show/hide)

Anyway, whistle innocently and trip Frenz up.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Darvi on July 11, 2011, 01:36:05 am
Counter-trip Pierre.

That was painfully predictable. I might have to change my action.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Ahra on July 11, 2011, 06:07:43 am
punch pierres face for the pleasure it gives.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Darvi on July 11, 2011, 06:09:24 am
So what you're saying is... you'd help Pierre?
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Ahra on July 11, 2011, 06:19:42 am
edited
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 11, 2011, 11:08:39 am
Krath, I warned you bro. >:[ Prepare for serious consequences.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Krath on July 11, 2011, 11:11:14 am
Krath, I warned you bro. >:[ Prepare for serious consequences.

(http://cdn3.knowyourmeme.com/i/000/099/741/original/OkayGuy.jpg?1297653524)

 :P
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Ahra on July 11, 2011, 11:11:54 am
me breaking his face?
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 11, 2011, 11:18:39 am
I'm thinking with the warhammer, freezing and shattering his face so he can never have that expression again. >.>
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Ahra on July 11, 2011, 11:30:31 am
cold kills tissue  :P
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 11, 2011, 03:41:34 pm
I was thinking more like literally breaking his face off so he's just running around with a bloody skull. :P Anyway, Grimmjow, this is what I came up with. If you want one in a Fire Emblem-style for an avatar instead just let me know. ^^ As you can see he has the oversized greatsword he picked up off of the armor on his back and the whip curled up in his left hand. I didn't want to do the oversized shield because it would've covered most of his body. >.>

(http://img.photobucket.com/albums/v355/Static_Jester/FrenzGrend.png)
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Grimmjow6th on July 11, 2011, 06:52:21 pm
Exactly as i thought of him, thank you :P
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 15, 2011, 11:47:44 am
OK, hopefully I will be able to run a turn later today. I gotta fleabomb the house, which means turning off the power and getting outta dodge for several hours. I might be able to get one up tonight. ^^
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Dwarmin on July 15, 2011, 02:11:25 pm
The Fleamen will have their revenge on us.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Ahra on July 15, 2011, 02:22:40 pm
The Fleamen will have try to get their revenge on us.
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: Taricus on July 15, 2011, 02:29:26 pm
At full health values ;D
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 16, 2011, 12:05:29 pm
Ugh, had internet issues last night. Not sure why. :-\ Anyway, I am now officially working on the turn, so it should be up within the hour. :3
Title: Re: CvRTD: Turn 110 (In which there's even more hard hits.)
Post by: SeriousConcentrate on July 16, 2011, 12:29:01 pm
Quote from: Malleus Raulat / Ahra: 44 (7)
punch pierres face for the pleasure it gives.
Quote from: Wymar Sane / Darvi: 71 (7)
Counter-trip Pierre.
Quote from: Pierre Dé Grasse / Krath: 66 (3)
whistle innocently and trip Frenz up.
Quote from: Friar Greenmoore / Dwarmin: 33 (6)
Friar Greenmoore lights the Salomes broom on fire!
He prepares to grab her heart if she dies
Quote from: Daniel King / Zako: 9 (8)
Crouching for a moment, I spring into the air to bring the witch down with a mighty blow from my hammer!
Quote from: Claire Rosara / Irony Owl: 67 (5)
Bring that hussie down! Or loot, if she's been dealt with.
Quote from: Frenz Grende / Grimmjow6th: 90 (2)
And...pose whilst the others all brutally murder the witch.
Quote from: Zathyran Firsankh / Talarion: 64 (3)
Double Lightning the Salome, or move on if it's dealt with.

Quote from: Salome 2 / SeriousConcentrate: 85
Call for help!


Frenz struck a pose! (7) It was a very powerful and inspiring pose, making Pierre jealous instantly. While he was doing that and everyone watched him rather than the witch, she shot a magical flare into the sky! (-10 MP. 8, oh dear. 2, 2 powerful enemies arrive.) Two glowing arrows shot down from the sky, and upon hitting the ground each burst into the form of an armored angel, carrying a bow and surrounded by a field of floating arrows. It would take them a moment to get their bearings, so they weren't a threat just yet...

Wymar ignored the enemies in favor of Pierre, who looked like he was about to cause a ruckus. (5 vs 2+2; Pierre is knocked down, spends his turn getting up.) The gypsy dropped into a crouch and swung his leg out, hitting the Frenchman just behind his ankles and flinging his legs up into the air! Pierre crashed onto his back with a loud clattering of armor. Claire ignored the noise in favor of aiming at the witch and doing something useful. (6 vs 2; 8+3 Critical Success, 2d6x2+75%; 25 damage, Claire regens 12) With a seafarer's battle cry, she launched herself in the air and slashed the Salome across the stomach, injuring her greatly! Pierre picked himself up.

Zathyran decided to follow Claire's example and also attack the enemy rather than hurt Pierre. (-4 MP. 8+2 vs 3; 5+2 Major Success, 2d8+1d8; 16 damage and kill) And he finished her in his usual fashion, electrocuting her to death with gory special effects that won't be described here because, y'know, it's a woman. If it was one of the snipers, then yeah... Malleus thought this was as good a time as any and decided to take out some of his frustration with Pierre. (2 vs 2+4) But the mercenary saw it coming and blocked his fist with his shield! Good thing Malleus was wearing gauntlets or he might've broken his hand.

Greenmoore and Daniel looked at each other and shrugged. (6, 2) Greenmoore could see why they were beating up Pierre but Daniel didn't get it at all!

Spoiler: HP/MP (click to show/hide)

Also IronyOwl is at 20 8s and gets a skill for it. ^^
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Darvi on July 16, 2011, 12:34:42 pm
New enemies? You really don't want me to finish my research don't ya?

Dualcast lightbolts against sniper 1.
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: SeriousConcentrate on July 16, 2011, 12:42:23 pm
:3
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Ahra on July 16, 2011, 12:51:08 pm
Fallen servants of god stand in our path? I. shall. grind. your meagre traitorus skulls to frozen sand.
action? weell how about warhammer no:2s face
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Dwarmin on July 16, 2011, 01:24:15 pm
Greenmoore encircles Amalric Sniper 2 with a ring of fire, to burn him, his arrows and his bow
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Krath on July 16, 2011, 01:28:25 pm
Vent my frustration by flinging a dagger at Sniper 1!
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Grimmjow6th on July 16, 2011, 07:50:24 pm
Better luck next time my french friend. Take out my giant sword and slash at sniper 1!
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: IronyOwl on July 16, 2011, 08:09:29 pm
Disarm Sniper 1!
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Talarion on July 16, 2011, 09:15:51 pm
Triple Lightning at Sniper 2.
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Zako on July 16, 2011, 10:22:34 pm
Yeah, I don't get why everyone is bashing on that frenchman. Maybe he just looks like a punching bag for some reason?

Warhammer attack on Sniper 2!
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: Taricus on July 16, 2011, 10:24:36 pm
Not his fault that he's appropriately shaped :3
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: IronyOwl on July 16, 2011, 10:35:16 pm
Oh right, skill. I guess I'll take +5 MP.
Title: Re: CvRTD: Turn 111 (In which there's moar in-fighting and an electrocution.)
Post by: SeriousConcentrate on July 20, 2011, 03:08:48 pm
Quote from: Malleus Raulat / Ahra: 22 (4)
Fallen servants of god stand in our path? I. shall. grind. your meagre traitorus skulls to frozen sand. warhammer no:2s face.
Quote from: Wymar Sane / Darvi: 68 (4)
Dualcast lightbolts against sniper 1.
Quote from: Pierre Dé Grasse / Krath: 14 (7)
Vent my frustration by flinging a dagger at Sniper 1!
Quote from: Friar Greenmoore / Dwarmin: 41 (6)
Greenmoore encircles Amalric Sniper 2 with a ring of fire, to burn him, his arrows and his bow
Quote from: Daniel King / Zako: 73 (7)
Warhammer attack on Sniper 2!
Quote from: Claire Rosara / Irony Owl: 35 (7)
Disarm Sniper 1!
Quote from: Frenz Grende / Grimmjow6th: 80 (1)
Take out my giant sword and slash at sniper 1!
Quote from: Zathyran Firsankh / Talarion: 76 (8)
Triple Lightning at Sniper 2.
Quote from: Jonas Weaver / SeriousConcentrate: Autolast (2)
Ain't no grave, can hold my body down

Quote from: Amalric Sniper 1 / SeriousConcentrate: 95
Arrowstorm -> Wymar, Malleus, Pierre, Frenz
Quote from: Amalric Sniper 2 / SeriousConcentrate: 29
Arrowstorm -> Frenz, Malleus x2, Claire


The first sniper beat his wings once, creating a huge gust of wind that forced the party back a step as he took the air, a dazzling light emerging from his form! He spun once and leveled off, the arrows surrounding him multiplying exponentially as he notched four in his bow. (-15 MP. W: 3+3 vs 8. M: 6+3 vs 3+4; Wax Doll. P: 5+3 vs 2+4; Massive Success, 2d4x2; 10-2=8 damage. F: 6+3-1 vs 2+4; Major Success, 2d4; 7-2=5 damage.) He unleashed the arrows in a massive blast, peppering the front line of the party! Wymar ducked behind Malleus, letting the knight take all the arrows meant for both of them, while Pierre and Frenz were hit several times as well. Malleus, however, simply shrugged them off and brought a gauntlet down across his torso, dislodging all of the spectral arrows just before they vanished.

Frenz grimaced and put away his whip in favor of his sword. He leaped into the air after Sniper 1! (2+1 vs 7+2) He almost reached the sniper... but with a powerful flap of his wings the fallen angel sent Frenz right back to the ground. Zathyran raised his hands, focusing on the other archer in an attempt to take him out before he could imitate the attack. (-6 MP. 3+2 vs 7+2. 7+2 vs 1+2; 8+2 Critical Success, 2d8x2+50% + 1d8x2+50%; 30+24=54 damage. 3+2 vs 2+2; 6+2 Massive Success, 2d8x2 + 1d8x2; 26+10=36. 90 damage. >.>) Focusing his will on the Amalric Sniper, he shot arc after arc of electricity into him, bringing him to his knees! Daniel charged in as soon as Zathyran's hands crackled and stopped glowing. (6+2 vs 5+2; 7+1 Massive Success, 2d6x2 + 1d6x2; 22+4 = 26 damage) His warhammer came up in an arc, cracking the sniper on the point of his chin and snapping his head back hard enough to take him off of his knees. He flew back and rolled across the ground.

Wymar popped back around Malleus, using the knight as a sort of mobile cover, and fired off a pair of light spheres. (-4 MP. 7+1 vs 5+2; 6+2 Massive Success, 2d4x2+25%; 16 damage. 2+1 vs 7+2.) However, his target being a holy life form, his spells didn't that much damage despite the sheer power he brought to bear. The sniper batted the orbs aside with his free hand, damaging his arm but not greatly. Greenmoore finished chanting his spell and attempted to encircle the damaged Amalric Sniper with fire! (-2 MP. 7+2 vs 7+2 {3+2 vs 2+2}; 7. Arrowstorm downgraded to normal attack!) The sniper managed to escape the flames, but all the arrows he had summoned were destroyed in the purifying flames of Greenmoore's spell!

Claire had been climbing a nearby rock while Wymar distracted the sniper, and now she leaped from it, aiming at his bow arm! (4+4 vs 2+4) With a resounding snap, she broke the bow in two! The sniper could still fire arrows through will alone, but they wouldn't be as strong without the focus of the bow. (Amalric Sniper 1 loses +3 attack bonus!) Malleus charged forward, leaving Wymar behind, and targeted the greatly weakened sniper! (4+1 vs 4+2) He had regained his sense by now, and flew straight up, avoiding the blow. Pierre, meanwhile, had recovered from the arrows and drawn a knife. (-1 MP. 5 vs 1+2; Minor Success, 1d6+1d6; 10 damage) The projectile hit the sniper in the stomach and stuck there, white blood leaking from the wound and dripping down the handle.

The second sniper, now airborne, notched his bow with two arrows. (F: 3+3-1 vs 7+4. M: 5+3 vs 5+4.) Already weakened by Zathyran's magic, the doctor's attack had stunned him so much he was unable to aim properly and he missed both his targets. Meanwhile, on the ground, Jonas punched the ground with the point of his combat cross and began dragging himself to his knees, breathing heavily. I'll not die here... not while I'm so close to the castle... He coughed up blood as he finally forced himself to his feet and shook his head. After a moment, his vigor was renewed and he entered a fighting stance once more...

Spoiler: HP/MP (click to show/hide)

Zathyran = 10 8s Skill-Up.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Ahra on July 20, 2011, 03:12:42 pm
oh do you think that will help you? say hello to technology
shoot it down.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Darvi on July 20, 2011, 03:24:13 pm
Bluh! I am wounded! Dx
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: SeriousConcentrate on July 20, 2011, 03:44:21 pm
Hmm? I don't think you got hit that turn, Darvi.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Darvi on July 20, 2011, 03:45:16 pm
No, but I just now noticed that I am lacking HP.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Dwarmin on July 20, 2011, 04:04:06 pm
Double Fireballs on Amalric Sniper 2!
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: IronyOwl on July 20, 2011, 08:00:33 pm
Slash sniper 2!

Movement rolls at work!
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Krath on July 20, 2011, 08:53:05 pm
Jump into the air and stab!

Because Pierre is just that cool.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Talarion on July 21, 2011, 12:42:47 am
Zathyran pointed at the less wounded Sniper. "You're next." He smiled slightly as the lightning crackling around his other hand illuminated his face under the cowl.

Triple Lightning at Sniper 1. Supercharge it.


+1 defense, for my skill ^^
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Zako on July 21, 2011, 01:18:53 am
Time to go to work!

Patch that silly frenchman up.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: SeriousConcentrate on July 21, 2011, 05:29:28 am
Just need Darvi to update his RTD and Grimmjow6th to post an action. ^^
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Darvi on July 21, 2011, 05:35:13 am
Magick won't work. Back to slashing whatever is alive at that point.
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: Grimmjow6th on July 22, 2011, 06:38:24 am
Well, that didn't go as planned. Let me try that again. Slash sniper one!
Title: Re: CvRTD: Turn 112 (In which even these enemies seem slightly underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 09:40:16 am
Quote from: Malleus Raulat / Ahra: 30 (6)
Shoot #2 down.
Quote from: Wymar Sane / Darvi: 90 (4)
Magick won't work. Back to slashing whatever is alive at that point.
Quote from: Pierre Dé Grasse / Krath: 80 (1)
Jump into the air and stab!
Quote from: Friar Greenmoore / Dwarmin: 92 (6)
Double Fireballs on Amalric Sniper 2!
Quote from: Daniel King / Zako: 93 (2)
Patch that silly frenchman up.
Quote from: Claire Rosara / Irony Owl: 72 (8)
Slash sniper 2!
Quote from: Frenz Grende / Grimmjow6th: 31 (3)
Slash sniper one!
Quote from: Zathyran Firsankh / Talarion: 14 (3)
Triple Lightning at Sniper 1. Supercharge it.
Quote from: Jonas Weaver / SeriousConcentrate: 96 (7)
Cut down Amalric Sniper 2.

Quote from: Amalric Sniper 1 / SeriousConcentrate: 1
Arrowstorm -> Greenmoore, Pierre, Malleus x2
Quote from: Amalric Sniper 2 / SeriousConcentrate: 44
Arrowstorm -> Frenz, Jonas, Daniel, Claire


Jonas drew his revolver and ejected the bullets, then loaded it with ones made of a darker metal. (-2 MP. Jonas uses artifact Shadow Shot; Revolver now has Darkness element.) Daniel was making a move towards Pierre, and Sniper 2 looked like it was trying to draw a bead on him. He raised the revolver and fired first! (-3 MP. 7+2 vs 5+2; 8+2 Critical Success, 2d8x2+50%; 42 damage. 2+2 vs 1+2; 6+2 Massive Success, 2d8x2; 22 damage. 4+2 vs 1+2; 6+2 Massive Success, 2d8x2; 20 damage. 84 damage total and kill) Each bullet tore through the sniper, causing beams of light to emit from the holes until the sixth and final shot hit him in the heart, at which point the light faded away and the sniper fell from the sky, crashing limply to the ground. Jonas flicked his wrist, ejecting the bullets, and began loading new ones as Daniel tended to the Frenchman. (6+2+2=10+20%=12 HP. Two uses left.) The physician was well versed in working in combat situations and he did an excellent job with Pierre's injuries.

His target destroyed, Greenmoore changed his focus to Sniper 1. (-4 MP. 6 vs 2+2; 3+3 Minor Success, 1d6; 5 damage. 6 vs 2+2; 6+3 Critical Success, 2d6x2+25%; 20 damage. 25 total) The first fireball clipped him in the side, distracting him long enough for the second fireball to hit him dead center in the face! The sniper dipped low, and Wymar took his opportunity! (3 vs 7+2) The sniper was aware enough, however, that it flicked a wing and rolled to the side, avoiding the oracle's attack. Pierre shoved Daniel out of his way, sensing an opportunity to show someone up! (1+2 vs 3+2) However, he tripped and nearly fell on his face, barely recovering in time to not ruin his looks by smashing them into the rock-covered ground.

(6 vs 2+2; 8+3-1 Critical Success, 2d6x2+50%; 27 damage, no need to regen) Perhaps Pierre had, ahem, passed his ability to show people up to Claire back at the inn, for she managed to outdo both of the guys by grabbing the sniper by the arm, flinging him to the ground, and cutting him deeply across the chest through his light armor! He scrambled across the ground away from her as quickly as possible... (8 vs 2+2; 8+1 Critical Success, 2d8x2+25%; 40 damage) ...only for Frenz's massive blade to come down seemingly out of nowhere, crushing and severing the sniper's left arm! With an inhuman yell of pain the sniper scrambled to his feet and backed away from Frenz, his hand at the stump of his shoulder.

Malleus had taken out his rifle and loaded it during this time, and now he was aiming at Sniper 1. (Interpreting it as a called shot to slow him down. -1 MP; 8+2 vs 3+4. Sniper defensive/movement bonuses halved!) His bullet struck the sniper in the left knee, shattering the bone and dropping him to the ground again! Unable to get to his feet, he couldn't take off into the air again. Zathyran looked to finish the fight, his entire body crackling with electricity. Blue streaks of light zipped across his fingers and in his footsteps as the smell of burning ozone filled the air. (-6 MP. 6+2 vs 2+1; 6+2 Massive Success, 2d10x2; 30 damage. 3+2 vs 1+1; 8+2 Critical Success, 2d10x2+50%; 30 damage. 5+2 vs 1+1; 7+2 Critical Success, 2d10x2+25%; 35 damage and kill.) The lightning shot from his fingers and fried the sniper in his armor, producing a hideous burning smell and a corpse in which the armor was mostly melted into the flesh and bones of the unfortunate target.


Tal: You meant -1 damage, right? Defense is kind of armor-based. ^^;
Zako: +1 to healing rolls was a lame base class power. >.> I boosted it to 20% added to the sum of the healing roll. (Ahra's +1 to defense is fine though since that's ALWAYS useful.)

General: Jonas has 3 8s to distribute, I believe. So... 7, 1, 2. Frenz, Malleus, and Wymar all get an 8.

Skill-ups earned: Frenz has three; an unspent one, one for 20 8s, and one for three 8s in a row. Malleus has one for 25 8s. Wymar has one for 30 8s.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 09:42:47 am
Whyyyyy did I get an 8?
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: IronyOwl on July 22, 2011, 09:44:50 am
Hey, you can't just cheat me out of 5 MP like that. :P

Loot loot loot loot loot!
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 09:53:33 am
'Cause you got lucky on a random roll, Darvi. :P
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Krath on July 22, 2011, 10:03:01 am
Dust myself off and gape at Claire's ability to show even Pierre up.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 10:05:58 am
All I got were a 4 and a 3. Does not add up.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Dwarmin on July 22, 2011, 10:14:38 am
Friar Greenmoore scoffed.

"These must have been the expendable ones."

Use a heart on Zathyran, Daniel and Myself. Scavenge the battlefield for more hearts afterward!

OOC: I now realize my chance of getting killing blows with 7 other players in the group is vastly diminished.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Ahra on July 22, 2011, 10:21:50 am
+5 mp also why do i have 4/5 paladin was supposed to give me 5 more?

come on guys lets get going
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 10:32:18 am
@Darvi: Every time Jonas gets an 8, he gives it someone else. He got three eights, and you, Ahra, and Grimmjow6th got one when they were distributed after the battle. ^^;

@Ahra: Right, fixin' to 9/10.

@Dwarmin: ...Yep. It'll be a bit more useful when the group splits again. :P
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 10:42:05 am
Ah. Next question: is it possible to support other people? Like, I dunno, giving Greenmore an initiative bonus? I doubt it but it'd be plenty helpful.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Ahra on July 22, 2011, 10:51:00 am
Ah. Next question: is it possible to support other people? Like, I dunno, giving Greenmore an initiative bonus? I doubt it but it'd be plenty helpful.
i can pray for you to bless you.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 10:58:03 am
Hmm, thinking about it... How big a bonus are we talking about, here?
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 11:02:18 am
Ah. Next question: is it possible to support other people? Like, I dunno, giving Greenmore an initiative bonus? I doubt it but it'd be plenty helpful.
i can pray for you to bless you.
*sneeze*

Hmm, thinking about it... How big a bonus are we talking about, here?
On a d%... maybe +10? I have no clue about balance anyway since I'm a bit of a munchkin anyway.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 11:27:13 am
since I'm a bit of a munchkin anyway.

...And? :P I've really got no one to blame but myself for you guys being so strong since I'm like "don't you want +damage instead?" and "+damage should apply to the damage roll not the total dealt" and "etc." all the time. Really, I don't mind a bit of munchkin-ing. Anyway, since the skill doesn't directly help you and is only +10 I suppose I can let it slide. I also gotta go edit the second post to reflect Zako's 1 less medkit charge. >.>

Also Edit: I think next round I'll start tracking Greenmoore's hearts and Daniel's medkit in the HP/MP count section so that way you guys can just see it in the turn instead of having to go back to the first page to check.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 11:29:02 am
Hmmm. If it's balanced enough that you accept it then I cannot take it.

Back to the drawing board.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 11:31:20 am
Pff, wuss. Clearly you're not a bad enough dude to help an old man kill something. :D
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 11:36:15 am
Pff, wuss. Clearly you're not a bad enough dude to help an old man kill something. :D
I don't want to help him kill something. I want to help him overkill something.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 11:40:21 am
Point stands. ^^ *dons sunglasses and bomber jacket, stands in front of a wall with a smug sneer*
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Zako on July 22, 2011, 01:07:18 pm
*Grabs sunglasses off serious and throws them away*

Stop that, they don't work for you. Try wearing the shades that Horatio from CSI wears instead. Those ALWAYS look good.

And THANKYOU for the buff to my class. I have +4 to the healing rolls anyway, so it is MUCH appreciated since I need to be able to heal more hp with every charge. Dwarmin, could you lend some healing and patch up that suicidal frenchman some? I would rather not use another charge for my kit.

Also, Zathyran is a BEAST. 95 damage?! OUCH. Don't want to be on the wrong end of THAT. I have a mental image of the emperor from star wars doing his lightening thing now, only now he fries luke to a crisp in a few seconds. Guess who represents who in that picture.

Search for more supplies for my kit.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 01:19:24 pm
Hmmm, buffing would probably need a class-up to get anyways, else I'd have suggested a random-buff sort of thing. Still need some thinking as to what I actually want.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Grimmjow6th on July 22, 2011, 02:09:04 pm
Hmm....what skillups can i get?
Also, serious, Cm punk/nexus fan i see.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 03:55:46 pm
@Grimmjow6th: You could check the other characters for ideas, but you can't go wrong with this:

Using the first skillup to level Striker to Level 2 for +2 to damage rolls always; this'll stack with your whip and give you +4 with that o.o
Using the other two to get a skill that adds +2 accuracy so you hit more often

And yeah. CM Punk is badass and I got to see Money in The Bank two days ago (I stayed away from everything wrestling-related so it wouldn't be spoiled for me) and I was like... "Yeah, this shit's the shit. :3" and immediately changed my avatar to reflect that, the match was that good. Surprisingly for them TNA managed a good PPV this month too, although it was Destination X so I guess it's not really that shocking; the X-Division is 2/3rds of the reason to watch the show. (Other 1/3rd is Winter. :3) Kendrick vs Abyss was great, Styles vs Daniels was great. The only match on the card that was merely passable was Samoa Joe vs Kazarian, which is too bad because Kazarian's a good wrestler. :\

@Zako: What, no love for Jonas? :P He did almost as much damage. I figured the 20% upgrade was nice because you can't roll lower than 5 (1+2+2) so it'll still be +1 to healing in that case, and if you roll a 6 it becomes +2. When you get better healing kits capable of higher amounts, it'll be even moar useful.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Dwarmin on July 22, 2011, 04:38:02 pm
Dwarmin, could you lend some healing and patch up that suicidal frenchman some? I would rather not use another charge for my kit.

Problem. I have to use it during battle. At least, I think so. If the battles over, I'm not sure if I can use it.

@SeriousConcentrate: Am I right on that? Or can I use it directly after the turn a combat finishes?
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 04:41:58 pm
Yes to Dwarmin, and why insist on healing Krath? Darvi, Grimmjow, and Talarion are all hurt more than he is, and frankly keeping the glass cannons alive should be your biggest concern. >.> (Boss-Frenz would be a defensive beast, but he has awesome defense and high HP so healing him right now isn't much a priority. :P)
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Dwarmin on July 22, 2011, 04:46:50 pm
Yes to Dwarmin, and why insist on healing Krath? Darvi, Grimmjow, and Talarion are all hurt more than he is, and frankly keeping the glass cannons alive should be your biggest concern. >.> (Boss-Frenz would be a defensive beast, but he has awesome defense and high HP so healing him right now isn't much a priority. :P)

Wait, which part of my question did you say yes to?  ???
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 04:48:36 pm
I have to use it during battle. Am I right on that?
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Grimmjow6th on July 22, 2011, 05:08:46 pm
Ill go with your ideas serious, upgrade strike to level 2 and the accuracy thing :3
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 05:10:43 pm
Hmmm, should I upgrade charisma aka "Screw you Krath"?
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 05:17:08 pm
Up to you, Darvi. :3 Adding skills to Frenz now.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 05:18:25 pm
Shit, lets upgrade high-power casting to add even more damage. +3/+1 I think it is? I doubt that +4/+2 is possible.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 05:24:02 pm
Maybe it would be if you just put on those conksucking boots. :\ Anyway, it would probably stay at +2 but you'd lose the +1 damage the enemies got on you. I suppose I could allow +3/+2 though since +3 is pretty much above the limit every other skill is at but it's balanced by a higher chance of death. Just warning you that if you get offed by a regular enemy you'll be a mini-boss as opposed to an actual boss. >.>
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 05:28:14 pm
Awwwww.

Theeeeeeen I'll upgrade my hit chance. Yeah. Nukes don't hurt if they totally miss.

Also, I just thought of the most awesome upgrade for weirding oracle :V
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 05:34:30 pm
OK, upping Homing Missile to Lv2. Tell me about this upgrade and you'll get a chance to get it later. :3
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 07:30:25 pm
Basically, moar buffs and debuffs based on the tarot deck. I can pull a random card which I then can use whenever. Rinse, lather, repeat.

Spoiler: Elaboration: (click to show/hide)
Sooooo much randomness.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Talarion on July 22, 2011, 07:36:00 pm
Uhh, yeah, take -1 to damage, then.

Zathyran sighed, passing a hand in front of his face. He was exhausted from that fight alone... He'd be nearly useless when he couldn't use his magic any more.

Follow the group, move forward.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 07:37:15 pm
Hit the Sniper that apparently nobody's attacking.

And before anybody says anything, yes I know the post said it was dead. I don't believe it because it obviously still is alive.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 07:39:46 pm
lol, yeah, I forgot to remove him from the HP count. :-X I like that idea (and list) but there's also a lot of arcana not listed there, like Tower, Devil, Sun, and Moon. You want me to think about those?
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 22, 2011, 07:42:17 pm
If you want to. But I left those 8 aside because things like Judgement and the World can get quite OP.

Oooh, now here's an idea (http://www.youtube.com/watch?v=ggZoEmLfyRk&t=1m19s).
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 22, 2011, 07:50:57 pm
...Yeah, should've saw that one coming. :P In that case World would be quite OP, but it has a one in 40 chance of helping you (1 in 20 to draw, then 1/2 chance of being upright). I imagine the reverse of it would take Wymar to 1 HP and MP instantly, while it being drawn normally would deals something along the lines of rolling a 12 for damage with 3d20... which would probably stack with Wymar's massive crits skill, too.
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: SeriousConcentrate on July 25, 2011, 02:37:00 pm
Quote from: Malleus Raulat / Ahra
come on guys lets get going
Quote from: Wymar Sane / Darvi
Hit the Sniper that apparently nobody's attacking.
Quote from: Pierre Dé Grasse / Krath
Dust myself off and gape at Claire's ability to show even Pierre up.
Quote from: Friar Greenmoore / Dwarmin
Use a heart on Zathyran, Daniel and Myself. Scavenge the battlefield for more hearts afterward!
Quote from: Daniel King / Zako
Search for more supplies for my kit.
Quote from: Claire Rosara / Irony Owl
Loot loot loot loot loot!
Quote from: Frenz Grende / Grimmjow6th
(Auto'd) Go with everyone else.
Quote from: Zathyran Firsankh / Talarion
Follow the group, move forward.
Quote from: Jonas Weaver / SeriousConcentrate
Make sure that sniper is dead.


Wymar and Jonas approached the first sniper's body while Claire started going through the other fallen enemies for lootz. (2) The witches weren't carrying anything but their brooms, boots, hats, and short dresses. Claire was a pirate and proud of it! She had no interest in cosplaying! While she was looking through those, Jonas and Wymar were stomping the hell out of that corpse. (7, 4) If that sniper was still alive, it wasn't now after Wymar managed to somehow dissolve its entire ribcage into powder through its armor with a well-placed stomp. Jonas kicked it in the head for good measure, then walked away from it. Like a vulture, Claire was on it! (4) Nothing useful here, either. The armor - what was left of it - was meant for male torsos and frankly wasn't as good as what she had on. With a disappointed sigh, she walked away.

Daniel was also looting bodies, but for other reasons entirely. (8+2) With his knife, he cut away some of the Malachi's skin and plucked several feathers from one of the snipers. These he ground up with his mortar and pestle and placed in a small pouch inside his medkit. (Medkit is back to full usage. Don't question me about how this combination works. >.>) Pierre dusted his cape off, wondering how Claire had surpassed him in flashiness! It was a mystery to everyone who bothered to think about it, which is to say, only Pierre. Greenmoore crushed three of the demon hearts in his possession, one near himself, one near Daniel, and one near Zathyran. (G: 5. D: 6. Z: 5.) Afterwards, he looked for moar hearts! (3) ...He couldn't do it. Despite being fallen, the snipers were still angels. No go there. The witches, however evil, were still women. He wasn't about to cut them open. As for the Malachi, some quick surgery from Daniel at his request revealed it had no internal organs he could recognize. Maybe it just ran on demonic energy.

Eager to get going, Malleus and Zathyran led the group onward. (MAR: 2) If any monsters were in the area, they weren't showing themselves. The long walk to the castle was wearying; the sun was getting low in the sky. Of the nine of them, Jonas looked the most fatigued; understandable, considering the blow he had taken in battle earlier. At the bottom of a hill, he stopped and sat on a nearby tree stump. "I'm sorry, I can't go any further right now. Go on; I'll catch up with you later," he said, waving them onwards.

*Jonas Weaver has left the party*

The remaining eight climbed a steep hill. At the top was a broad gravel path; at the end, nearly a mile away, was the gates of the dark abode known as Castlevania. There was a bench to the left of the gates, and what appeared to be a man sitting on it, reading. It was hard to make out from this distance. There was no choice but to continue forward... (MAR: 7) ...and as they did, more hands rose from the ground. The zombies were more numerous the closer they got to the castle, it seemed...

(The only enemy to target in this fight is the Zombie Horde.)

Spoiler: Status (click to show/hide)

Hey, they do state specifically in Order of Ecclesia that Castlevania IS the castle's name. :P Also, Zako. Congrats on 25 and a skill. ^^
Title: Re: CvRTD: Turn 113 (In which... yeah, these guys WERE underpowered.)
Post by: Darvi on July 25, 2011, 02:40:48 pm
Continue studying my books
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: Dwarmin on July 25, 2011, 02:44:47 pm
"It will be llike wading through a flood..." Friar Greenmoore grimaced. He prepared his mace to smite any who would approach., not willing to expend magical energy on these annoyances unless he had to. An enchantment should suffice...

Action:Enchant my mace with fire!

Edit: Also, I beat SC by a half hour with our dueling updates, *twang dah twang da twang da dah duh dah twang*
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: Ahra on July 25, 2011, 02:46:37 pm
anyone got an magic book?
pray for myself. :P
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: SeriousConcentrate on July 25, 2011, 02:58:39 pm
Pff. Only because I passed out from 1 to 2 o'clock. :P Also a question for you guys. Noah22223 got muted for some reason and I need a guy to temp for him in ASL until he gets back; it'll probably only last a turn or two. Any of you want to take over for him? I'm writing the current turn right now.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: IronyOwl on July 25, 2011, 04:13:45 pm
Nothing to see here, just a pirate dismembering zombies.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: Krath on July 25, 2011, 04:24:16 pm
Facepalm. Facepalm hard...and BEAT THE ZOMBIES OUT OF THE WAY WITH MY BARE FISTS.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: Zako on July 26, 2011, 01:31:27 am
New skill: Faster than the eye! (+10 to initiative rolls)

That should give me some help in future battles. That and I had no idea of what to take.

"Clear a way to the castle! Don't let them surround us!"

Smash some zombies in the head while they are still getting out of the ground.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: Talarion on July 26, 2011, 02:37:38 am
Zathyran sighed, looking down at his hands. For a moment, they crackled with Lightning, and then, he clenched his fists and cut off the lightning. He reached down to his side, a grim look on his face. "Zombies... There were Zombies when he died. En Memoriam..." He launched himself at the closest zombie, swinging his mentor's sword at the the creature.

Attack Zombies. With Demonic Longsword. For badassery.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: SeriousConcentrate on July 27, 2011, 09:05:01 pm
Bump for Grimmjow6th.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: IronyOwl on July 27, 2011, 09:27:23 pm
He hasn't been on in a few days, might want to auto him.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: SeriousConcentrate on July 27, 2011, 09:32:51 pm
I'm thinking about it. I'll give him a little more time, though. The last auto was because he had been on and posted in the thread but hadn't put an action, so I wasn't counting it against the three strikes limit since it was no big deal (really had nothing to do but follow the group anyway), but this one will so I'm gonna go ahead and wait until tomorrow to do it.
Title: Re: CvRTD: Turn 114 (In which Jonas is traded for a bunch of zombies.)
Post by: SeriousConcentrate on July 30, 2011, 02:08:57 am
Quote from: Malleus Raulat / Ahra: 38 (2)
pray for myself.
Quote from: Wymar Sane / Darvi: 21 (3)
Continue studying my books
Quote from: Pierre Dé Grasse / Krath: 76 (2)
Facepalm. Facepalm hard...and BEAT THE ZOMBIES OUT OF THE WAY WITH MY BARE FISTS.
Quote from: Friar Greenmoore / Dwarmin: 63 (1)
Enchant my mace with fire!
Quote from: Daniel King / Zako: 29+10 (4)
Smash some zombies in the head while they are still getting out of the ground.
Quote from: Claire Rosara / Irony Owl: 42 (7)
Nothing to see here, just a pirate dismembering zombies.
Quote from: Frenz Grende / {Grimmjow6th} SeriousConcentrate: 23 (2)
If a zombie comes along, you must whip it!
Quote from: Zathyran Firsankh / Talarion: 44 (7)
Attack Zombies. With Demonic Longsword. For badassery.

Quote from: Zombie Horde / SeriousConcentrate: 15
GRABBIN' PEELZ (attack Daniel x2, Zathyran, Claire, Pierre)


Pierre reacts first with a 2x Facepalm Combo, almost knocking his hat off! That realization brings him back to his senses and raises his fighting spirit, and he charges at the zombies BARE HANDED. (2 vs 5-2) He pummels one mercilessly but only feels slightly disgusted for his efforts, since each punch just goes through the paper sack-like skin of the zombie and gets rot and mold on his hands. In the background, Greenmoore draws his mace and places a fire enchantment upon it! (5+2; mace deals Fire damage for 1d4 (3) rounds.) The head of the mace shines with a bright flame, and embers fall in its wake as he gives it a test swing.

Zathyran draws his longsword and dashes into the fray! (8+2 vs 4-2; Major Success, 2d6 damage; 7 damage) He cleaves one in half across the waist, and the flying torso strikes another zombie! The other zombie isn't hurt, but it certainly is off-balance. Claire, too, has drawn her blade and moved to attack. (6 vs 8-2 {6 vs 3-2}; Minor Success, 1d6; 5 damage) She decapitates one with ease; it's just a slow, shambling zombie. No, what the party should be worried about is HOW MANY of them there are... and speaking of that, Daniel decides to do something about it with his warhammer. (7+2 vs 3-2; Minor Success, 1d4 damage; 3 damage) He splatters one's head as it emerges from the ground like an overripe melon.

Malleus, meanwhile, kneels and presses his hands together, head bowed. Mentally, he recites the vow he had taken when he had entered the church's service. As he does so, he feels a tiny bit of his magic power evaporate, but it is quickly replaced by renewed vigor! (-1 MP. 8, Malleus gains +1 to Attack, Damage, and Defense for 1d8 (5) rounds! Massive Success, so Holy damage is added for 1d4 (3) rounds!) It almost seems like a single ray of light from the setting sun has pierced the clouds and is shining on the knight's axe... While he's doing that, Frenz covers the party, spinning the whip around in a wide arc! (8+2 vs 8-2; 7+4 Critical Success, 2d4x2+75%; 25 damage) The heavy end of the whip smashes ribcages and skulls alike! Although it quickly loses momentum, Frenz manages to kill several zombies during his attack.

Wymar sits at Frenz's feet, using the whip for cover, and reads his books. (7, another 7 or an 8 will finish the research) He learns quite a bit! But is this really the time? o.O The zombies now had the party completely surrounded! (D: 1+3 vs 3+2. 8+3 vs 4+2; 4+2 Minor Success, 1d6; 3 damage.) One shambles up to the doctor as he played whack-a-mole and blindsides him with a rotting elbow to the jaw! (5+3 vs 5; 7+2 Critical Success, 2d6x2+25%; 18 damage) One zombie bites into Zathyran's shoulder and wraps its decaying arms around his torso, pinning his arms to his body! Other zombies also head towards the magician, one biting his ankles... (4+3 vs 1+2; 6+2 Massive Success, 2d6x2; 20-2=18 damage) Claire is clubbed from behind and staggers forward into another zombie, which bites a chunk out of her upper arm! Ow.

(3+3 vs 3+4) The zombie Pierre is punching tries to get revenge, but he quickly gets his shield up and pushes it away.

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: IronyOwl on July 30, 2011, 02:17:40 am
Holy crap. Uh, is it possible to affect the horde with debuffs and the like as though they were a single entity?
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Krath on July 30, 2011, 02:25:35 am
Stab! STAB! STAAAAAAAAAAAAAB!
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Zako on July 30, 2011, 02:58:35 am
Heal Zathyran and defend him!
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: SeriousConcentrate on July 30, 2011, 04:41:35 am
@Irony: Nope, there's too many zombies and all of them have a single HP, so anything that debuffs one will also kill it. But take heart; the more damage you inflict on the horde, the less attacks and bonuses they have. As a hint, once you get them down another ten HP they'll lose an attack per round...
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Talarion on July 30, 2011, 04:43:10 am
A short scream of pain rips itself from Zathyran's mouth as the Zombie clenches it's jaw, pushing it's teeth through his shoulder. His eyes flicker shut for a moment, but snap back open as one bites his ankles. "No.. not here... not already! I haven't finished... My... MISSION!!" Lightning crackles around him, and he starts to murmur raggedly under his breath. Bringing his knees up, he attempt to push the zombie's off with sheer speed/strength, his eyes filled with the will of his mentor. These Zombies are nothing... to be brought low like this would dissapoint him. To be brought down by the weakest of beings... is a shame to his mentor's name. FIGHT FOREVER!

Attempt to free self, and/or fire triple lightning at Zombie Horde.
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Ahra on July 30, 2011, 05:26:47 am
I Malleus raulat, last of my family will crush your meagre rotting brains poor restless bodies if you dont back away from my comrade, NOW
Kill whatever part of the horde that is attacking zathyran (with axe)
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Dwarmin on July 30, 2011, 09:09:10 am
Friar Greenmoore faced the horde. It wasn't the first time.

Holy Word on the zombie horde
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: IronyOwl on July 30, 2011, 04:07:29 pm
Losing most of her composure, Claire began ripping into the zombies at a somewhat more frantic pace, using both sword and pistol to dispose of them as quickly as possible. She wasn't used to her and her companions being mauled so badly, so quickly, and especially not by a pack of the shambling dead.
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Grimmjow6th on July 30, 2011, 07:59:14 pm
Cover Zathryan and begin turning any and all zombies into fine pieces of chopped meat. [Invuln]
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Talarion on July 31, 2011, 09:00:23 am
Well.. Things don't look good for me YET AGAIN, so I'm going to be pessimistic and say... Well, it can't hurt. Put me on the waiting list waiting list. and hope that I didn't need to o_o

Spoiler: Next Character (click to show/hide)

I've had that one saved up for a while now. Let's hope he isn't needed >.>

(Note: I took the bonus from the merchant class on the front page, also taking the name, but I specified high hp low mp because, well... It'll probably be needed.)
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Ahra on July 31, 2011, 09:16:40 am
...whats with the bios and werewolves.
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Dwarmin on July 31, 2011, 09:32:46 am
*Present day*

You would have to be pretty unlucky for them to target you again Talarion...

*1 turn later*

Damn, he was really unlucky. I feel bad I said that.
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: Darvi on July 31, 2011, 01:17:16 pm
Use my "fuck you"-combo (aka double-crit cast).
And remember, it's always time to read a book.
Especially when there's enemies nearby. (http://en.touhouwiki.net/wiki/Touhou_Soccer_Moushuuden/Characters/Patchouli#Special_Techniques)
Title: Re: CvRTD: Turn 115 (In which Zathyran needs food badly)
Post by: SeriousConcentrate on July 31, 2011, 05:09:03 pm
Tal, if you die, get back in the game, and roll four 8s on a single turn a third time, I'll eat my frickin' keyboard. :3

Quote from: Malleus Raulat / Ahra: 71 (4)
Kill whatever part of the horde that is attacking zathyran (with axe)
Quote from: Wymar Sane / Darvi: 49 (2)
Use my "fuck you"-combo (aka double-crit cast).
Quote from: Pierre Dé Grasse / Krath: 45 (5)
Stab! STAB! STAAAAAAAAAAAAAB!
Quote from: Friar Greenmoore / Dwarmin: 46 (1)
Holy Word on the zombie horde
Quote from: Daniel King / Zako: 80+10 (6)
Heal Zathyran and defend him!
Quote from: Claire Rosara / Irony Owl: 36 (1)
Losing most of her composure, Claire began ripping into the zombies at a somewhat more frantic pace, using both sword and pistol to dispose of them as quickly as possible. She wasn't used to her and her companions being mauled so badly, so quickly, and especially not by a pack of the shambling dead.
Quote from: Frenz Grende / Grimmjow6th: 58 (1)
Cover Zathryan and begin turning any and all zombies into fine pieces of chopped meat. [Invuln]
Quote from: Zathyran Firsankh / Talarion: 21 (6)
Attempt to free self, and/or fire triple lightning at Zombie Horde.

Quote from: Zombie Horde / SeriousConcentrate: 14
TAAAAAANNNKKKS! (Greenmoore, Zathyran x2, Malleus x2)


Daniel worked quickly to save Zathyran. Charging at full speed, he tackled the mage from the side with enough force to rip him away from the zombies. The doctor rolled to his feet and pulled Zathyran up after him, then set to work bandaging his wounds. (6+4+20%=12 HP healed) Zathyran was going to feel the effects of the bite for some time yet, but the doctor managed to stop the worst of the bleeding and get it patched up well enough for quick work that he could use his arm normally. While he was doing that, both Malleus and Frenz moved to cover the pair. (7+3 vs 6-2; 5+3 Massive Success, 2d6x2; 16 damage. Frenz covers Zathyran, activates invulnerability, attacks with sword: 1+3 vs 4-2; 8+2 Critical Success, 2d8x2+50%; 36 damage) Their heavy edged weapons hewed through the crowd of zombies, sending limbs and bodies flying in all directions. Between the two of them, they kept the doctor and his patient well clear of any danger.

Wymar, meanwhile, stood and cracked his knuckles. It was time to get serious. (-4 MP. 7+2 vs 5-2; Auto-Massive, 2d8x2+25%; 25 damage. 5+2 vs 8-2; Auto-Massive, 2d8x2+25%; 15 damage. Total of 40 damage.) Aiming his hands at the thickest part of the horde, he unleashed a massive beam of light from each hand that cleared a path so effectively nothing was left but ashes in the wind. Greenmoore followed up his holy attack with another, a power received only by the most worthy of priests. (2d6x2; 18 damage) Hearing a word not perceivable by human ears, several zombies moaned loudly and clamped their dessicated hands to their heads... which then exploded in a brief shower of gore.

Pierre stabbed the closest zombie. (4+2 vs 4-2; 3+2 Minor Success, 1d4 damage; 3 damage) His piercing weapon wasn't really as effective as a slashing or even a blunt weapon on these enemies, but his skillful attacks impaled three zombies through the forehead, destroying their brains and dropping them in their tracks. Claire, meanwhile, was disposing of all subtlety! (Pistol: -1 MP. 6 vs 6-2; Minor Success, 1d4 damage; 3 damage. Cutlass: 7 vs 8-2; 7+2 Critical Success, 2d6x2+25%; 30 damage, 15 back. 33 total) Her pistol shot was only as effective as Pierre's rapier, but her cutlass, her first and best find as a pirate, was as trustworthy as ever. The wounds the zombies had inflicted repaired themselves, the demonic weapon leeching away the life force animating the undead as it tore them apart.

Injured and angry, Zathyran unleashed as much lightning as he could muster on the zombies! (-6 MP. 2+2 vs 3-2; 4+2 Minor Success, 1d8+1d8; 8 damage. 8+2 vs 8-2; 5+2 Major Success, 2d8+1d8; 15 damage. 8+2 vs 8-2; 8+2 Critical Success, 2d8x2+50% + 1d8x2+50%; 30+15 = 45 damage. 68 damage.) There were too many zombies for the lightning to arc between them all, but several were hit; the closer ones burnt to ashes, the ones at a medium distance collapsed and melted slightly; the ones furthest away yet still affect were merely overloaded and collapsed into heaps.

That still left several closing in on the group. (G: 4+1 vs 3+1; 7+1 Massive Success, 2d6x2; 14 damage. Frenz is invincible, soaks both attacks meant for Zathyran) Greenmoore paid the price for not watch his back closely enough as one wrapped its arms around his shoulders and started gnawing on his neck! Most of the remaining zombies went for the badly wounded hunter-mage, but Frenz was at his side, forcing them back with his shield.

Spoiler: Status (click to show/hide)

Zathyran has a skill-up for fifteen 8s, and I'll put Jakob on the waitlist's waitlist. ^^

Edit: Just realized Malleus's status says 'until turn 115' when it's supposed to say 'until turn 120.' Fix'd. ^^;
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Krath on July 31, 2011, 05:15:14 pm
If I toss my boomerang can I cap all the zombies at once?  :P
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:17:10 pm
I was waiting for you to try it. :3 Short answer: You'll get a huge damage bonus to that 1d4+1d4, if you hit.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Krath on July 31, 2011, 05:17:57 pm
I was going to do it last turn but didn't get around to asking you about it.

EPIC BOOMERANG TOSS! GO!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:18:07 pm
If he critically fails doing so, can a zombie ride it back? :3
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:19:26 pm
It's a pretty small boomerang, so no zombie. A fleaman, maybe, those buggers are annoying as hell anyway. ^^
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:19:42 pm
Damn you Tal for out-damaging me!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:20:23 pm
Aww, no flying zombies  :(
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:21:16 pm
If you think Tal did a ton of damage, just wait and see if Pierre hits...

@Taricus: Well, I might have some zombies try diving on them from high places a little later on. Just for you. <3 And the lulz.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:22:07 pm
YAY!, Zomie paratroopers :D
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:22:56 pm
If you think Tal did a ton of damage, just wait and see if Pierre hits...
Pah. I could've done that too if the RNG didn't hate me.

Also, do those +1 boni apply to us or them?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:28:35 pm
Them. They're losing bonuses as more of them die. ^^
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:30:12 pm
Whaaaaaaat, so they could toss around massive attacks without me being immune to them? Shit, let's be untouchable. Dualcast away!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: IronyOwl on July 31, 2011, 05:30:43 pm
Wow, both the casters and melee people were pissed this round. :P

Also, do these zombies count as male, or are you forgetting my cutlass' damage bonus?


Realizing her cutlass' effectiveness and her pistol's lack of such, Claire continued hewing with just her sword.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:32:04 pm
You could safely assume that any identifying features have long since rotted away. Either that or it's equal opportunity Evil.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:32:33 pm
Yeah, wot 'e said. :3 To make up for it though I'll just add the +1 you should've gotten this turn to the next turn. ^^;
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:32:40 pm
Undead counts as Asexual for those kinds of purposes...

Equal opportunity Evil!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Dwarmin on July 31, 2011, 05:35:25 pm
Stupid critting zombies.  >:(

Also, remember my damage reduction Serious. Everytime, I remind you. :3

Friar Greenmore defends himself and eats a ration!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:37:50 pm
Undead counts as Asexual for those kinds of purposes...

Equal opportunity Evil!
That reminds me, I still don't know if I'm Undead or not...
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: IronyOwl on July 31, 2011, 05:38:46 pm
That reminds me, I still don't know if I'm Undead or not...
Am I missing something here? ???
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:39:53 pm
That reminds me, I still don't know if I'm Undead or not...
Am I missing something here? ???
Nah, If he's alive, then he has a gender. SO NO DEFYING BONUSES FOR YOU. Until you die.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:40:16 pm
He's trying to get himself Rule 5'd in a very specific manner. :3 I think that's what he is referring to here.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:40:48 pm
Well, usually you're dead if somebody stabs you to death right? But what if you have infinite HP and are still walking and talking and stuff?

E: wait what?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: IronyOwl on July 31, 2011, 05:43:40 pm
Well, usually you're dead if somebody stabs you to death right? But what if you have infinite HP and are still walking and talking and stuff?

E: wait what?
...how would you get infinite HP?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 05:44:04 pm
Well, usually you're dead if somebody stabs you to death right? But what if you have infinite HP and are still walking and talking and stuff?

E: wait what?

o.O Er, I think we should be asking you the same question. What are you on about?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:45:57 pm
Time to pull out his power cable :3
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:46:10 pm
Well, usually you're dead if somebody stabs you to death right? But what if you have infinite HP and are still walking and talking and stuff?

E: wait what?
...how would you get infinite HP?
I hacked the values of Real Life. Also, this (http://tvtropes.org/pmwiki/pmwiki.php/Main/SoulJar).
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:48:09 pm
*Permabans Darvi for cheating* "Oi, get out of 'ere. Friggen griefer..."
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Ahra on July 31, 2011, 05:53:08 pm
kill whatever zombie that gets close to greenmore

DID YOU NOT HEAR ME WRETCHED SCUM??? I WILL THEN MAKE YOU DISSAPEAR ANYWAY TROUGH FORCE.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: IronyOwl on July 31, 2011, 05:54:42 pm
How's an oracle going to stuff his soul in a jar?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 05:56:17 pm
He doesn't even have a soul to preserve!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Ahra on July 31, 2011, 05:56:58 pm
How's an oracle going to stuff his soul in a jar?
he rather gotta worry about me godhammering said jar to pieces

He doesn't even have a soul to preserve!
i know he is just tvtropes avatar
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 05:59:50 pm
He doesn't even have a soul to preserve!
Exactly.

Eheheh.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 06:00:59 pm
he rather gotta worry about me godhammering said jar to pieces

lol. :3
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 06:09:32 pm
he rather gotta worry about me godhammering said jar to pieces

lol. :3
Heh. He has to try and find them first though. And then defeat them in combat. Yeah...
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 06:11:33 pm
*Activates the Anti-sue armoury.* ... Let's finish him off 8)
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 06:12:11 pm
Of course, that's what I want you to think.

Or do I? Eheheh.

Also, did I mention the spike-filled deathtraps? I think I did.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 06:13:13 pm
Yeah, I'm vaporizing you. EAT MOLTEN LEAD & STEEL!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 06:14:09 pm
Omnnomnom. IT BURRRNSSSSS.

I'm curious though. Why would you want me to eat a sex object?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 06:15:22 pm
What?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 06:16:14 pm
IT has been established, in these very forums, that molten lead is a sex object.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Taricus on July 31, 2011, 06:17:23 pm
You've got to be kidding me.

Fine, EAT BULLETS YOU BASTARD!
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Darvi on July 31, 2011, 06:18:27 pm
Nah, my dentist'd kill me if I'd do that.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Ahra on July 31, 2011, 06:22:56 pm
activate the inquisistion.. they have corrupted life to incinerate
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Grimmjow6th on July 31, 2011, 07:02:42 pm
Take out whip, sesshomaru that shit up.[spin in circles, turning the zombies around him into fine kibbles&bits.
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Zako on July 31, 2011, 07:05:35 pm
NOBODY EXPECTS THE SPANISH INQUISISITION!!!

On that note, epic life saving tackle!

Save greenmore and heal him!

Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Ahra on July 31, 2011, 07:06:14 pm
grimm you reading inuyasha?
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: SeriousConcentrate on July 31, 2011, 07:36:15 pm
I think that's everybody except Tal. I'm feeling pretty good right now, so maybe we'll get two updates today. :3
Title: Re: CvRTD: Turn 116 (Sword of the Berserk)
Post by: Talarion on August 01, 2011, 02:02:06 am
Unleash another three-bolt barrage at the horde.
Title: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 01, 2011, 04:06:06 am
...And refunding Dwarmin 2 HP because I just now saw his note when I was collecting actions for the post. I also need to give Talarion back 1 HP for the same reason. ^^;

Quote from: Malleus Raulat / Ahra: 70 (3)
kill whatever zombie that gets close to Greenmoore
Quote from: Wymar Sane / Darvi: 62 (1)
Shit, let's be untouchable. Dualcast away!
Quote from: Pierre Dé Grasse / Krath: 90 (5)
EPIC BOOMERANG TOSS! GO!
Quote from: Friar Greenmoore / Dwarmin: 17 (1)
Friar Greenmoore defends himself and eats a ration!
Quote from: Daniel King / Zako: 33+10 (1)
Save Greenmoore and heal him!
Quote from: Claire Rosara / Irony Owl: 31 (3)
Realizing her cutlass' effectiveness and her pistol's lack of such, Claire continued hewing with just her sword.
Quote from: Frenz Grende / Grimmjow6th: 15 (4)
Take out whip, sesshomaru that shit up. (spin in circles, turning the zombies around him into fine kibbles&bits.)
Quote from: Zathyran Firsankh / Talarion: 23 (5)
Unleash another three-bolt barrage at the horde.

Quote from: Zombie Horde / SeriousConcentrate: 19
I hate heroes. (Greenmoore, Wymar, Malleus)


Pierre drew the boomerang and tossed it from hand to hand for a moment. Throwing weapons were his forte, and this one seemed like it was magically enchanted to either hit every enemy he threw it at or miss completely. He pulled his arm back in preparation; he was either about to do the most awesome thing ever or fail ridiculously hard. (-4 MP. 5 vs 6-2. 1d6x100+1d6x100; 1,000 damage) The boomerang flew out at neck height and the battlefield immediately became the most gory storm ever as rotting heads rained down. With seemingly no sign of stopping, the weapon continually circled the party, slashing through each zombie as it rose from the ground. After a full minute, it returned to Pierre's hand, and he put it away while running a finger across the brim of his hat with his free hand.

Everyone just kinda... stopped what they were doing except for Daniel and Greenmoore. Greenmoore hadn't been paying attention at all, too busy getting his final ration out and eating it. (3 HP restored) Daniel, too, was working on patching him up. (2+4+20%=7 HP healed) Most of the party just looked at Pierre like :\. He didn't care at all! He was so obviously pleased with himself he was actually almost sparkling. Claire toed one of the zombies, wondering if it had any loot, but there was no place for it to keep any. Malleus and Wymar decided to turn back towards the castle; the man in front of it was still reading calmly, as if he hadn't noticed the fight at all.

Wymar, being savvy to the whims of fate, informed everyone else now was a good time to make some final preparations before advancing, such as drinking potions, search for supplies, and so on.

Spoiler: Status (click to show/hide)

Sort of a puzzle fight. ^^; I may include more in the future, I dunno yet. I'll have to think of some good ones. This was partially to try the idea out.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Darvi on August 01, 2011, 04:14:49 am
... wat.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: IronyOwl on August 01, 2011, 04:16:26 am
Aaaaaand Pierre does it again.

Search for... supplies. Food, stake-like branches, anything. There's bound to be something useful a stone's throw from a haunted mansion, right? Right?
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Talarion on August 01, 2011, 04:24:29 am
Upgrade my skill to -2 damage taken.

"Impressive work..." Zathyran raises an eyebrow, absently holding the now-bandaged wound on his shoulder. The lightning died down and dissapeared as he calmed down, his cloak embracing him in it's shadow. He cast his eyes around, his feet aimlessly wandering a short distance away from the party, making sure to not stray.

Search for any healing items or useful things around.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Zako on August 01, 2011, 05:17:58 am
"Don't feel bad guys. It must be magically enchanted to hit EVERYTHING. There was no skill involved in it at all. However, my healing arts are quite different. Hold still."

Heal Zathyran again then search for supplies.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Dwarmin on August 01, 2011, 08:13:50 am
"Well, I've some grisly work to do. There may be a little power left in these creatures..."

Use final Heart on Zathryn
Start mining for zombie hearts!


Edit: I think you forgot to apply my damage reduction SC last round. I should be at 20/20
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 01, 2011, 08:30:45 am
Hmm... no yay or nay for future puzzle-type battles? (It's part of my initiative to make movement matter more, since manipulating the environment/enemy would require it. Even in a puzzle battle you could still power through it like you almost did here, but figuring out the trick would make it easier. ^^)

Edit: 6+2 Refund=8+3 Ration=11+7 Daniel= 18. I didn't forget. >:[
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Ahra on August 01, 2011, 08:57:14 am
grab whatever useful thing there is and rest
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Dwarmin on August 01, 2011, 09:02:27 am
Puzzle fights are interesting. I approve.

Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Ahra on August 01, 2011, 10:23:20 am
Puzzle fights are interesting. I approve.
seconded.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Zako on August 01, 2011, 11:01:27 am
Approval for puzzle fights. They make everything more interesting. Make sure to give us multiple options for each one though.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 01, 2011, 11:04:09 am
I can try. ^^ I'll admit this one was rather Pierre-centric but I would've allowed Talarion, Darvi, or Dwarmin (well, anyone actually, but the three mages are the next best choice after Pierre's rather obvious subweapon) to OHKO the entire horde if they had thought of a way to do it. The only one that really comes to mind though is Dwarmin having Greenmoore set the entire battlefield save for where everyone's standing on fire. :\
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Zako on August 01, 2011, 12:22:01 pm
You have yet to implement debuffs yet as well. Hopefully not too many enemies will have the ability to do those, since only I can get rid of them.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 01, 2011, 12:24:20 pm
Guess what? >:3
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Grimmjow6th on August 01, 2011, 12:53:52 pm
What the hell.....
Stare at the frenchman, shocked for a moment, then follow the party.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Darvi on August 01, 2011, 01:33:18 pm
Continue reading. Don't stop until I'm done.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Krath on August 01, 2011, 02:23:18 pm
 :o

Just...

 :o

Glory in my own fantabulousness.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Ahra on August 01, 2011, 02:27:23 pm
JK/ Hammer pierre in his fantabolus "jewels
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Taricus on August 01, 2011, 02:28:43 pm
Please roll an Eight on that Ahra. Please.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Ahra on August 04, 2011, 10:38:05 am
who are we missing?
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: Dwarmin on August 04, 2011, 10:42:27 am
We got everyone.

Given the pace at which the game was going, I'm not surprised we slowed a bit.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 04, 2011, 10:43:43 am
Actually RL is getting in the way right now, I gotta see about some college-related stuff today. I'll try to do an update when I can, but it may take a day or two.

Edit for clarity: Specifically, registration for this semester and all that.
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 05, 2011, 02:53:41 pm
Ugh. Anyway, that's mostly taken care of. I'm going to run a test fight off-line to check this next boss's stats and make sure he's not over/underpowered when I get a few minutes, so expect an update tomorrow. ^o^
Title: Re: CvRTD: Turn 117 (Australian Weapon+French Mercenary=Dead Transylvanians)
Post by: SeriousConcentrate on August 07, 2011, 07:44:35 am
Quote from: Malleus Raulat / Ahra
grab whatever useful thing there is and rest
Quote from: Wymar Sane / Darvi
Continue reading. Don't stop until I'm done.
Quote from: Pierre Dé Grasse / Krath
Glory in my own fantabulousness.
Quote from: Friar Greenmoore / Dwarmin
Use final Heart on Zathryn
Start mining for zombie hearts!
Quote from: Daniel King / Zako
Heal Zathyran again then search for supplies.
Quote from: Claire Rosara / Irony Owl
Search for... supplies. Food, stake-like branches, anything. There's bound to be something useful a stone's throw from a haunted mansion, right? Right?
Quote from: Frenz Grende / Grimmjow6th
Stare at the frenchman, shocked for a moment, then follow the party.
Quote from: Zathyran Firsankh / Talarion
Search for any healing items or useful things around.


Everyone decides to take a break. Pierre decides the best thing to do is put his foot on the largest pile of zombies and pose. (3+1) Unfortunately nobody really cares since they're all doing their own thing. Not even Frenz, who was actually watching Pierre, cares. Speaking of, Frenz follows everyone else and starts searching bodies... except for Greenmoore and Daniel, who pause for a moment to tend to Zathyran before doing so. (HP: 4+2+2+20%= 9 HP healed. MP: 4 MP restored.) With that taken care of, Claire, Zathyran, Greenmoore, Daniel, Malleus, and Frenz started scavenging. (C: 7. 3, so double gold. Z: 4. G: 5, 1 heart found. D: 7+2, medkit fully restored. M: 4+1, finds gold. F: 2.) Claire and Daniel were the most successful; Claire found two bags of gold on one zombie, and Daniel was able to find some herbs and, er, salvageable organs to turn into medicines. Malleus also found a bag of gold on a corpse, and Greenmoore lucked out and found a zombie that still had a whole heart in usable condition. Zathyran elected to mellow out and let the doctor's ministrations do their thing, so his search didn't turn up much. Frenz was still too worried about what Pierre was trying to accomplish over there to put much effort into his search, too.

(7) Wymar, meanwhile, finished doing his research, and closed his books with a snap. (...What were you trying to accomplish again? Combining Fire with Light? Sorry, I really don't remember... ^^;) Was everyone ready to proceed?

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Ahra on August 07, 2011, 08:37:02 am
Can we go now?
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Zako on August 07, 2011, 08:57:43 am
"A doctors work is never done..."

Patch up Wymar before leading the group onwards.
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Talarion on August 07, 2011, 09:17:58 am
"My thanks..." Zathyran slowly rolled his shoulders, walking around, before settling down. "We should move out before too long..."

Move out with the others.
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Dwarmin on August 07, 2011, 09:23:52 am
"indeed. No need to stick around here..."

Move out!
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: IronyOwl on August 07, 2011, 01:01:19 pm
"Ha ha, treasure everywhere!"

Move out, smiling broadly at her new acquisition.
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Krath on August 07, 2011, 02:56:14 pm
"Aww...

ONWARD!
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Darvi on August 07, 2011, 02:59:19 pm
Start chewing bubblegum. Then notice that I'm all out of bubblegum.
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: SeriousConcentrate on August 08, 2011, 05:16:31 pm
Only person who hasn't posted is Grimmjow, but that doesn't matter since last turn he said 'follow the party' and that's basically all there is to do right now. :3 The only 'special' action here is Daniel treating Wymar, so I'll forgo the quotes this time to make the post go faster.

Daniel took out his medkit and worked on Wymar. (4+2+2+20% = 10 HP healed) Under his skilled hands, the gypsy was restored to full health, and the party marched onwards to meet the man reading up ahead. He took no notice of them as they drew closer and the sun sank ever closer to the horizon. Doubtless this man was the Gatekeeper to Castlevania, and if they didn't defeat him and get inside before nightfall none of them would ever be seen again. Finally the party reached him and got a good look; he was wearing a gray cloak that almost completely obscured his form. The hood was raised and the darkness of it hid his face as he closed the book with a loud thump.

From the shadows another man with a staff walked out, his cloak red and emitting a dull light... and from his shadow stepped another in black, his cloak seeming to absorb all light. From the right came an almost blinding light as a man in a shining white cloak emerged from seemingly nowhere, and by his side was one in a blue cloak that glittered like ice in the morning sun. A sound like thunder made the eight turn around, where they saw another three men: one in a yellow cloak that crackled with electricity, one in a green cloak that continually fluttered as if pushed by gentle winds, and the third in a brown cloak that shifted like sands.

The gray cloaked man stood and put his book away in his cloak; as he did so, he drew a staff from it and leaned on it. Behind him, a steel bar slammed down across the gates, and in a wide circle around the party sprang an innumerable amount of figures in dark purple robes, their faces a black pit in their hoods, all just standing with their arms folded before them... silent and watching the eight chosen ones. The Gatekeeper in gray seemed to be appraising them all without saying a word...

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 118 (In which the party decides to loot everything)
Post by: Darvi on August 08, 2011, 05:20:57 pm
Defensive Stance. Lessee what happens.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: IronyOwl on August 08, 2011, 05:25:35 pm
Glance with mild interest at the glowing red one, while waiting for the grey one to do his thing.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Dwarmin on August 08, 2011, 05:31:20 pm
Defending stance!

Call out to the Grey Cloak "Hail Gatekeeper. We seek an audience with the Master of the Castle. We don't have an appointment...*chuckles* but, we have some dire business to discuss with him concerning his treatment of the locals. Might you unbar the gates and let us pass?"
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Darvi on August 08, 2011, 05:32:03 pm
Tell him that you have food to offer!
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 05:33:03 pm
Malleus turns towards the green one and speaks "qui stant coram nobis?" ((yes he has mad latin skillz :P))  with his hand on his warhammers shaft
and in an defensive stance
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 08, 2011, 05:37:20 pm
Er, what? Call me a stupid southerner but I don't speak any language except English. ^^; I mean I don't mind you posting it in character, but, um...
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Darvi on August 08, 2011, 05:39:20 pm
It says "who stands in front of you us?"
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 08, 2011, 05:40:02 pm
Ah, OK. ^^ Thanks. Nao in-character stuff:

"Turn back Friar Greenmore. I do not wish you ill. Turn back or this place will devour your mind and desecrate your immortal soul." The gray-cloaked man seemed to focus exclusively on the priest. Although his face was still hidden, his voice sounded... familiar. "Please, I beg you, do not make me kill you."
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Dwarmin on August 08, 2011, 05:50:00 pm
((OOC: Assuming we'll have to fight these guys all at once, what order do you think we should go

Here's my guesses. I think our elemental casters can lock down the enemies, possibly. Fire VS Ice, Light VS Dark etc

Gray Cloak-Really, guess who? lol. Assuming he'll start the summon spam, we should probably take him out first, though he might get some sort of damage reduction until we take out everyone else, if bosses all work the same as I think they do.

Red Cloak-Fire=Damage. Take him out second?

Yellow Cloak-Electricity, high damage dealing. High Priority target. Talarion can lightning duel him maybe?

Brown Cloak-Earth powers. Probably more defensive wise. Possible secondary target if we go for red or yellow first.

Black Cloak-Darkness, prepare to be blinded. Low priority, unless his powers are more exotic than that. Darvi can block him with light powers

White Cloak-Light, prepare to be blinded. Same as above.

Blue Cloak-Ice, more of a control/stun/debuff power. I believe I can nullify him completely with fire, or at least match him so i keep him from casting.

Green Cloak-Wind powers, will probably be more annoying than damaging, debuffing our stats. Low priority. Unless he suprises us, which he might.

))

Friar Greenmoore nodded.

"Me and you know I can't do that. I wouldn't abandon my quest now, after all this time, and I wouldn't let you suffer any longer than I. I know you'll do your best to stop us, and we'll do our best to stop you...it's how it is now as it has always been, forever and forever amen."
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 08, 2011, 05:53:16 pm
:3

That is all.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: IronyOwl on August 08, 2011, 06:06:35 pm
Wait, the grey one is Malakai?

FFFFFFFFFFFFFFFFFFFFFFF-
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 08, 2011, 06:11:23 pm
"I understand, Friar." Malakai continued to lean on his staff for the moment, his posture seemingly non-threatening. His eyes shone for a brief moment in the darkness of his hood, the pupils reflecting a sickly yellow light as they caught a flash of distant lightning. The rain would follow soon; within the hour, and possibly within the next few minutes. The thunder rolled over a tense moment...
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 06:16:21 pm
combat actions?
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 08, 2011, 06:18:11 pm
combat actions?

Oh yeah. It's boss battle time.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 06:21:37 pm
tactic talk:
what are we to attack, it seems like it going to be duels galore ((cept malakai summoner a-hole))
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 08, 2011, 06:29:47 pm
Well, you guys have fun hashing it out. I'm so tired not even a promise of OotK, Dev-22, and Z&D running a turn in the next hour can keep me up. ;D
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: IronyOwl on August 08, 2011, 06:35:23 pm
Yeah, I'm wondering if we should try focusing on one enemy or splitting up.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 06:36:54 pm
i could try the earth guy as he will probably be physical or beat the will to fight out of the summons.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: IronyOwl on August 08, 2011, 06:47:53 pm
Well, let's see, we've got:

Hardy Holy Knight
Hardy Inspiring Nobleman
Fabulous Lightning Mercenary
Debuffer Ice Pirate
Combat Doctor
Glass Cannon
Lightning Cannon

They've got summonspam, purple mooks, fire, ice, lightning, earth, wind, heart, shadow, and light.

Not sure where to go from there. I'd assume they're weak to their opposing elements, but other than having Darvi one-shot the shadow guy that doesn't help us a great deal.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 06:52:53 pm
icehammer in red guys face?
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Dwarmin on August 08, 2011, 07:09:42 pm
Let me try something!

Begin summoning three Kite-Shield sized fire Discs to block as much hostile direct magic from my allies as I can! (and one of those shields defends me)
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 07:43:56 pm
begin charging at the earthen one with the warhammer to smash trough obstacles.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Krath on August 08, 2011, 07:58:40 pm
GETTER BOOOOOOMERANG!
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Talarion on August 08, 2011, 08:41:58 pm
Wait for Combat to start, then engage in epic lightning duel with yellow one.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: IronyOwl on August 08, 2011, 08:47:13 pm
Charge the red one, attempt to snatch staff from him.

Bet you weren't expecting that. :3
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 08, 2011, 08:58:27 pm
oh and i want a book if they have any.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Talarion on August 08, 2011, 09:01:54 pm
... I need my book for magic. TAKE THEIR BOOKS, NOT THEIR STAFFS, Irony!
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: IronyOwl on August 08, 2011, 09:42:05 pm
SC didn't mention them having books, though. :<  Even Malakai put his away.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Zako on August 08, 2011, 10:46:04 pm
Just kill them quickly before they wipe us out. Focus on the damage dealers!

Blast the green cloaked one with a triple cross attack!!

Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Talarion on August 09, 2011, 12:36:34 am
>.> If they don't have books, and use magic, I call hacks. Note to self; Learn to do it if they can.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 09, 2011, 05:54:54 am
@Tal: They're not human. You are. :3 (They do have books but you can't get at them until the battle is over since they count as loot.)
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Zako on August 09, 2011, 07:06:48 am
Don't take it personally. Maybe you could get it as a class evo or something? Or perhaps you could combine multiple types of elements instead?
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 09, 2011, 07:10:07 am
combine multiple types of elements

I do allow that through study. Malakai knows how to combine Ice and Shadow, and Wymar I think knows Fire and Light. As for magic books... you don't have to have them out and open to use magic. You just need them in your inventory. :P
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Ahra on August 09, 2011, 07:15:58 am
dibs on the earth book.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 09, 2011, 07:22:54 am
Y'all heard him. :3 Unfortunately for the non-casting portion of the party he really doesn't have much good loot. Just the books (which only half of you can use), a pair of demon-summoning contracts (also for magician-types), and a ring that decreases summoning costs (useless for non-magicians).
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Talarion on August 09, 2011, 07:35:28 am
Blargh. But having the book out seems so epic.. And yeah, I didn't take it personally. I was actually just saying that for what little comedic value there is >.>... Now, let's hope that I actually survive this boss battle... would make it, sadly, the second. (I'm not counting Marcus since I came in during that fight)
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Zako on August 09, 2011, 07:48:25 am
Maybe having the book out would give a bonus of some kind? But if so, then it should come at the risk of having something happen the the book itself, either getting damaged or destroyed or something.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Talarion on August 09, 2011, 08:22:22 am
If my book was destroyed I would die. I spent a lot of effort to upgrade that!
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 09, 2011, 08:34:20 am
Yeah, that's a bit of a harsh penalty. ^^; Book out or not is just flavor text, we'll leave it at that.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Talarion on August 09, 2011, 08:39:14 am
Plus, how would you like to lose your main form of attack? Not nice.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 09, 2011, 09:16:19 am
Agreed. Also, Krath. Click the second link in my sig, would ya? :P
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Darvi on August 09, 2011, 12:45:35 pm
Shit, lets kill stuff. Hit both shadow-dude and cool-guy with instacrit holy fire.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 10, 2011, 03:07:39 pm
...Grimmjow? D:
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Grimmjow6th on August 11, 2011, 12:56:52 am
Taunt the one in the gray cloak and swing my large sword at him, while Using my buff on my allies!
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 11, 2011, 11:00:44 pm
Turn in the morning. ^^ I got TNA recorded and I'm going to go watch that before I get some sleep. :3
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: SeriousConcentrate on August 12, 2011, 03:04:37 pm
POSE! (5 HP back for anyone that gets it. Draignean can answer too and I'll heal Malakai. All of him. :3)

Quote from: Malleus Raulat / Ahra: 28 (2)
begin charging at the earthen one with the warhammer to smash trough obstacles.
Quote from: Wymar Sane / Darvi: 43 (6)
Shit, lets kill stuff. Hit both shadow-dude and cool-guy with instacrit holy fire.
Quote from: Pierre Dé Grasse / Krath: 24 (2)
BOOOOOOMERANG!
Quote from: Friar Greenmoore / Dwarmin: 93 (8)
Begin summoning three Kite-Shield sized fire Discs to block as much hostile direct magic from my allies as I can! (and one of those shields defends me)
Quote from: Daniel King / Zako: 84+10 (4)
Blast the green cloaked one with a triple cross attack!!
Quote from: Claire Rosara / Irony Owl: 24 (3)
Charge the red one, attempt to snatch staff from him.
Quote from: Frenz Grende / Grimmjow6th: 79 (4)
Taunt the one in the gray cloak and swing my large sword at him, while Using my buff on my allies!
Quote from: Zathyran Firsankh / Talarion: 7 (1)
Wait for Combat to start, then engage in epic lightning duel with yellow one.

Quote from: Malakai, Physical / SeriousConcentrate: 85
Summon Avira (Ice) -> Zathyran
Quote from: Malakai, Fire / SeriousConcentrate: 85
Magic -> Wymar
Quote from: Malakai, Shadow / SeriousConcentrate: 85
Defend Physical Malakai
Quote from: Malakai, Light / SeriousConcentrate: 85
Magic -> Wymar
Quote from: Malakai, Ice / SeriousConcentrate: 85
Defend Physical Malakai
Quote from: Malakai, Lightning / SeriousConcentrate: 85
Magic -> Daniel
Quote from: Malakai, Wind / SeriousConcentrate: 85+25
Magic -> Daniel
Quote from: Malakai, Earth / SeriousConcentrate: 85-100
Slow Party

The tense moment ended with the thunder. The green cloaked man moved first, wind whipping from his hands at the doctor! (8+2 vs 6+2; Massive Success, 2d4x2; 10-2=8 damage. 2+2 vs 1+2; Minor Success, 1d4; 4-2=2 damage. 10 total) Daniel found himself lifted into the air, spun, and thrown against the ground hard enough to rattle his bones! Gritting his teeth, he got to his feet and drew his cross, throwing it right back! (-6 MP. 7+2 vs 7; Major Success, 2d4; 8 damage. 8+2 vs 5; Minor Failure. 2+2 vs 1; Major Success, 2d4; 6 damage. 14 total) He gave as good as he got, though. The cross smacked the wind elemental across the face and returned to his hand, and he tucked it back into his belt. Friar Greenmoore attempted to create Fire shields for himself and his allies. (3+2 Minor Success; 3 shields are created at the cost of 1 MP each but only soak 1/2 damage from the next attack before disappearing. They protect Greenmoore and... Frenz and Zathyran.) Three shields formed, about three feet through the middle, and hovered around himself, the nobleman, and the hunter.

The hoods had blown off of the Gatekeepers with the first's attack, and they all revealed themselves to be Malakai Ritt, their faces cold and dead, their eyes shining with a pale yet burning light that seemed almost to be looking into the depths of Hell itself. The gray Malakai moved first, raising his arm in a manner familiar to his compatriots. A deafening shriek resembling that of an eagle - but wrong, somehow, like there was an undercurrent of human voices in its cry - resounded across the path, and a giant beast alighted on Malakai's wrist. He looked at Avira for a moment, the demon bird's feathers shining with frost, icicles hanging from its body, and lifted his arm slightly while looking at Zathyran. With a cry, Avira launched itself at him! (6 vs 2; Major Success, 2d6; 12-2=10 damage, 10/2 Fire Shield = 5 damage. 2, no element infliction) The bird went right through his shield and its talons tore into his shoulder! ...But if it hadn't been for the shield, it might have gotten his throat, its actual target. Avira flew up and circled around, looking for another opportunity...

Meanwhile, the red Gatekeeper lifted an orb of fire in each hand and tossed them at Wymar! (8 vs 6; 6+1 Major Success, 2d4; 3 damage. 3, no elemental infliction. 6 vs 2; 4+1 Minor Success, 1d4; 2 damage. 5 total) One fireball struck Wymar in the shoulder; the other hit him in the stomach and knocked him off of his feet. The Gatekeepers in black and blue walked over to the gray Malakai, one on each side of him, and watched the party warily. (Shadow: 8. Shadow gets +3 to defense this turn. Ice: 2. Ice gets -2 to defense this turn. Both are protecting Physical Malakai.) While Wymar was down, the Gatekeeper in white advanced on him... (7 vs 6; 5+1 Minor Success, 1d4; 3 damage. 5 vs 8) It blasted him again with a beam of holy light, rolling the fortune teller across the ground. The Gatekeeper in yellow, on the other hand, was blindsiding the doctor once more! (6+1 vs 8+2. 6+1 vs 4+2; Major Success, 2d4; 4 damage. 2, no elemental infliction.) With a blast of lightning, he sent Daniel to the ground.

Frenz was incensed! "Get them!" he roared, drawing his oversized greatsword and advancing on the trio of Gatekeepers! (Odd = Shadow, Even = Ice: 4. 4+3 vs 5+2-2; 5+3 Massive Success, 2d6x2; 16 damage) His sword struck the blue Gatekeeper in the side with the sound of crunching snow and flung him aside. Wymar, gritting his teeth, pulled himself back to his feet and targeted both the blue and black Gatekeepers with holy white flames! (5+2 vs 3+2-2; Massive+2=Critical Success, 2d6x2+75%; 28+50% weakness=42 damage to Ice. 5+2 vs 2+2+3 (6+2 vs 2+2+3); Massive+2=Critical Success, 2d6x2+75%; 21+50% weakness = 32 damage to Shadow) Both were forced back by the light and fire combination!

Malleus, on the other hand, was charging the brown Gatekeeper! (4+2+1 vs 2; 4+1 Minor Success; auto-soak) The warhammer came down and struck the Gatekeeper directly between the eyes... but Malakai merely chuckled in response! He pushed Malleus back. (8+4 vs 3) Claire, meanwhile, dashed in and stole the red Gatekeeper's staff! Now he couldn't... use it... to... hit... them... That actually didn't help matters at all, did it? (Claire gets Staff! It does blunt damage.) On the other side of the battlefield, Pierre took off his pointy shades and threw them threw his boomerang at the Gatekeepers! (P: 3 vs 5. F: 7 vs 3. S: 7 vs 6+2+3. Light: 2 vs 5-2. I: 8 vs 5+2-2. Lightning: 7 vs 8+1. W: 8 vs 7. E: 8 vs 2. Thanks to Frenz's boost, Pierre's boomerang deals 1d6 to everyone it hit: Fire, Ice, Wind, and Earth take 4 damage) The boomerang cut into four of the Gatekeepers, but the other four swiftly dodged it!

Finally, Zathyran turned to the Lightning Gatekeeper in yellow and unleashed his fury! (-6 MP. 3+2 vs 5+1. 2+2 vs 1+1; 7+3 Critical Success, 2d6x2+50% +1d6x2+50%; 24+9=35 damage. 4+2 vs 7+1.) He managed to catch him off-guard and shocked him good, the force of the electricity sliding him back across the ground! But as he did so, the brown-cloaked Gatekeeper finally moved, turning the ground below into mud! (6. The party's initiative is lowered by 10 for 3 rounds!)

Spoiler: Status (click to show/hide)

Krath gets his 3 in one turn skill-up. ^^

Edit: Just realized I forgot Earth's action.
Title: Re: CvRTD: Turn 119 (In which the gates are barred)
Post by: Dwarmin on August 12, 2011, 03:21:58 pm
Double fireball on Ice Malakai
Secondary target if above dead: Wind Malakai


Pose: Old Man handstand, transfer into Disco spin?
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Ahra on August 12, 2011, 03:27:33 pm
((forget templar now its berzerk time)) *veins and arteries it Malleus neck starts trobbing and his left eye starts to twitch* you *twich* deserve THIS
hammer to guts and stab cross into his eye
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: IronyOwl on August 12, 2011, 03:28:09 pm
DAMN. At least now I have a beatstick for frozen enemies.

Speaking of which:

Sharktooth Kraken Shot followed by Shartooth Cutlass on Red Malakai!


Quote from: :3
POSE! (5 HP back for anyone that gets it. Draignean can answer too and I'll heal Malakai. All of him. :3)
No idea. Ginyu Force maybe?
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 03:31:10 pm
No, it's Castlevania related. :3
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 03:32:43 pm
You forgot to adjust Shadowmal's HP in the status. Or did he get healed after my attack?
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 03:36:40 pm
No, I derped and subtracted the HP from Light instead. :P 16 guys is a lot to keep up with, remind me to nevar combine the party again. ^^;
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Draignean on August 12, 2011, 03:36:49 pm
Quote from: :3
POSE! (5 HP back for anyone that gets it. Draignean can answer too and I'll heal Malakai. All of him. :3)

Charlotte.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 03:39:35 pm
Oh well.

Hmm. Attack the same guys again with holy fiery fury. Try to grab their attention in the most awesome way possible: By spontaneously Hammerdancing.

QUESTION! Does that grant me combat boni? (http://www.erfworld.com/wiki/index.php/Dance-Fighting) I think I already asked this but I didn't get a satisfactory answer.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Ahra on August 12, 2011, 03:48:43 pm
my prayer is forgotten in the statuses
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 03:50:09 pm
I think that stopped working this turn.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Ahra on August 12, 2011, 03:51:38 pm
huh i think youre right
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 03:52:33 pm
Draignean got it. 5 HP back to ALL the Malakais next turn. :3 (Also find the ':3' in the 'Quote From' amusing. Good job. ^^)
@Darvi: Nope. :3
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 03:53:10 pm
Does it at least count as a taunt?

Draignean got it. 5 HP back to ALL the Malakais next turn. :3 (Also find the ':3' in the 'Quote From' amusing. Good job. ^^)
Ffffff....

Everybody focus fire!
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Taricus on August 12, 2011, 03:54:14 pm
YYYYYYYYAAAAAAAAAYYYYYYYY!
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 03:54:29 pm
That'll work. Malleus does that sometimes, although more with yelling than dancing...
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 03:55:55 pm
Ah, but Malleus doesn't get absolute and complete Damage Resistance when he does that :3

Damn I just jinxed it di'nt I?
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 03:56:44 pm
...We'll see. @.@
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: IronyOwl on August 12, 2011, 04:02:40 pm
Draignean got it. 5 HP back to ALL the Malakais next turn. :3 (Also find the ':3' in the 'Quote From' amusing. Good job. ^^)
@Darvi: Nope. :3
But he stole that from me. D:
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 04:05:46 pm
lol. You get a GJ too then! :D
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Dwarmin on August 12, 2011, 04:08:36 pm
5 HP isn't much to the Malaclones, but it is a lot to the players.

Also, since I have no idea what the Hell you guys are talking about, I added to my turn...

Quote
Pose: Old Man handstand, transfer into Disco spin?

@Seriousconcentrate: I was wondering, are the Malakais targeting randomly, or intelligently?
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 04:15:19 pm
...why do you ask? :-X
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Dwarmin on August 12, 2011, 04:40:50 pm
Wondering if they're all going to just pick off the glass cannon characters first like they would if they were smart, or mildly annoy the players with 40 health.  :)
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 04:43:43 pm
Well that's why I made myself damage immune.

Also, killing off the glasscannons means trouble later on... Eheheheheh...

:3
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Krath on August 12, 2011, 05:24:07 pm
Skillup, huh? I'm out of ideas, actually. QUICKLY, PARTY MEMBERS, IDEAS!

In other news, Malakai clearly has NO IDEA WHO THE HELL I AM

GIGA DRILL BREAKER STAB ICE MALAKAI
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 05:24:48 pm
Dancefighting lv.1: Gain +2 on attacks while dancing.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Krath on August 12, 2011, 05:28:12 pm
Dancefighting lv.1: Gain +2 on attacks while dancing.

...

...

I'LL TAKE IT!
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: IronyOwl on August 12, 2011, 05:33:07 pm
In less silly news:

Greased Lightning or Fabulous to L2
Bonuses for each consecutively successful attack/dodge/etc
Bonus to attack/dodge immediately after a successful dodge/attack
More HP/MP
Activated +attack for -defense ability
Heal/recover MP anytime an ally wastes a turn attempting to one-up or ruin you
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 05:34:42 pm
Those are pretty good ideas. *GM Endorsement :3*
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Krath on August 12, 2011, 05:51:07 pm
Fine. I'll do it the less silly way.

BUT I WON'T LIKE IT!

Heal/recover MP anytime an ally wastes a turn attempting to one-up or ruin you.

It has practical applications.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 12, 2011, 05:55:50 pm
Nifty, more support skills for me!
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 12, 2011, 07:24:10 pm
Actually, no, wait, I just remembered. Draignean was merely close! Charlotte does pose if you hold up for five seconds -as does JoMo- but it's not her I was thinking of. ^^;
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Talarion on August 12, 2011, 10:04:17 pm
Triple lightning Ice Malakai/Shadow Malakai If Icey is dead.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Zako on August 12, 2011, 10:22:19 pm
Good lord, I got hammered. Can someone defended while I heal?

Heal myself. Then triple cross attack on shadow.

Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Grimmjow6th on August 12, 2011, 10:57:01 pm
''Sakra .... táto monštrá sa žiť tak dlho ako ja asi s týmto bičom, pošlem ich všetky tam, kam patrí!'' Spin greatsword around, toss it towards thm, then draw whip and defend the good doctor as he heals.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Ahra on August 15, 2011, 07:09:43 am
''Sakra .... táto monštrá sa žiť tak dlho ako ja asi s týmto bičom, pošlem ich všetky tam, kam patrí!'' Spin greatsword around, toss it towards thm, then draw whip and defend the good doctor as he heals.
what language?
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Darvi on August 15, 2011, 07:10:43 am
Slovak apparently.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Talarion on August 15, 2011, 07:28:16 am
It makes sense. Frenz is a Slovakian Noble >.>
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 15, 2011, 10:55:01 pm
I realize y'all are wanting a turn, but things are a bit hectic atm with college starting again. I have a dentist's appointment tomorrow on top of that, which entails waking up at 5:30 in the morning so I can get a cup of coffee in me before the hour long drive into town to make the appointment. @.@ I haven't forgotten either of my RTDs, just been a bit busy.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Talarion on August 16, 2011, 01:33:18 am
It's fine, SC. Take your time...

(I would be a hypocrite if I said otherwise >.> <.<)
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: Ahra on August 16, 2011, 05:34:08 am
its your life and time, do what you want with it.
Title: Re: CvRTD: Turn 120 (In which the Gatekeeper is revealed)
Post by: SeriousConcentrate on August 18, 2011, 01:29:31 pm
Turn this afternoon. I promise, and you can hold me to it, that I'll start working on it around six or so... which means it should be up around seven. ^^;
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 09:05:20 pm
Quote from: Malleus Raulat / Ahra: 78-10 (3)
hammer to guts (Targeting Earth, I think)
Quote from: Wymar Sane / Darvi: 67-10 (3)
Attack the same guys again with holy fiery fury. Try to grab their attention in the most awesome way possible: By spontaneously Hammerdancing.
Quote from: Pierre Dé Grasse / Krath: 77-10 (3)
STAB ICE MALAKAI
Quote from: Friar Greenmoore / Dwarmin: 28-10 (8)
Double fireball on Ice Malakai. Secondary target if above dead: Wind Malakai
Quote from: Daniel King / Zako: 81+10-10 (7)
Heal myself.
Quote from: Claire Rosara / Irony Owl: 40-10 (2)
Sharktooth Kraken Shot followed by Sharktooth Cutlass on Red Malakai!
Quote from: Frenz Grende / Grimmjow6th: 69-10 (3)
Spin greatsword around, toss it towards them, then draw whip and defend the good doctor as he heals.
Quote from: Zathyran Firsankh / Talarion: 68-10 (1)
Triple lightning Ice Malakai/Shadow Malakai If Icey is dead.

Quote from: Malakai, Physical / SeriousConcentrate: 64
Magic & Avira -> Zathyran
Quote from: Malakai, Fire / SeriousConcentrate: 64
Magic -> Daniel
Quote from: Malakai, Shadow / SeriousConcentrate: 64
Magic -> Wymar
Quote from: Malakai, Light / SeriousConcentrate: 64
Magic -> Daniel
Quote from: Malakai, Ice / SeriousConcentrate: 64
Magic -> Wymar
Quote from: Malakai, Lightning / SeriousConcentrate: 64
Magic -> Wymar
Quote from: Malakai, Wind / SeriousConcentrate: 64+25
Magic -> Daniel
Quote from: Malakai, Earth / SeriousConcentrate: 64-100
Magic -> Zathyran


Slowed by the mud, the party was unable to react before the Wind Gatekeeper did! (4+2 vs 7+2. 7+2 vs 2+2; Massive Success, 2d4x2 damage; 9-2=7 damage. 3, no elemental infliction.) Sharp winds blew past him, opening multiple lacerations along his body. His resolve was weakening with so much bloodloss, but he managed to reach into his bag and pull out a concoction that would slow the bleeding... and keep him alive until he could thoroughly treat himself. (5+2+2+20%=11 restored) He sprinkled the powder along his wounds, staunching the bleeding for now. Malleus continued attacking the Earth Gatekeeper. (1+2 vs 6) The Gatekeeper again blocked his blow, this time moving his stone staff into the path of the warhammer. Would Pierre have better luck with the Ice Gatekeeper? (7+2 vs 3+2; 8+2 Critical Success, 2d4x2+50%; 15 damage. 4, Pierre gets a second attack! 5+2 Major Success, 2d4; 7 damage. Total 22) Indeed he did! It was Pierre's moment to shine as he struck his foe in the nose with the hilt of his rapier, rocking his head back and leaving him completely open for an electrified stab through the chest! It wasn't fatal - Malakai and all of his components were no longer human - but nevertheless it was an excellent blow.

Again, six of the Gatekeepers moved in tandem, Avira circling overhead... The demon eagle dived at Zathyran as Malakai shot a freezing cloud of shadow at him! (Avira: 3 vs 3 (8 vs 8) [2 vs 7]. Malakai: 6 vs 6 (3 vs 6). 6 vs 4; Major Success, 2d4; 6 damage. 3, Blue Amulet does not take effect. 1, shadow element inflicted! 3, ice element not inflicted. Zathyran is Poisoned! 7 damage total) The shadows enveloped Zathyran, and sharp spears of ice stabbed him from every angle! Some melted inside his wounds, leaving evil toxins in his body. Meanwhile, the red Gatekeeper focused on the wounded Daniel, intent on cauterizing his cuts for him. (6 vs 3+2; Minor Success, 1d4; 3-2=1 damage. 8 vs 3+2; Massive Success, 2d4x2; 14-2=12 damage. 13 damage total)

The red Gatekeeper extended a hand towards Daniel, his flesh suddenly ablaze. A similar burning hand, giant and skeletal, appeared around the doctor and enveloped his weary body before he could react! Malakai clenched his fist, and the doctor disappeared into the flames...

*Daniel King has been struck down.*

The Gatekeeper in black focused on the fortune teller. (3-1 vs 1; 6-1+1 Minor Success, 1d4; 4. 8-1 vs 3; 3-1+1 Minor Failure.) A beam of shadow struck Wymar in the shoulder and pierced completely through before Malakai retracted it. (Target Unavailable, random roll: 4, Friar Greenmoore) The Gatekeeper in white, meanwhile, went for the priest. (1+2 vs 6. 5+2 vs 5; 7+2 Critical Success, 2d4x2+25%; 18-2=16/2=8 damage.) It was ironic that the friar would perish by a holy spell... but his will was strong, and his shield stronger, negating some of the spell... but he was wounded, and without their healer...

The Ice Gatekeeper also focused on Wymar. (5 vs 7. 7 vs 8) Perhaps it was desperation fueling his movements, or maybe he had predicted the future, but the fortune teller was able to evade the barrage of glass-like shards, each sharper than a guillotine, that flew at him. (4+1 vs 8. 3+1 vs 6) His timing was impeccable; the yellow Gatekeeper tried to blindside him with a lightning spell, but Wymar dodged to the other side of the ice shards and caused the spells to cancel each other out, leaving him safe for the moment.

By now Frenz had pulled his feet somewhat free of the muck, and he threw his greatsword at (Random Target: 8, Earth Gatekeeper. 7+2 vs 3; 5+2 Major Success, no damage) the Gatekeeper in brown! It struck the Earth Malakai directly in the face with the sharp edge, the weight and force of his throw enough to drive him down and into the mud... but he calmly picked himself up, pulled the sword from his skull, and tossed it aside almost casually. Gritting his teeth, the nobleman drew his whip and prepared to fight on...

Zathyran was injured and angry. Daniel was dead, and Malakai was going to pay. (-6 MP. 3+2 vs 8+2. 7+2 vs 5+2; 3+2 Minor Success, 1d6+1d6; 5+2 damage. 5+2 vs 5+2 (6+2 vs 2+2); 7+2 Critical Success, 2d6x2+25% + 1d6x2+25%; 30+15 damage. 52 damage total and kill) He funneled as much power as he could bring to bear on the Ice Elemental, his lightning surging through the Gatekeeper's body until it exploded in a shower of snow, electricity arcing from one flake to the other as they fell...

Wymar was also plotting revenge, again the Shadow Gatekeeper. Combining Fire and Light into a lethal combo, he cast a spell... (-4 MP. 8+2 vs 5-1; 6+2 Massive Success, 2d6x2+25%; 30+50% weakness = 45 damage. 1+2 vs 2-1; 8+2 Critical Success, 2d6x2+75%; 32+50% weakness = 48 damage. 93 damage total and kill) First the flames began to consume the Shadow Elemental's robe... then they suddenly burned white and radiant, consuming the darkness in holy light! Naught was left of the fiend by the time the flames subsided.

Claire had been using all the chaos to load her pistol and fire it at the red Gatekeeper. (-2 MP. 3 vs 2; 7-1 Minor Success, 1d6; 4+50% weakness = 6 damage. -1 MP. 7 vs 2; 8+2+1-1 Critical Success, 2d6x2+50%; 24+50% weakness = 36 damage, Claire regens 18. 42 total) The bullet struck him in the cheek, freezing the skin as it went, but the frost melted as quickly as it formed due to the sheer heat of the Gatekeeper's body. Claire was not going to give up, not now, and followed bullet in, slashing him across the chest. This time the ice stuck, freezing the wound closed as it formed. The pirate kicked him back to get enough distance to attack again...

Greenmoore threw his sleeves back and focused on the Wind Gatekeeper, a fireball forming in each hand. (7 vs 6; 3+2 Minor Success, 1d4 damage; 4 damage. 6 vs 5; 7+2 Critical Success, 2d4x2+25%; 20 damage. 24 damage total) His fireballs struck the Gatekeeper, plowing through the swirling winds surrounding his cloak like a tempest... but although he staggered, he did not fall. The final Gatekeeper, the slow one in brown, raised his staff towards Zathyran. (8 vs 8 (8 vs 6); Minor Failure. 6 vs 4; Major Success, 2d4; 7 damage. 4, Blue Amulet absorbs the spell.) Spikes of earth surrounded him on all sides and rose to impale him... but before they could do so they crumbled, his amulet reflecting a pale blue light.

Spoiler: Status (click to show/hide)

o.O Things aren't looking good. With Daniel dead Zathyran is on a time limit; he will die in twelve rounds assuming Malakai doesn't attack him any more.

Anyway.. skillups. Darvi has two (four in a row + 35 total) and Krath has another one (25 total).
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Taricus on August 18, 2011, 09:13:51 pm
Damnit Malakai, Finish him!
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 09:24:25 pm
Don't worry about that so much, Taric, consider this: Look how much damage Daniel does to living beings. Every member of the party is a living being. I do have some fun ideas for him, indeed...
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Taricus on August 18, 2011, 09:25:43 pm
Still, the more dead the better >:3
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Ahra on August 18, 2011, 09:32:05 pm
why didnt i stab my cross into his eyesockets and carve his eyes out?
I WILL DRAIN YOUR BLOOD; AND KILL, SMASH , BURN MUTILATE; DEFACE , STRANGLE YOU YOU ASSFUCK
goin´ unholy rage lv2  :P
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on August 18, 2011, 09:43:33 pm
Well...Wymar, Zathryn and me are all dead next turn or close to it, most likely. Alot depends on the next turn. We can total party kill here pretty easy.

To die in the service...to die in the service...not now...but, where goodness and light may not be enough...random chance may smile upon the fearless...Friar Greenmoore has never been one to trust in luck, but right now...why the Hell not?

Action: KARMA COIN!


Calling another spot on the waiting list before the inevitable. Working on sheet now.  :P
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 09:43:50 pm
Only Irony can subweapon+main weapon. Hammer was first, so that's what I used.

@Ninja Dwarmin: Putting you on the waitlist then. ^^;
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Krath on August 18, 2011, 09:58:58 pm
Throw my boomerang in such a way as to knock all the books out of their hands.

I can do that, right?
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Zako on August 18, 2011, 10:05:22 pm
Noooooooooo......

Poor Daniel, you were not long for this world. And damn that summon spam, 3 targeted me at once! Awwwwwww...  :'(

I guess I will just have to make a summon spammer in revenge now. I suppose. I will miss the triple cross attack though.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 10:12:39 pm
Throw my boomerang in such a way as to knock all the books out of their hands.

I can do that, right?


You can, but since it won't do anything as we established earlier, it'll just be normal damage.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on August 18, 2011, 10:21:41 pm
Might as well stick with the story. :P

Spoiler: Tala Greenmore (click to show/hide)
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: IronyOwl on August 18, 2011, 10:23:25 pm
Damn it.

Growling at the desperate situation around her, Claire fished into her pocket for a certain coin. Cursing loudly and very much like a sailor, she hurled it far higher into the air than was necessary, hoping that whatever it did, it'd be enough to turn the tide.

Without waiting for it to hit the ground, she cocked her pistol, loaded with a kraken's bullet, and focused cold into her cutlass. If these things were so concerned about the physical one being harmed, that's who she was going for.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 10:28:01 pm
@Dwarmin: Looks fine so far. :3 If you want to talk about professions or skills or anything, PM me and we can discuss matters. If you wanna wait until you know if you're gonna need her too, though, that's fine.

@Irony: Glad somebody remembered the Karma coins. >.>
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on August 18, 2011, 10:42:45 pm
Lol @ Karma coins. From what I can see, I gather four outcomes

1-Everybody healed. Most of our teammates are not even hurt, except the ones about to totally die from being squishy. All the Malas getting back any health is a diasaster since they just go back and kill us all over again. Worst outcome.

2-Everybody hurt. Half of the party dead, Malas hurt enough, probably second best outcome.

3-One side Healed. Little effect if it lands on us. Buys us one turn. If It lands on Malas only, everybody dies.

4-One side hurt. Half of our party dead, not actually much different from whats going to happen anyway. If it lands on Malas, half of the party still dies, but we probably win.

So, while it may have a great effect on everybody elses future, it does very little for the squishy characters. Who have been screwed since the start of game, I've always believed.

 :P

Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 10:45:19 pm
WRONG! Only two outcomes:

1. Player party is healed, degree based on number rolled.

2. Enemy party is hurt, degree based on number rolled.

Basically the Karma coin is only beneficial. ^^
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Taricus on August 18, 2011, 10:46:58 pm
But that sucks D:, It should be based on the individual's Karma. So someone of dubious occupation would use Dwarmin's list (AKA: Anyone not a priest or paladin)
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 10:49:58 pm
Nah, with the exception of the joke item (moldy sandwich) I'm not going to hand out harmful items without making it clear what it is. Also, a roll of 3 through 6 isn't that good; it's on 1-2 and 7-8 that the score can really change. :3
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on August 18, 2011, 10:50:35 pm
I assumed the Karma Coin was evil. Like our GM!  ;D

But if thats the case, I'll throw mine too. What the hey. Action edited!
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 11:04:42 pm
That's hurtful Dwarmin, really. :'(

...Go join Darvi's club, ye heartless squishy.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Taricus on August 18, 2011, 11:10:34 pm
Hey, We think you're the good kind of evil though :D
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Grimmjow6th on August 18, 2011, 11:17:42 pm
Stare at the spot the doctor once was... "............I had grown to like him too..." Twirl whip into the air, fling it at the red gatekeeper and pull him towards me ''Get over here and just die you monster of the darkness!" Kick him to the ground, rip the spellbook away, and proceeed to kick it and whip it to death.
If what i did was retarded, please tell me :P
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on August 18, 2011, 11:22:52 pm
It's just the combination of seeing Malleus, Pierre, Franz and Claire all at full max health that gets me hot under the collar. Hrrrngh!

*explodes*
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: IronyOwl on August 18, 2011, 11:25:16 pm
Well, it's hard for Claire's health to drop for very long. :P

That said, some sort of damage distribution/lightly hurt your allies for power skill/class feature could be handy.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 18, 2011, 11:41:35 pm
What, like... use Claire's blood on the Rosary? Easy way to solve that problem: have Greenmoore and Claire switch weapons. :P

@Grimmjow6th: No problem there, probably won't be a mention of the book in the turn but you're free to knock him to the ground and stomp his face on a successful attack. :3
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Talarion on August 19, 2011, 01:04:00 am
Triple Lightning Supercharged on Physical Malakai
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 19, 2011, 02:40:53 am
Note to self: BE LESS FREAKING CRYPTIC WHEN TELLING THE GM I'M USING GOD MODE!!! Dx
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Grimmjow6th on August 19, 2011, 05:54:14 pm
Serious, did you get my pm?
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 19, 2011, 11:16:35 pm
Yessir, but I haven't been on much today to answer it. ^^; I have a few moments now before I go get some sleep, so I'll just ask you here: can you send me another PM slightly clarifying what you mean? :3 (@everyone else: It's about a new character in case Frenz should be killed, so nothing you should be worried about. Except Frenz, if he is killed, but that's a different matter entirely. :3)
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Grimmjow6th on August 19, 2011, 11:31:49 pm
And sent with what i meant ^_^
EDIT:by the way, can i be put on the wait list incase i bite the dust?
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Talarion on August 20, 2011, 04:26:55 am
I should do this

Spoiler (click to show/hide)

To one of the Malakai's. Just sayin <.< Damn I just noticed I screwed the background. Ah well.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Grimmjow6th on August 22, 2011, 03:48:50 pm
*bump* don't die on me now cvrtd!
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 22, 2011, 03:52:54 pm
Not going to. It will nevar die! ...Until it finishes, of course. >.> I've been busy doing my homework and occasionally tabbing to B12 to write posts in other RTDs so as not to hold them up. When I get an hour or two set aside I'll run the next turn. :3
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 22, 2011, 03:54:18 pm
Hummm...
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 22, 2011, 05:03:23 pm
I sense doubt coming from our fortune teller. :P
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 22, 2011, 05:04:58 pm
I have no idea what skills I should take...
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 22, 2011, 05:10:26 pm
Ah, OK. Well, you could put both of your skills into -2 damage like everyone else has, use them both to raise either your HP or MP by 10 points, try a skill like Greenmoore has (bonus to non-damage use of magic), or query IronyOwl, he comes up with some interesting ideas. :3
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 22, 2011, 05:12:03 pm
-damage? Are you crazy?!

Hmm...
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 22, 2011, 05:18:38 pm
I take it that's a no then? :P Anyway, I'll have to respond with a 'I dunno lol.'
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on August 22, 2011, 05:20:24 pm
Lol, yeah. If I survive next turn, I'm spamming fire shields.

On myself.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 22, 2011, 05:22:21 pm
Well, for now, Hit somebody with doublecast holy fire. Whoever has the least health left. Unless it's the light- or fire-Malakai. Fuck those. While using my protection skill. I mean. Shit. That came out wrong.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: SeriousConcentrate on August 22, 2011, 05:23:11 pm
So... ambush Zathyran (Tal) with amorous intentions then? :P
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Talarion on August 23, 2011, 01:41:44 am
LOL Darvi.

I think he meant -tal as in elemenTAL. I hope.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 23, 2011, 03:14:43 am
No.... I... didn't...
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Talarion on August 23, 2011, 03:44:20 am
In which case I now have a fear of being raped by a magic gypsy. Somebody... Help...?
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Taricus on August 23, 2011, 04:10:56 am
Malakai will help you! By killing him...
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Darvi on August 23, 2011, 04:12:59 am
Wait.

I seem to have missed something vital here.

Malakai wasn't Talarion's Character.

Seriously, why do I keep mixing them up all the time?
Title: CvRTD: Turn 122 (Two sides of the coin)
Post by: SeriousConcentrate on August 27, 2011, 03:24:25 am
So I finally put aside bullshit going on IRL and decided to write a turn. (If you're curious, it's health related and will involve surgery, most likely sometime next month. That's really all there is to say on the matter.)

Quote from: Malleus Raulat / Ahra: 99-10 (8)
2x Cross -> Earth Malakai (?)
Quote from: Wymar Sane / Darvi: 24-10 (6)
Hit somebody with doublecast holy fire. Whoever has the least health left. Unless it's the light- or fire-Malakai. Fuck those. While using my protection skill. I mean. Shit. That came out wrong.
Quote from: Pierre Dé Grasse / Krath: 90-10 (4)
Throw my boomerang in such a way as to knock all the books out of their hands.
Quote from: Friar Greenmoore / Dwarmin: 43-10 (2)
KARMA COIN!
Quote from: Claire Rosara / Irony Owl: 80-10 (8)
Karma Coin x2 Combo; Without waiting for it to hit the ground, she cocked her pistol, loaded with a kraken's bullet, and focused cold into her cutlass. If these things were so concerned about the physical one being harmed, that's who she was going for.
Quote from: Frenz Grende / Grimmjow6th: 30-10 (8)
Stare at the spot the doctor once was... "............I had grown to like him too..." Twirl whip into the air, fling it at the red gatekeeper and pull him towards me ''Get over here and just die you monster of the darkness!" Kick him to the ground, rip the spellbook away, and proceeed to kick it and whip it to death.
Quote from: Zathyran Firsankh / Talarion: 97-10 (8)
Triple Lightning Supercharged on Physical Malakai

Quote from: Malakai, Physical / SeriousConcentrate: 31
Magic -> Greenmoore
Quote from: Malakai, Fire / SeriousConcentrate: 31
Magic -> Zathyran
Quote from: Malakai, Light / SeriousConcentrate: 31
Magic -> Wymar
Quote from: Malakai, Lightning / SeriousConcentrate: 31
Magic -> Zathyran
Quote from: Malakai, Wind / SeriousConcentrate: 31+25
Magic -> Wymar
Quote from: Malakai, Earth / SeriousConcentrate: 31-100
Magic -> Zathyran


Malleus reached for his cross! (2 MP. 7+2 vs 3; Minor Success, autosoak. 7+2 vs 4; Major Success, 2d6; 8 damage) The earthen Gatekeeper grabbed the cross and tried to push it back against Malleus. For a moment it looked like he would manage it, but then the cross broke through his defensive powers and he was force to release it with a step back, the palm of his hand burnt and smoking. Zathyran, meanwhile, clenched his fists together; this was the last bit of mana he possessed, and he was going to make it count! (-6 MP. 8+2 vs 7; 6+2 Massive Success, 2d8x2+1d8x2; 26+16=42 damage. 2+2 vs 4 (7+2 vs 2); 6+2 Massive Success, 2d8x2+1d8x2; 20+12=32 damage. 2+2 vs 2; 7+2 Critical Success, 2d8x2+25% + 1dx2+25%; 40+20=60 damage. Total: 132, kill. Zathyran loses 1 HP) With overwhelming power, he struck down the gray Gatekeeper.

But before he could celebrate victory, he noticed that the only change was one less Gatekeeper, and the disappearance of Avira. The remaining five Gatekeepers were still in the fight. Pierre was well aware of that fact and already moving to continue the battle, flinging his boomerang! (F: 7 vs 1. Li: 8 vs 4-2. Lg: 7 vs 5+1. W: 1 vs 3. E: 5 vs 7. Fire, light, and Lightning take 1d4+1d4 damage, total of 6 damage) The boomerang sliced into the right hand of the red, white, and yellow Gatekeepers, harming them but not inflicting significant damage. The green Gatekeeper ducked the boomerang and the brown one deflected it with his staff.

Claire removed the coin Jonas had given her in the caverns and flipped it into the air. As it came down, she fired her pistol at and rushed (random target: 1, Fire Malakai) the red Gatekeeper! (-3 MP. 7 vs 6; 8-1 Major Success, 2d6; 9 damage. 4, defense lowered by 2 for 2 rounds. 3 vs 4-2; 8-1+3 Critical Success, 2d6x2+50%; 18+50% elemental weakness = 27 total damage. 2, no elemental infliction. Karma coin is... 2, major amount of healing to all players. Each player regens 15 HP and 5 MP!) Caught off-guard by the pistol, Malakai was shot and slashed severely as the coin landed. It bounced and hung in the air, revealing a set of white scales in perfect balance. A soft light emanated from the bowls, filling the party with renewed vigor!

The wind Gatekeeper continued to focus on Wymar. (1+2 vs 5. 2+2 vs 4 (1+2 vs 1); 6+1 Major Success, 2d4; 7 damage) A powerful blast of wind rolled the gypsy back and slammed him painfully into the ground, but he was by no means out of this fight. Friar Greenmoore pulled out his own karma coin and launched it skyward! (5, minor damage to all enemy units. All suffer 1d6 damage; 4 to each.) The coin hung in the air before it ever landed, showing a pair of unbalanced black scales. Spears of darkness shot from the bowls, embedding themselves in each Gatekeeper and draining their energy to balance the scales before the coin vanished.

Although injured, the remaining Gatekeepers moved to attack, with the fire and lightning Malakais going for Zathyran as the light Gatekeeper joined the assault on Wymar. (F: 5 vs 5 (6 vs 8). 7 vs 7 (1 vs 8). Lg: 7 vs 3; Massive Success, 2d4x2; 12-2=10 damage. 7 vs 5; Minor Success, 1d4 damage; 4-2=2 damage. 12 total. Li: 3+2 vs 5 (2+2 vs 7). 7+2 vs 1; 6+1 Major Success, 2d4; 6 damage) A beam of light struck Wymar as he stopped rolling from the wind spell, burning him badly... but the fortune teller just could not die! Evar, from the looks of things. >.> Meanwhile, Zathyran evaded a large gout of flame, only to be caught by the yellow Gatekeeper's lightning bolt, striking him squarely in the chest!

Frenz had had enough of the fire Gatekeeper. (5+2 vs 5; 8+4 Critical Success, 2d6x2+100%; 44 damage and kill) His whip caught the elemental around the neck and he dragged him over, where he proceeded to work him over with ground melees that added five seconds to the clock and looked to give the team a SS ranking for the run despite losing a party member. Finally - FINALLY - Wymar recovered from the beating he had just taken and pulled himself to his feet yet again, making him nearly as tough as Rocky Balboa. (-4 MP, targeting Wind. 6+2 vs 6; 7+2 Critical Success, 2d6x2+50%; 36 damage. 7+2 vs 1; 6+2 Massive Success, 2d6x2+25%; 20 damage. 56 total) Lifting his hands as if raising a great weight, Wymar formed a column of holy fire below the green-cloaked Gatekeeper and enveloped him in unnaturally hot white flames! The elemental was still too powerful for the attack to finish him off, but he was certainly in bad shape afterward...

(1 vs 3. 1 vs 5.) The earth Malakai elected to troll Claire instead of actually attack anyone. It wasn't even good, creative trolling. He was just like 'lol you slept with Pierre.'

Spoiler: Status (click to show/hide)

Riccto is next on the waitlist, add him during or after boss fight? Leaving it up to the party. :3 Also, eights. Zathyran got both his five and six in a row this turn as well as his twentieth, so he gets three.

EDIT: To turn off smilies. Whoever decided that 8) should be a smiley is going to get hurt, it makes things look stupid.
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Taricus on August 27, 2011, 03:32:14 am
Damnit Malakai, just kill them already! :P

In all seriousness though, Hope you do get better.
Title: Re: CvRTD: Turn 121 (Two sides of the coin)
Post by: SeriousConcentrate on August 27, 2011, 03:44:38 am
Thanks, Taric. ^^
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Talarion on August 27, 2011, 04:09:29 am
Increase Mana by 5, Increase Health by 5, will keep the last one free for ideas (I dont have any, dont want to increase mana/hp more yet)

SUPERCHARGE Lightning Electric Malakai as much as I can.
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: IronyOwl on August 27, 2011, 04:11:25 am
Erk. Good luck with that. :-\

Also I has all the mana. Allll of it. :3


Ice pistol on least weakened Gatekeeper, ice cutlass on most weakened Gatekeeper! Also respond to earth troll with "Yep, pretty awesome."

Leaning towards letting the new guy in after boss fight, but either way works.
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Darvi on August 27, 2011, 04:25:59 am
How did I just manage to both survive and get damaged at the same time. By now those seem almost mutually exclusive.

Shit, lets be weird. All aboard the pain train!
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Krath on August 27, 2011, 06:32:19 am
Stab Earth gatekeeper while nodding. "Yep, pretty awesome, indeed."
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Darvi on August 27, 2011, 06:35:39 am
Hmm, about my skill, I want something that really hurts.

Mostly so that Taric will wish that I'd never had died. Heheheh.
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Ahra on August 27, 2011, 06:36:30 am
WHY WONT U DIE? strangle him with the cross
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Darvi on August 27, 2011, 06:38:28 am
How would that work? oO

Hey, can I add a DoT effect to my casts?
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Dwarmin on August 27, 2011, 06:41:06 am
Wait huh what

Fire Greenmoore knew the coins had bought them a little time...


Fire shields on me, Zathyran and Wymar!
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: SeriousConcentrate on August 27, 2011, 10:33:27 am
@Darvi: Given that this is Castlevania, those crosses are fairly large; at least as long as the hilt of a zweihander and maybe a bit longer. If you were to hold it by each end, you could probably strangle someone with the area between. Anyway, about the skill. You know me, I like to ask people to explain what they want in detail.

@Dwarmin: Huh?

@Talarion: You already used up your supercharge. :P If I was you I'd rip off Darvi's criticals skill for your third. I'd recommend that to Grimmjow6th too since he has the possibility to hit criticals a lot with that whip of his. >.> It's only +10% at Lv1 but at Lv2 you get +25% on 8 and up.
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Darvi on August 27, 2011, 11:03:08 am
Something along the lines of "a point damage per degree of success on the hit roll for 3 turns". I dunno.

But I definitely wanna get rid of the penalty on high-power casting first.
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Grimmjow6th on August 27, 2011, 09:47:49 pm
Look over to Wymar and think........ "Wymar, light my whip with your holy fire!" once he does that, strangle the lighting one!
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Talarion on August 27, 2011, 09:53:45 pm
I'll go with that. Lv 1 criticals. Also, I forgot that Supercharge was once per battle, thanks for reminding me <.<
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Darvi on August 28, 2011, 05:04:26 am
a) I think a couple holyshitfire boltes would be more effective than the additional damage on single hit with your whip and
b) does it even work tat way?
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Ahra on August 28, 2011, 05:08:53 am
Look over to Wymar and think........ "Wymar, light my whip with your holy fire!" once he does that, strangle the lighting one!
are you mimicing me  :P
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Darvi on August 28, 2011, 05:12:41 am
Because undead horrors obviously need to breathe.

:P
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Ahra on August 28, 2011, 05:14:51 am
see it this way, if he need to its an bonus, but  im pressing an golden cross against an unholy beings throat :P
Title: Re: CvRTD: Turn 122 (Two sides of the coin)
Post by: Grimmjow6th on August 28, 2011, 02:11:28 pm
Well what im thinking of, if i sqeeze hard enough, OFF WITH HIS HEAD happens.
Title: Re: CvRTD: Turn 123 (Two sides of the coin)
Post by: SeriousConcentrate on September 01, 2011, 08:23:35 pm
I really need to organize my days better. :\ Anyway, I owe you guys a turn, so I'm going to assume Darvi is just dualcasting and Grimmjow is attacking without the boost since Darvi said 'nah' to the idea.

Quote from: Malleus Raulat / Ahra: 64 (1)
strangle him (Earth) with the cross
Quote from: Wymar Sane / Darvi: 43 (3)
Shit, lets be weird. All aboard the pain train! (Randomly targeting... Light and Lightning)
Quote from: Pierre Dé Grasse / Krath: 39 (2)
Stab Earth gatekeeper while nodding. "Yep, pretty awesome, indeed."
Quote from: Friar Greenmoore / Dwarmin: 24 (4)
Fire shields on me, Zathyran and Wymar!
Quote from: Claire Rosara / Irony Owl: 57 (3)
Ice pistol on least weakened Gatekeeper, ice cutlass on most weakened Gatekeeper! Also respond to earth troll with "Yep, pretty awesome."
Quote from: Frenz Grende / Grimmjow6th: 49 (1)
Look over to Wymar and think........ "Wymar, light my whip with your holy fire!" once he does that, strangle the lighting one!
Quote from: Zathyran Firsankh / Talarion: 86 (2)
Lightning Electric Malakai as much as I can.

Quote from: Malakai, Light / SeriousConcentrate: 96
Magic -> Malleus, Zathyran
Quote from: Malakai, Lightning / SeriousConcentrate: 96
Magic -> Malleus, Claire
Quote from: Malakai, Wind / SeriousConcentrate: 96+25
Magic -> Frenz, Pierre
Quote from: Malakai, Earth / SeriousConcentrate: 96-100
Magic -> Greenmoore, Wymar

The Light, Electric, and Wind Gatekeepers acted in concert, each aiming a palm at a different party member and unleashing their respective elements. (Malleus: 6+2 vs 4+4 (6+2 vs 6+4). 7+1 vs 3+4; Massive Success, Wax Doll. Zathyran: 3+2 vs 3; Minor Success, 1d4; 3-2=1 damage. 4, damage absorbed by amulet. Claire: 5+1 vs 2+2; Massive Success, 2d4x2; 12-2=10 damage. Frenz: 6+2-1 vs 1+4; Major Success, 2d4; 7-2=5 damage. Pierre: 8+2 vs 3+4; Massive Success, 2d4x2; 10 damage.) The beams of light shot towards Malleus and Zathyran, but the paladin easily dodged to the side. The hunter held up his amulet, attracting the magic into it, and the spell did him no harm. But while Malleus was dodging the light, he was struck by lightning! It ran across his armor in bright arcs but seemed to do no damage to the man inside at all, although Claire wasn't quite so lucky asshe convulsed in pain from the sudden shock. Meanwhile, both Frenz and Pierre were struck by powerful winds; the nobleman kept his feet despite the the debris picked up by the miniature tornado slamming against him, but Pierre lost his hat! He jumped to retrieve it, and although he did so, he was clobbered by a heavy branch that had been picked up by the spell.

Zathyran, having blocked the light, responded with a spell of his own towards the yellow Gatekeeper. (-6 MP. 2+2 vs 5+1. 1+2 vs 6+1. 6+2 vs 5+1; 8+2 Critical Success, 2d6x2+60% + 1d6x2+60%; 19+19=38 damage. -1 HP for poison) The electricity arced wildly; he was trying to put too much power into it, and the spell almost failed entirely... but then it found the Gatekeeper and struck him a fierce blow! While he was electrocuting him, Malleus moved to the Earth Gatekeeper, cross in hand... (-2 MP. 6+2 vs 1; Minor Success, autosoak. 6+2 vs 7; Major Success, 2d4; 7 damage.) Punching him in the face to distract him, Malleus moved behind him and laid the long portion of the cross along his throat and pulled, attempting to strangle him! While he was holding him, Claire took aim... (-2 MP. 8 vs 2; 6-1 Minor Success, 1d4; 4 damage. 2, no elemental infliction.) The bullet caught him in the chest, but she wasn't even paying attention as she headed straight for the Wind Gatekeeper! (-1 MP. 5 vs 4; 5+3-1 Major Success, 2d4; 4 damage, Claire regens 2 HP. 4, Wind Gatekeeper frozen for two rounds!) Although she had managed to land a pretty good shot on the Earth Gatekeeper, that had been mostly instinct and she was still reeling from being shocked. Her slash on the Gatekeeper in green was hardly damaging, but the magic of her necklace more than made up the difference as it froze him solid!

Frenz lashed his whip at the yellow Gatekeeper. (5+2 vs 3+1; 5+4 Critical Success, 2d4x2+25%; 15 damage.) The heavy chain caught him around the neck and Frenz drug him from his feet, pulling him across the ground rather unceremoniously. Wymar shot a beam of burning light at him and the Light Gatekeeper. (Light: 7+2 vs 5-2; 6+2 Massive Success, 2d4x2+25%-50% Elemental Strength; 10 damage. Lightning: 8+2 vs 7+1; 6+2 Massive Success, 2d4x2+25%; 10 damage.) Although the spell was powerful, the white Gatekeeper mostly shrugged it off due to his elemental affinity, but the Lightning Gatekeeper was nearing his limit!

Pierre also decided to take advantage of Malleus's opening and moved to stab the Earth Gatekeeper. (7+2 vs 1; 7+2 Critical Success, 2d4x2+25%; 20 damage. 2, no elemental infliction. 4, Pierre combos! 4+2 Minor Success, 1d4; 3 damage.) He slashed his and Claire's initials in a heart with an arrow through it into the Earth Gatekeeper's chest, just to troll him back, then bashed him in the nose with the hilt of his rapier for good measure. Throughout all of this, Greenmoore had been preparing a defensive spell, and he cast it. (6+2) At his command, three more shields sprang to life around the party's mages, protecting them from incoming blows!

The Earth Gatekeeper reached over his shoulders, grabbed Malleus, and twisted as he bent forward, flinging the knight to the ground in front of him and freeing himself from the stranglehold. As he straightened up, he raised both of his hands into the air, and two stone spikes shot out... aimed at Wymar and Greenmoore! (Greenmoore: 5 vs 4+1-1; Major Success, 2d4; 6/2=3 damage. Wymar: 1 vs 8.) The gypsy, with his usual foresight, ducked to the side, completely avoiding the spike, but Greenmoore wasn't quite as fast! ...But the shield he had created showed its worth, destroying the sharp point of the spike and halting much of its momentum so it was more like a strong punch to the gut rather than a vicious impalement.

Spoiler: Status (click to show/hide)

Also, Zathyran got his 7 in a row. Blame Dwarmin for that (eights counting across turns, I mean). :P
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Taricus on September 01, 2011, 08:27:38 pm
DAMMIT MALKAI, DO YOU KNOW HOW MUCH WE PAY YOU TO KILL THESE FOOLS?! LOTS! :P
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Dwarmin on September 01, 2011, 08:33:05 pm
"Keep fighting! The enemy falters!" Friar Greenmoore roared. He hoped the Count was listening...

He took a quick check of the battlefield. His defensive shields swirled protectively around his friends...by Wymar was badly injured. The Holy Word could save his life...if he got to him in time.


Holy Power Heal on Wymar!

If he's dead by then, Try to cast fire shields on myself, Pierre-and Zathyran if he has no shield at that time
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Krath on September 01, 2011, 09:08:54 pm
Pierre turns his attention to the wind Malakai, and aims to impale him directly through the noggin! Earth Malakai has been suitably humiliated for now.
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: IronyOwl on September 01, 2011, 09:18:16 pm
Slash the most wounded one!
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Talarion on September 02, 2011, 03:23:21 am
Looking towards the Malakai in green, Zathyran's eyes hardened as he drew Marcus' blade, causing lightning to arc across it with the entire remains of his mana. "Foul Demon, Be cleansed by the might of my mentor!" He charged, preparing a slash at the Wind Malakai.

Enchant Blade with Lightning, Slash Wind Malakai.
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Ahra on September 02, 2011, 08:08:11 am
"i know you can take an beating but what about this?" Malleus said as he swung his waraxe towards the earthens head
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: SeriousConcentrate on September 02, 2011, 10:07:22 am
Just need Frenz and Darvi. I'm actually in a good mood for once today so maybe there'll be another turn without an emo four-day delay. ^^ Also, Tal. D'you want to use your most recent skill-up to boost your criticals skill to Lv2?
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Talarion on September 02, 2011, 10:11:20 am
Oh, that was yet another skillup? In that case, yes please.
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: SeriousConcentrate on September 02, 2011, 10:46:27 am
OK, I made the edit. Everybody's stat sheet should be correct now, but once the mission is over I may take a bit of time out (given my current track record, it's not like you guys would notice, though :P / :-\) and try to standardize the sheets, or at least make them a little cleaner. Any suggestions on that?
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Grimmjow6th on September 02, 2011, 11:16:48 pm
look over at wymar. "Ill deal with you later malakai. Spartan kick him away and jump to defend wymar
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: Darvi on September 03, 2011, 12:42:37 pm
Bluh, defensive stance.

Also, I still don't know how much damage-absorb would be balanced for a 1-point skill.

Spartan kick him away and jump to defend wymar
OUCH! (http://www.youtube.com/watch?v=-H_sAb6s1zg&t=6m31s)
Title: Re: CvRTD: Turn 123 (Frozen Gatekeepers, Unassailable Fortune Tellers)
Post by: SeriousConcentrate on September 04, 2011, 07:23:39 am
Quote from: Malleus Raulat / Ahra: 36 (8)
"i know you can take an beating but what about this?" Malleus said as he swung his waraxe towards the earthens head
Quote from: Wymar Sane / Darvi: 26 (2)
Bluh, defensive stance.
Quote from: Pierre Dé Grasse / Krath: 25 (8)
Pierre turns his attention to the wind Malakai, and aims to impale him directly through the noggin! Earth Malakai has been suitably humiliated for now.
Quote from: Friar Greenmoore / Dwarmin: 44 (2)
Holy Power Heal on Wymar! If he's dead by then, Try to cast fire shields on myself, Pierre-and Zathyran if he has no shield at that time
Quote from: Claire Rosara / Irony Owl: 100 (1)
Slash the most wounded one!
Quote from: Frenz Grende / Grimmjow6th: 30 (1)
Spartan kick him (Lightning) away and jump to defend wymar
Quote from: Zathyran Firsankh / Talarion: 80 (2)
Enchant Blade with Lightning, Slash Wind Malakai.

Quote from: Malakai, Light / SeriousConcentrate: 63
...?
Quote from: Malakai, Lightning / SeriousConcentrate: 63
...?
Quote from: Malakai, Wind / SeriousConcentrate: 63+25
...?
Quote from: Malakai, Earth / SeriousConcentrate: 63-100
...?


Claire spun her cutlass for momentum as she charged the Lightning Gatekeeper! (3 vs 2+1 (7 vs 3+1); 6+3-1 Massive Success, 2d4x2; 12 damage, Claire regens 6) Already injured and beaten down, still held in place by Frenz's whip, he was unable to defend himself and took a powerful slash across the torso, her blade biting deep... but before she could finish the job, the Earth Gatekeeper appeared at her side, a hand on her shoulder. The Light Gatekeeper appeared in a flash between Frenz and the Lightning Gatekeeper. With a flurry of movement, the Lightning Gatekeeper was freed and Frenz and Claire were shoved back.

"You've done well," one of the many purple robed figures at the perimeter of the circle said, walking forward and pushing back its hood. It, too, was Malakai, but without the glowing eyes the other Gatekeepers had possessed. The elementals vanished into spheres of their respective elements and flowed into him. "I'll finish this personally." He raised his left arm, letting Avira perch on it, as his right closed around a staff made of translucent ice, black forms swirling within it. From his shadow rose two demons, one humanoid of ice, the other a giant clawed beast of darkness. All of the purple-robed figures crystallized into an unbreakable wall of ice, smooth and clear as glass but filled with darkness.

"...the lure of the underworld is intoxicating," he said, watching his eagle as she leaped from her perch and flew up to circle the battlefield before the gates. "All of this knowledge, all of this power... and all I had to trade was my soul." He smiled to himself; not the wide grin of a lunatic or a bloodthirsty psychopath, merely the quiet smirk of a man extremely pleased with himself. "Shall we?" he asked. Avira, responding to his command, dived at (7) Frenz! (7+3-1 vs 1+4; 6+1 Major Success, 2d4; 8-2=6/2=3 damage. 4, inflicts an element: Light, Frenz is blinded for two turns!) Avira descended upon the nobleman, scratching and pecking at his eyes! He was able to defend himself from taking any lasting damage, but just before Avira leaped away she released a flash of light that blinded him!

Zathyran raised Marcus's sword and spoke a few arcane words. (-2 MP; 7. Sword is enchanted with Lightning for 1d4 (3) turns, adds +1 to damage roll. -1 HP) As he ran a hand down the flat of the blade, electricity arced from his fingers to the steel and sparked along it. Taking the sword up in both hands, he rushed Malakai! (4, Avira interferes. 6 vs 1+3; 6+1 Major Success, 2d4; 6 damage) But the eagle flew down in his path. Undaunted, he attacked it instead and opened up a light wound along her body. The Gatekeeper didn't seem to care one way or the other about his pet taking a hit for him. Instead, he pointed at (3) Pierre. "Deal with him," he commanded the Shadow Demon. It growled and obliged, rushing the Frenchman! (5+1 vs 1+4; 6+2 Massive Success, 2d4x2; 10 damage. 3, no elemental infliction) Its gigantic hand smashed him into the ground, but before it could bite at him, Pierre recovered enough to roll away and get back to his feet.

Malakai himself turned his eyes to (4) Greenmoore. He opened his left hand, revealing darkness, then his right, revealing wind. "Hmph. God. The only God here is the lord of the castle. And He has given me so much power...!" (7+2 vs 7; 5+2 Major Success, 2d4; 7-2=5 damage. 1, no elemental infliction. 4+2 vs 6 (3+2 vs 7).) The spears of shadow pierced the friar's defense, impaling him multiple times, but he was able to block the follow-up wind attack with a hastily-cast fire wall. Even though he was in pain, Greenmoore's thoughts still ran towards helping his allies, and he moved to Wymar's side to speak the holy words that only the most devout of priests were able to say. (6, 6 HP restored) With the power of the priest's faith, Wymar's wounds began to heal at an accelerated pace, and he was back in the fight!

Malleus was not intimidated by the new form of Malakai. In fact, he relished the challenge! Raising his war axe, he charged the demonic magician. (1, no interference. 4+2 vs 4+2 (4+2 vs 2+2); 6+2 Massive Success, 2d4x2; 12 damage) He hit the Gatekeeper solidly in the shoulder, forcing him back... but before he could follow up, the Ice demon interjected itself between them! (7+3 vs 5-2) It grabbed his waist and restrained him, pulling him away from Malakai and holding him in place for follow-up attacks. (Malleus is Restrained! Loses defense bonuses until he breaks free, but can still attack normally.) Blinded, Frenz lashed out with his whip. (1, attacks Malakai. 1, no interference. 3 vs 8+2) The Gatekeeper easily ducked Frenz's blind attack as the noble stumbled over to where he thought Wymar was, trying to shield him with his body. For that matter, Wymar himself was also in a defensive stance, readying his sword to parry attacks. (4, no change to defense)

Pierre was finally fully recovered from the previous blow and readied his rapier. (1, no interference. 5+2 vs 2+2; 5+2 Major Success, 2d4; 8 damage. 1, no extra attack) He stabbed Malakai in the stomach and leaped away to make sure he wouldn't get hit by the Shadow demon a second time.

Spoiler: Status (click to show/hide)

Everybody's stat sheet should be correct now, but once the mission is over I may take a bit of time out and try to standardize the sheets, or at least make them a little cleaner. Any suggestions on that?
Basically just quoting to see if anybody has any ideas, or if they want me to try doing the stat sheets a certain way, etc.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Ahra on September 04, 2011, 07:26:21 am
lets see if you feel pain cold ***** stab with cross in the... nether regions.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Talarion on September 04, 2011, 07:36:45 am
Again slash the Gatekeeper. With my mana nearly gone, the sword is all I have left.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 07:36:55 am
?! ...What did Porky Malakai do?

Also, dualcast on the daemons.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 07:53:01 am
Used his secret ability, reforming into the true Malakai Ritt. :3 Luckily you guys killed off most of his elementals before that or he would have had twice as much Max HP and wouldn't be nearly so weakened. He's still a tough contender considering you only have a 1 in 4 chance of actually hitting him when you target him...

Also, for anyone following the Draw Your Adventures thread in Adventure Mode, anyone think it would be a good idea to have one of Malleus's evos be Boss Knight? :3
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 07:55:36 am
Seems like you didn't get the joke :< (http://tvtropes.org/pmwiki/pmwiki.php/Main/YouCannotGraspTheTrueForm)
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 08:14:29 am
Nah, I did, but I'm a pedantic spoilsport who compulsively points out the obvious. Like just now. :3
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 08:25:37 am
I have a suggestion for the next boss, btw.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 08:30:34 am
...Is it Giygus or however you spell that?
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 08:32:32 am
...nope?

I was thinking of an animated gazebo.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Dwarmin on September 04, 2011, 08:39:04 am
"What horror...how many facets did this man have?" Greenmoore thought...he knew Malakai would keep concentrating on him and weaker members of the party, so he would keep up his defenses! The others must come through!

Multiple Fire shields on myself!
Use mana heart on Zathyran
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 08:50:51 am
Really, Darvi? You remember what happened the last time somebody attacked a gazebo? :P
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 08:54:17 am
Exactly. >:3
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 10:51:22 am
...all right, but since you do know, whichever party you end up in isn't going to fight it. I can't have someone on the team who knows exactly what to do about one. :P
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 10:59:01 am
Eh, put Greenmore 'n me in different parties and the gazebo is toast either way.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 11:03:49 am
How about I put all three mages on the same team as Claire? She's the only warrior who isn't a tank. :3 (Frenz and Malleus have hideously high defense since Malleus is actually a +5 and not +4, Frenz is +4 but also -1 to enemy's attack, Pierre's actually supposed to have +4, and... well, I guess Riccto's character will probably be pretty good at tanking, it depends on what class evos I think up for him...)
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Krath on September 04, 2011, 01:34:59 pm
Kill dat effen Malakai!
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Grimmjow6th on September 04, 2011, 03:22:17 pm
"Blasted bird..." quickly find my great sword and rush towards malakai!
On a side note, this is a really fun rtd ^_^
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 06:28:00 pm
On a side note, this is a really fun rtd ^_^

Thanks. ^^ I try to make the turns entertaining in some form or another. :3 Speaking of turns, all I need is Irony in this RTD and Theo in the other and I might be able to do another for both.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Zako on September 04, 2011, 06:43:05 pm
Oh cool, so he has his demon summons as well. Now that I look over this, I think I probably would not have survived anyway. This guy is just too hardcore for poor Daniel.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 06:44:19 pm
Dun worry, I'm gonna die any moment too.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 07:05:57 pm
Oh yes. He's either That One Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThatOneBoss) or the Wake-Up Call Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/WakeUpCallBoss).
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 07:14:02 pm
All depends on the difficulty of the future bosses.

And if we really do get the gazeboss, then I'd say the latter.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: SeriousConcentrate on September 04, 2011, 07:22:35 pm
Hmm, I'd still say WUCB since this is what I would consider the half-way point. Unless I decide to pull the reverse castle out. I don't think I will, but if by the time we get near the end of Castlevania and everyone wants to keep going I'll see if I can figure it out. :3
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Talarion on September 04, 2011, 07:32:42 pm
Dun worry, I'm gonna die any moment too.
Same here. If he attacks me, that is.
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: Darvi on September 04, 2011, 07:33:20 pm
Yay. Corpsebuddies forever!
Title: Re: CvRTD: Turn 124 (The Real Gatekeeper; Status Effects)
Post by: IronyOwl on September 05, 2011, 01:13:24 am
Kraken shot and then normal cutlass on Malakai!

Also, do you mean the end-of-turn statsheets or the second post ones?
Title: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 01:16:09 am
Second post bios. I think the end of turn ones are good, but if you can think of a better way to write them, let me know. ^^ I'm always looking for feedback/constructive criticism.

Quote from: Malleus Raulat / Ahra: 78 (6)
lets see if you feel pain cold ***** stab with cross in the... nether regions.
Quote from: Wymar Sane / Darvi: 74 (8)
Also, dualcast on the daemons.
Quote from: Pierre Dé Grasse / Krath: 70 (3)
Kill dat effen Malakai!
Quote from: Friar Greenmoore / Dwarmin: 13 (3)
Multiple Fire shields on myself! Use mana heart on Zathyran
Quote from: Claire Rosara / Irony Owl: 57 (7)
Kraken shot and then normal cutlass on Malakai!
Quote from: Frenz Grende / Grimmjow6th: 42 (7)
quickly find my great sword and rush towards malakai!
Quote from: Zathyran Firsankh / Talarion: 18 (5)
Again slash the Gatekeeper. With my mana nearly gone, the sword is all I have left.

Quote from: Malakai Ritt / SeriousConcentrate: 80
Earth -> Claire; Ice -> Greenmoore
Quote from: Avira / SeriousConcentrate: 83
Dive -> Claire
Quote from: Ice Demon / SeriousConcentrate: 11
Bearhug -> Malleus
Quote from: Shadow Beast / SeriousConcentrate: 32
Smash -> Wymar

Avira screeched as she dived towards the lady pirate! (3+3 vs 6+2) Claire was prepared, however, and fired a warning shot at Avira. The eagle was forced to change course to avoid being shot and was unable to correct in time to resume her attack. Undaunted, she flew back up to find her next opportunity... (Claire: 6+2 vs 3+2; 6+2 Massive Success, 2d4x2; 16-2=14 damage. 2, no elemental infliction. Greenmoore: 1+2 vs 4) Malakai raised both hands, each producing a different effect. From below Claire, a stone pillar suddenly rose up at a ludicrous speed and flung her high into the air. Unable to control her fall, she landed quite painfully and spent several seconds dragging herself back to her feet. On the other side of the battlefield, ice began forming a prison around Friar Greenmoore... but he threw his arms to the side, flames arcing in their wake and melting the ice before it could fully form!

Malleus struggled with the demon holding him and after a moment managed to free his cross. (-2 MP. 1+2 vs 7+1. 8+2 vs 1+1; Major Success, 2d6; 8 damage) He stabbed it behind him, breaking some of the ice with the end of the crucifix, but he wasn't able to free himself! The demon hung on like grim death. Meanwhile, Wymar opened his hands to reveal the pure white flames once more. He and Malakai were completely opposed to each other; one was fire and light, the other ice and shadow. If anyone's magic was effective against the fallen magician and his minions, it was the fortune teller's. (-4 MP. 1+2 vs 8+3. 6+2 vs 3+1; 8+2 Critical Success, 2d6x2+75%; 42+50% elemental weakness = 63 damage and kill) Focusing on the ice demon to free Malleus, he shot the holy fire towards the pair in a continuous stream, slowly but surely melting the creature away from Raulat and leaving the paladin unharmed!

Pierre charged back in to attack Malakai once more. (3, Avira interferes. 1+2 vs 5+3) His rush was interrupted by Avira, who dived in and stole his hat! That damn bird! He chased after it yelling obscenities in his native language and quite forgot about attacking Malakai, much to the magician's amusement. (-2 MP. 1, no interference. 6 vs 2+2; 6-1 Minor Success, 1d4; 2 damage. 3, defense reduced by 4 for two rounds! 2, no interference. 3 vs 2+2-4; Auto Massive (due to Malakai rolling less than 1 on Defense; Claire's actual Damage roll was 3)+3-1 Critical Success, 2d4x2+50%; 15 damage, Claire regens 8.) He wasn't laughing for very long as Claire shot him in the throat, then followed up with a slash across the stomach. Unbelievably, perhaps, Malakai didn't die from either attack...

Frenz, still blinded, searched around for his greatsword and eventually found it. (2, no interference. 6 vs 1+2-4; Auto-Massive (6) Success, 2d6x2; 18 damage.) Despite being unable to see clearly, the nobleman found his way over to Malakai's back while he was in the thrall of Claire's special bullets and struck him a solid blow in the side, tumbling him across the battlefield. As Malakai rolled, he called out to the large summon, "kill the gypsy!" The shadow beast rounded on Wymar, stomping the ground as it did so. (5+1 vs 6 (5+1 vs 3); 4+2+1 Major Success, 2d4; 6 damage) With a gigantic leap, it flew across the battlefield and pounced on Wymar, smashing him into the ground under its claws, then tossing him into the air and batting him away. The gypsy rolled into the ice wall and lay there for the moment, quite stunned.

Zathyran, seeing that the way was clear, went for Malakai! (4, shadow beast interferes. 4+2 vs 3+3 (6+2 vs 4+3); 8+1 Critical Success, 2d4x2+25%; 15 damage. -1 HP) The shadow demon turned away from Wymar and leaped across the battlefield again, placing itself between Zathyran and Malakai. Drooling a corrosive fluid that sizzled as it dropped on the stone below it, the demon advanced on Zathyran, backing him away from the magician... but after a moment he marshaled his courage, and charged the demon! Raising the sword of his mentor, he slashed it across the face, sending a shock through its body that caused it to flinch away from the hunter-mage.

Greenmoore finished preparing his spell and cast once more. (-2 MP. 8+2, Greenmoore is triple protected with full damage-blocking shields. 5, Zathyran regains 5 MP) Crushing the demon heart between his hands, he transferred the remnants of the demon's power into Zathyran as three barriers of flame, progressing in size, appeared around the friar.

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Dwarmin on September 05, 2011, 06:47:40 am
Safely behind his defenses, The Friar could renew his offense!
"Shadows fade with the morning light..." he muttered, producing a vial of Holy water from beneath his cloak and targeting the shadowy demon.


Double Holy Water on the Shadow Demon!
If it's dead, try to summon a Fire Eagle to counter Avira/Attack Mala.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Talarion on September 05, 2011, 07:19:02 am
Zathyran choked a ragged gasp down his throat, as he felt the cold, chilling poison gnaw at his veins. "Those demonic allies of yours... Begone from this world! One such as yourself deserves no ally at all! FOR DANIEL KING!" With the mention of the fallen doctor, he flung his hand forward, directing two bolts of lightning at the demonic bird.

Dualcast lightning on Avira

Edit: If Avira and the demon are both dead, triple lightning Malakai. If Avira is dead, but not the demon, double lightning the demon.

Darvi, go for Malakai. I think it's fitting :P
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Krath on September 05, 2011, 07:22:33 am
Oh you litttle-

GET. THAT. BIRD.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 08:35:28 am
Darvi, go for Malakai. I think it's fitting :P
Do that.

My magic's wasted on the shadow demon anyway. I mean, only 35 damage? Not worth the effort.

Either way, only one of us will make it out of this fight alive. Or He kills me and somebody else kills him, but that'd be a tad anti-climactic.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Dwarmin on September 05, 2011, 08:36:46 am
Darvi-you must supress the Derp if you want to live. :I
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 08:39:15 am
I CAN DERP AROUND ALL THE DERP I WANT!
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 08:46:12 am
DERP! OR! DIE! DERP OR DIE! DIE DIE DIE DIE!

+1 cookie for any/everyone who gets it.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: freeformschooler on September 05, 2011, 08:49:07 am
"Skate! Or! Die! Skate or Die! Die Die Die Die" (http://www.1up.com/do/blogEntry?bId=9035636)

??? is that it
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 08:58:46 am
Freeform, and by extension everyone else, gets a cookie. :3 Also, the survivors of the boss battle will get an in-game cookie. You should also know that right now Marcus is enjoying a cookie and Malakai will receive his once he joins him. Daniel probably has one too, although he strikes me as more of an ice-cream person. :P
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 09:10:48 am
Infinite plus one cookies! Yays! :3
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Talarion on September 05, 2011, 09:11:24 am
Heaven Cookies ftw?
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 09:15:11 am
I'm thinking they'll be minor healing items you can munch as a free action. Not sure yet if they'll restore HP, MP, or both, though. ^^
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Ahra on September 05, 2011, 09:18:48 am
"hey stupid, remember me?" axe malakai in the torso
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 09:20:03 am
Hey, how can I have an odd number of MP if my casts cost 2 MP each?
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Dwarmin on September 05, 2011, 09:21:26 am
Hey, how can I have an odd number of MP if my casts cost 2 MP each?

Derp. :3
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 09:22:36 am
The answer to everything xD
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 09:39:42 am
Wot 'e said. So, should I subtract an MP or add an MP? :3
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 09:44:05 am
Doesn't matter either way because the fight'll be over before it makes a difference anyway.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 09:54:26 am
:O Why you gotta stomp on my lame trolling, Darvi? :'(
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 09:59:54 am
Because there can be only one.

And now I gotta cut off yer head.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Zako on September 05, 2011, 10:35:50 am
THERE CAN BE ONLY ONE! *slice*

And daniel is totally an ice cream person, what with him being 'cool' under presure.  ;)
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 10:38:28 am
And how would that work, deceased one? :V
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Zako on September 05, 2011, 10:48:05 am
I'm sure there is a way. For ice cream, there is ALWAYS a way.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Darvi on September 05, 2011, 10:49:14 am
How about we join forces? (http://en.wikipedia.org/wiki/Chocolate_chip_cookie_dough_ice_cream)
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 10:51:00 am
Damn you, Darvi. Damn you for mentioning such a delicious thing when I have none of it. :(
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Zako on September 05, 2011, 11:33:01 am
Ooooh, but I already have cookies and cream ice cream in real life! D:
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 05, 2011, 11:47:36 am
...I hate you, Zako. :'( All I haz is strawberry oatmeal and I don't even have any sugar for it or for my coffee... I gotta get groceries tomorrow. I'd do it today but I'm on yet another one of my "let's see how long SerCon can stay up past 24-hours" runs and driving isn't a good idea. :P
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: IronyOwl on September 05, 2011, 04:53:38 pm
Slash the hell out of Malakai!

-4 Def is awesome. :3
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 12, 2011, 01:26:34 pm
-I'm on yet another one of my "let's see how long SerCon can stay up past 24-hours" runs-

Made it about 38 hours, btw. :P Also... Grimmmmmmmjooooooowwwwww.... *poke poke prod poke*
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: Grimmjow6th on September 13, 2011, 03:39:25 am
"Even if im blind, i shall kill you!" Slashity slash shash malakai.
Title: Re: CvRTD: Turn 125 (Hat-stealing Eagles; the power of Holy Flames)
Post by: SeriousConcentrate on September 14, 2011, 05:54:34 am
Quote from: Malleus Raulat / Ahra: 92 (7)
"hey stupid, remember me?" axe malakai in the torso
Quote from: Wymar Sane / Darvi: 58 (6)
Engage Hero Mode vs. Malakai
Quote from: Pierre Dé Grasse / Krath: 78 (3)
GET. THAT. BIRD.
Quote from: Friar Greenmoore / Dwarmin: 52 (7)
Double Holy Water on the Shadow Demon! If it's dead, try to summon a Fire Eagle to counter Avira/Attack Mala.
Quote from: Claire Rosara / Irony Owl: 34 (3)
Slash the hell out of Malakai!
Quote from: Frenz Grende / Grimmjow6th: 21 (6)
"Even if im blind, i shall kill you!" Slashity slash shash malakai.
Quote from: Zathyran Firsankh / Talarion: 57 (5)
Dualcast lightning on Avira; if Avira and the demon are both dead, triple lightning Malakai. If Avira is dead, but not the demon, double lightning the demon.

Quote from: Malakai Ritt / SeriousConcentrate: 41
Earth -> Pierre
Quote from: Avira / SeriousConcentrate: 97
Dive -> Greenmoore
Quote from: Shadow Beast / SeriousConcentrate: 56
Rip to shreds -> Zathyran


Avira dived, heading straight for Friar Greenmoore! (4+3 vs 7 (2+3 vs 6)) But the priest got his shield up in time, and he managed to force the eagle away without inflicting any damage. (2, Malleus does hit Malakai. 4+2 vs 4+2-4; 4+2 Minor Success, 1d4; 3 damage) Malleus advanced on Malakai, swinging his axe with intent to bisect him horizontally, but the magician dodged back in time so that the blades barely cut him. While that was going on, Pierre was heading straight for Avira! (1+2 vs 3+3) But the eagle, almost tauntingly, flew up just out of reach of his rapier, his hat in its beak. Was it grinning?

Wymar concentrated for a moment, then clenched his hands... (-4 MP. 1, so targets Malakai. 7+2 vs 5+2-4; 6+2 Massive Success, 2d6x2+25%; 10 damage. 3+2 vs 6+2-4; 8+2 Critical Success, 2d6x2+75%; 28 damage. 38 total.) An explosion of white fire appeared under Malakai, launching him into the air before another, similar one appeared above him and drove him back into the ground! Meanwhile, Zathyran had been watching Pierre chase Avira in a desperate attempt to get his hat back and he took pity on the Frenchman. (-4 MP. 7+2 vs 1+3; 8+2 Critical Success, 2d6x2+75% + 1d6x2+75%; 32+14=46 damage. 4+2 vs 3+3 (1+2 vs 1+3). -1 HP for poison) With a quick bolt of lightning, he incinerated the bird entirely. Luckily for Pierre, it squawked in pain and surprise as it was shocked, and the hat dropped unharmed back to his hands. Dear hat! He would never part with it again so long as he lived!

But Zathyran really shouldn't have taken his eyes off of the battle... (2+1 vs 1; 7+2 Critical Success, 2d4x2+25%; 16/2=8 damage) With a heavy crashing noise, the shadow beast smashed him into the ground, then lifted a foot and stomped on him. It was about to begin grinding him under its hoof (-2 MP. 6 vs 2+3; Minor Success, 1d6+1d6; 8 damage. 8 vs 3+3; Major Success, 2d4+1d4; 9 damage. 17 total) when a bottle of holy water shattered against its face! It roared in pain and lifted its foot off of Zathyran, giving him a chance to breathe. Before it could stomp him once more as it clearly planned on doing, Greenmoore struck it with a second vial, forcing it to stumble away and almost fall!

Malakai growled, punched the ground, and focused on the silly Frenchman. He had never liked him or the pirate, not since that incident in the inn! (7+2 vs 1+4; 8+2 Critical Success, 2d4x2+50%; 15 damage; 4, elemental infliction: Pierre's movement rolls are reduced to -1 for two turns! 8+2 vs 7+4.) He opened his hand, creating a hole in the ground around Pierre's left leg. Caught off-guard, the mercenary fell into it, and Malakai closed his hand, crushing it! Pierre was able to drag himself out of the ground but for the moment he was reduced to hobbling around in great pain. Claire wasn't going to let that slide! (4, shadow demon interferes) She attempted to rush Malakai, but by this time the shadow demon had recovered and planted himself in her path, leaning down to roar in her face. (3 vs 5+3)  Slightly cowed by the combination of its sudden appearance, loud roar, and horrible noxious breath, Claire took a few steps back, one arm up to cover her face.

Blinded, Frenz swung out towards where he had last heard Malakai. (1, so hits Malakai. 6 vs 1+2-4; Auto-Massive (6) Success, 2d6x2; 14 damage) The magician was overconfident and didn't think he had to dodge; a bad idea, as Frenz's vision cleared at the last moment and he struck him solidly with the flat of the blade to the chest, bowling him over and rolling him across the ground.

Spoiler: Status (click to show/hide)

Ah, I think I know what happened to your MP, Darvi. At some point Dwarmin must've used a heart on you and got it to an odd amount. Also, skill-ups: Darvi, Dwarmin, Talarion.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 05:56:41 am
a) you didn't upgrade my high-damage casting, and
b) for two skill points, 20% damage absorb seem to be balanced. I dunno. I don't have the Max HP to use them all anyway xD
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 05:57:54 am
Also, SHIELD WON'T FUCKING SAVE ME.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:02:43 am
Wait, what? I don't think we ever agreed on what the upgrade to HPC should be. :\ I was going to stick to the old standby of getting rid of the negative (enemy gets +1) and I don't remember what you were talking about.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:04:20 am
This:
getting rid of the negative (enemy gets +1)
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:05:32 am
Also: I think the progression was 10%->25% percent. Dunno if that can apply here though.

And who wants to kill the avira? Everybody else gangs up on Mal.

And what is Pierre?

And why did I lose that one HP?
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:09:33 am
1. Yeah, it'll work. So some sort of damage absorption, then? Are you sitting on a skill-up or do you just have the one from last turn?
2. Avira's dead. >.>
3. Pierre's the lovable French mercenary who I consider to be the team's mascot and therefore lampshade most of his failures. :3 More seriously I was playing AC:Brotherhood online and writing the post between rounds and I might've forgot to fill in the relevant status. >.> I'll fix that in a moment.
4. ...See above, and i meant to put that in Zathyran's turn. :P
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:10:32 am
1.I got this onje plus the two from last time.
2.I meant the Demon. Dunno why i wrote that.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:12:06 am
OK, so a new skill and upgrade the previous one to use up all three?
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:12:48 am
Aye.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:15:22 am
There we go, less glass for the cannon. :3 (That is what you wanted, right? If not lemme know)
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:16:43 am
I was thinking more along the lines of "I get healed for 25% of all damage I cause"
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:21:47 am
Ah, like Claire's blade then? Hmm... thinking about it... I'm not sure if I should keep that as like an item-exclusive ability or not. I think I would allow it but dumb it down a little bit, like Pierre's ability to combo, but by the same token I could make it mimic Claire's sword more. So... 25% chance to heal 50% of all damage you cause? (I think it's balanced since Claire ALWAYS gets the regen on Major or better, whereas this is a 25% chance of it happening on Major or better.)
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:22:35 am
Crap, you saw right through me.

But yeah, I'll take it.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:24:41 am
Righty-o, edit made. ^^^
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:30:46 am
Now there's a dilemma. I don't think I should flee, but should I target the demon for a near-guaranteed kill or should I attack Mal so that he goes down faster?
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:31:57 am
Do what I do and roll for it. :3
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:35:41 am
1d8: 4

I attack Pierre.  (http://tvtropes.org/pmwiki/pmwiki.php/Main/TakeAThirdOption)
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:38:05 am
IIRC it wouldn't be the first time somebody stopped what they were doing to punch him. :P
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Dwarmin on September 14, 2011, 06:45:24 am
Since our Healer went ka-blammo...hows this for a skill! I'll leave the amount up to you, SC.

Green Priest Needs Food Badly: Friar Greenmoore can restore an extra ?? amount of HP when eating food, and can do so even in the middle of battle without interruption.

@ Darvi: Come under my shield, why don't ya?
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Friar Greenmoore concentrated...the battle was all but done, but the most dangerous part was about to begin. Who would falter at the end? Who might the beast claim in its hollow victory? Wymar, almost certainly...

"Wymar, here! Take shelter with me!"


Action:Open a path in the shield so Wymar can take cover/Shift one of my shields to cover him.

Double fireballs on the Shadow Demon, or Mala if the shadow is already dead.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 06:49:32 am
Green Priest Needs Food Badly:
Harharhar.

Quote
@ Darvi: Come under my shield, why don't ya?
Will do!

Using my 10 foot pole, I run towards the shield. If there's time left, either:

-Double cast on the demon if he didn't get hit this turn.
-Cast a blast at each enemy if the demon got hit, but still ives.
-Double cast at Malakai if the demon is dead.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 06:49:52 am
I will if you start using
Code: [Select]
[hr] as opposed to a long line of dashes. >.> I hate having to use a horizontal scroll bar... Anyway, uh, hmm. Thinking about it. For a level 1 skill, how about +25% HP restored? Or would you prefer a constant number, if somewhat smaller?
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Dwarmin on September 14, 2011, 07:38:11 am
Well, +25% pretty lame for a consumable, and all we've seen is 1d6 food items up till now.
Any constant number at least one or higher would be better as of right now.

For ex., rounded up...

Quote
Amount healed for a ration+25% skill bonus

1+1
2+1
3+1
4+1
5+2
6+2

I *was* hoping for more like double HP gained. I mean, buh, Wymars now got a chance to full himself 25% of the time on a normal hit anyway with his leech ability, and I don't want to copy him.

If that's OP, I guess I'll just take the constant number, if it looks high enough. S'up to you to make the final decision. I've still got options!
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 07:41:04 am
How about this: I limit the skill to just consumables, but you get +50% on Lv1 and +100% on lv2? (Clarification: Consumables meaning your Holy Word and other people healing you like Daniel used to do wouldn't be affected; only things Greenmoore himself ingests would count)
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Dwarmin on September 14, 2011, 07:46:13 am
I already figured it already would only apply to food.

So, I'll take it!

Lv.1 Green Priest Needs Food Badly!: Friar Greenmoore can restore 50% more HP when eating food, and can do so even in the middle of battle without interruption.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 07:59:39 am
Adding now, and eating and such was already a free action. :P Although you can only do that once per round...
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 08:02:06 am
Big Eater: You can eat as much as you want per turn.
Extreme Omnivore: Somehow, everything is nutritious to you. You can eat anything.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Ahra on September 14, 2011, 08:11:40 am
go into very brutal close combat on malakais face to disrupt anything he does, hammer
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Krath on September 14, 2011, 10:47:58 pm
Looks like there's only one thing to do.

Consecrated wine, huh? Consecrated is another word for sacred! TOSS IT AT MALAKAI!

Oh, and try not to die.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: IronyOwl on September 14, 2011, 10:56:02 pm
KILL

(Malakai)
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 11:25:05 pm
KILL


How delightfully ambiguous.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 11:26:46 pm
Yeah, if Irony had neglected to put the notation there... Well... you know...
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Darvi on September 14, 2011, 11:28:34 pm
Fuck, so you noticed :V
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 14, 2011, 11:29:39 pm
I tend to do things like that.
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Talarion on September 15, 2011, 12:59:58 am
More health for my skillup! I don't like being a squishy!

Slash the demon
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: SeriousConcentrate on September 18, 2011, 08:02:08 pm
Bump for Grimmjow?
Title: Re: CvRTD: Turn 126 (Fried Eagles)
Post by: Grimmjow6th on September 18, 2011, 08:51:46 pm
"Ah, my vision is back!" Whirl my whip around my fists, hold the great sword with one hand auron style "This is for all the beings you've hurt so far!" Kick off the ground rushing towards malakai, connect with an uppercut and begin savagely kicking and punching,then spin around and slice him.
 
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 19, 2011, 02:58:26 pm
Quote from: Malleus Raulat / Ahra: 98 (6)
go into very brutal close combat on malakais face to disrupt anything he does, hammer
Quote from: Wymar Sane / Darvi: 50 (6)
Using my 10 foot pole, I run towards the shield. If there's time left, either:

-Double cast on the demon if he didn't get hit this turn.
-Cast a blast at each enemy if the demon got hit, but still ives.
-Double cast at Malakai if the demon is dead.
Quote from: Pierre Dé Grasse / Krath: 34 (3)
Consecrated wine, huh? Consecrated is another word for sacred! TOSS IT AT MALAKAI!
Quote from: Friar Greenmoore / Dwarmin: 80 (2)
Open a path in the shield so Wymar can take cover/Shift one of my shields to cover him. Double fireballs on the Shadow Demon, or Mala if the shadow is already dead.
Quote from: Claire Rosara / Irony Owl: 36 (8)
KILL Malakai
Quote from: Frenz Grende / Grimmjow6th: 49 (2)
"Ah, my vision is back!" Whirl my whip around my fists, hold the great sword with one hand auron style "This is for all the beings you've hurt so far!" Kick off the ground rushing towards malakai, connect with an uppercut and begin savagely kicking and punching,then spin around and slice him.
Quote from: Zathyran Firsankh / Talarion: 60 (6)
Slash the demon

Quote from: Malakai Ritt / SeriousConcentrate: 14
Light -> Greenmoore x2
Quote from: Shadow Beast / SeriousConcentrate: 79
Chomp -> Wymar

(Quick note before turn starts: I'm ignoring the Wymar using the pole/Greenmoore opening the shield stuff since I can just as easily interpret it as 'Greenmoore walks in front of Wymar.' I'm sure Darvi won't mind since he gets to keep his pole. :P)

Malleus reacted quicker than most thought he would be able to in his heavy armor, going for his hammer. (3, so hits Malakai. 4+2 vs 3+2-4; 8+1 Critical Success, 2d4x2+25%; 18 damage. 2, no freeze) He struck the mage with a rising blow from his warhammer, rocking his head back and making him stumble away from the blow; a mortal man probably would have died from the strike. Greenmoore also showed superior reflexes for his age, moving in front of the injured gypsy and preparing a duo of fireballs for the shadow demon. (Greenmoore is 'covering' Wymar. 4 vs 7+3) The fireballs looked like they would strike dead on until the massive creature batted them aside with the back of a hand, then leaped forward to try and get past Greenmoore to its quarry. (8+1 vs 7; 5+2 Major Success, one shield destroyed) It reared back, raising a fist almost twice the size of the friar himself, then brought it down with enough force to crush both him and Wymar... but at the last second one of the fire shields erupted upwards in a column, turning the blow aside. The fist crashed down just to the pair's left, shaking the ground with the force of impact.

(-1 HP. 4+2 vs 2+3; 6+1 Major Success, 2d4; 7 damage. Enchantment ends) With a battlecry, Zathyran suddenly leaped onto the shadow beast's back, plunging his mentor's sword into its shoulder. It reached back with its other hand and managed to knock him off, but he rolled to his feet upon landing, unharmed. Wymar, meanwhile, prepared some holy fire for both Malakai and his summon. (-4 MP. Malakai: 1, so hits. 3+2 vs 5+2-4; 6+2 Massive Success, 2d6x2+25%; 18 damage. Shadow: 1+2 vs 7+3) Malakai, still off-balance from Malleus's blow, was hit by the fire and knocked onto his back, but the shadow demon evaded the spell with an agility it shouldn't have had, moving to the side and letting the blast go harmlessly by.

Frenz was finally able to see again after Avira's attack, and the first thing he saw was the magician on his back. (2, so hits Malakai. 6+3 vs 1+2-4; Auto-Massive+2 Critical Success, 2d6x2+50%; 24 damage.) Using a weapon in each hand, he lashed Malakai's ankle with his whip and threw him up in the air. Wrapping the chain around his left hand, he leaped up after him and hit him with several punches before bringing his greatsword around in a hammer blow, sending Malakai back into the ground at top speed. (4, Shadow interrupts. 8 vs 4+3; 6+3 Critical Success, 2d4x2+25%; 15 damage and kill; Claire absorbs 8 HP) Raising her cutlass, the pirate moved in to finish what Zathyran had started and leaped onto the beast's chest, plunging the blade as deep as she could! Using her free hand to grab at its fur-like shadows, she withdrew the blade, climbed higher, and cut into its throat before leaping away. (3, Claire gets trophy: Shadow Fur! This can be used once to turn Claire into a Shadow Beast temporarily, granting her bonuses to attack, defense, and damage, higher defense to Shadow attacks, and vulnerability to Light attacks.) The fur she had grabbed onto was still in her hand, and she absently tucked it into a pocket.

Pierre took out his bottle of consecrated wine and looked at it. Now was as good a time as any, and he flung it at Malakai. (5 vs 4+2-4; Minor Success, 1d4; 3 damage, Pierre loses bottle of wine) The improvised projectile hit the downed magician in the chest and shattered, getting liquid and glass everywhere. It did do some damage, but it seemed like it came more from the impact than the wine itself; that part just seemed to tick Malakai off as he climbed back to his feet. Growling, he turned his attention to the friar trying to protect Wymar. (5+2 vs 1; 6+2 Massive Success, one shield destroyed. 6+2 vs 6; 7+2 Critical Success, one shield destroyed. Kraken wears off) A powerful beam of light washed over Greenmoore, almost blinding him with its intensity, and when it cleared his remaining shields had been stripped away.

The fight was turning in the favor of the heroes. Malakai had no allies left and was beaten badly... but so were many of them, and the air around the magician still crackled with suppressed demonic energies. Various elemental auras swirled around his hands as he faced them down, looking to see which one would make the first move...

Spoiler: Status (click to show/hide)

Skill-Ups this turn: Ahra, Irony.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 19, 2011, 03:04:01 pm
And what about my russian?

Holy Fire「Fuck you Malakai」

Also, good to know that Greenmore had a couple backup-shields.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: IronyOwl on September 19, 2011, 03:17:35 pm
Hm... would it be possible to get a skill that increases the damage boost ratio from rolling 8+?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 19, 2011, 03:21:31 pm
You mean increasing critical damage?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 19, 2011, 03:38:39 pm
You don't get a Russian. :P @Irony: Yeah, both Darvi and Talarion have a skill for that. ^^
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: IronyOwl on September 19, 2011, 04:43:37 pm
Oh yeah. Hm, +25% is a bit low for two skill levels though...

I guess for now I'll skillup Booty Hunter, because fuck damage penalties.


Kraken shot, hack up Malakai!
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 19, 2011, 04:44:26 pm
Anyways, did you roll for damage leech?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 19, 2011, 04:46:52 pm
Yeah, but it was a 2. :\ Forgot to put it into the turn because it was a fail. Sorry. ^^;
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Zako on September 19, 2011, 11:33:26 pm
I think he's going down this turn if Dwarmin decides to blast his pansy ass back to the stone age with fire.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Ahra on September 20, 2011, 12:33:46 am
Malleus his ribcage to dust
skill up eh? what about an broken damage reduction of 25% on an roll of 6? called Bulwark of faith?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Talarion on September 20, 2011, 03:12:04 am
As Pierre threw the wine, something clicked in his mind. Alcohol + Fire = Bigger Fire, right? "Hey, set fire to the wine!" As he flung his hand out, throwing a bolt of lightning - his last, by the feel of it - at the Demonic Magician.

Lightning Malakai in the face.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: IronyOwl on September 20, 2011, 03:47:44 am
Ooh, good call.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Talarion on September 20, 2011, 05:50:30 am
I know, right?  :P Dwarmin! We need your skills!
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 06:34:34 am
Eh, I keep nuking Mal though.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Talarion on September 20, 2011, 07:38:31 am
That's what we're all doing, I believe.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 07:47:11 am
Except for me or Pierre if one of us gets killed.


And by that I mean Pierre since I'm still safe beneath that shield.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Dwarmin on September 20, 2011, 09:09:48 am
"Let the flames purifiy you..." Greenmoore muttered, randomly deciding to eat a sandwich. He must use everything in this attack...

Eat a ration. :3

Double Fireballs on Mala!
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 20, 2011, 09:17:35 am
I think Malleus and/or Frenz and/or Pierre need a class evo/ability to draw aggression towards them. They are the three tanks, after all. Any thoughts on that?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 09:18:36 am
I veto Pierre since he'd most likely also aggro the PC's too.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 20, 2011, 09:21:46 am
Isn't that part of the !!fun!! though? :3
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Dwarmin on September 20, 2011, 09:42:42 am
Ahh, but the holy trinity is broken!

We have no healer and our tanks do as much or more damage than our DPS. :P
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 09:44:33 am
Clearly somebody is doing their job wrong when that happens.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 20, 2011, 10:16:09 am
Mmm, kinda sorta. The mages can do more damage per turn as long as their MP holds out; Frenz is kind of a special case since he gets a massive +4 (+5 with his class evo active) to damage with his whip and thus can do extreme damage with his melee. And if he took the High-Power Criticals, well... o.o

But anyway I was thinking something like what I was doing for Malakai earlier; if a tank has the ability active, then whenever the enemy attacks someone they have to roll to actually hit them rather than the tank.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Ahra on September 20, 2011, 10:35:11 am
you mean that we become "LOOK OUT SIR" *jumps before blade/arrow* for those in range?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 10:37:28 am
More like "Hey you asshole attack me instead!"
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Ahra on September 20, 2011, 10:39:59 am
"come on ya coward, got balls enough to attack someone your own armour class?"
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 10:44:14 am
Precisely.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 20, 2011, 11:39:45 am
Perhaps the second class evo of that kind could make it where if M/F/P intercept, they have a high chance of outright stopping the attack with one of their own? Might be doable. :3
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Ahra on September 20, 2011, 12:35:50 pm
sounds good.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Grimmjow6th on September 20, 2011, 01:32:18 pm
"And now you shall die creature of the night." Toss whip down, grip the greatsword with both hands and put all of my strength into a ground shattering slash!
Kinda like this: http://www.youtube.com/watch?v=mrfpqIfWPbg&feature=player_detailpage#t=69s
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Ahra on September 20, 2011, 01:50:28 pm
like the frickin embodiment of an demigod blood knight?
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Krath on September 20, 2011, 03:06:56 pm
MALAKAI, Y U NO DIE!? STAB MOAR!
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 20, 2011, 03:09:00 pm
Oh gods Pierre went berserk. Somebody heal him before he causes any self-harm.


Actuallly...
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Krath on September 20, 2011, 03:11:24 pm
Oh gods Pierre went berserk. Somebody heal him before he causes any self-harm.


Actuallly...

Blood and souls for Makhleb!
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Talarion on September 22, 2011, 12:44:54 am
Just as notification, I'm going away, so I wont be here for a few days. Auto me if need be.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Ahra on September 22, 2011, 01:26:09 am
i will be out of country until late sunday/monday morning, auto if need arises.
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Grimmjow6th on September 22, 2011, 01:22:43 pm
two people gone for awhile.. :/
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: SeriousConcentrate on September 22, 2011, 01:31:10 pm
Oh, crap. This is everyone, isn't it? Didn't realize. *knocks on side of head* Well, I have a few hours before college, I can try to knock out a turn quickly. :3
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 02:12:38 pm
Quote from: Malleus Raulat / Ahra: 33 (2)
Malleus his ribcage to dust
Quote from: Wymar Sane / Darvi: 20 (1)
Holy Fire「Fuck you Malakai」
Quote from: Pierre Dé Grasse / Krath: 10 (6)
MALAKAI, Y U NO DIE!? STAB MOAR!
Quote from: Friar Greenmoore / Dwarmin: 75 (6)
Eat a ration. :3 Double Fireballs on Mala!
Quote from: Claire Rosara / Irony Owl: 57 (4)
Kraken shot, hack up Malakai!
Quote from: Frenz Grende / Grimmjow6th: 43 (3)
"And now you shall die creature of the night." Toss whip down, grip the greatsword with both hands and put all of my strength into a ground shattering slash!
Quote from: Zathyran Firsankh / Talarion: 4 (6)
Lightning Malakai in the face.

Quote from: Malakai Ritt / SeriousConcentrate: 86
Ice -> Malleus, Greenmoore


...but Malakai decided to start the hostilities before any of them could! (Malleus: 5+2 vs 1+5; Major Success, 2d4; 7 damage. 4, elemental infliction! Malleus is Frozen for two rounds, cannot act, and suffers more damage from blunt attacks! Greenmoore: 4+2 vs 5; Massive Success, 2d4x2; 6 damage. 3, no elemental infliction.) A cold wind blew across the battlefield, blinding the party temporarily; when it passed, they saw that Malleus had been encased in a thick prison of ice, and Greenmoore was covered in icicles. The friar shook them off and ate his last ration. (5+50%=8 HP healed.) Now feeling significantly better about his situation, he launched a counter attack in the form of dual fireballs! (-4 MP. 2 vs 8+2. 4 vs 1+3; 5+2 Major Success, 2d4; 7 damage. 1, alcohol doesn't catch fire) A hand of pure shadow extended from the ground and caught the first fireball, crushing it into oblivion, but the second slipped past and struck the magician in the face!

Claire loaded her pistol. (-2 MP. 3 vs 4+2) Malakai twisted his torso to the side, avoiding the bullet... (5 vs 1+2; 8+3 Critical Success, 2d4x2+75%; 28 damage, Claire regens 14) ...but the pirate used it as a distraction, and easily slipped behind him to stab him in the back! She followed it up with an elbow to the back of the head, forcing him forward and towards her allies. (3+3 vs 2+2; 7+2 Critical Success, 2d6x2+25%; 20 damage) Frenz intercepted the Gatekeeper with a mighty hammer blow that raised a huge cloud of dust. <Malleus is frozen.> Ignoring the knight's predicament, Wymar went for what could be a finishing blow... (-4 MP. 8+2 vs 2+2; 5+2 Major Success, 2d6; 10 damage. 4+2 vs 4+2 (6+2 vs 1+2); 2+2 Minor Failure) The first fireball hit Malakai and shoved him back across the ground, but he remained in a standing position. Using his own mana, he had caught the fireball, and he flung it back into the second one Wymar threw, eliminating it!

(3+2 vs 2+2; 8+2 Critical Success, 2d4x2+50%; 21 damage. 4, overkill attack. :P 7+2 Critical Success, 2d4x2+25%; 13 damage. 34 and kill) The effect of his success was rather spoiled by the rapier suddenly emerging from his chest, electricity crackling across it and setting the alcohol on fire. Pierre shoved the burning magician to the ground, pausing only to take the man's hat and inspect it. As Malakai burned, the surrounding crowd of Gatekeepers also caught fire sequentially, one row burning into floating ashes before the next also caught fire. Within moments the seven of them were alone once more.

Claire being Claire, she immediately went for the body to see what she could loot! :3

(Malakai has all seven elemental books at level 2: Fire, Earth, Wind, Ice, Lightning, Light, and Shadow. He also has contracts for summoning Ice and Shadow demons. All of the previous can only be used by the three magicians and Ahra, so... Anyway other than that, he has a Mysterious Runestone that anyone can use [can be used once; holds a spell of random element, power, and function], a Dire Mace [+1 Damage, Bashing weapon]; and Malakai's hat [does nothing]. Yeah, I know; slim pickings for Frenz, Pierre, and Claire. :\ I'll wait until Tal and Ahra get back to offer class evos; Riccto will join next turn, and he'll get to pick 4 class evos. :3 Finally, since the fight is over, all status effects are over too.)

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 127 (Seven vs One)
Post by: Darvi on September 22, 2011, 02:22:54 pm
Yay updeat.

Dibs on the runestone and the shadow book. And maybe ice. Gotta be yin-yang and stuff.

Also, 3 fire books? Eh.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 02:27:01 pm
1 item per looter. :P You can always get someone to give you one of the two, though. Like I said, pickings are pretty slim for the fighters. :\
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Krath on September 22, 2011, 02:30:43 pm
Take Malakai's hat.

What did you expect?
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 02:31:41 pm
You already have a hat. That I paid for :<

Give it to somebody in dire need of style. No wait, in that case you can keep it. (ooooh the burn)
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Dwarmin on September 22, 2011, 02:45:26 pm
Friar Greenmoore took a step back. They had won...but it was no victory to celebrate. They had lost a friend...to destroy another friend. No doubt to the Counts infernal joy...the others had begun to sift throught the remains...what remained, anyway. They could use. Hopefully...

There was the book the one in green had been using. Earth Magic...he picked it up.

It was written in Thari, the language of the ancient Druids...The Friar was used to some pagan language in his travels. "Chofleidir Briddo"-The Earths Embrace. How had the Count obtained this, he couldn't guess.

It detailed how, by certain means, one could call upon the living Earth itself to smite your enemies...Greenmoore sat down and began to read with interest.



Action: Friar Greenmoore claims the Earth book!


OOC: Fighters can sell the books we don't claim to the next merchant we meet, right?

Also, Darvi's avatar changed again, I tell you! Look at it! LOOK AT IT! THE EYES!
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 02:51:36 pm
That's me, staring through the 4th wall right into the darkest depths of your soul. I know all your dirty little secrets now.

Also, if I now had a wind and lightning spell, and maybe a fucking huge sword...

So yeah, if nobody claims wind and lightning then I take those too. Probably not though.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 03:09:24 pm
@Darvi: Wind+Lightning+Sword = SerCon not catching the reference. Go ahead and take the wind one, we all know you want to do the windy thing. :3

@Dwarmin: Yep, they can. Or they can just pick them up and give them to one of the other party members. ^^^

@Krath: Maybe I ought to just give you a class evo that allows you to actually do things with hats. :P Like if you wear Claire's pirate hat (she's probably got one :P) you can climb ropes better and things like that.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Krath on September 22, 2011, 03:38:17 pm
@Krath: Maybe I ought to just give you a class evo that allows you to actually do things with hats. :P Like if you wear Claire's pirate hat (she's probably got one :P) you can climb ropes better and things like that.

I approve of this.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 04:10:30 pm
Hmm, I'll have to see what hats you have then. I think you just have the one Wymar gave you and Malakai's; your old one got destroyed. By Wymar. :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 04:31:27 pm
He could still use it though.

He'd get a bonus against undead with it.


Since it's holey.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 04:32:13 pm
...

...

...

...

...

:'(

That's an awful pun, dude. :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 04:44:20 pm
I do my best.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 04:45:09 pm
I know that very well by this point. :3
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Grimmjow6th on September 22, 2011, 08:51:07 pm
Well malakai got overkilled.
Walk on over and claim the mace "Ah, something else to throw at the enemies."
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 08:58:50 pm
It seems like most bosses do get overkilled. ??? Ah, oh well. :3 I would suggest at your next opportunity sacrificing two of your weapons to power up the other one, but that's just me min-maxing.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 09:00:45 pm
We can do that? Nifty.

Now if I could somehow do that without sacrificing versatility...
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 09:06:14 pm
Well, yeah. You can trade useful items in, same as gold. Irony did that for Claire's armor. :3
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 09:08:31 pm
BUt I have nothing to trade.

Ah well. Just give me a dozen or so turns until I can cast every single element with one cast.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 09:10:45 pm
I was going to say something but then I realized I really shouldn't, and am only posting to show that I have some measure of restraint. >.>
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 09:11:43 pm
What, is it because you don't want me do develop the equivalent of Ultima?

Or Megidolaon. Your pick.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Zako on September 22, 2011, 09:16:55 pm
I would have claimed those contracts, since they are a real treasure, but I'm dead.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 09:20:05 pm
Oh yeah, those things.

I need an evoker for those though...
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 09:23:34 pm
Darvi, you know my personality by now. Consider your six partners and which one of them has gold, and how I might suggest you go about getting it. :P Also Zathyran, Wymar, Greenmoore, and Malleus can use the contracts.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 22, 2011, 09:27:41 pm
But I have no skill-points in pickpocketing :V
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Dwarmin on September 22, 2011, 09:34:36 pm
Friar Greenmoore summoning Demons...eh...lol. I would love to take them....damn loot rules!

Maybe Greenmoore could sanctify the contracts to summon good beings instead?

If anyone wants to take the contracts and give them to me, I'll trade my pearl ring to you if my above plan works. Just saying!
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: IronyOwl on September 22, 2011, 09:43:35 pm
That's convenient, because the shadow demon contract is probably the best option I have anyway.

Claim the shadow demon contract. That thing was tough!

Also continue compulsively looting.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 09:48:19 pm
@Dwarmin: Well, you can't, but you COULD study what Malakai did to learn how to make contracts with other things. For example, use it with your Light book and get angels. :3 But yeah, if you guys want to trade items/artifacts around, go ahead. We got until Ahra/Tal get back and claim their loot before I get working on the next turn, anyway.
@Darvi: Now you're just being glib. :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: IronyOwl on September 22, 2011, 09:49:37 pm
@Dwarmin: Well, you can't, but you COULD study what Malakai did to learn how to make contracts with other things. For example, use it with your Light book and get angels. :3 But yeah, if you guys want to trade items/artifacts around, go ahead. We got until Ahra/Tal get back and claim their loot before I get working on the next turn, anyway.
So... could I do that with my piratery to summon rum elementals? :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 22, 2011, 10:08:31 pm
Zathyran, Wymar, Greenmoore, and Malleus can use the contracts.

Nope. :O
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 23, 2011, 05:17:52 am
@Darvi: Now you're just being glib. :P
Am I? Am I? Or maybe I am just having no clue as to what's going on.

Actually if I'd want to play mindgames I'd want to insinuate the opposite :/
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Talarion on September 25, 2011, 03:57:42 am
Dammit! Earth was taken. *sulks in corner*

I'm not sure what else I want... Since Darvi took the Wind Book did he not? And I don't want any of the contracts :I

I'm back, by the way.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: IronyOwl on September 25, 2011, 05:03:38 am
Just grab anything and then sell/trade it in the first chance you get give it to a deserving pirate lass.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 25, 2011, 05:09:49 am
My suggestion to Tal:

1. Take a contract, doesn't matter which.

2. Study it.

3. Replicate it.

4. Summon Lightning Demons.

5. ????

6. Profit!
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Talarion on September 25, 2011, 05:39:15 am
I guess I'll let the dual-element thing go to Darvi *grumble grumble*


Zathyran fell to the ground from exhaustion, before hauling himself up on buckling knees. He stumbled over, pausing to rest above where the Gatekeeper once stood. He reached down and took a scroll, and opened it... It was a contract, to summon the Ice Demon. "Demonic Sword... Demonic Pet... Why the hell not. One must employ any and all means to defeat the darkness, or it will win... always." He quoted a phrase he heard his mentor say many times, taking the time to study the scroll, with intent to memorise and/or divine the machinations of. Maybe he could replicate it, with time?

Take Ice Summoning Contract.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: adwarf on September 25, 2011, 09:12:54 pm
Name: Alexander Sylias
Gender: Male
Appearance: 5 Ft., 100 Lbs, Golden Hair, & Eyes, Wears a Long Black Cloak that covers most of his body
Background: Alexander doesn't like to talk about his past all he tells others is that he grew up in a small village of magician's with his grandfather who taught him from a young age in the magical arts. After six years of training the village was attacked by a group of werewolves who happened to stumble upon the village, and everyone inside was slain, but hi, yet he has no anger for those events, and he tells no one his reason for that.
Weapon: Bastard Sword
Armor: Unarmored
Sub-Weapon: Magic Book, Darkness
Profession: Lycanthrope (Can shift to Werewolf form; while in Werewolf form, Alexander expends MP to attack. At this base level, he can spend up to 3 MP per attack, and each MP spent increase his Damage roll by 1; Balanced HP/MP)
Skills: Brute Force (+2 to Physical Damage Dealt; +1 to Damage Taken)

(Is this good?)
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Dwarmin on September 25, 2011, 09:32:09 pm
Dammit! Earth was taken. *sulks in corner*

I'm not sure what else I want... Since Darvi took the Wind Book did he not? And I don't want any of the contracts :I


If anyone wants to take the contracts and give them to me, I'll trade my pearl ring to you if my above plan works. Just saying!

Quote
Pearl Ring: A ring made from one large pearl, hollowed out and whittled down into a circle. (Increases all Damage rolls by +1)

Just saying, I'm still offering that. :P
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Friar Greenmore closed the Earth book with a mighty clap-the ground tremored slightly, as if pleased to have a new home for its hardwon knowledge...

He walked over to Zathyran, who seemed to be pouring over one of the scrolls...a summoning scroll. Little help had those dark powers given to Malakai in his hour of need, and even now 'they' may be collecting their debt from him. He could not help but shudder at the thought.

The Friar knew that-mechanically-summoning contracts were often the same, no matter what sort of being you wished to conjure-with a little work, perhaps even the forces of good could be brought to the battlefield...and Friar Greenmore did have a fear that Zathyran may fall into the same trap his mentor did. Maybe a deal could be struck that would suit them both.

"Ho, Zathyran! A hard battle-but the rewards are not meager...I see you have a contract there. Dark Knowledge. I would not pass judgement on how one chooses to battle this evil...but can offer you a trade you may find suitable, if you are not keen to follow your mentor too closely..."

The Friar rubbed his whiskered chin and removed the pearl ring from his left hand-feeling it's empowering Holy energy leave his soul with a feeling of almost palpable regret.

"This pearl ring can empower your blows-be ye not entirely faithless-I would trade it for the contract, so that I may divine it's purpose for my own use-perhaps a far greater use, and for less price than my soul I would hope. The decision is yours, friend."

With that, he went to speak to the others in turn, raising their spirits as best an old Priest like him could-soothing, encouraging , emboldening.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 25, 2011, 09:49:39 pm
All right, adwarf and I have been talking through PMs, and his character is accepted with only a minor revision. :3 Now we just need Ahra.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Talarion on September 25, 2011, 09:50:46 pm
As the Friar walked away after giving his offer, Zathyran pondered over it. As the Friar finished talking with the others, Zathyran rolled up the scroll and held it out. "I accept your offer, Friar. I have no will to deal with demons... So, may you not fall to the evil within this scroll."

Trade Ice Summoning Contract for the Pearl Ring.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Dwarmin on September 25, 2011, 11:10:56 pm
Friar Greenmoore accepted the scroll and handed Zathyran the ring with a wry grin. He always did have a tradesmans tounge. He may save the poor mans soul yet.

He responded with a nod to Zathyrans concerns.

"I have done many unsavory things in my profession-but I have never fallen. Once I divine the nature of the summoning ritual, I will cleanse the Demons Seals for something more wholesome...Good has it's own price, of course-but it not so bitter a thing to pay, you might find.

Keep your hope alive Zathyran. You have chosen the hard path-and it has chosen you. Do not stumble, and the shining path may yet be writ in your future."

The Friar took the scroll and gingerly stored in his pack, it in his runed scrollcase, alongside a few other things-a map of the area (fairly useless, that had turned out to be), a last ditch correspondance to his daughter (enchanted to find her by Dove if he should fall, and Oh God, how he missed her so...), and a small sheet depicting the moon, Earth and stars-in rough alignment-it was a calendar, and it predicted the full moon coming. Very soon, in fact.


Trade Pearl Ring for Ice Summoning Contract
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Ahra on September 26, 2011, 01:03:56 am
Friar Greenmoore took a step back. They had won...but it was no victory to celebrate. They had lost a friend...to destroy another friend. No doubt to the Counts infernal joy...the others had begun to sift throught the remains...what remained, anyway. They could use. Hopefully...

There was the book the one in green had been using. Earth Magic...he picked it up.

It was written in Thari, the language of the ancient Druids...The Friar was used to some pagan language in his travels. "Chofleidir Briddo"-The Earths Embrace. How had the Count obtained this, he couldn't guess.

It detailed how, by certain means, one could call upon the living Earth itself to smite your enemies...Greenmoore sat down and began to read with interest.



Action: Friar Greenmoore claims the Earth book!


OOC: Fighters can sell the books we don't claim to the next merchant we meet, right?

Also, Darvi's avatar changed again, I tell you! Look at it! LOOK AT IT! THE EYES!

AAAARRRGGGHHHH I DIBBED THAT IN THE START OF THE FIGHT!!!! WHHHHHYYY???
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: IronyOwl on September 26, 2011, 01:38:10 am
Early bird gets the worm. :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Talarion on September 26, 2011, 03:27:39 am
Take the Ice Book. Would fit with your freezing warhammer of doom? :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Ahra on September 26, 2011, 04:46:22 am
sniff, i guess it would take ice book
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Dwarmin on September 26, 2011, 07:21:15 am
Friar Greenmoore notices his friends agitation.

"As the good book saith-'firsteh come, firsteth served...eth'

Don't qoute me on that...'


Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 26, 2011, 10:11:41 am
sniff, i guess it would take ice book
Already called dibs on that.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Ahra on September 26, 2011, 11:03:31 am
where is your bolded action for it, and i will check if you edit it.
if he have the action i take shadow...
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 26, 2011, 11:48:29 am
He hasn't posted an action yet as far as I can see. So, Ice book is yours.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Ahra on September 26, 2011, 12:17:41 pm
thank god for dwarmins example  8)
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Darvi on September 26, 2011, 03:28:04 pm
Aw come on now I can't make my character concept that I wanted.

Your deaths will be slow and painful.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Ahra on September 27, 2011, 12:20:45 am
so? dwarmin wrecked my mighty glacier.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 30, 2011, 02:07:51 am
OK, giving Darvi about fifteen more hours my time to post up an action, since I'm going to start writing the turn around four or five in the afternoon tomorrow. :P If he doesn't I'll just have him take whatever.

Edit: Out longer than I planned to be. >.> Making preparations for turn now, which mostly involve thinking up class evos for Riccto.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: adwarf on September 30, 2011, 07:55:24 pm
I can't wait to get in if only to see how the others react to my character's true form. I for-see quarrels between me in the Friar (Most likely due to the fact that my character doesn't believe in the Friar's just God) :P
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: SeriousConcentrate on September 30, 2011, 08:29:15 pm
@adwarf: :3

Also I just need to think of one more class evo for Frenz and I'm ready to get this turn started. Just letting y'all know the status.

Edit: Thought of one. >.> Anyway, preparing turn now.
Title: Re: CvRTD: Turn 128 (The Gatekeeper falls)
Post by: Ahra on September 30, 2011, 08:40:15 pm
@adwarf: :3

Also I just need to think of one more class evo for Frenz and I'm ready to get this turn started. Just letting y'all know the status.

Edit: Thought of one. >.> Anyway, preparing turn now.
yay!
Title: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on September 30, 2011, 09:00:45 pm
After a bit of discussion and swapping around, the party eventually settled on this list of looting:

Pierre -> Malakai's hat
Greenmoore -> Earth Book
Frenz -> Mace
Claire -> Shadow Demon Contract
Zathyran -> Ice Summoning Contract (traded to Greenmoore for Pearl Ring)
Malleus -> Ice Book
Wymar -> Shadow Book

Once everyone had pocketed their preferred loot, then turned back to the gate. There was still the problem of getting it open, after all. Frenz and Malleus tried to push it open, but even after Claire and Pierre joined their efforts the gate refused to budge. Greenmoore observed the the sun was almost gone and if they didn't get the gate open soon, they would really be in trouble. The party gathered again to talk over ways to get it open when their attention was drawn by the awful noise of metal shrieking, a sound as high-pitched and grating as nails on a chalkboard. They turned to the gate and saw a huge man pulling at it from the inside, bending the left-hand gate in half far enough that they could walk through.

They made it through and took a look at the newcomer. A huge man with a shaved head, so large he eclipsed Frenz and Malleus in height and width quite easily. A long chain was wound about his torso and hanging from his left shoulder was a sturdy iron ball; tucked into the chains around his chest was a flintlock pistol. His clothing was tough leather, probably the only kind available for a man his size. He gestured with his head. "This way," he said, walking off into the darkness.

As stated in the turn title, this is kind of a transitional turn to get Riccto in and give him a chance to introduce himself to everyone. Next turn you'll be in the shop to prepare for the next area. Also, everyone now gets a chance to pick a class evolution.

Spoiler: Malleus (click to show/hide)
Spoiler: Wymar (click to show/hide)
Spoiler: Pierre (click to show/hide)
Spoiler: Greenmoore (click to show/hide)
Spoiler: Claire (click to show/hide)
Spoiler: Zathyran (click to show/hide)
Spoiler: Frenz (click to show/hide)
Spoiler: Biernat Hara (click to show/hide)
Spoiler: Standard Quest Rewards (click to show/hide)

I'll update everyone's statuses to include loot and upgrades once all this stuff's been sorted out. :3 Also PMing Riccto now to let him know he's in.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Darvi on September 30, 2011, 09:11:00 pm
What about wind and lightning books?

Also, Fate. Totally.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Ahra on September 30, 2011, 09:11:55 pm
knight lv2
improved warhammer.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Dwarmin on September 30, 2011, 09:20:33 pm
Taking

Holy Priest lv2 (Twice per battle can either heal 2d6 of an ally/your own health or auto-Massive Damage an Undead enemy with 4d6x2 damage.)

and

Artifact: Food Related!

OOC: I can only think of either something allows me to produce food from 'thin air' at a steady pace, or something that can be used to augment my foods restorative benefits to add on top of my skill. Magic Salt Shaker! :P
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: adwarf on September 30, 2011, 09:29:15 pm
Artifact: Food Related! ........ Magic Salt Shaker! :P

Do it !!!!!! I command you to.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on October 01, 2011, 01:19:51 am
I'll figure something out, trust me. :3 Off for more GoW3.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Talarion on October 01, 2011, 01:36:54 am
Lv. 1 Defensive Caster for my choice >.>

Artifact: DAMAGE RELATED! Rawrszors

Or something.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: IronyOwl on October 01, 2011, 01:45:31 am
Hm, that's a tough one. Remind me again how much stronger L2 Trophy Raider items are compared to L1?

Also, how slight a boost is slight? +1 bonus to something slight?


Quest rewards are even harder. I need more HP, artifacts are always cool, I could use improved criticals... so probably +5 HP, damage-related artifact, or L1 Improved Criticals...
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on October 01, 2011, 04:49:34 am
1. About twice as powerful. Your merman's skull item, for example, would have a chance of dealing 2 or 4 attacks rather than 1 or 2.
2. +1 to Attack and Damage.
3. Can't help you man. You'll have to figure that one out on your own. :3
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Darvi on October 01, 2011, 05:29:19 am
What about wind and lightning books?
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on October 01, 2011, 05:35:48 am
Nobody took 'em, so they're gone. You could still pick one of them up as a quest reward if you wanted, but it'll be level 1.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Darvi on October 01, 2011, 05:39:24 am
*insert biggest "Fuck you World" ever*
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Riccto on October 01, 2011, 10:04:35 am
Hunter Lvl 2, Destructive Hunter Lvl 2

Quest Rewards :+10 Hp, New or Improved Weapon, RANDOM ARTIFACT!
----------------------------------------------------------------------------------
"Hullo, I a, Biernat, Hunter of....Darker things. I good at what do. Hopefully yous good at what do too? Opening gates is one of those things not good at." He sets his hands on his belly and laughs up towards the ceiling but only for a short moment "Enough of that."
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on October 01, 2011, 11:07:34 am
Oh, whoops, my bad. Hunter lv2 only takes up one slot since you already have Hunter lv1, so you can pick another lv1 class evo. ^^;
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Riccto on October 01, 2011, 11:13:08 am
IRON HUNTER LVL 1
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: IronyOwl on October 01, 2011, 04:00:45 pm
Trophy Raider L2

Damage-related artifact!



"Huh. Well hello Biernat! Yes, we're very good at what we do," Claire said, twirling her pistol in an attempt to nonchalantly show off.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Grimmjow6th on October 01, 2011, 04:52:44 pm
Ill take nobleman lv2

Random Artifact:Tanking variety
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Krath on October 02, 2011, 09:37:08 pm
Well-Dressed Mercenary.

Did you expect me to pick anything else?
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on October 04, 2011, 05:18:04 pm
*pokes Darvi for quest reward, knowing full well he's not going to have the opportunity to write the turn anytime soon*
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Dwarmin on October 08, 2011, 10:58:56 am
RP Bump!

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Friar Greenmoore was impressed-here was man whose stature would provide a challenge to the strongest of the counts minions.

He walked beside the man, and spoke.

"Biernat Hara, is it? What lands do you hail from? An educated guess from me would have you from the lands of the Kiev or the Kingdom of Poland."
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: SeriousConcentrate on October 08, 2011, 11:01:16 am
As I suspected, I am going to be busy today, but I will definitely have a turn for this up tomorrow even if it means autoing/cutting Darvi out of a quest reward, same with ASL.
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Riccto on October 08, 2011, 01:53:52 pm
Biernat looked down to the holy man as he spok to him

"I am the..uh Son of a herder, A simple farmer from Polska...Your Poland. Father. What briings a man of..oh..faith..out to this..darkening?"
Title: Re: CvRTD: Turn 129 (A giant joins; transitional turn)
Post by: Dwarmin on October 08, 2011, 04:43:21 pm

The Friar nodded.

"For me, it is an old score to settle-I have lived all my life in defiance of this evil, and lost much along the way...only now, it seems, do I approach the source...perhaps my kind is dying out, but there was a time when true Men of Faith led the fight against evil. Those times may very well end with me, it seems.

In any case, I have vowed to either succeed, or die trying. Or perhaps both. I have lived long enough, Biernat. Yet, I must still earn my rest. For all those who fell over the years...to spare my life."

Title: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: SeriousConcentrate on October 09, 2011, 05:24:47 pm
Well, I've given Darvi more than a fair amount of time. :-\ Krath also didn't get a quest reward...

Quote from: Malleus Raulat / Ahra
Take Knight lv2 and an improved warhammer.
Quote from: Wymar Sane / Darvi
Take Fated Oracle.
Quote from: Pierre Dé Grasse / Krath
Take Well-Dressed Mercenary.
Quote from: Friar Greenmoore / Dwarmin
Take Holy Priest lv2 and a food-related artifact.
Quote from: Claire Rosara / Irony Owl
Take Trophy Raider Level 2 and a damage-raising artifact.
Quote from: Frenz Grende / Grimmjow6th
Take Nobleman Level 2 and a defensive artifact.
Quote from: Zathyran Firsankh / Talarion
Take Defensive Caster and a damage-raising artifact.
Quote from: Biernat Hara / Riccto
Take Hunter Lvl 2, Destructive Hunter Lvl 2, Iron Hunter Lvl1, +10 Hp, New or Improved Weapon, RANDOM ARTIFACT!

The party, now joined by the giant Biernat Hara, walked into the courtyard of the massive castle, with Biernat bending the gate back into place behind them and locking it shut by bending a massive bar through it, explaining that this is to keep the monsters outside from following them in. The seven followed him to a hollow tree, where he drew a few items out. At his invitation, the rest helped themselves to whatever they find inside. Claire was the first one to get to the tree, for obvious reasons, and fished out what appeared to be a monacle. She put it on and found that by concentrating, she could almost see where to strike her fellow party members to damage them the most. (Claire gets Revelation Monocle! She can activate it for 1 MP, thus increasing all her damage rolls by 1 for the round.)

Pleased with her find, she wandered off to go study the surroundings with it while Zathyran approached the tree and stuck his arm in up to the shoulder. After some feeling around, he found something... squishy... and pulled his hand out, feeling disgusted... but whatever it was had stuck to him! With no small amount of revulsion, he watched a small, wormlike creature burrow into his hand and apparently disappear entirely. He prodded at the area and pulled his finger away, shaking it from the sudden electric shock. He had the feeling that, as sick as it was, this parasite could increase the power of his electric attacks... (Zathyran gets Eelworm! Enemies weak against Lightning attacks now take +100% instead of +50% when he uses such attacks.) He wandered away, staring at his hand with a sort of uncertain, unhappy expression.

Greenmoore decided to try his luck next. A quick search in the hollow earned him a small leather pouch of sea salt. He'd heard salt distilled from ocean water was healthier. Maybe now he'd have the chance to find out. (Greenmoore gets Sea Salt! Sea Salt can be applied to food - outside of combat, of course. When salted food is eaten, the effect either increases or decreases by a die rank, depending on what kind of food was salted. Salted meat would become 1d8 healing, for example; salted yogurt would decrease to 1d4.) He tucked the pouch into his robe and stepped aside to allow Frenz a chance. The nobleman shrugged and went ahead, drawing out a somewhat gaudy golden helmet. The inside was lined with tough steel, however, and he felt it could take a few blows. (Frenz gets Golden Helmet! Whenever enemies score a critical on Frenz, they deal 25% less damage; a 9 on damage would be the same as 8, a 10 the same as 9, etc.)

Finally, Malleus approached the tree. He grabbed the only thing left: a tin of polish. With a shrug, he sat and began applying it to his warhammer to test it out... and was pleasantly surprised to find it turned his weapon silver! It was quite a bit heavier now, which was great for damage, but it would also be quite strong against were-creatures... (Freezing Warhammer becomes Cold Silver Warhammer Lv1! It now deals +1 damage; +2 against Were-Creatures.) Biernat, meanwhile, was working on his own inventory. While everyone was looking over their finds, he was busy removing the standard steel head from his chain and replacing it with a giant flanged one, like an oversized mace head. Additionally, he had retrieved the lucky charm his father had given him when he was but a boy; twelve years old, but still larger than his dad. His father had told him that even the strongest man could use a little help now and then and had given him a pair of six-sided dice, a hole through the middle through which a black string was pulled. He was too large to wear it as a necklace, but he looped it about his wrist so the dice lay against the back of his hand. (Biernat gets Lucky Dice! Once per battle, Biernat can stipulate that he wants one re-roll on any roll involving him, whether it's his accuracy roll, any enemy's damage roll on him, an ally's healing roll on him, etc. However, once the re-roll is specified, the result might end up worse than the original...)

Once everyone was done fooling around, Biernat gestured for them to follow him further. The courtyard was woven through with trees, but there was an area cleared out for a graveyard. At the edge of the graveyard was a small log cabin, candlelight visible from its windows. Biernat led them to the door and opened it, leaning over to get through the frame. "Rinaldo (http://www.castlevaniacrypt.com/games/loi/images/characters/rinaldo.jpg)," he said, greeting the older man inside. Rinaldo looked up. "I see Biernat is not the only one to make it this far. Welcome," he said, putting away his book. "As you can see, I run a small store here inside the castle. The count prefers his... visitors have a sporting chance," he said. "Is there anything you need?"

After y'all get done shopping and exchanging and what-not, we'll let the party get some sleep to lampshade regaining HP/MP and then we'll get back to questin'. :3
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Ahra on October 09, 2011, 06:13:04 pm
"If he wants an good match, oh will he get it"


sell flintlock for more hammery goodness :P

maybe axe for better armor?
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: SeriousConcentrate on October 09, 2011, 08:09:42 pm
Sure, you can trade your axe to up your armor a little. Do you have a preference as to raising movement or defense?
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Grimmjow6th on October 09, 2011, 08:29:52 pm
Trade the weapon i got for more armor!

"Aye, the count shall get more then a match, he's gonna get a beating."
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Ahra on October 09, 2011, 08:32:13 pm
Sure, you can trade your axe to up your armor a little. Do you have a preference as to raising movement or defense?
defense, i wwant to hear strikes klink at my armor :3
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: IronyOwl on October 09, 2011, 11:23:19 pm
Pay gold to have my cutlass sharpened.

Also, lol at pirate with a monocle.
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: SeriousConcentrate on October 09, 2011, 11:34:53 pm
I thought you might like that. :3
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Talarion on October 09, 2011, 11:43:25 pm
Wait for the others to finish their tom-foolery. I don't have much to buy or sell.
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Dwarmin on October 10, 2011, 12:01:01 am
Friar Greenmoore takes out the Blood Rosary and offers it to the salesman.

"Will you buy this merchant? It's begun to wear on my soul."
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Riccto on October 10, 2011, 06:26:19 am
Wait for the others to be ready.
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Darvi on October 10, 2011, 04:21:18 pm
:<

Press the shiny red button labelled "Kill Everything"
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Ahra on October 10, 2011, 04:25:08 pm
:<

Press the shiny red button labelled "Kill Everything"
:D
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Krath on October 10, 2011, 04:30:39 pm
I put on my robe and wizard hat Fancy Blue Velvet Hat and tighten my cloak.

It's going to be a looooooong trip.
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Talarion on October 11, 2011, 06:39:52 am
I put on my robe and wizard hat Fancy Blue Velvet Hat and tighten my cloak.

It's going to be a looooooong trip.


Hurrhurrhurr Magicka. Awesome game.

Also, just out of curiosity, Krath, where is your avatar from?
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: SeriousConcentrate on October 11, 2011, 12:26:20 pm
Trigun; it's from the intro iirc. Vash is awesome.
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Talarion on October 12, 2011, 01:01:50 am
Ah k. Thanks <.<
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: SeriousConcentrate on October 13, 2011, 03:29:54 pm
Quote from: Malleus Raulat / Ahra
"If he wants an good match, oh will he get it" sell flintlock for more hammery goodness, maybe axe for better armor?
Quote from: Wymar Sane / Darvi
Press the shiny red button labelled "Kill Everything"
Quote from: Pierre Dé Grasse / Krath
I put on my robe and wizard hat Fancy Blue Velvet Hat and tighten my cloak. It's going to be a looooooong trip.
Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore takes out the Blood Rosary and offers it to the salesman. "Will you buy this merchant? It's begun to wear on my soul."
Quote from: Claire Rosara / Irony Owl
Pay gold to have my cutlass sharpened.
Quote from: Frenz Grende / Grimmjow6th
Trade the weapon i got for more armor! "Aye, the count shall get more then a match, he's gonna get a beating."
Quote from: Zathyran Firsankh / Talarion
Wait for the others to finish their tom-foolery. I don't have much to buy or sell.
Quote from: Biernat Hara / Riccto
Wait for the others to be ready.

Malleus approached Rinaldo first, laying his axe and rifle on the counter. He asked if, perhaps, he could get his warhammer and armor upgraded in exchange for them, and the shopkeeper nodded. "It will take some time, but I was planning on giving all of you a room, anyway. You'll be safe in here." The merchant took the warhammer and armor and placed them aside. Next, Claire walked up and plunked down a bag of gold, demanding moar sharpness for her cutlass! Rinaldo put the cutlass with Malleus's gear. Frenz took the opportunity to hand in his dire mace in exchange for upgraded armor, and his was set with the rest. It looked like Rinaldo was going to have a busy night!

Last but not least, Friar Greenmoore approached the counter with his rosaries. "Will you buy this merchant? It's begun to wear on my soul," he said, placing them on the counter. Rinaldo looked the artifact over, turning it in his hands a few times. "I recognize this," he said. "The blood of a vampire hunter trapped by the transfigured soul of a vampire." It was fairly valuable. "What would you like for it? Gold, or perhaps armaments?" Once Greenmoore had made his choice (you'll get whatever it is next turn, whether it's a bag of gold or an upgrade or such) he leaned on the counter. "I almost thought no one else would make it this far," he said, gesturing to Beirnat. "He made it inside the gate only two days ago, defeating the former gatekeepers. A witch and a large werewolf, I believe."

Rinaldo rubbed at his beard. "But the trick is that no one can get inside the castle on their own. You must have seen the five towers on your way in; two are accessibly from the courtyard, two from inside the castle, and the last... well, that's where the count himself waits." He reached under the counter and produced a rather crude map; it was merely an outline of the castle. "To get inside, you'll need to ascend the towers in the courtyard, Magic and Science. At the top of each tower is a seal; in the tower of Magic it's a blood seal, in the tower of Science it's merely a heavy lever. To open the door leading inside, a magician must banish the tower's guardian - thereby eliminating the seal - so a strong man can throw the lever. If the lever isn't thrown within one minute of the seal's removal, the guardian of the tower of Magic will be reborn and must be destroyed again."

"There are rooms that way," he said, pointing towards a door in the far corner. "Do you have anything else you wish to ask?" Meanwhile, Wymar was pressing a red button! It didn't do anything, no matter how many times he jabbed it. *poke, poke* Nothing. Zathyran, Biernat, and Pierre merely looked at him like 'uh, wtf are you doing?'
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: adwarf on October 13, 2011, 03:45:18 pm
I am just that awesome I can make it into a castle without even being in the game. :P
Title: Re: CvRTD: Turn 130 (Rinaldo and a brief respite)
Post by: Krath on October 13, 2011, 03:55:56 pm
Trigun; it's from the intro iirc. Vash is awesome.

Bingo!

Watch other people go about their business. In the meantime, tell the shopkeeper tales of my glory and hit on Claire. Preferably at the same time.

This cannot go wrong.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 13, 2011, 03:58:38 pm
You might've had help but now you're the only survivor of your group. :3 We'll just wait and see.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Ahra on October 13, 2011, 04:24:16 pm
"what do you define magician, i dabble a little in it would i be able to do it?"
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 13, 2011, 05:06:41 pm
Rinaldo looked at Malleus. "You're a holy man, correct?" It was rhetorical question; Malleus's armor had the sign of the cross emblazoned on it, and the amount of protection and decoration on his armor alone said that he was fairly high ranking among the soldiers of the church. "If you can do any sort of divine work, you should be able to cover it."

(OOC-wise, Biernat can throw the lever by himself, but otherwise it would take a combination of Malleus, Pierre, Claire, Zathyran, or Frenz. All three magicians and Malleus can banish the guardian.)
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Ahra on October 13, 2011, 07:33:47 pm
"right, then where was those rooms then?"
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Talarion on October 14, 2011, 12:27:43 am
"I will banish the guardian." Zathyran stepped forward slightly, pulling his hood down. "I am not a strong man, and I'd rather do something useful than not do anything at all."

Volunteer to banish the Tower of Magic's Guardian!
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: IronyOwl on October 14, 2011, 06:58:17 am
"Yeah, what can we expect to fight in there?"

Also, hit on random occupant of room.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 14, 2011, 07:18:55 am
"Hmm. Seems a trick of the count-to divide his enemies strengths, along our natural weaknesses.

If Zathryn will banish the guardian, then I shall go with the others in the tower of science. No doubt, the count intended for us to split along equal lines-but, magic is strong against magic, and science oft defeats brute force...but, turning the equations around, we gain an advantage against them.

...

Merchant, I will sell you this-but I will need supplies in return..."




Action: I get bags of gold from selling my rosary. Haggle him up to no less than three-four, or no deal.

Volunteer to fight through the tower of science.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Riccto on October 14, 2011, 02:50:43 pm
"I Vill go with the Holy Man into the...uh..Science."
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 14, 2011, 02:55:36 pm
Haggle him up to no less than four-five, or no deal.

I don't think you'll get quite that much. >.> Pierre (or Malakai, if he was still around) has the charisma bonus. :P You'll probably end up with 1d2+1 bags of gold.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 14, 2011, 03:04:25 pm
I'l hold out for four :P
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Ahra on October 14, 2011, 03:28:44 pm
"Ill go with you Zathryan"
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: IronyOwl on October 14, 2011, 06:32:06 pm
He should at least be able to trade one artifact of the damned for another. :P
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 14, 2011, 06:33:07 pm
He could, but he asked for gold, so I was letting him know he could expect 2 or 3 bags out of it. ^^^;
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 14, 2011, 06:53:11 pm
Well, give me a list of artifacts that are up for trade then when the turn comes up. :P
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 14, 2011, 06:58:47 pm
I'll probably just do as usual and let you say what kind of effect you want, then look through the item archives and see if there's anything close in canon; if there isn't I'll just make something up. ^^^
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 14, 2011, 07:05:26 pm
Hmm...could I get a shield or armor that heals me-if I prevent damage, or heal my allies? Sort of like reverse vampiric power. :)
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 14, 2011, 07:29:30 pm
Clarify, please. The concept confuses me a little. <.<;
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 14, 2011, 07:35:07 pm
Okay, it's like the opposite of Claires Vampiric cutlass.

She deals damage to enemies and gets HP restored.

Mine would activate when I heal or shield my allies, and gets my HP restored.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 14, 2011, 07:50:23 pm
No, no, I got that, I mean mechanically speaking. Would you think a percentage chance to get back a certain amount of HP restored would be fair, or what? Like, say, a 25% chance to get 50% of the HP you heal back? (Not sure how well that would work though since the only way you have to restore anyone's HP is a once-per-fight deal...)
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 14, 2011, 07:52:17 pm
Thats why I listed damage mitigation-fire and earth shields-as providing healing as well.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 19, 2011, 04:39:06 am
I will run the turn sometime tonight, hopefully. So, Dwarmin: are you cool with the effect I suggested, do you have a different one in mind, or would you prefer the 2 or 3 bags of gold instead? Also, Darvi and Grimmjow6th haven't posted, so if you want to do anything specific, last chance before you get auto'd (this won't count toward getting kicked out since it's not terribly urgent you guys have an action, like for example a boss fight would be). Finally, the teams are:

MAGIC
Zathyran
Malleus
Pierre (assigned by me, unless Krath wants to change)
Claire (assigned by me, unless IronyOwl wants to change)

SCIENCE
Greenmoore
Biernat
Wymar (assigned by me, unless Darvi wants to change)
Frenz (assigned by me, unless Grimmjow6th wants to change)
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: IronyOwl on October 19, 2011, 04:42:31 am
Sounds good. Note that Darvi's been MIA from his mafia game, so it's likely he's indisposed in general.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 19, 2011, 04:50:17 am
Hmm... yeah, I thought it was kinda weird that Darvi hadn't posted anything. He's quite active usually. :-\ Well, if need be, I'll kill Wymar off. Not because I dislike Darvi or something stupid like that, but because he's expressed interest in getting Wymar in as a boss before the game ends (he even PMed me a few ideas for the boss he wanted him to be :3). That way that can happen and Taric can get in. ^^^ I might even let Darvi control boss Wymar. >.> *anticipates Darvi sitting out for a month to ensure that happens*
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 19, 2011, 04:55:12 am
Ah, if I could get an artifact that would heal me for damage mitigation to my allies as well as directly healing them, then I would take it.

Otherwise, I'll just take the gold and buy some meat. :P
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 19, 2011, 04:57:10 am
Dwarmin: are you cool with the effect I suggested
a percentage chance to get back a certain amount of HP restored would be fair, or what? Like, say, a 25% chance to get 50% of the HP you heal back?

:3
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Dwarmin on October 19, 2011, 05:02:09 am
Whatver. Too tired to dicker.  ???

If it's cool, I'll accept it.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 19, 2011, 05:03:37 am
Well, you have all day to think about it so there's no real rush, I just wanted to make sure you saw it. ^^^ I gotta be up in three hours myself...
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: IronyOwl on October 19, 2011, 08:15:31 am
Damn you, Darvi. Damn you.
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Ahra on October 21, 2011, 11:24:53 am
:3

(random posting FTW)
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: SeriousConcentrate on October 21, 2011, 11:44:03 am
lol. ^^^ Thanks, Ahra. I needed that. To explain myself, I dunno, I just haven't been feeling overly great lately. A lot of stress finally caught up to me, y'know? I had a lot hanging over my head, and while I've got the actual problems mostly sorted out now I'm still a little blah. It's just stupid things, like next semester at college I'm going to have to take a public speaking class and I really don't want to do that; it may not seem like it to you guys but I'm actually quite shy. (I've had a year to warm up to the lot of you. :3) Basically the only thing holding this up right now is me being emo, but I'll try to have a turn out later today. Sorry for making you guys wait. (>_\\\)
Title: Re: CvRTD: Turn 131 (Shopping; The Towers of Magic and Science)
Post by: Ahra on October 21, 2011, 12:24:07 pm
meh im shy as hell as soon i am to stand in front of more than what? 15-20 people.
take your time :3
Title: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 21, 2011, 02:58:09 pm
OK, I'm going to get this started then. One last thing to vote on during the next turn: Boss-ify Wymar, Y/N? If no, is anyone willing to control him until Darvi's back?

Quote from: Malleus Raulat / Ahra
-Conversation with Rinaldo-
Quote from: Wymar Sane / {Darvi} SerCon
Knowing Darvi, I'd say: Derp around in such a manner as to screw over Pierre. :3
Quote from: Pierre Dé Grasse / Krath
Watch other people go about their business. In the meantime, tell the shopkeeper tales of my glory and hit on Claire. Preferably at the same time.
Quote from: Friar Greenmoore / Dwarmin
Volunteer to fight through the tower of science; healing artifact get!
Quote from: Claire Rosara / Irony Owl
Hit on random occupant of room.
Quote from: Frenz Grende / {Grimmjow6th} SerCon
Volunteer for Tower of Science.
Quote from: Zathyran Firsankh / Talarion
Volunteer to banish the Tower of Magic's Guardian!
Quote from: Biernat Hara / Riccto
"I Vill go with the Holy Man into the...uh..Science."

Malleus and Rinaldo spoke for a moment, the knight confirming that his holy powers would be enough to banish the beast. After they were done talking, Claire asked what they could expect to find in the Tower of Magic, and the shopkeeper turned to her. "Beasts of magic, of course. Witches, demons, ghosts. Things not easily explained or understood for those lacking the arcane arts. As for the Tower of Science, you'll find mechanical monstrosities, strange beasts put together from random parts of other creatures, strange weapons, and reanimated corpses." He looked out the window. A swarm of bats flew by it, causing the shutters to bang closed loudly and crack the window slightly.

"The count's lieutenants," he said. "They patrol the castle grounds at night. Anyone not inside the castle itself or in here will be dragged away. They got a pair of men recently, both foreigners, who had tried to avoid the Gatekeeper by climbing the mountain at the rear of the castle instead of coming in through the front." He sighed. "It's too long a climb for that. They never had a chance to make it before moonrise." He turned back to Malleus and, at the knight's request, pointed out the rooms again. There were ten in a basement below the storefront, to provide a little extra security for the occupants. Pierre decided now was the time to tell Rinaldo all about his adventures and settled in to do so. (Charisma roll: 7+1 o.O. Wymar interference: 3.) Rinaldo was understandably impressed! "I have something that might interest you," he said, reaching under his counter and withdrawing a thin, amber-colored length of cloth. "Legend says that the last Belmont wore this around his head when he fought the Count. It's said to bring good fortune." He handed it to Pierre. (Pierre gets a new hat: Belmont Headband! Pierre's Greased Lightning ability has a +25% chance to succeed while wearing this headband.)

Pierre tucked it away and hit on Claire (1+1Fabulous+1Hat) but she was having none of it at the moment! Instead she was interested in (5) Zathyran. (2) But she, too, had no luck. In fact, while trying to look smooth, she accidentally slipped and fell through the door leading downstairs, ending up in a crumpled, bruised heap at the bottom. She figured the best thing to do was just follow Frenz, Biernat, Malleus, and Greenmoore's example and just go to bed, sleep it off. Everyone retired shortly thereafter and in the morning picked up their gear from Rinaldo. (Malleus gets: Heavy Cold Silver Warhammer! Malleus gets: Reinforced Paladin Armor! ...and a ridiculous defense score of +8 >.>... Claire gets: Moroaica Cutlass! Frenz gets: Reinforced Plate Armor! Greenmoore gets: Guardian Angel Pendant!) Once their gear was collected, Rinaldo led them outside.

"This is it then. Good luck to you," he said, before returning to his hut. He was too old to be involved in this fight any longer, but maybe it was enough he could provide assistance to those who still had the strength to do so. The eight looked at each other, and after a brief conversation eventually settled themselves into two teams of four. Zathyran, Malleus, Pierre, and Claire headed for the Tower of Magic while Greenmoore, Biernat, Wymar, and Frenz entered the Tower of Science.


Magic Team
After Claire - the last in line - entered, the door closed itself with a loud bang that reverberated around the room. As a starting point for a tower supposedly full of dark magic, it was rather innocuous; there was an open closet with a few broomsticks in it, a staircase leading down, and two doors, one leading forward and the other to their right. A shelf was constructed in the far corner, but it was clearly bare. Other than that and a cold feeling about the room, there was nothing...

Science Team
Wymar impulsively pushed the door open first. Unlike the other tower, one could immediately tell what this place was going to be all about. A grandfather clock stood next to the door, ticking away loudly, while another had been abandoned mid-repair on a workbench. Tools were scattered along it. Also on the workbench was a gun that, to Greenmoore's experienced eyes, looked suspiciously like the one that Jonas had been carrying when he had briefly traveled with them... but this one was broken apart into several pieces, and he had no idea how to go about putting it back together. In a corner of the room was a small pipe, leading from the ceiling into the floor. It sounded like a liquid of some sort was traveling through it. As for exits, it was the mirror image of the other; a staircase leading down, a door to their left, and one straight ahead...


Final change: We're late enough in the adventure everyone should be stronger, so now everyone deals d6 damage on a Minor Success with their weapons/subweapons (Weapons and subweapons that are more powerful due to the item itself or class skills, like Zathyran's book or Frenz's greatsword, now do d8) unless the enemy is strong against that particular weapon, in which case they would go back to dealing d4 on a hit. An enemy being weak to a weapon still inflicts +50% damage, and standard enemies will still inflict d4s since the PCs have considerably less health.

Finally, HP/MP status will return next turn.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Ahra on October 21, 2011, 03:04:50 pm
"Soo... i open mibble door first or waddaya say people? "eh wait i mean middle"


skill up eh? what about an broken damage reduction of 25% on an roll of 6? called Bulwark of faith?
just remembered it :3
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Taricus on October 21, 2011, 03:06:40 pm
Turn him into a boss!
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Talarion on October 21, 2011, 05:05:43 pm
"Go ahead, Malleus..." Let him open the door. Take cover behind him and prepare to attack any hostiles.

As I see it, I can just hide behind Ahra and let Irony/Krath clean everything out. Feel like being my tank, Ahra? :3

As for Darvi.. Bossify him. I want to see someone get one-shot critical'd.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Ahra on October 21, 2011, 05:25:43 pm
i was made to tank.  :P
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 21, 2011, 05:36:39 pm
I think Malleus's defense is comparable to an actual tank at this point. >.>
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Dwarmin on October 21, 2011, 05:44:22 pm
Friar Greenmoore gathered all the piece of the strange firearm and stowed them away, commenting...

"I think I'll take these.

You know, my daughter would have been able to fix this, if she had been here. She always loved these sorts of things..."


He trailed off, lost in thought. Then he looked back to the party.

"I think-bear with me-we should head down stairs before we head up. There may be foes waiting to come behind us while we ascend."

Actions: Gather the pieces of the gun

Feel and listen to the pipe-is it hot or cold? Whats flowing through-air, water, oil etc that I can hear?

As for direction, I vote for the Down Staircase.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 21, 2011, 06:19:35 pm
I knew someone would grab that. :P
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Ahra on October 21, 2011, 06:20:38 pm
I think Malleus's defense is comparable to an actual tank at this point. >.>
wait for the ice armor :3 also

skill up eh? what about an broken damage reduction of 25% on an roll of 6? called Bulwark of faith?
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Dwarmin on October 21, 2011, 06:25:41 pm
I knew someone would grab that. :P

Well, it had better be some sort of trap then, or I will lose my respect for you. :I
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 21, 2011, 06:28:46 pm
It ain't, but it's about as useless as the d-pad on a 360 controller. :-[ There's only three (maybe four) people who can do anything with it, and Jonas isn't in the castle, Berkeley and his partner are villains, and Tala technically doesn't exist until Desmond is killed off. :3

@Ahra: How so? D'you mean I roll a d6 when you take damage and if it comes up 6 you take 25% less damage?
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Ahra on October 21, 2011, 07:15:10 pm
yup.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: IronyOwl on October 21, 2011, 11:10:17 pm
Claire grabbed a broom from the closet, inspecting it. Hopefully it was a witch's broom, what with them being in the tower of magic and all, but if not maybe she could still beat a witch to death with it.

Grab broom, follow others.



Also, I'm sure you'll do fine at the public speaking thing. Everyone always assumes that'll be a lot worse than it is, and that they'll do a lot worse than they really do.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 21, 2011, 11:57:03 pm
It's not the actual going up in front of the class that's going to be the problem, I think. I can probably handle that. It's the writing a ten minute speech and formatting the paper correctly that's going to kill me. >.>
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Zako on October 22, 2011, 12:01:30 am
A good bit of advice if you are in a que for public speaking, don't go first, but don't go last. If you can, go third or fourth, that way the audience is warmed up for you and isn't as mean.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: IronyOwl on October 22, 2011, 12:06:40 am
Eugh. At ten minutes a person, how much of that class is going to be sitting there listening to peoples' speeches...?

As for the length of your own speech, depends on what you have to talk about. It's really, really easy to talk for ten minutes about something if you actually want to talk about it and there's actually things to talk about. For assigned topics you'd never pick on your own... good luck.

I've got nothing good to say about proper formatting, though. If you can give the speech, the format works. :I
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 22, 2011, 12:43:11 am
Yeah, I know. @_@ According to my brother they dedicate the whole class to it, for two weeks. (Night school on Wednesdays, 6:00 to 8:45.) What's worse is there's THREE of them. An Informative speech which is where I guess you just tell people about something (I'm an expert on nothing, so I'm hosed there), A Persuasive speech (where you gotta get people to agree with whatever your side of the argument is, and which I'm particularly not looking forward to since pretty much anything you want to take a stand on is going to be divisive and I'm not into the whole conflict thing. Additionally, see my note for Informative speech) and I don't even know what the third kind is. I mean, we do get to pick our topics from what I hear for the big speeches (sometimes during class, you apparently have to do Impromptu speeches about whatever subject you get handed for two minutes).

Part of my problem is that I'm pretty laidback and other than the few franchises I've attached myself to (Resident Evil, Castlevania, Discworld, Agatha Christie, etc.) I really don't give a crap about much of anything, and certainly nothing that's popular in these rural parts. >.> (I don't farm, I don't drink... much, I don't go to church, I don't watch TV or 'good' movies, excluding wrestling I find sports boring - especially Nascar >.> - and I haven't chased tail since high school when I realized it would kind of be a bad idea to knock a girl up before I have a good income and found a woman I'd like to hang around with for more reasons than that. I'm not ready to settle down yet anyway. :P) I dunno. Maybe I could talk about cats, Lord knows there's enough of them running about the place. I might could work with assigned topics because then I would at least have a topic. :3

Frankly I don't really see the use of this class, for me personally anyway. I can't think of a situation other than my retirement - assuming I've been with whatever place of employment for a long time AND am fairly popular AND people would want me to for whatever reason - that I would need to give one in the careers I'm interested in (librarian's what I really want, but I'll settle for something useful). Whatever, though. It's needed to graduate so I'm going to have to tackle it sooner or later. I just don't want to. :\
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Zako on October 22, 2011, 12:53:45 am
Oh thank god, I thought I was the only one to realise that hooking up with a girl at such a young age was a bad idea. As for the no conflict thing, just pretend you have an opinion, make passionate claims and later on if anyone asks you about them, discredit yourself entirely.  ;)
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 22, 2011, 01:04:41 am
Oh thank god, I thought I was the only one to realise that hooking up with a girl at such a young age was a bad idea.

I may be a juvenile redneck but I do have some sense. ;D As for the rest, might be an idea...
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: wolfchild on October 22, 2011, 02:19:47 am
Waitlist me please
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Riccto on October 22, 2011, 10:58:06 am
Look for anything particularly out of the ordinary
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 22, 2011, 01:27:17 pm
OK, wolfchild has been put on the waitlist. ^^^
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: IronyOwl on October 22, 2011, 05:53:14 pm
Well, nobody says speeches can't be petty. You could give an informative speech on the lore behind Castlevania or the mechanics behind 2D platformers, or a persuasive speech on why everyone should eat a healthy breakfast or be polite drivers. For everything else, the internet has all you need.

As for relevance, public speaking comes up from time to time in just about everything. Even if your job is to sit in a cubicle and press a button from time to time, at some point you're going to need to give a speech on your current progress, or explain just what it is you do for a living, or present why you should be promoted to pressing the shinier button, or something.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 22, 2011, 06:00:30 pm
Nah, I get having to explain yourself to your boss, and I can do that. It's talking to a crowd that I don't see ever being necessary. :\ I'm not looking for a career in sales (...which means I just jinxed the crap out of myself, more 'n likely), acting, law, or politics.

Anyway, we still need Krath & Grimmjow6th, and Taricus better get ready to be in next turn considering how the Wymar vote is going. :P
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: IronyOwl on October 22, 2011, 06:11:31 pm
Well, oftentimes your "boss" is actually "a cluster of management types and some people from your department." That also goes for coordinating/explaining things to everyone else who's connected to you in any way, which also comes up fairly frequently in some fields.


Also, I'm gonna vote no on bossifying Wymar. Partially because I don't want to fight a flaming laser gatling gauss sniper rifle, unless I really have to.

Of course, strictly speaking there's nothing preventing you from creating a boss-clone of him, so we get the "best" of all worlds.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 24, 2011, 06:39:40 am
Krath hasn't been on in six days and Grimm/Darvi have been here but not posting. :\ Auto?
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Talarion on October 24, 2011, 06:45:16 am
Go ahead...
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Zako on October 24, 2011, 07:56:15 am
Might as well. It's probably best not to get hung up on one or two players from holding everyone else back.

DAAAAAARVIIIIII, get your fat ass in here and post!
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 24, 2011, 08:00:33 am
Alright, I will later on since Australia demands it. :3 I'll need either coffee or sleep first. As for Darvi, he hasn't posted anything in two weeks, so I imagine he's busy and just checks in from time to time. It happens. ^^^;
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: freeformschooler on October 24, 2011, 08:05:41 am
Might as well. It's probably best not to get hung up on one or two players from holding everyone else back.

DAAAAAARVIIIIII, get your fat ass in here and post!

See MKWRTD's latest post. I'm not nearly as generous as Serious, I think. Trust me, I've been waiting on Darvi too for over a week.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Zako on October 24, 2011, 08:13:29 am
(http://28.media.tumblr.com/tumblr_ltdji1lUOv1r1ad0zo1_500.jpg)

FUCK YEAH! We rock!
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: SeriousConcentrate on October 24, 2011, 08:15:28 am
...Is that Seamus riding a bicycle upside down?

"Oy'll fight ya, fella." :3 Why is it I have 8 characters in the game and none of them are Irish?
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Zako on October 24, 2011, 08:19:05 am
To be honest, I don't know, but it still makes me smile.
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: Krath on October 24, 2011, 12:34:59 pm
It's been a busy week  :P

Begin searching the immediate area for a hat. Surely there's a pointy wizards hat in a place called the Tower of Magic, right?
Title: Re: CvRTD: Turn 132 (Entering the Towers)
Post by: IronyOwl on October 24, 2011, 08:03:42 pm
"Oy'll fight ya, fella." :3 Why is it I have 8 characters in the game and none of them are Irish?
...that is a good question.
Title: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 25, 2011, 12:08:38 am
...Greenmoore's a priest, he might be Irish. :3

MAGIC

Quote from: Zathyran Firsankh / Talarion
"Go ahead, Malleus..." Let him open the door. Take cover behind him and prepare to attack any hostiles.
Quote from: Malleus Raulat / Ahra
"Soo... i open mibble door first or waddaya say people? "eh wait i mean middle"
Quote from: Pierre Dé Grasse / Krath
Begin searching the immediate area for a hat. Surely there's a pointy wizards hat in a place called the Tower of Magic, right?
Quote from: Claire Rosara / Irony Owl
Grab broom, follow others.

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Gather the pieces of the gun. Feel and listen to the pipe-is it hot or cold? Whats flowing through-air, water, oil etc that I can hear? As for direction, I vote for the Down Staircase.
Quote from: Biernat Hara / Riccto
Look for anything particularly out of the ordinary
Quote from: Wymar Sane / {Darvi} SerCon
Have plot-related freakout.
Quote from: Frenz Grende / {Grimmjow6th} SerCon
Inspect clock.


In the Tower of Magic, Pierre and Claire were following their instincts and looting while Malleus moved to the middle door and Zathyran took cover behind his armor. (Pierre: 7. Claire: 6.) Both mercenary and pirate went straight to the broom closet. Claire found a broom that felt a little different from the rest; it had a supernatural aura to it, like her cutlass but not quite. She picked it up and took a closer look. Instead of bristles, there were odd-looking feathers that were very soft to the touch, yet unbending to any amount of force she applied to them. (Claire gets: Wind Broom! It's a weapon that deals Wind damage instead of physical/blunt damage.) Meanwhile, Pierre was searching the shelf above the brooms and came up with a battered, conical black hat. He got the idea that, while it had magical powers, maybe he shouldn't put it on... (Pierre gets: Witch Hat! ...Is it cursed?)

"Let's go," Malleus said. No one had any objections to his choice, so he tried to open the door, only to find it rusted shut. He set his feet and rammed his shoulder into it, popping it open loudly. The door opened onto a library of sorts, albeit small and cramped. There were many bookshelves lining the walls and a few tables and desk scattered about. To the left of the door was a shelf that was basically a sort of honeycomb with the compartments containing rolled parchment. It was a good thing the room was empty, or its occupants would certainly have noticed them. Did the team want to investigate, or go back and try another way?

In the Tower of Science, Greenmoore was gathering the pieces of the gun while Biernat and Frenz looked around. No one was paying attention to Wymar, who was standing the corner quietly, sweating, with one hand to his forehead and the other pressed against the wall. (Biernat: 5) Among the clock parts on the table, Biernat saw part of the face of the clock and immediately took it; clearly it was valuable! The minute hand was made of silver, the hour of gold, and each hour was indicated by a small ruby dot. (Biernat gets: Antique Clock Face! Greenmoore gets: Revolver Parts!) While Biernat was tucking that away and Frenz checked the time, Greenmoore moved to the pipe in the corner and listened to it. It sounded sort of... mucky? The closest comparison he could make was to the sound of one's boot as they tried to lift it out of particularly thick mud. He touched a finger to it cautiously; it was warm, but not uncomfortably so. He put his hand around it. (2) He couldn't tell which way the liquid - or whatever it was - was headed; the pipe was too thick and stable to feel any sort of vibrations. Judging from it, though, he guessed that the contents were very loud and very hot since he could barely notice the temperature or the noise.

With no objections, Greenmoore led Biernat and Frenz downstairs. None of them noticed Wymar had sat down in the corner where he had been standing with a rather unsettling blank expression. At the bottom of the stairs was a thick door, bolted shut. Try as they might, neither Desmond nor Frenz could even begin to move the bolts. (7+2) Moving the two of them aside, Biernat reached over and calmly ripped the door off the hinges... only for all three to be immediately repulsed by the smell and sight revealed to them. They had found what could only be called a morgue if one was feeling benevolent at the time. Bodies of all kinds - animal, human, and some completely unrecognizable - lay in various states of decomposition everywhere. Some on tables, most on the floor, limbs scattered everywhere and streaks of dried blood led towards a grate in the floor. (Greenmoore: 2. Biernat: 2+1Iron Hunter. Frenz: 3.)

None of them could bear to enter the room and turned back, Biernat replacing the door as best as he could behind them to keep the smell away as much as he could. The trio headed back to the main floor. What now?

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Krath on October 25, 2011, 12:54:06 am
If the others decide to investigate, see if I can find a book on curses and how to remove one upon a hat. Hey, there's bound to be one somewhere.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Talarion on October 25, 2011, 02:00:57 am
Search the library for interesting tomes or scrolls, or other interesting magical items/artefacts.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 25, 2011, 03:34:05 am
serch for scrolls that may contain any info on the guardians, and magic.

also i want an ´Fricken awesome cape or cloak if theres one:3
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: IronyOwl on October 25, 2011, 06:26:34 am
Loot Investigate Loot the shit out of that scroll rack!


Off-topic: I never knew you could have spoilers in your sig. :P


EDIT: Claire's monocle is called "Revelation Monocle." For whatever reason, this gave me the mental image of it doing that silhouetted single-glowing eye thing when it activates. Yesssssssss.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 25, 2011, 08:35:29 am
I didn't either until I saw Ultimuh's sig. ^^^
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 25, 2011, 08:39:16 am
can i plz has mah reduction skill :3
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 25, 2011, 08:49:19 am
Oh, sorry. I was tired when I was updating the statuses and I must've forgot it. ^^^; I'll go add it now.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Riccto on October 25, 2011, 07:32:50 pm
Brace myself and open up that door.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 26, 2011, 01:08:37 pm
just to start an discussion (maybe) anyone of you ever read Tolkiens backstory to lord of the ring?

he seem allergic to happy endings, heck! good ending from predecesor is killed by next story.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Dwarmin on October 26, 2011, 01:40:24 pm
"Lets see whats in here..."

Friar Greenmoore opens the door to the left.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 27, 2011, 01:30:52 am
Here is my character

Name: Alora Moonsilver
Gender: Female

Appearance(Human):
Aubern Hair in a Pony tail, with Hazel eyes. Alora stands at 5 ft 7, with a wirey build, On the centre of her breastplate is a Diamond in the shape of a Chalice this symbol is also visible on her vambracers.

Appearance(Wolf):
When in her wolf shape, Alora is much larger, approximately 9 ft 5 when standing upright, with the same proportions as in her human shape; Her eyes are still hazel in this shape, proving that the human is still in control, although they flash yellow when her temper flares for whatever reason. Her Fur is Snow white, changing to a more silvery colour near the ends, most visible on her tail.

Background: Infected with Lycanthropy at an Early age, Alora struggled with it constantly, eventually found by a master of the Crystal Chalice, noticing her struggle, he took her in; and with the help of his fellow fiend hunters, helped her to gain control of the beast. She was taught the skills of the order, combining body, mind and spirit into a cohesive whole. She was taught to use the  Lajatang, the traditional weapon of the order, but the masters also helped her to explore her affliction, and to use it against the forces of evil; they warned her however, that most people, especially the church types, do not believe in redemption as much, "they may think you another fiend" she was warned. Then she left, to make the best of what fate had dealt her, and to strike fear into evil.

Weapon: Lajatang (see spoiler)
Spoiler: image (click to show/hide)
Armor: Light armour (the middle one)
Sub-Weapon: Silver Edged Kunai (Not where held though) (throwing knives)
Profession: Werewolf
Skills: Thought Into Action: (+1 On Attack Rolls)

Rewards:
Artefact: The Bloodmoon Gloves [On Major or above successes, 1/2 the damage inflicted is returned to Alora as MP; these gloves only work in human form.]
Skill, Unfettered: +1 Move rolls
Skill, Toughened Hide: -1 to enemy damage rolls
Skill, The Beast Within, +1 to damage Rolls

Edit: There was a single word missing from the human apearance
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 27, 2011, 01:35:30 am
Also, just for posterity, wolfchild and I have been talking about the character through PMs and hashed it out. ^^^ Anyway, name added to waiting list, copying down bio for my own reference later.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 27, 2011, 03:03:20 am
Serious, I just had a thought, Alora's Gloves should only work for physical damage, as they need the blood of fiends/creatures of the night to work

Edit: Also my brother is going to take a while to add a background, so would it be too much to ask you for a pixelart werewolf along the lines of Alora?
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 27, 2011, 08:05:17 am
why is it werewolves galore?
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 27, 2011, 08:46:21 am
I LIKE WEREWOLVES

on the other hand it was a hard decision because I had invented another class, but with roll to serve Dracula at the best out of the picture for a while, I wanted a werewolf nao.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 27, 2011, 11:32:21 am
It is for melee damage only; I must've left that part out. -__- I've corrected it in the stats I'll post up when you're in.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 27, 2011, 12:43:47 pm
new character pic? whats it from?
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 27, 2011, 12:47:15 pm
lol, nah, it's just there to intrigue and horrify for Draignean's birthday. Apparently on the Gameboy Camera there was an option called 'run' and if you picked it sometimes this error message/picture would pop up.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 27, 2011, 12:53:13 pm
gameboy? that ... thing would have creeped me to hell.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 27, 2011, 01:03:50 pm
Yep. Especially when you consider the Gameboy was marketed towards kids... I wonder how many nightmares this particular face has caused?
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: adwarf on October 28, 2011, 06:53:52 pm
I LIKE WEREWOLVES

on the other hand it was a hard decision because I had invented another class, but with roll to serve Dracula at the best out of the picture for a while, I wanted a werewolf nao.
>.< You just had to copy me didn't you. :P
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 28, 2011, 07:02:47 pm
>.< I'm going to call you on that since both Ze Spy and Taricus were/are Town Watchmen. It's just a class in common...
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: adwarf on October 28, 2011, 07:04:04 pm
>.< I'm going to call you on that since both Ze Spy and Taricus were/are Town Watchmen. It's just a class in common...
I know I am just messing with wolfchild. Honestly I prefer it this way since now Greenemore can't do a thing to me since there are now two werewolves in (Or soon to be in) the party.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 28, 2011, 07:04:30 pm
And flavour wise our wolves are very different adwarf, but i think he was just joking around SC

edit; ninja'ed by adwarf
perhaps, but think about it, if you're wolf deserves to be thwaked from how he acts, then Alora is going to be happy to help
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: adwarf on October 28, 2011, 07:06:52 pm
And flavour wise our wolves are very different adwarf, but i think he was just joking around SC

edit; ninja'ed by adwarf
perhaps, but think about it, if you're wolf deserves to be thwaked from how he acts, then Alora is going to be happy to help
Our classes are quite different indeed partially, because mine doesn't turn into a werewolf more of a very large Wolf (Think Dire Wolf)
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 28, 2011, 07:08:51 pm
I was actually talking about our backstories adwarf but then I didn't do a proper read of yours I think I will look back at it
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 28, 2011, 07:11:36 pm
start acting violently and you get frozen solid and forced to eat silver, thats an promise.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: adwarf on October 28, 2011, 07:13:26 pm
I was actually talking about our backstories adwarf but then I didn't do a proper read of yours I think I will look back at it
Mine doesn't hold a description of my wolf form I fiqured I would type it out when I first change into it.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 28, 2011, 07:14:41 pm
@ahra does that include violence towards the bad guys?, Because then I may as well hand you my kunai so you can stab me with them

@ adwarf I was more talking personality, where they come from, attitude, etc
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: adwarf on October 28, 2011, 07:17:03 pm
@ adwarf I was more talking personality, where they come from, attitude, etc
Ahhh .... On another note @ Ahra - Come within ten feet of me with silver, adn I will rip you to pieces.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Talarion on October 28, 2011, 07:22:36 pm
@ adwarf I was more talking personality, where they come from, attitude, etc
Ahhh .... On another note @ Ahra - Come within ten feet of me with silver, adn I will rip you to pieces.
He has a silver warhammer :3
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 28, 2011, 07:24:51 pm
so I should not come within 10 feet of your character adwarf?

Sub-Weapon: Silver Edged Kunai (Not where held though) (throwing knives)
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: adwarf on October 28, 2011, 07:26:40 pm
so I should not come within 10 feet of your character adwarf?

Sub-Weapon: Silver Edged Kunai (Not where held though) (throwing knives)
Yes my guy hates silver with a passion (ITT BURNSSSS !!!)
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 28, 2011, 07:29:37 pm
"You just need to overcome you're weaknesses"

on another note, it is a bit of a riskk carrying silver, but alora is a dedicated fiend hunter
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 28, 2011, 07:30:36 pm
Silver is a universally hated thing by werewolves due to the fact that it ignores all their natural defenses. >.> And yeah, I know adwarf was kidding, but the term ripoff is a minor berserk button for me since it tends to get thrown around, mostly unjustified. >.< Sorry. Anyway, so... yeah. I might run a turn here in a little bit. I need to check my other RTD but I think a few people still haven't posted there.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: Ahra on October 28, 2011, 07:31:45 pm
and i am trying to break the damage reduction system  :P
plus i can use magic.
and this nice holy cross.
oh and 1st sneak attack dont work.

also, react on violence vs bad guys? No.
that sounds as consistent as phantom!
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: IronyOwl on October 28, 2011, 07:52:24 pm
I find it amusing that I can't hit Ahra on an 8 vs 1 anymore. I can maybe still grapple him off a cliff, though. :P
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: SeriousConcentrate on October 28, 2011, 08:01:38 pm
Malleus is only near-invincible in standard melee. Due to his -2 movement score, enemies can call shots on his arms and legs all day and easily obliterate him, or as you said, grab him and drag him into pits for massive damage. >.> They just don't 'cause I'm (usually) a nice GM.
Title: Re: CvRTD: Turn 133 (Studies and Morgues)
Post by: wolfchild on October 28, 2011, 08:05:11 pm
Oh what do you think about these skills, their names combined are a quote from a web-comic

Too much force there ...
(bonuses to defence)
Meet the floor!
(alora gets a Free attempt to knock an enemy prone when they fail a melee attack roll against alora)
Title: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 12:38:25 am
MAGIC

Quote from: Zathyran Firsankh / Talarion
Search the library for interesting tomes or scrolls, or other interesting magical items/artefacts.
Quote from: Malleus Raulat / Ahra
serch for scrolls that may contain any info on the guardians, and magic. also i want an ´Fricken awesome cape or cloak if theres one:3
Quote from: Pierre Dé Grasse / Krath
If the others decide to investigate, see if I can find a book on curses and how to remove one upon a hat. Hey, there's bound to be one somewhere.
Quote from: Claire Rosara / Irony Owl
Loot the shit out of that scroll rack!

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore opens the door to the left.
Quote from: Biernat Hara / Riccto
Brace myself and open up that door.
Quote from: Wymar Sane / {Darvi} SerCon
Perish from apathy.
Quote from: Frenz Grende / {Grimmjow6th} SerCon
Go back to Rinaldo, thereby leaving the party due to inactivity.


In the Tower of Magic, the party entered the study cautiously, looking around for perhaps any hidden traps or enemies. A brief sweep of the room revealed nothing, and each moved about the room to conduct their own investigations. (Z: 8. M: 7+1. P: 5. C: 6.) Zathyran was the first to come up with something interesting: a study of magic, written by a member of the Belnades family! It was very old and worn, but still legible. Zathyran immediately went to a desk to study it; every magician had heard of the Belnades and getting such insight would surely be a great help. (1d4 x 1d4; 3x3 = +9 Permanent MP.) The book was very engaging, and the hunter-mage learned how to channel his mana much more efficiently. Next was Malleus, who - along with Claire - was searching the scroll rack for information. While she came up with amusing and somewhat valuable literature, he found a cloak hidden behind the scroll rack and took it. (Malleus gets: Templar Cloak! While wearing it, the effect of Malleus's Prayer ability is doubled. Claire gets: Rare Literature! It's a trade item.) Finally, Pierre found a book pertaining to his interests and perused it. After a bit of studying, he determined that to remove the curse of the hat would be to remove all magical power it had and make it essentially worthless. He further surmised, from his understanding of the text, was that the curse wasn't debilitating... just a bit, em, unusual...

In the Tower of Science, Frenz was watching Wymar carefully. The gypsy had originally huddled against the wall, but as he watched Wymar's posture slackened and he slid down into a limp sitting position, like he was a ragdoll abandoned in the corner by his owner. The nobleman walked over and prodded him. "Wymar? Are you OK?" he asked, concerned. Wymar looked up, although it seemed like it took a monumental effort to even move his head, let alone meet Frenz's eyes. "We're all already dead..." he said, letting his head drop again. "I felt it the moment we entered the tower. All of our futures just vanished..." Wymar closed his eyes. Frenz took a few steps away, looking around worriedly, and considered calling for Greenmoore or Biernat. But it was already too late; there was no reaching the gypsy. For the first time in his life Frenz felt fear, and he left the tower to head back to the shop and take some time to gather his wits. (Wymar has died. Frenz has left the party.)

The friar walked upstairs and took absolutely no notice of the corpse of Wymar or the fact Frenz was missing and instead moved to the door on the left. Downstairs, Biernat resolved himself and tried the door again. (B: 6+1 Iron Hunter) He grabbed the door and pushed it aside, then walked into the room of corpses. Taking no notice of their states of decay, he threw aside bodies and tabled as he looked around the room for something worth his time. (B, Observation: 5. B, Search: 7.) In the corner of the room was an odd-looking machine that was emanating a low rumble and, as he approached, heat. He opened the door at the top and recoiled slightly as he noticed it was filled with boiling blood. He had no idea what it could be used for and instead closed the door, deciding to back away and search somewhere else. After a bit of searching, Biernat found a syringe filled with a vile-looking green liquid. He pocketed it and, seeing nothing else of note, left to find Greenmoore.

The friar had just managed to open the heavy door and Biernat jogged along after him into the next room: what appeared to be a gentleman's parlor. There were a few couches to lounge on, a pair of bookcases, a fireplace - unlit, of course - and a cabinet against the far wall, the glass doors near the top showing a row of goblets. Did they want to search, or move on?

Spoiler: Status (click to show/hide)

Dwarmin and Riccto are going to be down two people for a turn or two more while I try to think of good class evos for Taric and adwarf. :3
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 01:05:22 am
Wow, umm, my wait suddenly seems a lot smaller.

I didn't Realise Grimjowth was not posting
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 02:02:53 am
He's been on, just hasn't been posting here. :-\ I left Frenz alive so if he decides he wants to come back he can still use the character, while I killed Wymar since as stated Darvi wanted him to be a boss anyway (and considering the boss he kinda/sorta wants to be he had to die either in this particular manner or to a boss along the lines of Death, at which point it's too late for any character to fall victim to Rule 5). Anyway, uh, yeah. The only people on the waitlist other than you now are technically Dwarmin and Talarion, if their characters die, and I'm leaving a spot open for Draignean if he wants to join back up.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Talarion on October 29, 2011, 03:47:26 am
After finishing studying the study (lol), Zathyran continued looking through the studious study so he could study something else quite studiously.

(Apologies for all the studying, but I can't help spamming the word study for some studiously stupid reason. *shrug*)
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 29, 2011, 05:53:11 am
*puts on cape* Oh i finally have an cloak, YES! oh and you wanna stay here or take the next room?"
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Talarion on October 29, 2011, 07:15:06 am
"I say we stay here for a bit longer... Just to see if there's anything else interesting in here. But when that's done, we should move on." Zathyran said to the large Knight, before slowly closing his book and standing up to continue searching.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 29, 2011, 12:24:11 pm
"Guess i should do the same then, not many chances to learn in my line of work."
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Grimmjow6th on October 29, 2011, 05:14:40 pm
well.....my brain has exploded and i completly forgot i was in this rtd. sorry.

After taking a few steps away from my friend, i look back his body. "No...i must go on. all the people that died so far....*flashback* I must push on!

Steel myself, pushing the fear away, place my hand on the whip and push forward and regroup with the others
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 05:50:33 pm
Well, it's been four turns / twenty days since you posted anything here, and since I didn't hear anything about you being gone or unable to post, I assumed you lost interest in it. :-\ I'm too softhearted... well, what do you guys think? I do want to get the waitlist players in soon, so they can play. Should I expand the roster to 10? I'd imagine Tariq would replace Wymar and the werewolves could choose which of the two teams they ended up on (although it would probably make more sense, given Rinaldo's comments and Alora's backstory, that adwarf and Taric end up with the ToS team and wolfchild with the ToM team). If it's a vote of no, then I guess Grimmjow's behind wolfchild on the waitlist.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Taricus on October 29, 2011, 05:54:14 pm
Keep him in, and keep at eight players :P
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 29, 2011, 05:58:06 pm
so only you get in? :P
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Taricus on October 29, 2011, 05:59:16 pm
Pretty much :P
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 06:12:16 pm
Bad Taric! >:( *lightly taps Taricus on nose with rolled-up newspaper* Also, while you guys are thinking it over, here's some ambient music for the poor fools in the Tower of Science. (http://www.youtube.com/watch?v=LA-CTCzWLA8&t=1m30s) :3 And for y'all in the Tower of Magic... (http://www.youtube.com/watch?v=IazLexjFpsQ)
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: IronyOwl on October 29, 2011, 06:17:14 pm
Quote
the curse wasn't debilitating... just a bit, em, unusual...
A bag of gold says I know where this is going.


Continue searching for valuable (though preferably useful) literature!


And I like this music.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Taricus on October 29, 2011, 06:17:29 pm
What, I'm trying to help Grimm :[
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 06:20:17 pm
:P @ Taricus. @IronyOwl: PM what you think the curse is and if you're right I'll give you a bag of gold on your next search regardless of anything else you roll. (Mainly I just want to see if I'm that obvious... :3) Also, thanks. ^^^ I'm looking for others to play in the next few areas, too.

Edit: :'( Or in other words I owe Claire a bag o' gold. *runs around screaming about it like Braun the Leprechaun*
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Talarion on October 29, 2011, 06:51:56 pm
I say bump it up to 10. The more the merrier, as they say.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 06:53:47 pm
Plus then we have 3 out of 4 Aussies in the party. :P
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Talarion on October 29, 2011, 06:56:34 pm
Exactly.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 29, 2011, 06:57:43 pm
I say bump it up to 10. The more the merrier, as they say.
why the hell not? also wth in this tower needs this eerie music?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 08:18:20 pm
If you think you can handle it SC, I would be overjoyed at you increasing the player cap

If you can handle it.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: adwarf on October 29, 2011, 08:26:13 pm
If you think you can handle it SC, I would be overjoyed at you increasing the player cap

If you can handle it.
Same here.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 08:41:26 pm
I'll be arrogant, bite off more than I can chew probably, and say surely I can handle ten. :3 Considering my normal pace any slowdown it might cause will be minimal at worst. The biggest lag will be the introduction for the new guys because I have to think of one for Alora (I already have one for Alexander that can easily be encompassed to cover Tariq as well) and come up with class evos (although that won't be quite so bad, since Alexander and Alora will have similar ones. I might give you both at least one different option from the other to take into account your backstories).

@Ahra: You'll see... :3
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: adwarf on October 29, 2011, 08:51:38 pm
I had one in mind

True Beast - Alexander's curse consumes more of his body making him closer to his true form than ever before. (Lvl. 1 -MP Costs for attacks are reduced by 1/2, and Alexander gains 1/2 his natural Defense from his werewolf form. Silver still negates his natural defense.)
Lvl. 2 - Alexander's curse takes over completely, and his true form become that of his wolf transformation. (MP Costs are completely negated, and he gains all of his natural defense. Silver still negates Natural Defense, and Alexander can no longer use normal weapons)
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 08:57:00 pm
You can chalk that one up as something Alora will not get

I myself am having trouble thinking of one on the spot, i have some Idea's but they are all probably better as skills
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 08:59:59 pm
That wouldn't really work for the simple reason that how much MP you expend = how big a bonus you get to your Damage roll in wolf form. No MP spent = No damage increase. Also, you can get away with spending only 1 MP a round, so if you did that each round you still have 20 rounds of wolfiness. :3 While we're talking about it, though, how would the pair of you feel about the standard class bonus being the ability to attack twice per round in wolf form? You'd need to spend a separate amount of MP, so you could spend 3 on one attack and 2 on the second, but you could attack twice per turn.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Zako on October 29, 2011, 09:04:08 pm
I personally think that the tower of science music is creepier. The tower of magic music is pretty good.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 09:05:04 pm
hmmmmm, sounds good, was thinking of a skill that did that with a hit to accuracy

and I have a thought about an alora only evo, but probably not a good idea either

Balanced Werewolf: The balance struck between human and wolf, allows the wolf to rest when the werewolf is in human form, Half of the MP used as a werewolf is recorded separately and is regenerated at d4(d4-1?) points per round when the werewolf turns human again
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 09:12:00 pm
@Zako: The Tower of Science is run by a lunatic who experiments on humans, demons, animals, anything he can get his hands on, throws the leftovers in the cellar, and uses altered blood to fuel for his machines. Yeah, his place's music is going to be creepy. :3 The Tower of Magic's boss is going to be... odd, but his horror is more visual than cerebral. It's like the difference between the original Saw and its awful sequels/knockoffs. :\ EDIT: Actually, now that I think on it, the name of the track also makes perfect sense when you consider his mindset. The ToS IS his playground...

@wolfchild: I'll think about that when I get around to making all the evos. ^^^
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: adwarf on October 29, 2011, 09:14:33 pm
Ahhhhhh ... I really wanted to be massive hulking wolf that can talk :( (Several moments of pouting) Okay I am fine, and that sounds like a grand idea.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 09:18:00 pm
How about one that slightly increases damage while in wolf form regardless of MP spent? +1 for L1, +2 for L2, so if you expend the full 3 MP in a round you get +5 to damage?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: adwarf on October 29, 2011, 09:21:13 pm
How about one that slightly increases damage while in wolf form regardless of MP spent? +1 for L1, +2 for L2, so if you expend the full 3 MP in a round you get +5 to damage?
That sounds good :)
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 09:25:12 pm
Righty-o, that's one down. ^^^ wolfchild, you want that to be available to you too or let that be the Alexander exclusive?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 09:31:34 pm
Definately his exclusive, Alora controls the wolf better than that
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 09:34:28 pm
That works for a good contrast. All right, I'll think of about three evos you guys can have in common and I need four good ones for Tariq. Not sure what to do about his normal class L2 since it's just [starts with an extra weapon] (which, in retrospect, is far from a useful class bonus >.>) and unlike Pirate and Nobleman there's really not a whole lot that can be done with that. :\ Any ideas, Taric?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 09:38:29 pm
I have an idea for him, make him better at searching, not for treasure like the pirate, but for clues and out of place things. Not sure how good that really is though
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: adwarf on October 29, 2011, 09:46:15 pm
Just in case you need help with any maybe one that makes movement rolls higher (Though i think mine, and wolfchild's are quite different as Alexander lets the beast take over more than Alora)
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 29, 2011, 09:54:18 pm
Just in case you need help with any maybe one that makes movement rolls higher (Though i think mine, and wolfchild's are quite different as Alexander lets the beast take over more than Tariq)

Tariq is Taricus's character, You are thinking Alora

Also I think you were going to do a regeneration evo. SC?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: adwarf on October 29, 2011, 09:59:29 pm
Sorry about that my brain is dead from a combination of programming, and Aurora, so I can't think straight.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 29, 2011, 10:28:51 pm
@adwarf: Nah, don't worry about it.

@wolfchild: Yeah, that's one. C: Two, then. I, much like adwarf, am currently a little frazzled. ^^^;
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Krath on October 30, 2011, 09:00:30 am
WEAR THE HAT

NOTHING BAD CAN COME FROM THIS
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 30, 2011, 09:05:23 am
OK here are some suggestions, I will not feel bad if you decline them

For Tariq
Town Watch Level 2: is better at finding clues / can use both of their standard weapons, at the same time at some cost (probably a hit to accuracy)
Watchful Watchman: Allowed a roll to resist surprise attacks. lvl2: is immune to surprise attacks, and allows team mates to roll to resist surprise
Stalwart Watchman: Gains a +1 bonus to all rolls when below half health, Level 2; bonus is +2 and allies are inspired, receiving a + bonus to a roll type dictated by the watchman
Stubborn Watchman: Any attack against this watchman that deals 10 or more damage, re-rolls it's damage dice and takes the worse result, only when under a certain threshold of health (gm's discression): Level 2: the threshold requirement is removed, keep tuned for when my brain works for the werewolves, if ever
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 30, 2011, 10:45:39 am
WEAR THE HAT

NOTHING BAD CAN COME FROM THIS

im probably gonna have to pray on your seizuring body ya know.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Zako on October 30, 2011, 12:37:41 pm
I reckon he gets turned into a girl. Possibly cute.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 30, 2011, 12:43:29 pm
... i take that as holy praying for an entire day.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Krath on October 30, 2011, 01:00:49 pm
I reckon he gets turned into a girl. Possibly cute.

And now you've jinxed me and it's going to happen.

THANKS, ZAKO.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 30, 2011, 01:41:25 pm
1st. That was already what was going to happen. :3

2nd. Irony, did you tell Zako? :<

3rd. If not, then Jesus, I'm getting predictable. D:

4th. Too late to change your action nao! >.>
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Riccto on October 30, 2011, 03:45:45 pm
Search the Room!
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 30, 2011, 03:47:37 pm
Serious, when I went to bed i was like, yep that is what the hat does, and no comments on my evo suggestions?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Dwarmin on October 30, 2011, 04:17:07 pm
"Lets take a look. I cannot imagine the man who can besot himself upstairs from what I saw though..."

Action: Friar Greenmore peruses the bookcase, then pokes through the fireplace with his mace, and finally opens the cabinet.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Riccto on October 30, 2011, 04:23:43 pm
"Be-Who-Ma-What? You must use ehh...digestable words with me Holy man. Language is not my ehhh strongest of skills."
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 30, 2011, 06:44:28 pm
 :'( Congratz, wolfchild. I think the club of people who've got that emoticon out of me consists of like three now. And all of it in this thread, too. >.> Anyway, since you asked, I'll critique the suggestions:

Town Watch Level 2: the first effect is basically useless; the initial clues and intrigue was to reveal somebody's bringing Dracula back but since Nazara (the only character who had any physical clues to investigate) left the team I just had Jonas say 'yeah this dude named Berkeley is bringing back Dracula.' As for the second, maybe. I'll think about it but it sounds all right.
Watchful Watchman: Pretty much every fight so far has started with an ambush. :P The only time it's actually resulted in a surprise attack was in the mountains, and the heroes were the attackers. Wymar's thing was sensing danger, so maybe that would work for Tariq.
Stalwart Watchman: Sounds nice, but I'll leave off the ally inspiration; that's Frenz's deal. :3
Stubborn Watchman: TBH I don't really like this one. :\ I've stated a few times that the combat has too many rolls as it is and having to remember that under certain conditions I have to re-roll a roll is just not for me. (In other words, I'd have to be continually reminded that it would be in effect, and I make enough mistakes as it is...)
Title: Re: CvRTD: Turn 121 (Losses on both sides)
Post by: Dwarmin on October 30, 2011, 07:18:51 pm
That's hurtful Dwarmin, really. :'(

...Go join Darvi's club, ye heartless squishy.

Good times, good times.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 30, 2011, 07:26:11 pm
...Four then, ye heartless friar.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 30, 2011, 07:27:19 pm
whos the last one that made u use that emote?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Taricus on October 30, 2011, 07:28:29 pm
He's a friar, what did you expect :P

Anyway, ETA on the next turn?
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 30, 2011, 07:36:45 pm
@Taricus: Not sure, has everyone posted? Also, of course he's heartless, why do you think he steals demon hearts?
@Ahra: In order: Darvi, Dwarmin, IronyOwl, wolfchild.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 30, 2011, 07:46:10 pm
what to do to become one of them  8)
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 30, 2011, 07:56:24 pm
Pfff, I'm not going to tell you. Your best bet's to study their tactics and figure it out... :3
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Ahra on October 30, 2011, 08:06:40 pm
i take that as pointing out your wrongs.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: IronyOwl on October 30, 2011, 08:33:48 pm
@Taricus: Not sure, has everyone posted? Also, of course he's heartless, why do you think he steals demon hearts?
@Ahra: In order: Darvi, Dwarmin, IronyOwl, wolfchild.
Yep, I count seven actions.

Also, :D
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: SeriousConcentrate on October 30, 2011, 08:52:16 pm
@Ahra: Not necessarily. Darvi got two, maybe three out of me by being Darvi, Dwarmin got one for calling me evil, Irony got one for winning a bet, and wolfchild got one for rubbing in how predictable I am.
@Irony: OK then. I'll run a turn in an hour or two and worry about introducing new peepz the turn after.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 30, 2011, 10:03:04 pm
Ok then since tarric does not have any ideas

Stalwart watchman 1&2 Enemy Damage Rolls are at -1 and -2 respectively


Now for The werewolves

Werewolf Level 2: Gain the extra attack
Regeneration 1&2
Unsure

Character specific

Now if you want to use the half your mp used regens when not a wolf then i suggest that be werewolf level 2 because It probably wont work with a second level and it would look like this

Werewolf Level 2: When not in wolf shape regenerates up to half the MP used when in wolf shape (Rounding down the total when shift back, or something like that, because with 3 being the cap i see it bein.g used quite a bit)
Regeneration 1&2
Swift Werewolf 1: Can do a second attack, must spend the extra mana separately, Swift werewolf 2:If already doing 2 attacks, spend an extra point of mana to do the cheaper of the two attacks again

Character Specific.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: Taricus on October 30, 2011, 10:06:53 pm
Actually, I have a few, though they're more names than anything else.

Desert Watchman: -1 to enemy hit rolls, due to the more fluid arabic fighting styles, Level 2 boosts this.

Watchman of the Holy city: Gains a +1 to resist magic. Second level ups this to +2.

Sentry of the Dunes: May roll to Resist Suprise. Level two allows him to turn the tables on his foes on a 7 or 8 on the resist roll.
Title: Re: CvRTD: Turn 134 (A Smaller Team)
Post by: wolfchild on October 30, 2011, 10:08:06 pm
The problem there taric is that most would need to fit any watchman, not just an arabian one.

Thought of a possible Alora specific Evo, serious should Know where I am coming from

Crystal Chalice Werewolf 1: attacks made as a wolf are treated as holy & magic, if beneficial 2: Attacks as a wolf against non-holy creatures have a chance to give them a penalty to (not sure witch is should be, defence attack or damage)
Title: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 30, 2011, 10:49:44 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion
"I say we stay here for a bit longer... Just to see if there's anything else interesting in here. But when that's done, we should move on." Zathyran said to the large Knight, before slowly closing his book and standing up to continue searching.
Quote from: Malleus Raulat / Ahra
*puts on cape* Oh i finally have an cloak, YES! oh and you wanna stay here or take the next room?"
Quote from: Pierre Dé Grasse / Krath
WEAR THE HAT! NOTHING BAD CAN COME FROM THIS!
Quote from: Claire Rosara / Irony Owl
Continue searching for valuable (though preferably useful) literature!

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Friar Greenmore peruses the bookcase, then pokes through the fireplace with his mace, and finally opens the cabinet.
Quote from: Biernat Hara / Riccto
Search the Room!
Quote from: Frenz Grende / Grimmjow6th
Steel myself, pushing the fear away, place my hand on the whip and push forward and regroup with the others


Zathyran and Malleus spoke quietly for a moment as the magician finished his book. He closed it with a quiet thump and left it on the table while he resumed his search. Claire was not done looting yet either! (Z: 1-1 Repeat Search. M: 4+1-1 Repeat Search. I assume Malleus is searching, anyway... C: 4-1 Repeat Search.) Zathyran promptly tripped and went right through a table, breaking it in half and raising a cloud of dust and woodchips. Malleus, distracted by the noise, walked over and gave him a hand up. The pirate was undeterred however and, after poking through one of the desks, came up with a bag o' gold! This went into an inside pocket of her coat. Across the way, Pierre decided 'screw it' and removed his current hat in favor of the witch hat...

And promptly had to lean on the wall for balance as he underwent a magic-based change in his physiology. Within mere moments, where the fabulous French mercenary stood, was now a rather attractive French witch! (http://img.photobucket.com/albums/v355/Static_Jester/WitchPierre.png) No one could quite believe it... especially not Pierre, who had an expression something like o.O as he looked down at himself. Taking the hat back off reverted him to normal, but he decided to put it back on for the moment. Why not, right? (Witch's hat: When wearing this, Pierre becomes a witch! While his HP, MP, and skills/evos remain the same, he doesn't use his normal equipment. Instead he uses a Broom (+1 Acc/+1 Dam) for physical attacks and his subweapons are Magic Book: Light Lv1 and a healing spell. The healing spell takes 2 MP and heals for 1d8. Finally, every skill and evo he has that targets female enemies now instead targets males.)

Meanwhile, in the Tower of Science, Frenz re-entered, sparing a glimpse towards Wymar's corpse. Thankfully, it was still present, and he moved towards the door he had last seen the friar enter. Inside, Biernat and Greenmoore were tearing the place apart. (G: 6. B: 8.) The bookcase was of slight interest to Greenmoore, but truthfully it would have been more relevant to his daughter. He was a man of faith, not science. He saw nothing worth keeping and turned his attention to the fireplace, using his mace to sift through the ashes. It looked like someone had been burning books, or at least pages, here recently. There was also a familiar smell he couldn't quite place; it was somewhat pleasant, but distracted him trying to remember it. Finally, he turned to the cabinet and opened it. It appeared to be a wine cabinet, mostly, but tucked among them was a vial of sulfuric acid. What was it there for? Regardless, the friar pocketed it. (Sulfuric Acid does 1d8+2 physical damage when used and has to beat a movement roll to hit.) Finally, Biernat was conducting his own search by lifting up the furniture and looking under it. Apparently someone had let an oddly-shaped stone roll under one of the couches, and he picked it up. (Biernat gets: Odd stone! He doesn't know what it does.)

Frenz walked in the door and was about to say something when he was interrupted by a loud thump from the fireplace. Placing a hand on his whip, he took a step forward to see what it was... and it turned out to be a dead body, rotted through, with a few parts replaced by mechanical ones. Another fell from above onto it and both rolled out of the fireplace. Hearing a groan behind him, Frenz turned and saw a third corpse blocking the door as it staggered towards them... and as if activated by the sound, the other two began to stand as well!

Spoiler: Status (click to show/hide)

Hate to penalize you guys in the ToM, but, y'know. Can't have you camping. At least I didn't have Zathyran take HP damage for that roll of 0... >.> Also, a little bit early on my end, but Happy Halloween anyway you guys. ^^^ Pierre's already got his costume. :3
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Taricus on October 30, 2011, 10:53:22 pm
BWAHAHAHAHAHAHAHAHA!

Keep up the Pierre torment/Good work Serious XD
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 30, 2011, 10:56:31 pm
I am loving this
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Riccto on October 30, 2011, 11:03:10 pm
I must resist the urge to paint a face on my Odd Rock and name it Rocky and request advice from it.

Tuck the rock into my pocket. Unravel the chain and with a few twirls of the ball launch it at one of the zombies

Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Grimmjow6th on October 30, 2011, 11:21:02 pm
Tackle the one guarding the doorway and smashy with whip-encased fists. "Back you demon!"
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on October 31, 2011, 01:51:31 am
Continue on, after picking myself up from that fall.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 02:39:46 am
Whoops, sorry, just now noticed that you two had suggested some evos. ^^^;

Werewolf Level 2: Gain the extra attack -> That's pretty much happening, then.

Regeneration 1&2 -> Also planned although I need to determine exactly what I want the effect to be; I sort of liked the initial one but I also like the idea of getting a large health boost for striking the finishing blow since it's, y'know, eating the enemy and that fits in well with horror. I dunno, maybe I could give Alexander that version (since he's more wolf) and Alora the original idea (since she's more human).

Regen MP Idea -> Probably not happening. You already have the gloves, and Greenmoore has a fairly reliable way to restore MP. :P Plus you can find MP potions and such, especially if you end up in the Tower of Magic which is where I'm already thinking of placing Alora. And the Librarian (next mid-point) will be selling MP potions as well...

Desert Watchman: -1 to enemy hit rolls, due to the more fluid arabic fighting styles, Level 2 boosts this. -> A nice suggestion. Obviously the Europeans, at this point, wouldn't have much knowledge of the Middle East. The First Crusade ended about 31 years before this is taking place, after all, so the only person really old enough to remember it is Friar Greenmoore, and considering he was dealing with the supernatural his whole life I doubt he cared much. >.>

Watchman of the Holy city: Gains a +1 to resist magic. Second level ups this to +2. -> Would this be tacked onto your normal defense when attacked with magic, a reduction to the enemy's damage roll, or just -1/-2 HP off the final result?

Sentry of the Dunes: May roll to Resist Suprise. Level two allows him to turn the tables on his foes on a 7 or 8 on the resist roll. -> Surprise = not something that really happens. Again, it's not that I'm against it, it's just kind of a useless skill... Would you prefer a 'clone' of Pierre's Elegant Mercenary evo? At level 1 you counterattack when the enemy rolls a Major or Massive Failure on damage, and at level 2 you counter any time the enemy rolls a Minor+ Failure on damage.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 31, 2011, 02:44:36 am
Ok need a thired evo for werewolf then, lemme think, also re-posting my character specific one because i did it in an edit

Thought of a possible Alora specific Evo, serious should Know where I am coming from

Crystal Chalice Werewolf 1: attacks made as a wolf are treated as holy & magic, if beneficial 2: Attacks as a wolf against non-holy creatures have a chance to give them a penalty to (not sure witch is should be, defence attack or damage)
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 02:52:43 am
That's good. :3 Elemental attacks do +50% normally, so maybe L2 would be +100% instead?
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 31, 2011, 02:55:47 am
Yea thats cool, I was just having trouble thinking up a level 2 thats why I put it there, You get where I am coming from about that right?
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 03:11:48 am
Indeed, I gotcha. To represent what we discussed through the PMs. ^^^
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 31, 2011, 03:47:09 am
What about 1 of these?

Howling werewolf
Werewolf spends a turn howling, spending 1,2 or 3 mp, reducing enemy rolls by that amount, at level 2 may howl while taking other actions

Relentless werewolf
Only take half/no penalties on movement prevention to attacks and reaching a target

Tough Werewolf
Enemies at -1/-2 to damage rolls

Frightful werewolf
Enemies that target the werewolf take -1/-2 to their attacks for that turn and next

Threatening werewolf
All Attacks against Party members other than the werewolf are at -1/-2
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Ahra on October 31, 2011, 03:58:38 am
"right, i think this room is messing with us, you can find me outside in the next one"
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: IronyOwl on October 31, 2011, 04:02:37 am
Happy Halloween, Serious. :3


Also, did you remember to roll for possible double-gold?

Try reading Zathyran's book. Then head back to and enter the other door of the tower. Begin looting immediately.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 31, 2011, 04:06:20 am
You're doing it wrong irony

Happy All hallows eve Serious
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 04:32:55 am
Thank ye, both of you. ^^^ Anyway, answers time:

Howling werewolf
Werewolf spends a turn howling, spending 1,2 or 3 mp, reducing enemy rolls by that amount, at level 2 may howl while taking other actions
----------
I had initially planned for a howl-type special move that could stun the enemy. It would work sort of like Frenz's Inspiring Nobleman in that it can only be used once, but the round it's used all enemies can't act that turn, and the second level would allow the wolf to howl and still attack. This might work too though, I'll leave it up to you and adwarf to decide which version you'd rather have.

Relentless werewolf
Only take half/no penalties on movement prevention to attacks and reaching a target
----------
Of course that would only be in wolf form, and I assume it's meant to negate movement penalties from stuff like the Swamped effect Malakai used.

Tough Werewolf
Enemies at -1/-2 to damage rolls
----------
Hmm. I'm only a bit loathe to include this because of how badly Ahra's broken the defense system... :P I'm already going to have to give monsters increased accuracy scores to hit him, having to increase bonuses to damage so enemies could still hurt the lycanthropes for high damage would result in absolute murder for the squishies. (Mainly just Zathyran and Greenmoore since Claire can generally take care of herself.) On the other hand I'm going to be pumping those anyway for the endgame, so, uh... I guess it'll only work while wolfie?

Frightful werewolf
Enemies that target the werewolf take -1/-2 to their attacks for that turn and next
----------
It'll make a good activated ability.

Threatening werewolf
All Attacks against Party members other than the werewolf are at -1/-2
----------
A bit OP, especially since I usually automate enemy targets by rolling a d4 (I'll be moving up to a d6 when the three new guys join) so it'll almost always be in effect. I might rename it and instead make it a special attack like the Howl that, when used, hinders the enemy in some way (poison, movement penalty, defense penalty, accuracy penalty, damage penalty, other status effect) but otherwise works as a normal attack, with the second level increasing the strength of the effect.

Did I remember to roll for 2x?
----------
Well, that was the one I promised for guessing right rather than an actual search reward. Do you want to gamble on it further? :3 If so, call it odd or even and I'll roll. Get it right and get another, get it wrong and lose it... ^^^
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: IronyOwl on October 31, 2011, 04:35:31 am
Ooh, tough. I think I'll play it safe for now.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 31, 2011, 04:44:39 am
The changes you suggest are fine, I was basically making a whole slew that fit flavour, was not thining about balance, Use whichever you want I was just trying to make your job easier

edit: although If you are going limited use on the howl I dont think it should take the turn unless it hits for more than -1 or hits multiple rolls

edit2: oh stops bad guys acting, ahh
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Ahra on October 31, 2011, 04:47:36 am
i just realised that frenz defence is an carbon copy of me. :P
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on October 31, 2011, 05:22:59 am
So. Anyone wanna know a good character idea?

Pull a Trevor.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Dwarmin on October 31, 2011, 06:52:49 am
"Foul sorcery or diabolic technology, they will be destroyed."

Friar Greenmore wasn't sure what effect holy water would even have on them, but now was a good time as any to find out.

Chuck Double Holy Water at Robozombie 1
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Zako on October 31, 2011, 07:56:42 am
HA! I totally called it happening! I just knew something like that would happen! Nice one serious.  :D
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 08:30:44 am
So. Anyone wanna know a good character idea?

Pull a Trevor.

How so? Spirit companions?
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Taricus on October 31, 2011, 09:42:35 am
@Serious: I guess so. And something like Elegant mercenary would be alright.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on October 31, 2011, 05:09:26 pm
I was actually thinking Dhampyr (Part Vampire) >.>

Or you could just pull an Alucard, I guess. (Vampire against Dracula)
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Ahra on October 31, 2011, 06:28:10 pm
... you mean DraculaalucarD vs dracula?
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on October 31, 2011, 06:39:05 pm
I'm referencing characters from the Castlevania series.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 07:49:08 pm
Only problem with that plan is that the Alucard who traveled with Trevor is pathetically weak and Dracula would stomp a hole in his ass. >.>
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on October 31, 2011, 08:17:17 pm
That's why we have FRIENDS. Isn't it?
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on October 31, 2011, 08:20:51 pm
Something tells me that you're planning on getting Zathyran killed and rolling up a dhampyr character...
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on October 31, 2011, 10:45:20 pm
Nope. Zathyran is a freaking beast of lightning. Note to self: Learn how to transform into a Lightning Elemental. 'twould be epic.

And if Zathyran dies, Jakob comes in, and I plan on him being a beastly beast par with Malleus in tankyness <.<

Plus, a Dhampyr character would be overrated.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Taricus on October 31, 2011, 10:51:13 pm
Also, another class suggestion for me:

Sandstorm: On an 8, may make another attack within the same turn. Second level allows a third consecutive attack OR makes it activate on a 7 as well.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: wolfchild on October 31, 2011, 11:04:58 pm
Pierre already has a skill that allows him to do something similar, base it on that? Also the basic upgrade to you're class allows you to dual wield
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Krath on November 01, 2011, 12:59:50 am
WELL THIS IS INTERESTING

Get down on the floor and do the dinosaur

Remove Witch Hat (as fun as it is), and put on the Belmont Headband for now. That hat shall have it's uses later.

AH WHAT THE HELL, IT'S HALLOWEEN. KEEP IT ON!

CONTINUE ONWARDS WITH THE OTHERS.
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on November 01, 2011, 01:33:51 am
Off-topic, but I've always wondered. What exactly IS the dinosaur? ???
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Krath on November 01, 2011, 04:08:38 am
In a word, this. (http://www.youtube.com/watch?v=e4OjDcDlzAw&feature=related)
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on November 01, 2011, 12:47:58 pm
XD

That's a great start to my day. Thanks Krath. ^^^
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Zako on November 01, 2011, 08:32:19 pm
Oh my god... I'm in love with it! <3
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: adwarf on November 01, 2011, 10:15:40 pm
I knew it !!! That's were I saw that thanks I couldn't remember where I saw it :)
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: Talarion on November 01, 2011, 11:50:12 pm
Just curious, are we waiting on you or someone else for the turn, Serious?
Title: Re: CvRTD: Turn 135 (Pierre Becomes A Witch, And Then A Zombie Pops Out)
Post by: SeriousConcentrate on November 01, 2011, 11:53:37 pm
It'd be me. I got sidetracked by talking about evos and forgot six of you had posted before Krath did. I'll run the turn in a bit.
Title: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 01:15:27 am
MAGIC

Quote from: Zathyran Firsankh / Talarion
Continue on, after picking myself up from that fall.
Quote from: Malleus Raulat / Ahra
"right, i think this room is messing with us, you can find me outside in the next one"
Quote from: Pierre Dé Grasse / Krath
CONTINUE ONWARDS WITH THE OTHERS.
Quote from: Claire Rosara / Irony Owl
Try reading Zathyran's book. Then head back to and enter the other door of the tower. Begin looting immediately.

SCIENCE

Quote from: Friar Greenmoore / Dwarmin: 11 (5)
Chuck Double Holy Water at Robozombie 1
Quote from: Biernat Hara / Riccto: 93 (8)
Tuck the rock into my pocket. Unravel the chain and with a few twirls of the ball launch it at one of the zombies
Quote from: Frenz Grende / Grimmjow6th: 75 (8)
Tackle the one guarding the doorway and smashy with whip-encased fists. "Back you demon!"

Quote from:  Mechanical Zombie 1 / SeriousConcentrate: 25
Slug Greenmoore
Quote from:  Mechanical Zombie 2 / SeriousConcentrate: 52
1-2 Combo on Biernat
Quote from:  Mechanical Zombie 3 / SeriousConcentrate: 94
Tackle Frenz

In the Tower of Magic, Malleus took the initiative and led the party to the other room while Claire lagged behind to check out the book Zathyran had been reading. (7-2 Not a magician. 1d4; Claire gains +3 permanent MP.) Since everybody was moving on, and she didn't really understand the arcane arts, she skimmed through it quickly. A few passages stuck in her mind, though, and she reviewed them while Malleus and Zathyran forced the other door open. Pierre, of course, had somehow found a mirror and was trying to determine which gender he appeared more fabulous as, before settling on leaving the hat on for now and following everyone into the room.

Said room was a storeroom of sorts. Crates were piled high against the far wall and nearer the door were a few workbenches with alchemical ingredients. Zathyran tapped a finger on the edge of a desk for a moment, quietly reflecting that if Daniel were here he could probably make good use of all of this. (Z: 4. M: 4+1. P: 4+1 Currently a Witch. C: 8.) The hunter-mage sighed. I wish Marcus were here. He was too busy being lost in thought to search. For his part, Pierre was able to recognize some of the herbs... presumably it was the power of the hat? Regardless, he took a few of the more potent ones and ground them into powder using a nearby mortar and pestle, then put the resulting dust in a vial and pocketed it. (Pierre gets: Healing Dust! This powder, when sprinkled on a wound, heals 1d6 HP.) Malleus observed his actions, then repeated them to the letter. (Malleus also gets Healing Dust!) Claire, on the other hand, went right for the crates in the back. She could almost smell the treasure! Like a jewel-sniffing bloodhound, she slashed one of the crates open and threw the lid aside.

Inside, there was only one item, but it was extremely relevant to Claire's interests. It was a pistol, she could tell that much, but it didn't resemble the one she currently held. Instead of one barrel it had two, and broke across the top to load new ammo. It looked like it would fit her current ammunition. She took it, loaded it, and test-fired it to get a feel for how it worked. It seemed that instead of firing both barrels at the same time, she had to pull the trigger twice. Regardless, it would be useful, and she pocketed it. (Claire gets: Dual Barrel Pistol! It's a lv2 version of her Flintlock Pistol.) Unfortunately, though, firing the pistol got them some unwanted attention in the form of shapes materializing in the air... (Next round, you'll have to deal with (7) Imps.)

Over in the Tower of Science, a fight was already under way! The zombie at the door rushed forward, going straight for the nobleman! (5+2-1 vs 5+5) Frenz met the charge admirably, grabbing the zombie in a front headlock and holding him there for a moment. Biernat, reacting quickly, whipped the chain from his torso and whirled the ball overhead to gain momentum before turning and flinging the heavy sphere at Zombie 2! (4+2 vs 4+1; 6+3 Critical Success, 2d6x2+25%; 20 damage) The steel orb caught him full in the chest and flung him back against the wall. Meanwhile, Frenz was beginning his counter on the zombie, wrapping the chain of his whip around his free hand and beginning to throw punches up in the zombie's unprotected torso. (8+2 vs 4+1; 6+4 Critical Success, 2d6x2+50%; 30 damage) Putting all of his power into each punch, Frenz could feel the zombie's ribs cracking and breaking before he finally shoved the zombie down and away.

On the other side of the room, Zombie 2 had regained his feet and was attempting to rush Biernat! (7+2 vs 8; 4+3 Major Success, 2d6; 6 damage) He ducked under Biernat's weapon and hit him first with a jab to the stomach before following it up with a leaping elbow to the face. No one could explain why these zombies knew martial arts, but some suspected they had learned it from the maids. >.> Zombie 1 attempted to follow Zombie 2's example and ran at the friar! (5+2 vs 7 [3+2 vs 7]. -2 MP; 8 vs 3+1; 8 Massive Success, 2d8x2+1d8x2; 28 damage. 4 vs 2+1; Major Success, 2d8+1d8; 15 damage. 43 total) Greenmoore ducked to the side as he drew a vial of holy water, and as the zombie passed by he smashed it against his face. Moaning in agony, the zombie stumbled and fell to a knee, clawing at its head as it tried to get the water off.

Spoiler: Status (click to show/hide)

Ugh, internet issues. @.@ Anyway, Riccto gets two skill-ups! One for his first three 8s and one for two in a row. ^^^
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: wolfchild on November 02, 2011, 01:34:56 am
I thought you were going to introduce the new guys this turn :(, oh well, I can wait
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Talarion on November 02, 2011, 01:44:06 am
The thought 'I wish Marcus were here...' resonated through Zathyran's mind as it wandered his memories. Suddenly, he smacked himself in the face. "STUPID!" Reaching into his cloak, he pulled out a small, but thick book, with the words 'Grimoire of the Wanderer by Marcus Raust' scrawled onto it's face. He flipped it open and began glancing through it, looking for information on the castle, any of the herbs, and even information about the types of enemies he would find in the castle, making sure to keep an eye out for mentions of materialisation
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: IronyOwl on November 02, 2011, 01:50:20 am
Aw, for a moment I thought I'd found a hand shotgun. :P

Also, jewel-sniffing bloodhound. I like that. :3


About these imps. Can we attack them this turn?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 02:01:45 am
@wolfchild: I'm waiting until I have an opportunity to work in Tariq and Alexander in the Tower of Science to get all of you in. They'll probably just happen to be in a nearby room... >.>
@Irony: Yep. ^^^ Also, glad you like that description. I gotta go fix like three typos I just noticed in the turn, though... -____________-

Edit: I considered a DBS 'cause I love those things, but then I was like 'nah, it wouldn't work with the Kraken ammo' so you got a pistol version instead. :3
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: IronyOwl on November 02, 2011, 02:12:41 am
Grab the best imp and threaten it into serving me now.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Zako on November 02, 2011, 02:22:59 am
You know serious, I think that there were actual double barreled musket pistols back then. I'm not sure though, but it does seem suitable!
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 02:30:04 am
I think there were too. It makes sense; you have two barrels already loaded so you can fire twice as fast. Gunblades were a real thing, too. My high school had an interesting book about weaponry that had pictures. :3 Either way though, I'm inclined to allow some not-so-realistic stuff right now, but nothing too ridiculous. Claire has a decent chance of maybe picking up a DBS, but a laser is out of the question. ^^^
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Grimmjow6th on November 02, 2011, 02:41:07 am
Focus solely on the zombie in front of me...wait for it to charge...open hand palm strike to the front of the head with a sweeping motion of the feet behind it, taking it down.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Krath on November 02, 2011, 05:23:29 am
IMPS, YOU SAY.

Grab the best imp and threaten it into serving me now.

In this case, grab the SECOND best imp and threaten persuade it into serving me. Because witches need familiars.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Dwarmin on November 02, 2011, 06:04:49 am
"These fell machines offer them no protection from the power of faith."  

Friar Greenmoore said, more to calm himself than anyone. He remembered seeing such horrible things only once before...back in London-The beasts had been kidnapping and experimenting on the poor and helpless, turning them into mechanical abominations. Back then, they had been slow and unwieldy-barely dangerous at all-an easy mission for the brothers. Proto-types, Amelie had called them at the time-she had always understood technology more than any of the men, and had been the one who sparked his daughters interest in the field...but Greenmoore was young and full of fire, and he merely laughed at his fallen foes, not understanding...not understanding.

They had burned all the creations, destroyed all the foul books and machines...and hunted down all the acolytes...right? It's not impossible to think one might have escaped...Friar Greenmoore thought back to the man he had cornered in his own home-yes, they could not have let him live. He had done far too much evil-and his knowledge would have perpetuated it all the more. He remembered striking the acolyte down...but there was another one in the house, wasn't there? A child. He had searched after the deed, but his heart was not in the task.

Friar Greenmoore now wondered what had become of the child.

Double Holy water on robozombie 1 again, or if it's re-dead, hit roboninjazombie 2.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Ahra on November 02, 2011, 06:55:34 am
"Hey, practice targets lets see what the spell was...Frigus meus hasta nostri invocabimus hoc pacto i virtutis inimica mea ICO,  "

yeah, im gonna try magicing the ones not being subdued.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Zako on November 02, 2011, 08:01:21 am
*gasp* Possible story?! Serious, you must sieze this opportunity! DO ET!
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Dwarmin on November 02, 2011, 08:07:21 am
This is a plot hijacking!

Put your hands up, or I'll shoot!
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Talarion on November 02, 2011, 08:15:28 am
Shoot... What, exactly, good sir?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:05:59 am
I believe Dwarmin's plot hijacking is a reference to Plumbers Don't Wear Ties. You probably haven't heard of it, but AVGN did a review on it. ^^^

EDIT: Also, @Krath: Good thing for you you're still a witch, since all the imps are male... :D
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Ahra on November 02, 2011, 10:11:46 am
I believe Dwarmin's plot hijacking is a reference to Plumbers Don't Wear Ties. You probably haven't heard of it, but AVGN did a review on it. ^^^

EDIT: Also, @Krath: Good thing for you you're still a witch, since all the imps are male... :D
*TWITCH* *TWITCH* UUUUÄÄÄRRGGHH, thats an new grade of disgusting for this RTD...
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:14:15 am
??? I only meant Pierre's ability to get the opposite gender to do what he wants wouldn't have worked had he taken off the witch hat. What are YOU talking about?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:14:29 am
BWAHAHAHAHAHAHAHA!

Oh dear ;D
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: IronyOwl on November 02, 2011, 12:24:35 pm
Oh dear, I think I just got it.

Oh dear. :P
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Ahra on November 02, 2011, 01:09:58 pm
you are disgusting serious  :P
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: adwarf on November 02, 2011, 01:13:04 pm
OMG Serious that is disgusting I wouldn't have thought you would go there :P
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 01:26:03 pm
I get the feeling you're all trying to provoke me. :P If I'd meant that I'd have said something about Claire too, and if I was being perverted in general I'd just make another P / C 'oooh Mr. Pierre', only this time leaving the hat on would have slightly more interesting results, iykwim... >.>
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Krath on November 02, 2011, 06:25:26 pm
and if I was being perverted in general I'd just make another P / C 'oooh Mr. Pierre', only this time leaving the hat on would have slightly more interesting results, iykwim... >.>

(http://cdn.hotstockmarket.com/0/01/01dd36f1_what-would-fonzie-do.jpg)
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Ahra on November 02, 2011, 06:30:43 pm
the hilarious thing.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Riccto on November 02, 2011, 07:54:48 pm
Its Zombie Smashing Day.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:04:42 pm
WWFD? Say 'ayyyyy' most likely. Anyway, to prove I'm not being a douche to Krath and making him do something I wouldn't do, here's me in a witch hat (http://img.photobucket.com/albums/v355/Static_Jester/SerConHat1.jpg), and also petting one of my black cats (http://img.photobucket.com/albums/v355/Static_Jester/SerConHat2-1.jpg). Now you know what I look like, so if you ever see me off-line, your end is coming very soon. >.> And uh, yeah, that's my normal expression. I'd make a lovely witch. ::) Anyway, turn later, I just got home and took those photos, now I need to take a break and relax a bit. ^^^; Also, @Riccto: Just reminding you you have two skill-ups to use. :3
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Zako on November 02, 2011, 10:22:48 pm
OMG, serious you are breaking the rules of the internet! You can't show your face to strangers!! They could use haxing skillz to frame you for crimes galore!

Unless you are smart enough to know this and have posted a false face instead of your own... If so, you are ingenious and I applaud you.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:24:39 pm
You've never seen the photo thread then :P
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:26:23 pm
The Bay12 Photoshare thread? Yeah, I didn't post there. :P I don't mind if you guys see me since I consider y'all my friends, but I hardly know anyone else on the board since I basically never leave the RTD subforum.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:27:36 pm
Welp, you're going to have to venture forth from here someday :P
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:32:49 pm
Nah. I browse General every now and then but most of the topics are stuff I don't care about like MLP, scientific events of little consequence to the everyman, things that x today, stuff in the news, etc. There's a reason the only posts I've made are in the Horror Thread there. ^^^; (I do follow Homestuck, but I don't read the MSPA thread. It's just too damn late in the discussion for me to bother going through all 2000+ pages of it, and frankly speaking I don't really have a need to discuss it or share theories or anything.)
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:34:22 pm
I never said you had to go there. Could just go into FG&RP more often :P
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:36:45 pm
I dunno. I have a few times but the ones I've participated in have died faster than some RTDs. :\
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:45:17 pm
Try YaK :)
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:47:47 pm
Yeah, I've taken a look at that, but there's too much to catch up on. It's already 67 pages and I have no clue what's even going on... except I think that avatar you're using is a queen?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:48:56 pm
THE queen. There was a summary posted a few pages back in the OOC thread.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 10:55:53 pm
*shrug* There's probably a huge waiting list anyway, and if there isn't that means there's a ton of people all doing different things and I'll get too confused to be able to deal. Also, I've looked at the first four posts of the RP thread: way too much info to absorb. -________- Seriously though how many people are in it? 30, 40?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 10:59:30 pm
Not THAT many, and there's no waiting list.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 11:02:37 pm
Well, here's the deal. I'm curious about it but not curious enough to participate because I don't know how much info I'm going to need to know before I even try anything. Let's say I wanted to play a thief, or a priest (not necessarily a D&D divine-magic-wielding cleric, just a clergyman), or a town watchman. How would I start, what would I do, etc.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 11:10:23 pm
Well, you'd just need to know some of the local customs and you're set. People don't mind if you make something up, just as long as it plausibly fits.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 11:12:58 pm
Let's say I do want to be a watchman. (Because I <3 Sam Vimes.) Since you're the queen, you'd make up my uniform, what laws I enforce, etc. right? Or do I just make some stuff up myself and you're like yes or no to it? (And also, yeah, in my own RTD in which a Town Watchman is playable - the class I would've picked - I give them basically the worst class ability. -______- Irony can be pretty ironic sometimes.)
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Taricus on November 02, 2011, 11:15:29 pm
Sure. Might want to move this conversation to the PM system though, just to avoid clogging up the thread.
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: wolfchild on November 02, 2011, 11:22:29 pm
I thought it was interesting
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Krath on November 02, 2011, 11:42:17 pm
Anyway, to prove I'm not being a douche to Krath and making him do something I wouldn't do

Oh no, feel free to do whatever you want. I don't mind.

(http://img526.imageshack.us/img526/5286/gendo005r.jpg)
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 02, 2011, 11:46:05 pm
Sorry, it just seemed a lot of of these peeps were insinuating I'd go so far as the demonic equivalent of bestiality (apparently) so I was little defensive... ^^^;
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: IronyOwl on November 03, 2011, 03:48:57 am
SC has facial hair. This surprises me greatly for some reason. I think I may have been picturing him as one of his avatars.


Back to the subject of demonic bestiality, the thing I'd noticed was kind of more benign. Well, less GM-insinuating, at least. Though, it's not something I'm positive is true, as I heard about it on The Internet.

Spoiler (click to show/hide)
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Talarion on November 03, 2011, 05:03:51 am
There have been worse than Bisexual gods, Irony <.< Although it's pretty lol, aye?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: wolfchild on November 03, 2011, 05:20:59 am
Personally I prefer the story of Slepnir
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: Talarion on November 03, 2011, 06:02:30 am
So, who are we waiting on?
Title: Re: CvRTD: Turn 136 (Contemplation; High-Power Attacks)
Post by: SeriousConcentrate on November 03, 2011, 10:44:39 am
@Irony: Yeah, my beard, such as it is, annoys the hell out of me. I shave it, one day later it looks like that again; I ignore it and four months later, it hasn't changed at all. :\ Either go the hell away or be magnificent like ZZ Top, that's my take on it.

@Tal: Right now you're waiting on my coffee to finish so I can have breakfast and get a little awake before I try writing the turn. ^^^
Title: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 03, 2011, 01:09:08 pm
So after the rampant stupidity of getting the coffee machine ready I forgot to actually start it. -__________- Anyway, turn nao.

MAGIC

Quote from: Zathyran Firsankh / Talarion
The thought 'I wish Marcus were here...' resonated through Zathyran's mind as it wandered his memories. Suddenly, he smacked himself in the face. "STUPID!" Reaching into his cloak, he pulled out a small, but thick book, with the words 'Grimoire of the Wanderer by Marcus Raust' scrawled onto it's face. He flipped it open and began glancing through it, looking for information on the castle, any of the herbs, and even information about the types of enemies he would find in the castle, making sure to keep an eye out for mentions of materialization.
Quote from: Malleus Raulat / Ahra
yeah, im gonna try magicing the ones not being subdued.
Quote from: Pierre Dé Grasse / Krath
In this case, grab the SECOND best imp and threaten persuade it into serving me. Because witches need familiars.
Quote from: Claire Rosara / Irony Owl
Grab the best imp and threaten it into serving me now.

Quote from:  Imp Horde/ SeriousConcentrate
Appear, at a slight disadvantage.

SCIENCE

Quote from: Friar Greenmoore / Dwarmin: 79 (5)
Double Holy water on robozombie 1 again, or if it's re-dead, hit roboninjazombie 2.
Quote from: Biernat Hara / Riccto: 44 (8)
Its Zombie Smashing Day.
Quote from: Frenz Grende / Grimmjow6th: 80 (3)
Focus solely on the zombie in front of me...wait for it to charge...open hand palm strike to the front of the head with a sweeping motion of the feet behind it, taking it down.

Quote from:  Mechanical Zombie 1/ SeriousConcentrate: 27
Continue to assault the holy man.
Quote from:  Mechanical Zombie 2/ SeriousConcentrate: 11
Catch that ball like a boss, drag Biernat in with unholy, undead, mechanical strength, and LARIATOOOOO
Quote from:  Mechanical Zombie 3/ SeriousConcentrate: 53
Flying roundhouse kick that nobleman!


Zathyran smacked himself in the face, inflicting all of 0 damage but leaving a rather red handprint anyway, and reached into his robes. Marcus had given him this book before they had parted ways, telling him that anything he hadn't had time to teach him could be found in its pages. But did it hold any information on this mysterious castle? (7, Major Success) It turned out that it did! Marcus had compiled a few legends and myths about the castle. Named Castlevania (as an aside, that's canon according to Order of Ecclesia...), it was the home of an extremely powerful vampire - one might even say the first vampire - known as Dracula, a man who could manipulate the souls of demons and commanded such might that even Death itself served as his right hand. That explained a lot, to the young man. If Death himself had claimed Marcus and Malakai, then Dracula could have easily intercepted them and twisted them to his own ends... and such a fate lay in store for any who opposed him and died in the struggle. He couldn't quite suppress a shiver of fear and anger that his master had met such an end.

He flipped through a few more pages and determined that there were four main towers: Magic, Science, Art, and Time. The castle was extensive and had an underground catacombs, a massive library, an art gallery separate to the corresponding tower, a chapel of all things, several barracks, a few ballrooms... it seemed like the place had never been mapped completely, and Marcus made a note that it was theorized the castle itself was some demon of chaos, bent into shape by Dracula's will and that if he were killed, it would be destroyed too. Leaving the castle for now, he flipped to the herbs. (4, Minor Failure) Marcus had made note of some herbs but had neglected to show pictures or describe them. Apparently he had felt knowing the names would be enough. (6, Minor Success) No one, not even Marcus, knew everything about the castle, but he had made a note about materializing imps that Zathyran found rather quickly. They were small flying beasts, about a foot tall, with dark purple skin, bat wings, and horns. They attacked using blades made of wind and small pitchforks. Apparently they could also jab said pitchforks into people and take control of them for a short time, though they weren't strong enough to completely overcome the will of warriors such as himself and his team. He closed the book for now.

Meanwhile, Claire and f!Pierre were trying their wiles on the imps. (Claire: 6. Pierre: 7+1.) Two of the imps were charmed! One approached Claire and made a slight bowing motion - as well as it could in the air, anyway - and held out a stone. "King's stone for pretty lady," it said. Claire was like :\ because something that spoke with ten different high-pitched demonic voices at once wasn't to be trusted, but she took the king's stone anyway. (Claire gets: King's Stone! This one-use item guarantees damage on a successful hit by adding +4 to all damage rolls the round it is used.) The imp bowed again and vanished. Meanwhile, the other one fluttered over to Pierre and settled down on his shoulder. It put a hand on his hat and seemed to disappear into it... (In Witch form, Pierre now has an Imp familiar! It costs three MP to summon, lasts 1d4+1 rounds, and attacks with +3Acc/+1Dam. On a Massive Success on damage, it has a 10% chance to control the enemy.)

Malleus rolled his eyes. The magician was reading and basically ignoring the threat, and the pirate and whatever the hell Pierre even was anymore were trying to seduce them! There was only one thing to do with demons, and that was send them right back to where they came from! (Random Target: 4, Imp 4. -4 MP; 3+2 vs 6. 6+2 vs 2; Minor Success, 1d6; 2 damage) But he wasn't used to casting spells yet, and the imp he aimed an icicle at managed to mostly dodge aside...

And over in the Tower of Science, the fight continued! Frenz took a step back and raised his hands, getting ready to intercept the zombie running at him. It leaped into the air... (6+2 vs 7+1 [3+2 vs 3+1]; 7+4 Critical Success, 2d6x2+75%; 39 damage and 2x overkill) ...and as it twisted around to swing a leg out at his head, Frenz grabbed it by the face, used his other hand to sweep it around into an awkward positions, and slammed it against the ground with as much force as he could bring to bear! The results were messy and quite frankly a bit disgusting. Frenz wiped his hand off on the zombie's shirt and stood. (-2 MP. 3 vs 1+1; Minor Success, 1d6+1d6; 5 damage. 6 vs 1+1; Massive Success, 2d6x2+1d6x2; 30 damage. 35 damage total and 5x overkill) Greenmoore walked up to the downed zombie and took out another pair of holy vials. Saying a prayer for the man's soul, he emptied one on it, then the other to make sure he had ended its unlife. (Greenmoore gets 1x Heart)

Biernat continued to whirl the ball around for momentum, twisting and moving his body as well to keep it moving in patterns the zombie wouldn't be able to predict. (4+2 vs 4+1; 4+3 Major Success, 2d6; 10 damage) The zombie tried to duck in past his defenses but ate a sphere to the chest for its troubles! (1+2 vs 2; Minor Success, 1d6; 4 damage) Surprisingly, as it flew back it grabbed the chain and pulled Biernat with it, then hit him with a clubbing blow to the chest. Apparently this zombie wasn't going down without a fight...

Spoiler: Status (click to show/hide)

Riccto got another 8 this turn, which combined with the ones from his last turn, make three in a row, so now Biernat has 3 skill-ups. ^^^
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Dwarmin on November 03, 2011, 01:31:41 pm
Smack the last zombie with my mace!
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Riccto on November 03, 2011, 01:36:04 pm
So. A Skill up is like...HP up? Or..What?
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Riccto on November 03, 2011, 01:37:59 pm
Just shoot the damned thing.
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 03, 2011, 01:40:38 pm
You can get +5 HP or MP on a skill up, or something else entirely. For example, Frenz has a Lv2 skill that adds +2 damage to each attack, and a Lv2 skill that gives him +2 accuracy on each attack. Malleus has a Lv1 skill that adds +1 to search rolls. Zathyran has a Lv2 skill that adds +25% damage to each Critical Success he gets on damage. That sort of thing. ^^^
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Riccto on November 03, 2011, 01:43:50 pm
And I have 3 right?
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Ahra on November 03, 2011, 01:46:37 pm
"Right, this annoys me, go to... er go back to? hell."
Its clobbering time, maybe golf.
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 03, 2011, 01:50:54 pm
*nods* Basically you can get a Lv2 Skill and a Lv1 Skill, 3 Lv1 Skills, 1 Lv2 Skill and +5HP or MP, etc.
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Grimmjow6th on November 03, 2011, 03:48:42 pm
Turn attention to last zombie, unravel whip from around hand, rush at zombie, grab it with a one handed choke and wrap whip around it, then kick it to the ground and let allies attack it.
Activate Enhanced damage as well :P
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Krath on November 03, 2011, 09:17:08 pm
I SHOULD HAVE BEEN THE ONE TO FILL YOUR DARK SOUL WITH LIIIIIIIIIIIIIIIIGHT.

Use that Magic Book: Light on Imp #4.
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 03, 2011, 09:19:34 pm
I SHOULD HAVE BEEN THE ONE TO FILL YOUR DARK SOUL WITHLIIIIIIIIIIIIIIIIGHT.

All the wins. All of them.
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: IronyOwl on November 03, 2011, 09:59:30 pm
Slash imp #3!
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: wolfchild on November 04, 2011, 03:27:06 am
Nice avatar serious, what game is it for?
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 04, 2011, 03:34:29 am
This (http://youareking.wikia.com/wiki/Tristan_Winterbourne) should tell you everything. :3
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Talarion on November 04, 2011, 11:59:33 pm
Double Lightning Imp #5
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Riccto on November 05, 2011, 05:11:59 pm
Hmm. Would a reasonable Lvl 2 be being able to make an additional attack after a kill at some kind of to-hit penalty?
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 05, 2011, 05:15:46 pm
Like Cleave in AD&D? Sure, although as a Lv2 skill it wouldn't have a penalty. ^^^
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: Riccto on November 05, 2011, 05:27:35 pm
Yeah. Basicly like Cleave. And for then my other Lvl 1 Skill just a +1 to hit will do I guess.
Title: Re: CvRTD: Turn 137 (Information; Overkill)
Post by: SeriousConcentrate on November 05, 2011, 05:32:28 pm
All right, I'll make the notations in your bio and then get to work on the turn.
Title: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 05, 2011, 06:35:05 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion: 75 (5)
Double Lightning Imp #5
Quote from: Malleus Raulat / Ahra: 78 (7)
Its clobbering time, maybe golf.
Quote from: Pierre Dé Grasse / Krath: 61 (5)
Use that Magic Book: Light on Imp #4.
Quote from: Claire Rosara / Irony Owl: 76 (4)
Slash imp #3!

Quote from:  Imp 1/ SeriousConcentrate: 1
Attempt to control Malleus.
Quote from:  Imp 2/ SeriousConcentrate: 95
Stab Malleus!
Quote from:  Imp 3/ SeriousConcentrate: 24
Retaliate against Claire with a pitchfork!
Quote from:  Imp 4/ SeriousConcentrate: 48
Shoot a wind blade at Pierre.
Quote from:  Imp 5/ SeriousConcentrate: 13
Divebomb Zathyran!

SCIENCE

Quote from: Friar Greenmoore / Dwarmin: 80 (4)
Smack the last zombie with my mace!
Quote from: Biernat Hara / Riccto: 63 (7)
Just shoot the damned thing.
Quote from: Frenz Grende / Grimmjow6th: 41 (7)
Turn attention to last zombie, unravel whip from around hand, rush at zombie, grab it with a one handed choke and wrap whip around it, then kick it to the ground and let allies attack it. Activate Enhanced damage as well

Quote from:  Mechanical Zombie 2/ SeriousConcentrate: 72
Try to knock Frenz into the fireplace. For lulz apparently, since it's not even lit.


The remaining five imps spread out, and the battle was on! The second to appear attacked first, diving at Malleus... (7+3 vs 2+7; 8+1 Critical Success, Wax Doll) ...and somehow it slipped past his defenses, stabbing him savagely in the throat! it should have been a devastating blow but when the pitchfork was withdrawn there was no wound, thanks to the demonic artifact the paladin carried around. Malleus was quick to retaliate, swinging his warhammer at the offending imp! (8+2 vs 7; 1+3 Minor Failure) But it quickly flung itself back with a flap of its wings, and his hammer glanced off without dealing any damage.

Claire was also on the attack, and leaped into the air to slash Imp 3! (2 vs 5) The imp swooped away from her slash. As she landed, Zathyran shot a powerful bolt of lightning past her at Imp 5! (-4 MP. 4+2 vs 1; 3+2 Minor Success, 1d10+50%Weakness to Magic + 1d10+50% WtM; 6+15=21 damage. 8+2 vs 7; 5+2 Major Success, 2d10+50%WtM + 1d10+50%WtM; 15+9=24 damage. 45 total and kill) The imp was thrown back against the wall by the spell and fell in a smoking heap. Pierre, observing that, went for his own spell! (-2 MP. 5 vs 4; Major Success, 2d8; 13 damage) He was not as skilled a magician as Zathyran, but his attack greatly damaged the imp nonetheless, the force of the light beam knocking it to the ground.

The imps were made and ready to retaliate, though. Regaining its feet and then flight, Imp 4 pumped its wings once, producing a large blade of wind that was then launched at the witch! (3+3 vs 5; 4+1 Minor Success, 1d4; 3 damage) Pierre rolled aside, but the blade still nicked his exposed arm and opened up a shallow cut. He took care to keep it away from his witch dress; the last thing he needed was to get blood all over it! (8+3 vs 5+2; 1+1 Major Failure) As Claire landed, she rolled, and the imp's return strike with its pitchfork missed her entirely. (5+3 vs 7-2) The last imp, seeing its opportunity, landed on Malleus's back and stuck its pitchfork between his shoulders! (Malleus is now Controlled! While controlled, Malleus makes actions as normal, but a d6 is rolled with these results: 1. Malleus does nothing. 2: Malleus attempts a movement-based attack on an ally. 3: Malleus attempts a damaging attack on an ally. 4. Malleus attacks an enemy target other than the one he wanted. 5. Malleus acts as normal. 6. Malleus breaks free instantly. Other than instantly breaking free, Malleus or someone else can attempt to rip the imp off, which requires beating it in a movement roll. Attacking the imp has a 50% chance of hitting Malleus instead.)

In the Tower of Science, Greenmoore was rushing the remaining zombie with his mace! (5 vs 3+1; Massive Success, 2d6x2; 22 and kill. Greenmoore gains 1x heart) Swinging it sidearm, he caught the zombie in the jaw just as it turned to grab Frenz and very audibly both snapped its neck and broke its jaw completely off with the force of his strike. Frenz swept its legs out from under it and Biernat drew his gun and put a bullet in its head as it hit the ground, just to make sure it would stay down. After a few moments it seemed that this was the case, and Greenmoore led them back to the main room... where there was now an item - a cornucopia, to be exact - on the previously empty work bench. The friar approached it and picked up; a letter fell out of it.

"Desmond
We're watching out for you. This is all we can provide, but please make good use of it.
Owen Slade"

Owen was also one of the brotherhood... but he had died almost twenty years ago. The friar had been there when it happened; Owen had died fighting slavers from the eastern lands to protect a village. A big man in every sense of the word, he had been proud of this cornucopia and had carried it everywhere, joking that it always kept him well fed. It had been lost in the fight, and Greenmoore had always assumed it had been shattered since he had found a piece of it... the piece that surely matched the small notch on the lip of it. After examining it, he put it and the letter into his robes. (Greenmoore gains: Slade's Cornucopia! To use it, Greenmoore expends 1 MP and reaches inside. A d100 is then rolled and the result is what he gets.)

Spoiler: Status (click to show/hide)

It was Dwarmin's birthday yesterday, so the cornucopia is his gift from me. ^^^
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Talarion on November 05, 2011, 07:07:13 pm
Happy Birthday to Dwarmin, then!

Zathyran frowned, flipping his mentor's grimoire back open. On the page about imps, he used magic to inscribe the words 'They seem to have a weakness to magic... Odd. Further investigation pending.' before snapping the book shut and nonchalantly flinging his arm in the direction of another imp, sending dual bolts of lightning at it as well.

Dualcast Lightning on closest imp (aside from the one on Malleus; Let Claire take care of that.)
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: wolfchild on November 05, 2011, 07:16:35 pm
happy b-day Dwarmin
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Ahra on November 05, 2011, 07:28:50 pm
happy b-day

well break free
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Dwarmin on November 05, 2011, 07:47:12 pm
Friar Greenmoore smiled warmly. Slade was a good man-but he was long dead. How did this thing get here? He shrugged. No need to bother himself with the why and how.

"Wherever you are, thank you, my friend."

He recalled Slade had gotten the item from a young, yet fey and good hearted Vrajitoarea they had met hunting Trolls in Romania. They had been near starvation when she had swooped down on them on her broom, and in truth, the Friar had been looking forward to being turned into her horse after she had but promised them oats. She was certainly about to do so-he remembered her asking him if would like to be dappled or chestnut-but before he could have thought of an answer, Slade had spoken up.

Good old Slade! He was a natural charmer, and an hour later he had emerged from her hut with the Cornucopia in hand and a smile...he never would quite admit how he had gotten it, but Greenmoore could guess. Though it took a certain amount of spiritual power to activate it, it never quite seemed empty-they had eaten well on the trip back. Of course, the Witch had put certain...stranger things in it than food, in her own sense of good humor. Once Slade had pulled out a pair of boots, of all things.

On instinct, he reached inside now, muttering the enchantment quietly. "Nourish my body for the long road to come...Nourish my soul for the black times to come...Nourish my heart, for the cold winter to come..."



Action: Reach into the Cornucopia once!

Then leave this room and enter the only door we have not taken yet.


OOC: A Thanks for the gift SC. :)

And for everyone who gives me a belated happy birthday, as well.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Taricus on November 05, 2011, 07:48:11 pm
Yerah, Happy birthday Dwarmin!
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: IronyOwl on November 05, 2011, 08:59:59 pm
Indeed, happy birthday, Dwarmin. :)


Claire grinned at the imp now controlling Malleus. It probably thought it was soooo clever, riding its invincible tank like that. But outmaneuvering a hulking knight was one thing; avoiding a determined pirate was another.

Dive tackle that imp off Malleus!
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Ahra on November 05, 2011, 09:07:58 pm
would it not simply face me (god thats embarrasing)  towards you? like 45kg of extra weight is pretty hard to move.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 05, 2011, 09:10:41 pm
Pff, poor Malleus, getting a glomp from Claire. :P Nah, she's got the best chance of getting it with her +4 movement. ^^^
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: IronyOwl on November 05, 2011, 09:22:23 pm
Heavy or not, you've still got a movement penalty, so I guess you're wearing slippery shoes or something. :P

Plus, I don't think the imp wants you falling on him.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Riccto on November 05, 2011, 11:15:37 pm
Well Happy Birthday Dwarmin.

Keep heading upward, Play around with the rock
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 06, 2011, 12:58:58 am
Happy late birthday Dwarmin !! :)
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Krath on November 06, 2011, 01:00:36 am
Happy late birthday indeed, Dwarmin.

Smack Imp #4 upside the head with my broom! SMACK IT, I SAY!
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Zako on November 06, 2011, 02:37:35 am
And the same from me, Happy late b-day!
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Ahra on November 06, 2011, 08:34:44 am
Heavy or not, you've still got a movement penalty, so I guess you're wearing slippery shoes or something. :P

Plus, I don't think the imp wants you falling on him.
i dont think it would survive that  :P
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Zako on November 06, 2011, 09:52:28 am
That makes it an excellent plan of attack then!
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 01:48:21 pm
Why Not :)

Name: Bryan Slade
Gender: Male
Appearance: Tall, Fit, Ashen hair w/Brown eyes
Background: The son of Owen Slade, Bryan was raised on tales of men named Greenmore and Weaver among others. Slade was a happy soul until his fathers murder at Dracula's hand. The formerly happy baby now only seeks revenge for his fathers unjust death. For a time he wanders until a mysterious woman gives him a book she claims will give him miraculous power. When he asks who she is she simply smiles and vanishes . He has begun his quest to kill Dracula and finaly avenge his father
Weapon: Mace
Armor: Chain-mail (Light)
Sub-Weapon: Magic Book: Earth
Profession: Warlock (+1 to all rolls involving combat magic) (15hp/25mp)
Skills: Avenging Soul (+1 to all attack rolls)
If SC and Dwarmin are ok with me referencing their characters to the wait list I go.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Ahra on November 06, 2011, 02:07:08 pm
hey! new guy.

welcome to the forums, you couldnt have chosen an better place to start  :)
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 02:13:32 pm
Thanks, Ahra. ^^^ I'm cool with Bryan, I'll let Dwarmin have a say before I put you on the waitlist though.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 03:25:42 pm
Thanks for the warm welcome guys. I'm an absolute noob at dice based games in general but it just seemed like a lot of fun.  :)
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 03:36:17 pm
Inexperience is no problem, I'm just happy people are interested in the game. You probably won't have to wait long since I'm increasing the player cap to 10 so you'll be the only one on the waitlist, and the stage bosses generally claim a PC, so... :3
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Dwarmin on November 06, 2011, 03:57:36 pm
That looks good. I guss Slade and that Vrajitoarea met more than once, resulting in a son. Since, generally monks don't get out much. :P
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 04:01:42 pm
O.O Dude, that's a good idea. You could be like a Warlock or something. :3
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 04:05:51 pm
O.O Dude, that's a good idea. You could be like a Warlock or something. :3

I was thinking about that. But the Magic using Characters have a certain way of getting themselves killed. I thought it would be nice to have some health.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 04:15:38 pm
Tell that to Malleus. :3 Nah, but when you come in you'll have 4, possibly 5 quest rewards, and you can use them for more HP. Or you can just have Warlock use Balanced HP/MP; I think that's 25 HP 20 MP, so that gets you a decent amount of both. If you don't want to change your character that's cool, I just like to think of these things.

@Everyone in General: I was originally going to go with just four towers then a fight with Death, then Dracula, but I think I might extend the castle a little more to give the new guys more time with their characters and possibly add a few more classic locations and bosses, like the catacombs. Y/N?
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Taricus on November 06, 2011, 04:18:16 pm
Y, FOR MORE OVERPOWEREDNESS!
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Dwarmin on November 06, 2011, 04:19:21 pm
I was thinking about that. But the Magic using Characters have a certain way of getting themselves killed. I thought it would be nice to have some health.

Even if you're not a glass cannon sorcwizlock, it could give some nice ideas for starting bonuses and items for your character. I've established said Vrajitoarea as a someone who likes to give gifts, heh-I think she would help her son.

Quote
@Everyone in General: I was originally going to go with just four towers then a fight with Death, then Dracula, but I think I might extend the castle a little more to give the new guys more time with their characters and possibly add a few more classic locations and bosses, like the catacombs. Y/N?

Yes! Epic game will go on forever.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 04:20:39 pm
lol. Even if there is sometimes too-long lag between turns, I'm going to see this through to the end even if it takes 1,000 turns.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 04:22:43 pm
Tell that to Malleus. :3 Nah, but when you come in you'll have 4, possibly 5 quest rewards, and you can use them for more HP. Or you can just have Warlock use Balanced HP/MP; I think that's 25 HP 20 MP, so that gets you a decent amount of both. If you don't want to change your character that's cool, I just like to think of these things.

@Everyone in General: I was originally going to go with just four towers then a fight with Death, then Dracula, but I think I might extend the castle a little more to give the new guys more time with their characters and possibly add a few more classic locations and bosses, like the catacombs. Y/N?

Oh that sounds good actually. Why not being a Heavy Hitter sounds fun anyhow. and as For extending the game why not. Sounds like fun to me..
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 06, 2011, 04:27:37 pm
Extend it, include every location from every game :P
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 04:31:39 pm
According to Order of Ecclesia you'd have to leave the castle then, since there's a monastery, a small town, some caves in the mount... wait... I thought this was Cv3 when it was actually OoE the whole time... o.O

In any case y'all should then prepare to go underground for the next choice of levels, since it'll be the Catacombs and the Mines, probably. :3
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 04:34:52 pm
According to Order of Ecclesia you'd have to leave the castle then, since there's a monastery, a small town, some caves in the mount... wait... I thought this was Cv3 when it was actually OoE the whole time... o.O

In any case y'all should then prepare to go underground for the next choice of levels, since it'll be the Catacombs and the Mines, probably. :3

I'm so happy I chose the Earth Book
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Krath on November 06, 2011, 04:47:28 pm
Y.

ENDLESS CASTLEVANIA, ENDLESS NIGHT.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 06, 2011, 04:48:55 pm
Off Topic: Nice Avatar Krath
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 04:54:01 pm
Off Topic: Nice Avatar Krath
this
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Riccto on November 06, 2011, 04:58:01 pm
EXTERMINATE The WORLD!!!

...of monsters.

Y
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 06, 2011, 05:08:31 pm
Another Off Topic Post:

@ Spartan - For some reason I am imaging you as Master Chief sitting at a computer drinking tea, and eating cookies. I don't know why
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: wolfchild on November 06, 2011, 05:41:54 pm
Welcome new dweller of the forums
and as for some more classic levels, you get a big Y from me
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 05:44:11 pm
Another Off Topic Post:

@ Spartan - For some reason I am imaging you as Master Chief sitting at a computer drinking tea, and eating cookies. I don't know why

Someone tell me how to sig a quote. I want this as my sig so hard it isn't even funny.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: wolfchild on November 06, 2011, 05:45:20 pm
quote the text, then copy the entire thing into you're sig in the profile
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 06, 2011, 05:47:57 pm
Oh yeah and thanks for the welcome WC and for the Tech help.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 06:12:09 pm
Picture posted for relevance: (http://img.photobucket.com/albums/v355/Static_Jester/MC1.png)
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: IronyOwl on November 06, 2011, 06:26:42 pm
"Jokes on you, noobs, Dracula is in a different castle!"
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 06, 2011, 10:06:00 pm
Still need [Grimmjow6th.]
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Krath on November 07, 2011, 11:19:18 am
"Jokes on you, noobs, Dracula is in a different castle!"

"Sorry Richter, but your lord of darkness is in another castle!"
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 07, 2011, 03:34:37 pm
"Jokes on you, noobs, Dracula is in a different castle!"

"Sorry Richter, but your lord of darkness is in another castle!"
"No he is standing right there behind the curtain."
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 07, 2011, 03:40:08 pm
IGNORE THE VAMPIRE BEHIND THE CURTAIN, YOU FOOLS1!1!!1!!1

PCs these days, always wanting to ignore directions and whatnot...
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Spartan on November 07, 2011, 04:25:21 pm
IGNORE THE VAMPIRE BEHIND THE CURTAIN, YOU FOOLS1!1!!1!!1

PCs these days, always wanting to ignore directions and whatnot...

SCREW THE RULES I HAVE A MAGIC BOOK
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 07, 2011, 04:58:57 pm
I only understand binary, 10010010111010 11011011001 011010011001
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 07, 2011, 05:02:25 pm
:<

*DDTs adwarf*
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 07, 2011, 05:08:04 pm
Thats not nice :(
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 07, 2011, 05:10:34 pm
Sorry. Just waiting. :\
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: IronyOwl on November 07, 2011, 05:12:28 pm
Maybe you should auto him for a turn? His actions are pretty much limited to "Loot" and "Follow" anyway, right? :<
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: adwarf on November 07, 2011, 05:21:04 pm
Maybe you should auto him for a turn? His actions are pretty much limited to "Loot" and "Follow" anyway, right? :<
Who are we missing an action from?
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: IronyOwl on November 07, 2011, 05:22:39 pm
Grimmjow6th. Since all the zombies are dead, that makes his possible actions kind of limited.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 07, 2011, 05:37:16 pm
I suppose I could. I'll give him another couple of hours.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Dwarmin on November 07, 2011, 05:48:33 pm
Yeah, I didn't like to auto people either, but letting one player hold up the game is a bad idea...lets you be lazy and not update. :P

Edit: Oh yeah, and I am not referring to SC here! It's only been like a day.

I was talking about myself being lazy heh.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 07, 2011, 06:01:00 pm
No offense taken, I'm guilty of it myself. In fact I'm guilty of it right now since I have some other stuff I want to take care of before running a turn... >.>
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: Zako on November 07, 2011, 08:31:12 pm
I don't think that there is much more to that room anyway, just have him auto-follow.
Title: Re: CvRTD: Turn 138 (Lightning and Control; Brainbuster and Gift)
Post by: SeriousConcentrate on November 08, 2011, 12:17:21 am
Got delayed by watching ModernDayAkatsukiMan's Clock Tower 2 LP (I never beat that game since there's like ten million ways you can fail and get a premature ending, and I wanted to see it all the way through), but I'm on the part before the last so when I'm finished with it I'll start on the turn. ^^^; Sorry for the hold up.
Title: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 02:22:19 am
MAGIC

Quote from: Zathyran Firsankh / Talarion: 57 (6)
Dualcast Lightning on closest imp (aside from the one on Malleus; Let Claire take care of that.)
Quote from: Malleus Raulat / Ahra: 25 (1)
break free
Quote from: Pierre Dé Grasse / Krath: 68 (1)
Smack Imp #4 upside the head with my broom! SMACK IT, I SAY!
Quote from: Claire Rosara / Irony Owl: 58 (5)
Dive tackle that imp off Malleus!
Quote from: Alora Moonsilver / Wolfchild: Autolast (7)
DYNAMIC ENTRY Fly in with an attack on the most damaged Imp

Quote from:  Imp 1 / SeriousConcentrate: 24
If still in control, make Malleus smack Claire for attempting a removal. If not, stab Claire anyway for attempting a removal!
Quote from:  Imp 2 / SeriousConcentrate: 79
Keep attacking Malleus!
Quote from:  Imp 3 / SeriousConcentrate: 6
Avenge Imp 5's death, stab Zathyran in the face!
Quote from:  Imp 4 / SeriousConcentrate: 44
Keep shooting them wind blades at the witch!

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Reach into the Cornucopia once!
Quote from: Biernat Hara / Riccto
(Being forced to follow Greenmoore first) Keep heading upward, Play around with the rock
Quote from: Frenz Grende / Grimmjow6th
Be auto'd due to popular demand.
Quote from: Tariq al-Sayyid / Taricus
Be discovered chained to the wall.
Quote from: Alexander Sylias / adwarf
Be discovered chained to the wall.


Imp 2 floated in front of Malleus, and the imp controlling him made him leave himself wide open for the attack. (autohit; 6+1 Major Success, 2d4; 8 damage) It stabbed him in the shoulder, between where the plates of his armor met, and drew blood. (8+1 vs 4; 7+1 Massive Success, 2d6x2 damage; 14 damage) Pierre's broom suddenly caught Imp 4 flush across the body, and it went spiraling back into a wall where it hit with a powerful impact and slid to the floor upside down, landing squarely upon its head! (4+4 vs 3+3) While the imp was busy maneuvering Malleus into position to get hurt, Claire had been creeping up on it... and she pounced upon it like a cat, grabbing it by the wings and ripping it away from Malleus! The knight was free!

Zathyran (4) turned to imp Pierre had just knocked senseless and fired a blast. (-4 MP. 1+2 vs 6. 8+2 vs 1; 6+2 Massive Success, 2d10x2+50% + 1d10x2+50%; 21+24=45 damage and 4x overkill) It was a bit like bringing a battering ram down on a soup cracker, he reflected as the imp was shocked to death instantly. The thing never stood a chance. Malleus, now recovered, turned to the imp that had been controlling him. (3+2 vs 3; 8+3 Critical Success, 2d6x2+75%; 35 damage) Understandably angry at being used, he raised his warhammer in both hands and slammed it straight down. Claire, who had still been wrestling with the imp, shoved it into the path of his blow and rolled away just before his hammer came down and crushed it against the ground with a rather sickly squelching sound. Something internal had definitely been destroyed by that... but it still threw its pitchfork at Claire regardless. (7+3 vs 2+2; 8+1 Critical Success, 2d4x2+25%; 15 damage) Despite its massive injuries, its pitchfork was launched with impossible strength and accuracy and caught her in the stomach quite painfully. Meanwhile, Imp 3 was coming for the mage! (4+3 vs 1; 7+1 Massive Success, 2d4x2; 4 damage. -__-) It attempted to stab him in the eye, but Zathyran ducked away at the last second and it instead raked three parallel furrows on his forehead. Painful and bloody, yes, but no real lasting injuries would come of it.

Suddenly, a tall woman in leather armor entered the room and, assessing the situation quickly, moved to attack Imp 1! (7 vs 2; 8+1 Critical Success, 2d6x2+25%; 30 damage and 6x overkill) She spun her odd weapon once and brought it down in a decisive blow, finishing the small flying demon off once and for all... (Alora Moonsilver has joined the party! Introduce yourself however you want. ^^^)

In the Tower of Science, Friar Greenmoore decided to test out his new item and reached in. (-1 MP. 53) When he drew his hand out, it was holding a leg of chicken that had been fried and covered in a beer-based batter. The friar nodded to himself as if that was about what he had expected, then tucked it into his robe and tried the only door left. Biernat and Frenz followed. (Greenmoore gains: Fried Chicken Leg! It's food, so restores 1d6 HP when consumed.) The room was furnished like a waiting room; probably as a sick joke considering that each wall was lined with manacles, a corpse hanging from every one. The party was about to turn and leave when one of the corpses moaned and started moving. Frenz immediately ran over and punched the corpse, just in case it was a zombie, and was rewarded with a very human "ow!" as (even/odd: 4) Tariq woke up fully. Frenz himself started rubbing his hand to relieve the pain of punching a steel helmet as the one next to the watchman started to stir as well.

Biernat, (5+2 vs 6; 5+2 vs 6) with the calm strength expected of him, broke their manacles open with his bare hands. Tariq and Alexander stood up, rubbing their wrists from where they had been hanging for the better part of the day. While the others made their introductions, the giant sat in one of the comfy chairs and started playing around with his rock. (7) He taught it to roll over with the help of a gentle push and how to play dead. He was feeling very pleased with himself indeed. (Tariq al-Sayyid and Alexander Sylias have joined the party! It's assumed that Tariq knows Alexander is a werewolf and has a measure of trust in him since they were working together before being captured. After you all get introduced, you'll move upstairs, but you can search this room too if you want.)

Spoiler: Status (click to show/hide)

Posting here to make sure I got it right (and give you three a chance to reconsider if desired) before I post up stats:

Taric's quest rewards: Electric Bow, Jannah Ink (applied to weapon/subweapons to make them deal holy damage for one turn); (Skill) Ranged Specialist (+2 to Ranged accuracy; -1 to Melee accuracy); I don't remember the last one, sorry... ^^^;

adwarfs quest rewards: +5MP; the other three rewards go to a Lv3 Rifle

wolfchild's quest rewards: Artifact: The Bloodmoon Gloves [On Major or above successes, 1/2 the damage inflicted by a melee attack is returned to Alora as MP; these gloves only work in human form.]; (Skill) Unfettered: +1 Move rolls; (Skill) Toughened Hide: -1 damage taken from attacks (originally was -1 to damage rolls from enemies, but that's more class evo territory than skill); (Skill) The Beast Within, +1 to damage Rolls

Finally, here are the evos you guys get to choose from. Remember you have four 'points' to spend and it takes two points to get any Lv2 besides the basic class Lv2.

Spoiler: Either Lycanthrope (click to show/hide)
Spoiler: Alexander only (click to show/hide)
Spoiler: Alora only (click to show/hide)
Spoiler: Tariq al-Sayyid (click to show/hide)

Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Taricus on November 08, 2011, 02:30:35 am
Forth Quest reward: Upgraded Sword

Class Evolutions:
Desert Watchman
Desert Watchman Lv2
Town Watchman Level 2
Sentry of the Dunes

"Damned frank! Uncultured like the rest of you mongrels..."
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: wolfchild on November 08, 2011, 02:52:24 am
Tarric, you get 4 evos

As for Alora's Evos

Lycanthrope Level 2
Wolf of the crystal Chalice 1 (suck it ghosts)
Calmed Mind Level 1 (suck it imps)
Hide of the Wolf Level 1

"Well it seems I bumped into you at the right time, Before you ask, we can exchange pleasantries with each-other AFTER the imps here are dead" Alora then proceeds to twist an imp's pitchfork out of it's hands by trapping it between the two "prongs" of her weapon, and twisting
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Taricus on November 08, 2011, 02:54:58 am
Wait, I get four evos total, or do second level ones take 2 Evos?
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 03:00:56 am
wolfchild's got the right of it, you have one more 'evo' point to spend, so you can grab one more lv1.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Talarion on November 08, 2011, 06:03:07 am
Zathyran threw more lightning about at the closest imp he could find, before writing 'These imps do indeed have some for of weakness to magic. Intriguing.' in the grimoire of the wanderer.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Ahra on November 08, 2011, 06:52:28 am
"Why do i always meet people in this way?", malleus muttered as he tried to freeze an imp in an pillar of ice: both uses if it gives an bonus
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: wolfchild on November 08, 2011, 09:44:22 am
Also thanks for having my character come in with a dynamic entry, it basically went exactly how I imagined Alora would be introduced (providing it happened while the imps were still being fought)
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Dwarmin on November 08, 2011, 12:12:56 pm
Welcome to the game all everybody. :P

Quote
Frenz immediately ran over and punched the corpse, just in case it was a zombie

Totally in character. :P

----------

The Friar appraised both men silently. The middle-eastern looking one was no mere civilians-he was a warrior. The other...something was off about him, but he could not place what it was. He remained cautious-traps had been set before like this for the Brothers.

"Glad to see you out of those chains, brothers. Now, tell me-how did you end up here? Who are you? I suppose we've hardly time for lengthy introductions, but this is a dangerous place, as you must know."
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 12:19:24 pm
Well, when you get auto'd, your character is left up to my interpretation... but yeah, I thought that was what Frenz would do too. :P Greenmoore would be more likely to sprinkle some holy water and I've already got a mental image of Biernat as Andre the Giant's character in the Princess Bride, and if he hit one of them he'd accidentally hit really hard. (...I need to figure out an effect and give him a 'Brute Squad' evo option after the next boss. :3)
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Taricus on November 08, 2011, 12:20:18 pm
"Bah. That dog Dracula caught us, placed us here to rot. That coward shall get what Allah demands of such foul creature!"
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Dwarmin on November 08, 2011, 12:36:58 pm
"I'm pleased to meet another warrior of God. You can call me Friar Greenmoore.

Fear not my affiliation-I serve neither church nor chantry, and the flock I protect is Humanity itself."


Action: After greetings, Friar Greenmoore votes to move on-also, he gingerly salts his chicken. Tasty!
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Ahra on November 08, 2011, 12:42:02 pm
"Bah. That dog Dracula caught us, placed us here to rot. That coward shall get what Allah demands of such foul creature!"
uum, the crusades are still going im pretty sure you know?
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 12:44:28 pm
Nope, I checked. The first crusades ended some thirty years ago and the next ones aren't going to start for awhile.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Dwarmin on November 08, 2011, 12:45:55 pm
Pretty much, only Friar Greenmoore would remember them vividly. He might even have taken part in them, but I have not fleshed out all his backstory yet heh.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Ahra on November 08, 2011, 01:45:44 pm
good, now remember taric, DONT PREACH FOR ANYONE!!! yes i still remember that...
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 01:50:00 pm
??? Can you elaborate?
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Ahra on November 08, 2011, 01:53:44 pm
oh nothing special, an rtd, the idiot started preaching the glory of allah in the hyper extremist christian space station, as another security guard i tried to break it up (aka smash his face in, he broke the law as he started it according to me) then Trol lan shot me. and they killed the bartender.  >:(
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 01:55:10 pm
Ah, ok...
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Grimmjow6th on November 08, 2011, 03:00:36 pm
Stand silently and move with the rest of the group.
Sorry, it slipped my mind :P
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: adwarf on November 08, 2011, 03:54:01 pm
Alexander looked at the Friar with a look of distrust, and whispered to Tariq "Remember my secret is mine to reveal, and I ask that you tell no one." With that Alexander simply nodded at the Friar before turning away from him, and stalked a little way away from the group.

Follow the others, but stay a little way from them making sure I am close enough to be there in a moment's notice if need be.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Taricus on November 08, 2011, 03:55:34 pm
"Alright. But only because you saved me from those falling zombies..."

Follow the group, keeping an eye out for anything unusual.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Dwarmin on November 08, 2011, 03:57:57 pm
Friar Greenmoore thought that was...sort of suspicious...well, a true minion of the Count would have been more subtle, right?

"You two are free to join us for as long as you wish. Though, we do not seek escape from this place, but the heart of evil itself. I hope you know what you are getting into."
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: adwarf on November 08, 2011, 04:05:17 pm
Alexander turned his head, and replied to the Friar "That is precisely where I wish to go for the heart of the castle will bear the foe I wish to face, and once slain I will have freed my people. The question is Friar are you prepared for the road ahead, for it will be one thick with death. Will you still walk this path when you know you may die here, and have your soul disappear from existence?"
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 04:06:45 pm
*picks up adwarf, gives him a card reading 'four evos', and sets him down in front of a book with a few in it*

Spoiler: Werewolf Evos (click to show/hide)

Spoiler: Alex-Specific Evos (click to show/hide)
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: adwarf on November 08, 2011, 04:10:12 pm
I was thinking  :D

Evos:
Devourer Lv. 2
True Beast Lv. 2
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 08, 2011, 04:22:12 pm
All well and good then. :3 *picks adwarf back up, sets him where he was like nothing ever happened*
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: IronyOwl on November 08, 2011, 09:06:07 pm
Murder imps.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Dwarmin on November 08, 2011, 09:21:05 pm
Alexander turned his head, and replied to the Friar "That is precisely where I wish to go for the heart of the castle will bear the foe I wish to face, and once slain I will have freed my people. The question is Friar are you prepared for the road ahead, for it will be one thick with death. Will you still walk this path when you know you may die here, and have your soul disappear from existence?"

Greenmoore laughed at that-a rare occurence. The impudence of the strange creature was amusing...in a morbid sort of way.

"Look at my face. Do you see these lines and scars? For, there a hundred that never healed. For my life, I have seen my friends die in many different ways-and every one of them was greater than I was. I survived because they were faster, better...braver then me. You look upon an old man who has come to the realization he did not survive because he was the strongest, but because he was the weakest.

And now, I am all that is left. I am the final sacrifice that will be needed. Even if I die and become corrupted before I can reach the Count...I have but furthered the cause, and defied Evil as best I could.

I can say with no regets, that I know death more intimately than you ever will, young man. I have seen it, and I have spit in its hoary eye and laughed-and one day there will be a reckoning for me, long overdue.

I know my soul is prepared for whatever end. How's yours?"


The Friar smiled. He hadn't given such an impassioned speech in awhile.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: adwarf on November 08, 2011, 09:32:12 pm
"My soul has been damned for a long time Friar, and my fate is far worse than yours though I know that my soul will perish, and I will fade from existence. What I do not know is if I will achieve my goal, or manage to allow one of my allies to achieve it for even if I must walk the halls of this castle for eternity in payment then I will slay Dracula."

Alexander took a deep breath, and then continued

"That is my purpose for I am alone in this world for none, or few of my people are free, and those that are free either lay in chains, or hiding. I do not doubt your soul I prepared for the end for yours has a place to go, but how would you feel if you knew you would fade into nothingness in the end ?"

Upon finishing Alexander sat on the floor, pulled his hood up over his head, and took out a short pipe. He hurried about getting it lit, and took several puffs, the faint glow of the burning tabac making his eyes glow, and seem that of a feral beast trapped in a dark cage from the mixture of light, and feelings that can be clearly read from what little of his face that showed out from under the hood.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Krath on November 10, 2011, 01:06:50 am
New computer get. My old one broke down.

BASH IMP #3 UPSIDE THE HEAD! NOOOOOOOOOOOW!
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 10, 2011, 01:16:53 am
>.< That sucks, dude. Hopefully your new one's cool, though.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Talarion on November 10, 2011, 01:36:06 am
So, going completely off topic, I just got TES V: Skyrim. So happy.




Atleast untill I put the disk in my computer, had to register it with Steam and get the message 'Cannot Install because this game hasn't been released yet.'

Cue Rage-face. :(

Anyways, nevermind that offtopicness. Is that everyone? Or are we waiting on someone.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 10, 2011, 01:39:32 am
Flat What for Skyrim, and I dunno. We got all of Team Science except for Riccto (I think) but if not then his action from last turn can easily carry over, and I think Krath was the last person on Team Magic? Anyway, have some patience, dude. I'm probably not going to write a turn tonight cause I've been up for a long time today and am going to get some sleep soon. >.>
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: IronyOwl on November 10, 2011, 01:56:44 am
Good night, Serious. Try to get more regular rest. >_>
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 10, 2011, 02:01:32 am
Yeah, I know. *sigh* I just have this odd cycle where some days I can stay up for 25-30 hours on two of sleep, and some days when I have nothing to do or nowhere to be I can sleep straight through it. :\ It'd be nice to be on a regular 16/8, 15/9, or 14/10 split. Also, Tal should write an angry letter to Bethesda about their stupid ass DRM. Really, why would they sell a game and then claim it's not out yet? ::) If it wasn't for the modding community I'd never get games for the PC... Ah well. Good night, y'all.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: wolfchild on November 10, 2011, 03:37:50 am
Its because the bastards have some exclusive release deals with some distributes in Australia, they get more money and we have to wait!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Talarion on November 10, 2011, 03:59:02 am
Aye... And yeah, I was just wondering. I didn't mean 'Do turn nao!' >.> Sorry if it came out like that.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Dwarmin on November 10, 2011, 04:30:29 am
Do turn nao!  >:(

Spoiler (click to show/hide)
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Riccto on November 10, 2011, 07:13:02 am
Shrug at his new compatriots, offer a small wave as he continues to trudge upwards
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Ahra on November 13, 2011, 01:53:40 pm
back to ze front page  :P :3
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 13, 2011, 03:09:04 pm
Since when were you French? :P Anyway, yeah. I'll run a turn for both my RTDs tomorrow. Today I'm taking a break while everyone's enjoying Skyrim (and getting some work done on a third project).
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Spartan on November 13, 2011, 03:14:39 pm
Since when were you French? :P Anyway, yeah. I'll run a turn for both my RTDs tomorrow. Today I'm taking a break while everyone's enjoying Skyrim (and getting some work done on a third project).
Am I the only one here who doesn't have Skyrim yet? :(
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 13, 2011, 03:15:51 pm
Hey, I don't. ^^^ I don't plan on getting it until the GOTY edition comes out, as it inevitibly will... or until I both have the cash and a lack of will power...
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Darvi on November 13, 2011, 03:17:02 pm
Am I the only one here who doesn't have Skyrim yet? :(
Nope.

Also, am I still going to be a boss?
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 13, 2011, 03:20:58 pm
Yeah. When you vanished (and I didn't know if you were ever coming back) I decided after a couple of weeks to kill Wymar off via apathy so he could be that boss you wanted. That way I could let someone else into the game and if you came back you could be boss Wymar, although the next two bosses are set so he won't show up for awhile.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Darvi on November 13, 2011, 03:22:05 pm
Eh 'scool. That area doesn't appear until mid- to endgame anyway afaik.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Spartan on November 13, 2011, 03:28:52 pm
Yeah. When you vanished (and I didn't know if you were ever coming back) I decided after a couple of weeks to kill Wymar off via apathy so he could be that boss you wanted. That way I could let someone else into the game and if you came back you could be boss Wymar, although the next two bosses are set so he won't show up for awhile.
Speaking of which how close are we to the boss fights?
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: Darvi on November 13, 2011, 03:29:49 pm
How many turns has it been since the last one again?
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: SeriousConcentrate on November 13, 2011, 03:36:44 pm
Turn 139 - Turn 128 = 11 turns since Malakai. As for current countdown until a boss fight, probably a little while. Everybody's still only on the first floor of their respective towers, which I had originally planned for ten floors but since I'm expanding the castle slightly I think I'll bust them down to five, but make each floor bigger.
Title: Re: CvRTD: Turn 139 (Powerful Strikes; New Allies)
Post by: wolfchild on November 13, 2011, 05:32:58 pm
I'm just going to put in my litte bit,

SKYRIM, SKYRIM, SKYRIM, SKYRIM, SKYRIM, SKYRIM, SKYRIM, SKYRIM, SKYRIM, !!!!!
Title: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 14, 2011, 03:16:42 pm
Skyrim-based break is over, and on that note: why, wolfchild? :(

MAGIC

Quote from: Zathyran Firsankh / Talarion: 87 (7)
Zathyran threw more lightning about at the closest imp he could find, before writing 'These imps do indeed have some for of weakness to magic. Intriguing.' in the grimoire of the wanderer.
Quote from: Malleus Raulat / Ahra: 77 (2)
"Why do i always meet people in this way?", Malleus muttered as he tried to freeze an imp in an pillar of ice: both uses if it gives an bonus
Quote from: Pierre Dé Grasse / Krath: 71 (1)
BASH IMP #3 UPSIDE THE HEAD! NOOOOOOOOOOOW!
Quote from: Claire Rosara / Irony Owl: 85 (1)
Murder imps.
Quote from: Alora Moonsilver / wolfchild: 74 (1)
"Well it seems I bumped into you at the right time, Before you ask, we can exchange pleasantries with each-other AFTER the imps here are dead" Alora then proceeds to twist an imp's pitchfork out of it's hands by trapping it between the two "prongs" of her weapon, and twisting

Quote from:  Imp 2/ SeriousConcentrate: 59
Attack the womenz! Go for Claire!
Quote from:  Imp 3/ SeriousConcentrate: 88
Attack the womenz! Go for Alora!

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Talk to Alexander, salt chicken, advance onwards
Quote from: Biernat Hara / Riccto
Shrug at his new compatriots, offer a small wave as he continues to trudge upwards
Quote from: Frenz Grende / Grimmjow6th
Stand silently and move with the rest of the group. Like a baus.
Quote from: Tariq al-Sayyid / Taricus
Follow the group, keeping an eye out for anything unusual.
Quote from: Alexander Sylias / adwarf
Talk to Greenmoore, light pipe, advance onwards


Despite the appearance of a new challenger, Imp 3 was unfazed and went right for her! (7+3 vs 4; 1 Massive Failure, counterstrike; 8+1 Critical Success, 2d6x2+25%; 15 damage) But Alora was more than ready for it and thrust her lajatang out, catching its throat in the 'arc' between one of the crescent blades and slamming it against the wall! (-2 MP. 6+2 vs 1; 6+2 Massive Success, 2d10x2+50% + 1d10x2+50%; 36 + 9 = 45 damage and kill) While it was pinned to the wall, Zathyran channeled lightning into his palm and pressed it against the imp's chest, finishing it off in his usual manner. While everyone focused on the other imp, he casually found a place to sit and make a notation in his book about the general weakness of an Imp to magic.

Seeing one Imp left, Claire went stab-happy! (7 vs 1; 7+4 Critical Success, 2d6x2+75%; 28 damage and 14 regen) She impaled the imp, headbutted it off of her blade, then slashed it again as it fell back. Malleus, sensing an opportunity to try out his new book, went for it! (-4 MP. 2+2 vs 4 (6+2 vs 8) (3+2 vs 4); Minor Success, 1d6+50%; 6 damage. 8+2 vs 3; Massive Success, 2d6x2+50%; 24 damage. 30 total and 2x overkill) He punched the ground and an icicle emerged under the imp, impaling it and freezing it solid. He immediately followed it up by summoning a large block of ice and launching it at the imp, shattering it into a thousand pieces. Everyone observed the result as Malleus shook his hand, a cold mist still rising from his gauntlet from the extreme chill of his spell.

"Definitely weak to magic," Zathyran noted dryly, closing his book and putting it away.

In the other tower, the larger members of the party were watching the new ones; Frenz silently, Biernat quizzically. Tariq, as could be expected, was none too happy about getting dinged upside the head by a large Slovakian nobleman first thing upon awakening and was quick to mumble about 'uncultured savages' as he took in his new companions and surroundings. Alexander and Desmond engaged in a minor verbal scuffle about faith and how far they were prepared to go for the sake of their mission; while doing so, Greenmoore sprinkled sea salt on his chicken leg and Alexander lit his pipe and pulled the hood of his tunic up to hide his face - save for what was illuminated by the soft glow of the embers of his pipe, of course.

(Tariq: 8.) "Ah. Here it is," the watchman said, kicking aside a dead body. His lucky arrow had fallen out of his quiver while he had been unconscious, but he had been sure it was in the vicinity. (Tariq gains: Tariq's Lucky Arrow! Once per fight, Tariq can use this arrow in one of his bows. It takes one MP but guarantees a Massive Success, although this does not count as an 8.) It was different from his other arrows in the fact most were made of darkened wood but the shaft of this one was a very pale, silverish sort of color, with a black feather instead of a brown one. He tucked it away. While Desmond and Alexander talked, Frenz and Biernat led the five back out to the main room and up the stairs to the second floor.

This, instead of a large circular hallway, appeared to be cross-shaped. There was a door on either side of them immediately after reaching the landing, and past the intersection appeared to be another set of doors. Where did they want to go?

Spoiler: Status (click to show/hide)

I forgot about Dre eights. Ahra has two skill ups (3 in a row and 4 in a row) and wolfchild has one skill up (two in a row). ^^^;
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: wolfchild on November 14, 2011, 07:37:43 pm
I will level up Thought into action

"So the imps are dead, I think we should get to know each-other, provided we are sticking together why are you here?"

While asking that, Alora examines the exits of the room
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Taricus on November 14, 2011, 07:42:37 pm
Tariq took a breath, then opened the door to his left.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 14, 2011, 07:42:49 pm
All right, done.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: adwarf on November 14, 2011, 08:07:13 pm
Follow Tariq

"I hope you know what you are doing my friend." Alexander said as he took a deep breath, and followed Tariq holding his Bastard Sword in one hand like it was a normal sword.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Riccto on November 14, 2011, 08:57:45 pm
Head rightward with pistol in hand
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 15, 2011, 01:30:10 am
To all of my players who have been on today (other than Riccto, adwarf, wolfchild, and Taricus of course) and I know at least one of you have been...

(http://img.photobucket.com/albums/v355/Static_Jester/YUNO.png)
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Ahra on November 15, 2011, 01:35:35 am
sorry, i have quite the need for sleep right now, "well il be in the next room, can i just read that book you found first?"
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Talarion on November 15, 2011, 01:43:14 am
Been playing Skyrim/AC:Revelations, so excuse my lateness of turn.

Zathyran nodded, before standing up and bowing slightly. "Zathyran, Mage and Hunter of the Night. It's truly a pleasure to meet you..." He said grandiosely to Alora, before he started following the Pirate. Nothing better to do, aye?
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 15, 2011, 01:59:03 am
Skyrim AND AC:R?

...

I hate you so much right now. ;)
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Talarion on November 15, 2011, 02:57:15 am
I know, right? I've had many declarations similar to that directed at me.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 15, 2011, 03:05:35 am
I'm actually more jealous about AC:R than Skyrim tbh. I mean Skyrim's probably awesome but I know I'll just experience my standard RPG syndrome of make character, get two hours into story, make new character... Hope you have fun with those, though. ^^^
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Darvi on November 15, 2011, 03:09:57 am
The thing with Skyrim is how long it takes to switch into a different application midgame. As a frequent and habitual multitasker, this annoys me to no ends.

Or maybe my PC is jus' crap.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 15, 2011, 03:20:45 am
Yeah, but your PC can actually run Skyrim, so guess what Darvi?  :'( for the nine millionth time.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: wolfchild on November 15, 2011, 03:44:35 am
Talarion, I have been playing Skyrim too, and i still got a turn in,

"Nice to meet you good hunter, I too am a hunter of fiends"
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Darvi on November 15, 2011, 04:09:53 am
Yeah, but your PC can actually run Skyrim, so guess what Darvi?  :'( for the nine millionth time.
I should keep a tally or something.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 15, 2011, 04:13:19 am
I think I'll count, actually, and edit it into this post.

EDIT: Nevermind, apparently you can't run a search for smileys (and I tried the text version, too). Off the top of my head I would say realistically it's been about five times though.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Krath on November 15, 2011, 04:28:52 am
Summon my Imp.

See if I can teach it to do tricks.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Dwarmin on November 15, 2011, 06:33:38 am
OOC: I was totally not putting it off!

Let us search the adjoining rooms...

Friar Greenmoore takes right door, motioning for Frenz or Biernat to follow
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Spartan on November 15, 2011, 06:46:02 am
AC:Revelations
Wait it's out?! FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Talarion on November 15, 2011, 08:46:29 am
AC:Revelations
Wait it's out?! FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Aye it is. Atleast, here in Australia :3
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Zako on November 15, 2011, 09:00:17 am
Yeah, my sis was seriously pissed off that she couldn't get her PC version of it today, despite her pre-ordering it. The shop has all the console versions, but she has to wait 2 weeks for AC:R on PC to arrive. I feel for her.  :'(
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: IronyOwl on November 15, 2011, 10:05:37 am
Where's Team Magic again? We just finished looting a room and then imps came in, right? So now we're going to go back and... down the stairs? Or was there another door?

Normally I'm not this lazy, but a bit pressed for time at the moment.


Claire moves onward, looting as she goes.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Ahra on November 15, 2011, 11:47:38 am
i upgrade bulwark to activate on an 1d4 of 4 instead of 1d6 of 6
and i create "Used to hinderred movement" aka +1 movement

also revelations? choke on the game talarion ...
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 15, 2011, 12:07:09 pm
OK, I'll make those edits.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 16, 2011, 01:23:16 pm
Bumping mah own RTD back to the first page; still need Grimmjow6th. And don't tell me to auto him, it's kind of important to know whether he's following Tariq & Alexander, Biernat & Greenmoore, or going his own way.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Dwarmin on November 16, 2011, 03:06:11 pm
Yeah...where are you Grimmjow?!

I don't wanna call for a player removal yet...  :(
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 16, 2011, 03:15:18 pm
He hasn't been on in six days/the night before Skyrim came out so I'm going to blame that on his absence. I'll give him a little longer, I guess.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Grimmjow6th on November 16, 2011, 04:01:03 pm
woot, finally defeated dat dragon. anyways.
Stay with the group, keeping an eye out for anything....out of the ordinary....well, as out of the ordinary as you can get in this land.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Dwarmin on November 16, 2011, 04:02:57 pm
@Grimmjow: The Group SPLIT, that's why we cannot auto you.  :P

Just say you go right, heh.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Zako on November 16, 2011, 08:35:55 pm
Which way are you going dude, left with your new buddies, or right with your older ones?
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Grimmjow6th on November 16, 2011, 11:01:31 pm
lets stick with my old buddies.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 16, 2011, 11:10:10 pm
Aight. Turn may be up tomorrow; I have to turn in early tonight 'cause I gotta be up before seven to pick up a car. @_@
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Powder Miner on November 17, 2011, 07:31:57 pm
Ooh Waitlistception me! Please! Please!

Even though I've never played the game >.>
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 17, 2011, 07:41:36 pm
No problem, Powder. Want to pre-plan your character? Also, turn in a bit. I need to check RtASL and finishing doing some o the laundry. ^^^
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Powder Miner on November 17, 2011, 07:44:47 pm
Sure... Lemme PM you...
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 17, 2011, 07:47:34 pm
No problem, I usually handle character work that way. ^^^
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Powder Miner on November 17, 2011, 07:50:12 pm
Err... sorry for spamming you with pms, SC... I kinda thought of ideas AFTER I PMed you...
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 17, 2011, 07:59:43 pm
Again, it's all good. No worries. :P
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 17, 2011, 08:37:26 pm
Hmm. While talking with Powder about his character, something occurred to me. It's impossible for almost all of the PCs and enemies to roll Massive Failures (since most have at least +1 to damage) on damage rolls, meaning only Pierre and Tariq can get counter-attack opportunities. What do you think about me ruling that a 1 is a 1, no matter how much +damage you have? With the change, Alexander currently has the greatest damage potential (+2 Class Evo +2 Skill and potentially +3 Werewolf Attack and +1 Frenz's Inspiring Noble for a total of +8) so even if he rolled a 2 he could still do a lot of damage; he'd only have to worry about a 1. Currently I'm very much in favor of this, but I want to get some feedback ( or at least warn y'all :p) before I implement the change.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Powder Miner on November 17, 2011, 08:46:18 pm
Oh, that'd be great.

Although I imagine the consequences of a 1 would be very bad for my char's weapon...
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Dwarmin on November 17, 2011, 09:07:44 pm
I'd approve it.

One of Greenmoores old skills gives counter immunity from ghostly enemies, which he has never used before for some reason. :P
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 17, 2011, 09:11:52 pm
Because he's not in his tower yet. :P Seriously though, the Catacombs and the Clock Tower particularly will have more ghost antagonists and flying medusa heads over bottomless pits.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 17, 2011, 11:52:18 pm
I BLAME DRAIGNEAN FOR NOT RUNNING A TURN YET. :P TNA is on tonight as well so I'm about to get around to watching that soon; hopefully after that's over I'll still be awake enough to run one.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Krath on November 18, 2011, 05:21:06 am
Hmm. While talking with Powder about his character, something occurred to me. It's impossible for almost all of the PCs and enemies to roll Massive Failures (since most have at least +1 to damage) on damage rolls, meaning only Pierre and Tariq can get counter-attack opportunities. What do you think about me ruling that a 1 is a 1, no matter how much +damage you have? With the change, Alexander currently has the greatest damage potential (+2 Class Evo +2 Skill and potentially +3 Werewolf Attack and +1 Frenz's Inspiring Noble for a total of +8) so even if he rolled a 2 he could still do a lot of damage; he'd only have to worry about a 1. Currently I'm very much in favor of this, but I want to get some feedback ( or at least warn y'all :p) before I implement the change.

More counter-attack opportunities?

(http://www.mnhs.org/places/historycenter/exhibits/music/images/soundslogo200.jpg)
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: wolfchild on November 18, 2011, 07:15:15 am
Agreed on the counter-attack thing I have an idea i like more but it would involve more rolling so thats all I will say
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 18, 2011, 10:37:36 am
Agreed on the counter-attack thing I have an idea i like more but it would involve more rolling so thats all I will say

While I'm generally leery of more rolling, I am still at heart a curious cat and you must now elaborate. That's the price you pay for saying you have an idea. :P
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: wolfchild on November 18, 2011, 03:42:21 pm
If they got a 1 and they would not have crit failed with their bonus, roll another dice (probably slammer than d8) and if that one gets 1 then there is a counter attack.

This is inspired (but greatly changed) from D&D 3rd-ed's confirming of criticals
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: Powder Miner on November 18, 2011, 06:11:38 pm
Eh, if I may pitch my opinion, I think that's a bit too low of a chance- just failing 1-level-hard enough should be good.
Title: Re: CvRTD: Turn 140 (Imps on Ice; Lucky Arrows)
Post by: SeriousConcentrate on November 18, 2011, 06:38:26 pm
I am still at heart a curious cat and you must now elaborate. That's the price you pay for saying you have an idea. :P

I'm dead serious about that, by the way. If you have an idea, go ahead and tell me what it is because even mentioning you have one means I'm going to ask you what it is anyway. Regardless, I agree with Powder; pretty much everyone has +1 or more to their Damage rolls by now, so you already have less chance of missing, but this way there will always be a 1 in 8 / 12.5% chance you can be countered. I mean, before the change Alexander, Claire, and Frenz could not fail at hurting the target on a hit (at the very worst they would end up with a 5, or a Minor Success) but this way is a little more fair to those who don't have such good damage boosts, like Tariq, Alora, and Pierre. The former three will still have a 87.5% chance of damaging the target which is pretty nice all things considered, and Pierre (who has the highest damage bonus of the latter three) has a 75% chance of dealing a little damage. It balances out. ^^^

EDIT: Turns out not everyone in RtASL has posted yet, so working on turn now.
Title: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: SeriousConcentrate on November 18, 2011, 08:48:51 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion
Zathyran nodded, before standing up and bowing slightly. "Zathyran, Mage and Hunter of the Night. It's truly a pleasure to meet you..." He said grandiosely to Alora, before he started following the Pirate. Nothing better to do, aye?
Quote from: Malleus Raulat / Ahra
"well il be in the next room, can i just read that book you found first?"
Quote from: Pierre Dé Grasse / Krath
Summon my Imp. See if I can teach it to do tricks.
Quote from: Claire Rosara / Irony Owl
Claire moves onward, looting as she goes.
Quote from: Alora Moonsilver / wolfchild
"So the imps are dead, I think we should get to know each-other, provided we are sticking together why are you here?" While asking that, Alora examines the exits of the room. & to Zathyran: "Nice to meet you good hunter, I too am a hunter of fiends"

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore takes right door, motioning for Frenz or Biernat to follow
Quote from: Biernat Hara / Riccto
Head rightward with pistol in hand
Quote from: Frenz Grende / Grimmjow6th
Stay with Greenmoore and Biernat, keeping an eye out for anything....out of the ordinary....well, as out of the ordinary as you can get in this land.
Quote from: Tariq al-Sayyid / Taricus
Tariq took a breath, then opened the door to his left.
Quote from: Alexander Sylias / adwarf
Follow Tariq.


Somehow, Pierre is able to sense that the giant the party took in yesterday taught a rock how to do tricks, and (s)he'll be damned if (s)he's going to let some newcomer upstage (her) him! If Biernat can teach a rock tricks, then surely (s)he can teach the Imp a few! Pierre summoned it and pointed at a table. "Sit!" (6+1) "Yes, Mistress," the Imp said, obediently flying over and sitting on the edge. "Shake!" (3+1) The Imp reached over and shook a relevant part of Pierre's anatomy as commanded, causing (her) him to blush profusely. "That's enough..." (s)he said, banishing the Imp back to where it came from. (Claire: 5; 2.) Somehow Claire was able to completely ignore everything going on in that part of the room and left, picking up a bag of gold from an Imp's corpse as she passed it.

Meanwhile, Zathyran and Alora were introducing themselves to each other. Once introductions were complete, they followed Claire out of the storage room. Malleus moved to investigate the Belnades book first, going back into the library. (5, minor success so the book is still there. 8 and no malus since he can use magic = 1d4x1d4; 4x2= +8 permanent MP.) Although Malleus disliked the idea of learning from a man not of the church, he found the writings easy to understand, building upon his previous knowledge of magic. Feeling enlightened, he rejoined the group in the main hallway. They now had two choices: up to the second floor, or try to check the basement?

In the Tower of Science, the party on the second floor decided to split up into more familiar groups. Tariq and Alexander moved left, while Desmond, Biernat, and Frenz went right. Both teams were greeted with the same sight: a room where the walls and floor were covered in brown tile, some of which were missing along the walls and ceiling. Alexander sniffed the air and knelt to look at the tiles more closely while Greenmoore touched one along the walls. "It's dried blood," the friar said to his allies. Across the way, Alexander was expressing the same thought to Tariq, adding, "fresh, too. Two, three days maybe. Two women and a man." He sniffed again, then noted he had smelled the male scent before but couldn't place it. He followed his nose to a hole in the wall and looked into it...

...to see a single human eye staring back out at him. The iris was light blue; the optic nerve trailed back into the darkness. Feeling somewhat squicked out, Alexander reached in to touch it when it suddenly was yanked back and away, vanishing into the shadow. Unknown to the other three, the eye's mate had been watching them from a hole in the wall and had left just as suddenly. "It's a trap," Tariq realized, right before heavy barred gates crashed down over the exits. "There has to be a way out," Frenz said, studying the room. Both rooms were identical, and from what he saw only six objects stood out: a bookcase filled with books, a marble bust of a woman on a pedestal, a brown chair set a little way away from the bookcase, a table near it, a fireplace, and a wooden shield hanging on the wall.

Before anyone could decide what to do, from a hole in the ceiling in each room a human hand fell. Alexander sniffed at it from a distance. "...Smells like the man I mentioned I moment ago," he growled, hackles raised. To both group's surprise, the hand suddenly came to life and skittered into one of the other holes in the wall before anyone could stop it. A moment later there was a click and the sound of skittering again, only metallic... and a lot more of it...

What were they going to do?

Spoiler: Status (click to show/hide)

And also Ahra gets two more skill-ups. 5 8s across consecutive turns and 35 8s, respectively.

EDIT: Also 250 page yay. ^^^
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: adwarf on November 18, 2011, 08:59:43 pm
Alexander took the musket from his back, and swirled around taking a low defensive crouch, and then moving slowly in a circle. His finger was held just infront of the trigger, and he said "A large group of something is coming this way. My friend I would suggest you preapre yourself for there are far more of them than us." As he finished his eyes flickered, the pupil's narrowing, and becoming more beast like, but it lasted only a second as he forced his true form back.

Prepare my rifle, and shoot the first foe that comes into the room.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Grimmjow6th on November 18, 2011, 09:18:17 pm
"In most situations like this...."
Cleave the bookcase in half, then tilt the marble bust.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Riccto on November 18, 2011, 10:18:09 pm
"I open doors. I very good at that. Most time. Hopeful this time."
Hulk Strength that Door open.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Dwarmin on November 18, 2011, 10:49:02 pm
"Not an encouraging sound..."

Do some more subtle investigation while my teammates try brute force.

1. Can the shield be moved? Is there anything behind it?
2. Can any parts of the statue be manipulated?
3. Any books in the bookcase fake ones, or hollowed out?
4. Anything under or on the table or chair?
5. Any mechanisms in the fireplace? Does it look to have been used recently? What was burned it, if it can be identified?
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Taricus on November 18, 2011, 10:58:44 pm
Track the source of the clicking, make sure whatever it is can't get a jump on me.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: IronyOwl on November 19, 2011, 04:22:01 am
Down to the basement! There's probably more loot down there.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Ahra on November 19, 2011, 06:52:38 am
skills, prof. armor user lv2
         Shield bash: if an enemy hurts malleus for 5 or less ddamage in close combat malleus swings his shield up and tries to hit his opponents head.

"The cellar? ... why the hell not, me first"
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Powder Miner on November 19, 2011, 10:38:25 am
Here's the waitlisting application!
Name: April Eploc.
Gender: Female
Appearance: Standing 5'9'' tall, with average weight, April Eploc has bright orange hair, which is braided and hangs down around her shoulders. She is actually quite good-looking. She prefers to wear loose-fitting, comfortable garments, preferably in pastel yellows. Her eyes are a deep brown. She possesses a scar on her neck from an accident with testing and messing with rifles.

Background: April Eploc was always curious and creative as a child, and always interested with the new things they invented. And in her late teens, she managed to get her hands on a old musket, which she took apart and put back together repeatedly, memorizing how it worked. Eventually she started to think of ways it could be put together that would make it more efficient, just a few pieces there and ooh that would do better rearranged here... and with the peaceful life she enjoyed in her village, she had plenty of time and testing to get things right... and occasionally wrong, one particularly bad accident at 19 years old giving her a scar in the neck. However, when the werewolves and undead started popping up, when she was 21 years old (her current age) her peaceful village was shattered, and she and another few people capable of fighting in her village went out to find the source of it. They had been doing well until they were all slaughtered, with her as the only survivor.
Weapon: Modified Musket+Knife Bayonet (Piercing; +1 to damage)
Armor: Clothing (-1 Defense, +1 Movement)
Sub-Weapon: Dual Flintlock Pistols (The pistol can fire twice per round)
Profession: Gunslinger (+1 damage with firearm-type subweapons) (10 HP / 35 MP)
Skills: Good Eye (+1 to accuracy)
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: wolfchild on November 19, 2011, 08:01:05 pm
Alora Starts to cautiously head towards the basement "Do not leave possible enemies behind you, the basement is likely only one or two floors, we should make sure there are no fends there, before heading towards the top, where there is a very evil presence"
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Ahra on November 19, 2011, 09:08:59 pm
" Yeah yeah, i just dont like being enclosed in small places... armour dont count, as proof i swear to god you will not see me without my crusading helmet unless i die or is dying"
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: IronyOwl on November 19, 2011, 10:30:45 pm
"Oh yeah, hey new girl," Claire said over her shoulder. She got the feeling more proper introductions were expected, but didn't particularly care. This newcomer was obviously interested in the same things they were and both they and her could use the help, which was about all the explanation Claire needed. Might as well get on with the looting and avoiding death.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Krath on November 20, 2011, 06:06:02 am
Equip my FANTABULOUS trademarked feather hat and vote to go down into the cellar. Ohohohohoho.

I must increase my stores of fine wine, and clearly a cellar would be the best place to find some.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: Talarion on November 20, 2011, 06:14:35 am
Check the basement.
Title: Re: CvRTD: Turn 141 (Cheeky Imps; Random Organs)
Post by: SeriousConcentrate on November 20, 2011, 06:15:45 am
Making a note here specifically for myself so that when I get up tomorrow I know that everyone posted and I should run the turn. ^^^
Title: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 20, 2011, 05:44:42 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion
Check the basement.
Quote from: Malleus Raulat / Ahra
"The cellar? ... why the hell not, me first"
Quote from: Pierre Dé Grasse / Krath
Equip my FANTABULOUS trademarked feather hat and vote to go down into the cellar. Ohohohohoho. I must increase my stores of fine wine, and clearly a cellar would be the best place to find some.
Quote from: Claire Rosara / Irony Owl
Down to the basement! There's probably more loot down there.
Quote from: Alora Moonsilver / wolfchild
Alora Starts to cautiously head towards the basement "Do not leave possible enemies behind you, the basement is likely only one or two floors, we should make sure there are no fiends there, before heading towards the top, where there is a very evil presence"

SCIENCE
GROUP 1
Quote from: Friar Greenmoore / Dwarmin: 41 (1)
Do some more subtle investigation while my teammates try brute force.
1. Can the shield be moved? Is there anything behind it?
2. Can any parts of the statue be manipulated?
3. Any books in the bookcase fake ones, or hollowed out?
4. Anything under or on the table or chair?
5. Any mechanisms in the fireplace? Does it look to have been used recently? What was burned it, if it can be identified?
Quote from: Biernat Hara / Riccto: 98 (1)
Hulk Strength that Door open.
Quote from: Frenz Grende / Grimmjow6th: 30 (5)
Cleave the bookcase in half, then tilt the marble bust.

Quote from: Swarm 1 / SeriousConcentrate: 81
Attack Biernat and Frenz.

GROUP 2
Quote from: Tariq al-Sayyid / Taricus: 39 (2)
Track the source of the clicking, make sure whatever it is can't get a jump on me.
Quote from: Alexander Sylias / adwarf: 80 (7)
Prepare my rifle, and shoot the first foe that comes into the room.

Quote from: Swarm 2 / SeriousConcentrate: 43
Attack Tariq and Alexander.



In the Tower of Magic, Pierre finally decided to stop being a girl and put on his trademark hat. Back to normal now, he and his allies headed down to the basement, Malleus leading the way. As expected, it appeared to be a wine cellar. Racks upon racks holding bottles of wine, dividing the basement into a labyrinth, crowded the room. Everyone split up to take a look around. (Z: 3. M: 1+1. P: 8. C: 2. A: 5.) Zathyran, Claire, and Malleus stuck together, staying near the stairs to look around. However, there was nothing nearby to find. Alora, after looking around, found a bottle she recognized! The monks of the order of the Crystal Chalice occasionally consecrated wine for special occasions, and oddly enough here was a bottle of it. It was much better off in her hands than Dracula's. (Alora gets: CC Wine! It restores 1d6 MP when drunk.)

Pierre, as usual, was going straight for the hats. He thought he wanted wine, but no, he was getting a hat. Looking through a pile of junk in a corner, he found a montera! (http://en.wikipedia.org/wiki/Montera) He put it in his pack. (Pierre gets: Montera! A hat traditionally worn by bullfighters, it gives Pierre greater dodging abilities. While wearing it, he receives +1 Movement!) Was there anything else to find down there, or did the party want to head up to the second floor?

Meanwhile, in the Tower of Science, the clicking sound was beginning to reveal itself... but Biernat was having none of it! He turned to the door and attempted to force it open. (6+2; 92 points left) The gate over the door squeaked in protest, but budged maybe an inch. If he kept at it, maybe he could open it. But now the swarm had emerged: a series of mechanical hands, the nails razor sharp, poured from the holes in the walls and the floor. The swarm divided, going for the largest targets... (B: 8+3 vs 7; Minor Success, 1d4 damage; 2 damage. Bleed damage: 1 HP for 2-1 Iron Hunter rounds. F: 6+3-1 vs 2+5; 7-1 Minor Success, 1d4 damage; 2 damage. Bleed damage: 1 HP for 2 rounds.)

Left to his own devices as the mechanical hands tore at Frenz and Biernat, Friar Greenmoore took a look around the area. (1: 2. 2: 3. 3: 6. 4: 2. 5: 5.) However, he encountered a few problems with his searches: he was not tall enough to reach the shield! A part of the statue, the head, looked movable, but again he wasn't not tall enough to reach it and even if he were it would probably take more strength than he has to do so. A quick search of the book case revealed a single hollow book, which held a ruby. Greenmoore pocketed it. He tried to look under the chair, but aches and pains were catching up to him and he was unable to bend over far enough to look under it; however the the area under the table was clear. Finally, he investigated the fire place. There were some fairly fresh ashes in it, and what had been burnt was easily identifiable considering most of the bones of a hand were visible.

Frenz decided to not be subtle about anything. (8, 1) Drawing his greatsword, he slashed the bookcase in half! ...and got his sword stuck in the wall! The splintered halves of the bookcase revealed that there had been a few more hollow books, and Frenz picked up his spoils before working on getting his sword out of the wall. (Frenz gets: 1x Ruby, 1x Beryl!)

In the other room, Alexander couched his rifle against his shoulder and swept the room, keeping his back to Tariq's. (-1 MP. 6 vs 8+4) A mechanical hand crawled out of a hole and Alex immediately took his shot. The bullet pinged off of its metallic knuckles and did no damage as it jumped to the floor, joined by its compatriots... (T: 5+3-2 vs 6 (7+3-2 vs 5); Major Success, 2d4 damage; 6 damage. Bleed effect, Tariq loses 2 HP for the next 2 rounds. A: 7+3 vs 8-1; Massive Failure, counter; 2+4 Minor Success. Swarm is stunned next round!) The mechanical hands swarmed the watchman, but with bestial fury Alexander tore them off of Tariq and flung them against the far wall!

(Switch to a search roll so you don't waste your turn: 4) Tariq was more concerned with his injuries than looking around, but he was able to conclude that the means to their survival definitely lay in manipulating something in the environment. Luckily they had a moment to breathe...

Spoiler: Status (click to show/hide)


I changed Shield Bash a bit, Ahra; you'll probably get more use out of it this way. ^^^ Also Krath gets his 30 8s skill-up now.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Riccto on November 20, 2011, 05:55:12 pm
Smash the Hands with Ball and CHAIN
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: wolfchild on November 20, 2011, 05:59:05 pm
It's Crystal not silver serious, only a minor gripe though

Alora searches for hidden doors before heading back upstairs

Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Taricus on November 20, 2011, 06:07:52 pm
Use a grenade on that damned mechanical horde!
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: adwarf on November 20, 2011, 06:15:56 pm
Rip the Head off the Statute

"Damnit ! Tariq hold them off for a bit while I try to figure out how to get out of here." With that Alexander leapt at the statute, and began ripping the head off of it.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 20, 2011, 07:26:13 pm
Crap, sorry. I make these mistakes sometimes. I'll correct it. ^^^;
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: IronyOwl on November 20, 2011, 07:40:29 pm
Loot loot loot loot loot loot loot loot loot loot loot.

If we haven't been ambushed by then, back up the stairs and all the way up to the next floor.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Darvi on November 20, 2011, 07:41:31 pm
Loot loot loot loot loot loot loot loot loot loot loot.
You're beginning to sound like a stereotypical MMO/tabletop-player.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 20, 2011, 07:49:01 pm
Technically it's in character though. :P
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Powder Miner on November 20, 2011, 07:56:09 pm
Y u no reply to PM, serious?
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 20, 2011, 08:20:10 pm
What PM? I don't see any new ones.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Darvi on November 20, 2011, 08:20:49 pm
No PM, you are the PM. And then PM was a PM.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Powder Miner on November 20, 2011, 08:23:18 pm
...Oh sorry musta forgot to send it.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: adwarf on November 20, 2011, 08:30:09 pm
...Oh sorry musta forgot to send it.
Lo  :P ^.^ That just made my day.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Powder Miner on November 20, 2011, 08:40:55 pm
>.>

You saw nothing! Nothing!
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: adwarf on November 20, 2011, 09:11:01 pm
>.>

You saw nothing! Nothing!
No I clearly saw everything.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Darvi on November 20, 2011, 09:13:53 pm
I am pretty sure that there is and never was anything to see.

Or maybe I just fail at seeing things again.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 20, 2011, 09:18:05 pm
Darvi's surprisingly good at failing spot checks.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Talarion on November 21, 2011, 12:14:46 am
Vote to head up for the second floor.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Dwarmin on November 21, 2011, 01:09:17 am
Smash the Hands with Ball and CHAIN

Friar Greenmoore tries to get the giants attention

"Biernat, calm yourself! I need you to check the statue and the shield-they may be keys to moving on from this area, and they require a giants stature. I assure you, there maybe more hands than we can handle...go now! I will try and stall the swarm."

Greenmoore tries to use Earth magic to block up the holes in the wall and keep the swarm from coming out.

Alternatre Action: If Biernat does not listen to me, stand on the chair and try to manipulate the statue myself.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Ahra on November 21, 2011, 01:40:01 am
"Wonder if theres anything at all down here..."(Search)
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Talarion on November 21, 2011, 03:04:42 am
Smash the Hands with Ball and CHAIN

Friar Greenmoore tries to get the giants attention

"Biernat, calm yourself! I need you to check the statue and the shield-they may be keys to moving on from this area, and they require a giants stature. I assure you, there maybe more hands than we can handle...go now! I will try and stall the swarm."

Greenmoore tries to use Earth magic to block up the holes in the wall and keep the swarm from coming out.

Alternatre Action: If Biernat does not listen to me, stand on the chair and try to manipulate the statue myself.


Bad Puns Ahoy... I noticed dem puns, Dwarmin. Don't think you snuck em through...
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 21, 2011, 03:10:15 am
Really? I didn't notice any. ???
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: IronyOwl on November 21, 2011, 03:26:00 am
Handle the hands, maybe? I'm not seeing anything either.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 21, 2011, 03:32:34 am
The only thing I've noticed is Talarion's sig got a lot darker in tone. :-\
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Dwarmin on November 21, 2011, 03:34:09 am
Statue=Stature
Handle=Hands

Didn't do it intentionally. Talarion is the sort of person who picks up on things like that. O-o

The only thing I've noticed is Talarion's sig got a lot darker in tone. :-\

Yeah, mrmm. Guess he's having a bad month/week/year.

At least my latest sig change was semi-humorous. I'm totally trolling through my past posts for new material now.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Talarion on November 21, 2011, 03:48:57 am
Been having a bad day, brought to light some of the things I've been ignoring over the past year >.> not much to worry about.

And yes, Statue/Stature and Hands/Handle were the two I noticed.
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Dwarmin on November 21, 2011, 03:57:49 am
Well if my unintentional puns made your day a bit better, Talarion, I was glad to do so.

*starts heartwarming music*
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Talarion on November 21, 2011, 04:17:38 am
Ah, I love a good dose of heartwarming music in the evening... Unless it gets a bit too warm and bursts into fire, that's a bad thing. :P
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Zako on November 21, 2011, 06:29:24 am
...

I don't get it.  ::)
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 21, 2011, 06:30:57 am
He's saying DON'T EAT THE HOMECOOKED CHILI FOR THE LOVE OF GOD YOU'LL GET HEARTBURN.

:3
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: wolfchild on November 21, 2011, 06:50:59 am
O hai darvi I see you read MSPA too, unless that Crocker avi had become a meme divorced from it's origin already
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Darvi on November 21, 2011, 06:52:46 am
He's saying DON'T EAT THE HOMECOOKED CHILI FOR THE LOVE OF GOD YOU'LL GET HEARTBURN.

:3
Forget the chili, DON'T EAT THE DWARVEN TABASCO SAUCE!

O hai darvi I see you read MSPA too, unless that Crocker avi had become a meme divorced from it's origin already
You don't visit the MSPA thread do you?
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: wolfchild on November 21, 2011, 07:01:31 am
I know about the crocker avis, but  I havve not seen you on any of the threads i go to, mostly just Fan adventures I admit
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Krath on November 21, 2011, 10:50:42 am
Ohohohohoho. I got something even better than wine. UPSTAIRS!
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Riccto on November 21, 2011, 02:01:04 pm
"Seems like Good-Plan Holy Man. I will leave the hands to you.."

Manipulate the Statue somehow
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Grimmjow6th on November 22, 2011, 03:38:57 am
Begin searching the enviroment to find a way out
"That didn't go well."

OOC:btw, im sorry, ive been caught up in DC Universe online. it went F2P sooo...yea....
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Ahra on November 24, 2011, 01:23:05 am
:3 :3 :3 :3 :3 :3 :3 bump?
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 24, 2011, 01:30:13 am
It's all good. I'm running the turn for both my RTDs tomorrow. Since I got home earlier I've been kind of mentally exhausted, but it's Thanksgiving tomorrow and I have a free day. ^^^
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Ahra on November 24, 2011, 01:46:40 am
sorry, never got around to learn american holidays

Edit: btw im thinking about making an try at making an rtd that survive, what kind? Lotr, Warhammer, or something that i can look into?
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: SeriousConcentrate on November 24, 2011, 05:22:07 pm
Well, the only thing I can tell you is think of something you're passionate about and want to run. That's the most important thing. After that, worry about the system, whether you want it to be simple or complex, or whether it'll be combat heavy or not, etc. To restate my point, though, the most important thing to helping an RTD stay alive is to pick a plot or setting you love and are familiar with. ^^^ Anyway I'm about to start writing the turn...
Title: Re: CvRTD: Turn 142 (A New Hat; The Mechanical Hands)
Post by: Grimmjow6th on November 24, 2011, 05:39:22 pm
sorry, never got around to learn american holidays

Edit: btw im thinking about making an try at making an rtd that survive, what kind? Lotr, Warhammer, or something that i can look into?

Personally, a warhammer one would be great.
Title: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 24, 2011, 06:09:16 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion
Vote to head up for the second floor.
Quote from: Malleus Raulat / Ahra
"Wonder if theres anything at all down here..."(Search)
Quote from: Pierre Dé Grasse / Krath
Ohohohohoho. I got something even better than wine. UPSTAIRS!
Quote from: Claire Rosara / Irony Owl
Loot loot loot loot loot loot loot loot loot loot loot. If we haven't been ambushed by then, back up the stairs and all the way up to the next floor.
Quote from: Alora Moonsilver / wolfchild
Alora searches for hidden doors before heading back upstairs

Pierre and Zathyran head upstairs while Malleus, Alora, and Claire spread out to search. (M: 5+1-1Second Search. A: 8-1. C: 4-1.) Malleus finds some Crystal Chalice wine of his own, while Alora finds that hidden door she's looking for! (2) It's locked, and something smells rotten behind it... since no one in the party is capable of opening the door (no Thief characters with a level 2 evo :P) she leave it alone. Claire pokes through the various racks and shelves but finds nothing worth burdening herself with and sighs. Before the three can leave, they find themselves separated from their allies upstairs by a swirling, ghostlike wall in front of the stairs! Behind them, two pentagrams open and demonic figures can be seen.... (Next round, Malleus, Alora, and Claire will have to fight a pair of Thunder Demons.)

Upstairs and unaware that they're on their own, Zathyran and Pierre head to the second floor. Ahead of them is an orb, and boxing them in on three sides is a mirrored wall. Zathyran reached out and touched the orb, causing it to light up in response to his magic. The mirror in front of them faded away, revealing that ahead of them was a t-shaped intersection. It looked like they would have to work their way through a minor maze. To make matters worse, the way behind them was not closed by the mirror wall...

SCIENCE
GROUP 1
Quote from: Friar Greenmoore / Dwarmin: 85 (2)
Greenmoore tries to use Earth magic to block up the holes in the wall and keep the swarm from coming out.
Quote from: Biernat Hara / Riccto: 29 (6)
Manipulate the Statue somehow
Quote from: Frenz Grende / Grimmjow6th: 70 (1)
Begin searching the environment to find a way out

Quote from: Swarm 1 / SeriousConcentrate: 72
Tear at Frenz and Biernat.

GROUP 2
Quote from: Tariq al-Sayyid / Taricus: 82 (1)
Use a grenade on that damned mechanical horde!
Quote from: Alexander Sylias / adwarf: 37 (3)
Rip the Head off the Statue

Quote from: Swarm 2 / SeriousConcentrate: 100
Recover from last attack; attack Alexander


(-2 MP. 3 vs 1+4) Greenmoore immediately attempted to block up the holes in the wall through his earth magic... but every time a hole was blocked, the hands would just tear through it! There was no stopping them as they went for the giant and the nobleman once more! (F: 5+3-1 vs 8+5. B: 5+3 vs 5; Minor Failure) Frenz swept the hands away with a few quick flicks of his whip, and Biernat kicked the hands aside. For now they were holding their own, but for how long? These things were indestructible! (F: 5.) Frenz looked around and saw there was another door. It too was closed, but the lack of a handle or keyhole suggested that it was linked to something in the room. Find and manipulate that object, and the door would open. (B: 8+2) Biernat moved to twist the statue's head and accidentally twisted it so hard it broke right the hell off. He stared at it for a moment. (Biernat gets: Marble Head! it might be worth something.) Twisting the statue's head didn't seem to do anything noticeable; the answer had to be somewhere else.

The hands in the other room, meanwhile, had gathered themselves after being flung by the werewolf and were charging him! (1+3 vs 8-1) Growling, Alexander avoided them by leaping onto the statue and tearing at its head. (4) It twisted slightly, but much like Biernat had discovered, nothing much happened from twisting it. Tariq, meanwhile, decided to give those hands something else to think about and rolled a grenade at them. (-1 MP. 8+2 vs 7+4) Two of the hands caught the grenade and tossed it against the far wall, where it exploded harmlessly.

(Status changes: Biernat loses 1 HP, bleeding stops; Frenz loses 1 HP; Tariq loses 2 HP)

Spoiler: Status (click to show/hide)

wolfchild has a skill-up for 3 8s (and 2 in a row if I forgot about that when Alora got it before), adwarf has one for two in a row, Grimmjow6th has one for 25 8s.
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Dwarmin on November 24, 2011, 06:25:07 pm
Manipulation...

"Biernat, move the shield next-there may be something behind it-I will cover you!"
The Friar said, unslinging his shield and daring the hands to attack him.

action: Friar Greenmoore drops into a defensive position to guard Biernat while he moves the shield OR does it himself if Biernat is busy...
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Taricus on November 24, 2011, 06:35:56 pm
"Alex, keep the damned hands occupied, I'll look for something to get these gate open!" (Search roll.)
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: wolfchild on November 24, 2011, 07:14:30 pm
I think I levelled up thought into action with that 2 in a row, unless i got another
Level up Beast within

Alora readies for a fight, knowing demons from her training, she prepares to strike while it is still materialising
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 24, 2011, 07:17:20 pm
*checks*

...

Yeah, you did. ^^^; My bad.
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: wolfchild on November 24, 2011, 07:21:02 pm
wait, what was that yeah i did for? the i used it already, or I got another one?
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: IronyOwl on November 24, 2011, 07:24:50 pm
You used the two in a row, but still have the three in a row to spend. I think?

Kraken shot and then slash Thunder Demon 1.
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 24, 2011, 07:49:17 pm
Used two in a row, still have the three total to spend. ^^^; So I'll up Beast Within.
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: adwarf on November 24, 2011, 08:01:41 pm
"Okay I will do what I must." Alexander replied as he slung his weapons on to the floor, and unclasped his cape, letting it flutter to the floor. As the cloak hit the floor in Alexander's place stood a hulking beast, a wolf that dwarfed the average man when on all fours, it had silver fur that seemed to reflect the light of the room giving the appearance of moonlight to all light that touched it.

The wolf leaped forward, and began destroying the horde of mechanical beings as fast as he could, trying to draw them away from Tariq.

Turn into my wolf form, and try to draw all of the Hands attention to me by destroying as many as possible in a short time.
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 24, 2011, 08:07:58 pm
How much MP are you using? :3
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: adwarf on November 24, 2011, 08:09:50 pm
How much MP are you using? :3
As much as I can :)
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 24, 2011, 08:17:40 pm
All right, 3 then. ^^^
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Ahra on November 25, 2011, 01:39:37 am
Lets see if they die of the same as the imp...:
Hoc ego te condemnabo gelida lacus tenebris
Dominus ad vos damnare potest gelida cum
cruciatu in lacum. i ut mittam te ad perpetuum cruciari, VALEO


i love Latin
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: wolfchild on November 26, 2011, 05:48:06 am
GTFO the second page
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Grimmjow6th on November 26, 2011, 08:10:05 pm
".....my first instinct is to knock the damn door down, but i must use my head....hmm..."
Take no damage while deep in thought....

OOC:my guy just takes a few moments to think..whilst hands are clawing at his face, and he takes no visible pain. that some deep thinking :P
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Krath on November 27, 2011, 03:52:01 am
Go right, I say!
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Talarion on November 27, 2011, 10:51:10 am
Hide behind Follow Pierre
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Riccto on November 27, 2011, 12:36:10 pm
Manipulate the shield if it is on a hinge or on rails or otherwise pull it off the wall
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 30, 2011, 06:26:22 pm
OK, I think that's everyone. If it isn't, well, now's a good time to get on it. :P Sorry for neglecting my RTDs but it's (basically) finals week and I've had a bit too much on my mind to worry about running turns.

Also IronyOwl linked to Kongregate and it was super effective on my free time. >.>
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: Dwarmin on November 30, 2011, 06:42:51 pm
I did notice you've been a little bit edgy lately, SC.

Don't stress yourself out too much-you're supposed to relax on the forums. :P
Title: Re: CvRTD: Turn 143 (Mirrors and Demons; Headless Statues)
Post by: SeriousConcentrate on November 30, 2011, 08:18:59 pm
Are you talking about S.A.R.U.? He's supposed to be a douchebag, I just very rarely play that kind of character. :P
Title: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 02, 2011, 08:27:09 pm
MAGIC
GROUP 1
Quote from: Zathyran Firsankh / Talarion
Follow Pierre
Quote from: Pierre Dé Grasse / Krath
Go right, I say!

GROUP 2
Quote from: Malleus Raulat / Ahra: 48 (7)
2x Ice attack GO!
Quote from: Claire Rosara / Irony Owl: 11 (8)
Kraken shot and then slash Thunder Demon 1.
Quote from: Alora Moonsilver / wolfchild: 18 (6)
Alora readies for a fight, knowing demons from her training, she prepares to strike while it is still materialising

Quote from: Thunder Demon 1 / SeriousConcentrate: 33
Thundershot Malleus.
Quote from: Thunder Demon 2 / SeriousConcentrate: 15
Swoop down on Claire.

SCIENCE
GROUP 1
Quote from: Friar Greenmoore / Dwarmin: 17 (2)
Friar Greenmoore drops into a defensive position to guard Biernat while he moves the shield OR does it himself if Biernat is busy...
Quote from: Biernat Hara / Riccto: 44 (3)
Manipulate the shield if it is on a hinge or on rails or otherwise pull it off the wall
Quote from: Frenz Grende / Grimmjow6th: 80 (3)
Take no damage while deep in thought....

Quote from: Swarm 1 / SeriousConcentrate: 10
Attack Greenmoore, Frenz

GROUP 2
Quote from: Tariq al-Sayyid / Taricus: 69 (4)
"Alex, keep the damned hands occupied, I'll look for something to get these gate open!" (Search roll.)
Quote from: Alexander Sylias / adwarf: 13 (7)
Turn into my wolf form (3 MP), and try to draw all of the Hands attention to me by destroying as many as possible in a short time.

Quote from: Swarm 2 / SeriousConcentrate: 16
Attack Tariq x2


Pierre and Zathyran looked at the divergent corridor for a moment, then at each other and shrugged. Pierre headed to the right and the mage followed him. On either side the mirror showed their reflections as they reached the end of the corridor, where a ball floated above a pedestal. Pierre touched it and the way they had came from was suddenly blocked by a wall, but another path opened... onto a dead end. Pierre touched the orb again and things were back the way they were. Either this way was incorrect, or they would have to split up.

In the basement, Malleus was already preparing a spell. As the first demon appeared, he launched a pair of icicles at it... (-4 MP. 6+2 vs 6+2 [5+2 vs 7+2]. 8+2 vs 3+2; Massive Success, 2d6x2; 22 damage) The demon dodged the first one, but the second impaled him in the stomach. Growling, he fired back at Malleus, launching a ball of lightning! (8+3 vs 7+7) Malleus held his shield up, and the electricity crackled along it with passing through. The second demon was still emerging, and Alora moved to smack it with her weapon... (7+2 vs 2+2; 8+2 Critical Success, 2d6x2+50%; 24 damage) ...and struck it solidly in the head! It ignored the bleeding wound as it flew from the gate to attack Claire! (1+4 vs 1+2; 6+2 Massive Success, 2d4x2 +3; 13 damage)

It struck her solidly in the chest with its shoulder and drove her back, smashing many bottles of wine and the rack containing them with her body before backing away a few steps to get enough distance to charge again... giving her a chance to escape! (-2 MP; I'm assuming you're using one shot? 5 vs 2+2; Major Success, 2d6; 9 damage. 4, so entangled, 3, loses three defense for two rounds. 5 vs 6+2-3 [8 vs 2+2-3]; 7+4 Critical Success, 2d6x2+75%; 25 damage, 34 total) She rolled away, shooting the first Thunder Demon in the arm in mid-dive, then came out of the roll with a slash from her cutlass as she passed the demon, opening up a large wound along its side!

In the other tower, Frenz was thinking about the situation. (3) Nothing came to mind. He was used to the life of a nobleman: hunting with his peers, meeting beautiful noblewomen at court, drinking the night away, occasionally fighting... not trapped rooms devised by lunatics in a demonic castle ruled by the most powerful vampire to ever exist. (6; 6+2) Biernat moved the shield. Nothing was behind it. In frustration he ripped it completely off the wall! (Biernat gets: Tepes Insignia Shield! It's made of red metal and seems fairly sturdy. +1 to defense with no movement penalty.) Greenmoore, meanwhile, got ready to fend off the hands as they came for him and Frenz... (Greenmoore defense: 6, so +1 to defense this round. G: 1+3 vs 3+1 [2+3 vs 2+1]; Major Success, 2d4; 5-2=3 damage. Bleed effect; Greenmoore loses 2 HP for 2 rounds. Frenz loses 1 HP, recovers from bleeding.) The hands tore at them! Greenmoore tried unsuccessfully to fend them off and received a few ragged cuts along his forearm; Frenz got his whip out and clearing the area around himself very efficiently indeed.

Meanwhile, Tariq was desperately searching for the answer. (7) He saw it: under the chair was something. Rails, maybe? It would bear investigating... but right now he couldn't do so because the mechanical hands formed a solid wave between he and his target! (Alex interception: 2+1 vs 8, 1+1 vs 7. Both attacks target Tariq. 5+3-2 vs 6 [4+3-2 vs 6]. 2+3-2 vs 8. 2 HP, bleed effect ends) The watchman was well prepared from his experience with dealing with unruly mobs, however, and with great agility dodged their every grab and punch! Alexander, meanwhile, had dropped to all fours and began his transformation as Tariq was doing so... (-3 MP. 7 vs 2+4; 6+7 Critical Damage, 2d6x2+125%; 50 damage. Hands lose both attacks next turn.) With a bestial roar, the giant wolf jumped into the midst of the hands. His massive claws were a blur as they tore into the vile machines and threw them aside; his fangs clamped down on one going for his throat and crushed it before he tossed his head and flung it against the far wall.

If Tariq was going to try anything, now was a VERY opportune time.

Spoiler: Status (click to show/hide)

Grimmjow: Originally my idea for that ability's (take no damage on a turn you choose) second evolution was to be able to do that and attack the same turn, but... would you prefer it if instead the second evo instead added a 'distraction' element where enemies would have to roll to hit their target if it wasn't you? (Like Malakai had.)
Taricus: You have three 8s and a skill-up. ^^^
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Taricus on December 02, 2011, 08:44:53 pm
Upgrade sentry of the dunes please :D

Manipulate the chair somehow!
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 02, 2011, 08:48:51 pm
That's an evo; you won't be able to upgrade it until you kill the mad scientist at the end of the tower. :P
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Taricus on December 02, 2011, 08:49:28 pm
Ah. Skill up though?
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: adwarf on December 02, 2011, 08:49:37 pm
The wolf let out a deep growl, and began pacing back, and forth in front of Tariq making sure that nothing could get near him.

Continue protecting Tariq


OOC: Wow that was some massive damage o.O
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: IronyOwl on December 02, 2011, 08:54:33 pm
Mwahahaha, vampiric pirate FTW! How do the rest of you even deal with being damaged? :P


Slash Demon 1!
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 02, 2011, 08:58:45 pm
You mean, what to use a skill-up on? I dunno, look at everyone else for ideas. :P Most characters have +1 damage with their favored weapon, for example.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Taricus on December 02, 2011, 09:02:46 pm
May I take a HP-UP?
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 02, 2011, 09:06:27 pm
+5 HP if you want it. :3
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Taricus on December 02, 2011, 09:07:45 pm
DONE! No longer shall I be squishy!
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 02, 2011, 09:08:44 pm
OK, making the edit then. ^^^ +5 MP is also always available on a skill-up, just for future reference.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: adwarf on December 02, 2011, 09:08:54 pm
DONE! No longer shall I be squishy!
Your still squishy ....
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Riccto on December 02, 2011, 09:17:29 pm
"DOKTORHOLY MAN. STATUE DO NOTHING SHIELD DO NOTHING. WHAT DO I DO NOW? IS IT NOW THE TIME IN WHICH WE DESTROY EVERYTHING? ALSO I FIND SHIELD." Bust ERRYTHING. (Except for my teamates.)
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: wolfchild on December 02, 2011, 10:48:45 pm
"Foul creatures of darkness, let us see what you feel about your own curses being turned against you"

Alora transforms into her wolf form (which is bipedal) and swiftly strikes each of the demons with a 2 mp attack

edit: demons are weak against holy right?
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 02, 2011, 11:04:46 pm
I'm not going to just TELL you that. >.> It is quite likely though...
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: wolfchild on December 02, 2011, 11:07:21 pm
well I will probably know provided I hit
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Grimmjow6th on December 03, 2011, 12:17:24 am
"Ah this is useless! i shall get us out!" begin breaking shit.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Zako on December 03, 2011, 05:10:13 am
And so the panic sets in...
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 03, 2011, 05:14:36 am
I think I'll add a :3 to that, if I may.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Zako on December 03, 2011, 05:23:01 am
Of course you can! I shall also take the chance to add a :3 as well.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Dwarmin on December 03, 2011, 05:41:39 am
Only one thing remains...

Action: While his alliies hold off the hands, Friar Greenmoore manipulates the chair-the last thing left by reason of deduction!
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Ahra on December 03, 2011, 06:09:35 am
Mwahahaha, vampiric pirate FTW! How do the rest of you even deal with being damaged? :P


Slash Demon 1!
what is this damage you speak of? :P

Hammer daemon 1
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: wolfchild on December 03, 2011, 06:38:39 am
Mwahahaha, vampiric pirate FTW! How do the rest of you even deal with being damaged? :P


Slash Demon 1!
what is this damage you speak of? :P

Hammer daemon 1

same, + a bit of steal with another evo
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Krath on December 03, 2011, 04:36:04 pm
FOLLOW ZATHRYIAN'S LEAD

NOTHING CAN GO WRONG
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Ahra on December 03, 2011, 04:44:43 pm
FOLLOW ZATHRYIAN'S LEAD

NOTHING CAN GO WRONG

i call dibs on your clockwork armour in advance...
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Talarion on December 03, 2011, 09:01:57 pm
Would it be a bad choice to decide to follow Pierre?

And when the group finally arrives on the scene, they find the Magician and the Mercernary walking around in circles behind eachother. Many lulz were had.

Go back and go to the left side rather than the right side this time.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 03, 2011, 09:13:05 pm
Hardy har har, Tal. It won't be so funny when you try that and I bring out another 'ooooh Mr. Pierre' with, again, leaving the hat on having far different implications this time around. :3 And then Claire, Malleus, and Alora walk in. :3 Wouldn't that be awkward... Anyway, is that actually everyone? I think it is. :D Turn up tomorrow, or later today if my headache goes away.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Krath on December 06, 2011, 10:57:15 pm
Hardy har har, Tal. It won't be so funny when you try that and I bring out another 'ooooh Mr. Pierre' with, again, leaving the hat on having far different implications this time around. :3 And then Claire, Malleus, and Alora walk in. :3 Wouldn't that be awkward...

OH THE IMPLICATIONS.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Powder Miner on December 06, 2011, 11:10:56 pm
I thought there were even more implications until I realized IronyOwl was Claire, not Talarion.

...
...
Yes, I'm a perv sometimes.

BLAME MY HORMONES LOOK OVER THERE THERE THEY ARE I'M FOURTEEN SO THIS IS COMPLETRLY UNDERSTANDABLE YES HORMONES YES
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 06, 2011, 11:18:02 pm
Ah, sorry. Technically it is still that 'tomorrow' for me; I've been awake for about 60 straight hours now. Anyway, some stuff is going on right now, no need to worry over the details, hopefully a turn will be tomorrow... and this time I don't mean 'up for three days tomorrow.' m(._.)m
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Powder Miner on December 06, 2011, 11:21:35 pm
Awake straight for 60 hours?!

Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 06, 2011, 11:24:32 pm
This (http://www.bay12forums.com/smf/index.php?topic=86775.msg2808979#msg2808979) is the first post I woke when I wake up today. If you go through my previous posts and find it, then trace my posts up until now, you'll see I'm not lying. Except for a four hour stretch last night where I was playing Dragon Age while nothing was going on, I've basically been on B12 the entire time. >.> Although, today I've been on IRC for awhile now instead of posting...
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: Powder Miner on December 06, 2011, 11:36:25 pm
...Don't mean to be rude or anything, but you sbould probably get some sleep >.> I can't even stay up for 24 hours O.O
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 06, 2011, 11:41:27 pm
I suffer from insomnia. I'm exhausted but not sleepy, if that makes any sense.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: adwarf on December 06, 2011, 11:43:12 pm
I got a solution to your problem.

1.) Head
2.) Wall
3.) Unconscious
4.) :P

EDIT: Also if the above statement made me seem like an ass, sorry its pretty late here, and I can't think very well when it gets very late.

EDIT: Also I know how you feel :(. I have period's of time where I just can't go to sleep (I just don't get sleepy) which usually last two to three days :\
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 07, 2011, 12:35:13 am
Nah, don't worry about it my young friend. I'm seriously considering a sleeping pill at this point to be honest. :\ Problem is I take one and likely I won't wake up until Friday.
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: adwarf on December 07, 2011, 12:51:50 am
Nah, don't worry about it my young friend. I'm seriously considering a sleeping pill at this point to be honest. :\ Problem is I take one and likely I won't wake up until Friday.
Atleast they work on you. I took one (The woman said it would knock me out for twelve hours), and woke up thirty minutes later >.>
Title: Re: CvRTD: Turn 144 (Pistol & Blade; Blood & Carnage)
Post by: SeriousConcentrate on December 07, 2011, 12:52:39 am
o.O Resistant, much? I take one, I'm down twenty hours. To be fair I can sleep up to sixteen on my own, but still...
Title: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 09, 2011, 07:39:10 pm
MAGIC
GROUP 1
Quote from: Zathyran Firsankh / Talarion
Go back and go to the left side rather than the right side this time.
Quote from: Pierre Dé Grasse / Krath
FOLLOW ZATHRYIAN'S LEAD

GROUP 2
Quote from: Malleus Raulat / Ahra: 30 (5)
Hammer daemon 1
Quote from: Claire Rosara / Irony Owl: 23 (4)
Slash Demon 1!
Quote from: Alora Moonsilver / wolfchild: 98 (8)
Alora transforms into her wolf form (which is bipedal) and swiftly strikes each of the demons with a 2 mp attack

Quote from: Thunder Demon 1 / SeriousConcentrate: 40
Attack Alora!
Quote from: Thunder Demon 2 / SeriousConcentrate: 2
Go for the other girl!

SCIENCE
GROUP 1
Quote from: Friar Greenmoore / Dwarmin: 23 (6)
While his allies hold off the hands, Friar Greenmoore manipulates the chair-the last thing left by reason of deduction!
Quote from: Biernat Hara / Riccto: 77 (3)
Bust ERRYTHING. (Except for my teamates.)
Quote from: Frenz Grende / Grimmjow6th: 97 (3)
begin breaking shit.

Quote from: Swarm 1 / SeriousConcentrate: 53
Attack Biernat, Frenz

GROUP 2
Quote from: Tariq al-Sayyid / Taricus: 54 (4)
Manipulate the chair somehow!
Quote from: Alexander Sylias / adwarf: 33 (6)
Continue protecting Tariq

Quote from: Swarm 2 / SeriousConcentrate: 1
KO'd this turn


Zathyran and Pierre headed left. There was another orb at the end of it, and Zathyran touched it. The only change was that the way back became blocked off. ...Looked like splitting up was, indeed, the only option.

Meanwhile, in the basement, Alora began sprouting silver fur along her visible skin as her face and teeth elongated, becoming a lupine muzzle. Snarling, she leaped... (-2 MP. 8+2 vs 6+2-3; 6+4 Critical Damage, 2d6x2+50%+50% Element; 36 damage to TD1. -2 MP; 8+2 vs 2+2; 4+4 Massive Success, 2d6x2+50%E; 21 damage to TD2) ...and landed on the first demon, tearing into its back and showering the immediate area with black blood as she ripped through flesh and bone. After a moment of mauling, she turned to the other demon and threw herself upon him, pinning him down and biting his face and neck savagely. But this gave the first demon a chance to get back up and attack her from behind! (5+2 vs 2; 7-1 Minor Success, 1d4+3; 7-1=6 damage)

The electricity hit her in the back and caused her to recoil away from the second demon, allowing it to get to its feet. (1+2 vs 7+2-3. 4 vs 7+2-3) Claire and Malleus both moved to attack the demon from behind, but got in each other's way! Claire dived and accidentally hit Malleus in the side, who was so heavy with armor that she rebounded off and rolled away. However, the force of her jump was strong enough that even Malleus was forced to stumble to the side and his hammer went wide, completely missing the demon. While Claire was on the ground, the second Thunder Demon charged a lightning blast... (6+2 vs 5+2; Massive Failure, counterattack; 8+4 Critical Success, 2d6x2+100%; 24 damage.) The pirate was ready and already drawing her dual-barreled pistol, firing twice as she came to a stop on her back! The first shot struck the demon in the arm, throwing the spell wide, and the second hit it in the chest.

Things weren't going quite as good for the allies in the Tower of Science. Frenz and Biernat decided screw it, let's destroy things! (1, 7) Frenz tripped in the wreckage and fell down, while Biernat started smashing stuff in general. It turned out there was a bricked-over alcove in the wall that held a roast turkey! It was probably still good; Biernat ate it anyway. (Biernat regens 1d8 HP: 5 HP restored) The hands apparently wanted that turkey - and saw an opportunity to attack Frenz. (6+3 vs 7+1; Minor Failure. 4+3 vs 4+5) They couldn't get organized, though. Unfazed by the failure in general and lack of health concerns by his ally, he pushed on the chair. (2) The rails it were on had rusted, and Greenmoore was old and not as strong as he once was. However, he felt it start to move, and a squeaking sound came from the far door. The door swung open and all three ran for it, but Greenmoore suffered a final attack to his leg as he ran, (3 and 2 for bleeding, 5 total) receiving a deep cut. As they exited, Frenz and Biernat slammed the door shut and levered a nearby wooden beam into place.

Alexander paced back and forth among the hands, snapping at one here, clawing one there. They weren't going to do anything! Tariq, meanwhile, observed the chair, looked at the rails hidden mostly by dust and shadow, and started pushing the chair back toward the wall. (5) Although the rails were small and rusty, Tariq was persistent, and he slid it back with little trouble. The far door opened and he ran out. Alexander growled at the hands, then reverted to his human form and followed the watchman out. They closed the door and Tariq quickly latched it closed. It turned out, as they looked around, that the groups had reunited... in an area that wouldn't have been accessible from the previous hallway! There was only one way forward, and that was upstairs. However, perhaps it would be a good idea to stop and rest, or at least use a few supplies on their wounds before proceeding...?

Spoiler: Status (click to show/hide)

wolfchild lucked out this round. 3 in a row, 4 in a row, and 6 total eights for three skill-ups this turn. ^^^
Irony gets one for 35 8s.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 09, 2011, 07:52:12 pm
Wow, three skillups

New Skill: Nimble level 2, +2 to defence
New Skill: Getting Personal, +1 to attack in melee

Alora changes back to human form, and finishes off the wounded demon
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Taricus on December 09, 2011, 07:57:21 pm
"Right, I say we bide our time, heal up before we move on." Tariq rests and recuperates from his wounds.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: adwarf on December 09, 2011, 08:06:31 pm
"That sounds like a good idea my friend." Alexander said as he threw his cloak back on, and sat down against the wall. He looked up at the others, and said "Well that was easy wasn't it?" With that a huge grin spread across his face.

Rest up
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 09, 2011, 08:07:47 pm
Er, wolfchild. ^^^; The defense bonus is Malleus's class evo, so that's off-limits, and you already have a +2 to attack skill. Might I instead suggest getting Toughened Hide up to Level 2 and maybe something else useful like a bonus to search rolls or something? I'm not trying too influence your decision to much, just noting things.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: IronyOwl on December 09, 2011, 08:15:38 pm
Hm, what to get, what to get... +HP and +Hit are pretty handy, but they feel a bit bland. Not sure about +Crit, and not too sure what else I could get...
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Ahra on December 09, 2011, 08:18:11 pm
Daemon 2, take hammer in both hands and bring it down/into it with as much force as possible
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Talarion on December 09, 2011, 08:28:47 pm
"Well then, Pierre... let's split up. Which direction do you want to go?"

Ask Pierre about which direction he wants to go, and then go the opposite direction.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 09, 2011, 09:03:33 pm
People have gotten defence as skills before, and the attack was melee specific, you have allowed that before too, but ok i will think about it
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 09, 2011, 09:07:49 pm
Either you're thinking of movement/dodge (which is fine), -2 from damage taken, evos that increase defense, or you're referring to dead characters (EDIT: I checked all four dead characters, none of them has a defense+ skill), because no one currently in game has plain defense increasing skills (although Malleus does have a few that play off how much defense he has). The other, I'm not quite sure what you mean by that.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 09, 2011, 10:58:07 pm
you haev for instance let a character have two skills increasing attack, but one of them was more specific
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 09, 2011, 11:44:05 pm
Ah, I see which one you mean: Dwarmin's vs. incorporeal undead attack increase. Sure, I would allow something like that (a specific situational skill) in addition to a normal accuracy skill.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 10, 2011, 12:15:13 am
Is melee specific enough?
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 10, 2011, 12:28:29 am
I'm a bit loathe to because almost all attacks are conducted at melee range, but Tariq DOES have Ranged accuracy, so I'd be contradicting myself. I guess I'll allow it...
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 10, 2011, 12:52:49 am
ok level 1 Up close and personal (+1 attack in melee)

this 1 is experimental, a level 2 skill that allows alora to counterattack on any attack/more attacks that miss her in melee
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 10, 2011, 01:16:37 am
Like Malleus's Shield Bash? His level 2 is going to be a lot better than his current level 1...
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 10, 2011, 01:27:24 am
Sure that works, Call it Redirected force
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Grimmjow6th on December 10, 2011, 01:33:08 am
Rest with my allies
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Dwarmin on December 10, 2011, 11:46:29 am
Friar Greenmoore sits down for a break!

He eats his salted chicken leg, and reaches into the cornucopia again for himself.

He offers any of his friends to hold the cornucopia and get some food if they want.


@Everybody: I've heard no rules against you guys reaching into the cornucopia yourselves and grabbing some HP items, btw. Using your own mana, naturally.  ;D
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Riccto on December 11, 2011, 04:11:45 pm
Pull someting out of the cornucopia. Hopefully something tasty
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Dwarmin on December 11, 2011, 04:16:45 pm
I've decided my Cornucopia list was too cool to keep in Pm form.  ???

Spoiler (click to show/hide)
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 11, 2011, 04:22:42 pm
Also need moar Pierre and Claire... er, not in shipping terms, that is. :P
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: IronyOwl on December 11, 2011, 04:37:30 pm
Quote from: List
Box of Extra Sharp Tacks, Crunchy Rat on a Stick
Also need moar Pierre and Claire... er, not in shipping terms, that is. :P
lol, oops, and that's a lie.

Slash the stronger demon!
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 11, 2011, 04:40:17 pm
Well, I mean, we all know Claire needs the C x P so she can sail off into the sunset when all's said and done... :P But yeah, some of the stuff on that d100 list is fun? :3 I can't take any credit for it though, it's all Dwarmin: his birthday gift, after all. ^^^ I only OK'd it. (Only change, which I hadn't told Dwarmin yet 'cause I thought the list was going to be secret :P, is that 92 is actually 'GM's Choice' nao) Also @Dwarmin: No rules against it... out of combat, and as long as you're allowing it. In combat it's a different story. ^^^
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Dwarmin on December 11, 2011, 05:00:50 pm
Well, yeah!

Invoking the item in battle would probably cause multiple AoO's of Sunder Cornocopia, right? GM smite! :P
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 11, 2011, 05:07:43 pm
Well, Greenmoore can use it 'cause it's in his inventory. He would have to actually GIVE it to someone else for them to be able to use it in battle, and I don't think you wanna do that. :P The other nine players are all selfish bastards and you should never, ever let them have any of your stuff because we all know you'll never get it back. :3
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: IronyOwl on December 11, 2011, 05:13:29 pm
Lies and slander. The gold-grubbing, auto-looting pirate with maxed movement rolls is extremely trustworthy.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 11, 2011, 05:18:18 pm
The gold-grubbing, auto-looting pirate with maxed movement rolls is going to have to be involved in a one-on-one duel with a miniboss later on unsteady footing because that's awesome. >.>
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Ahra on December 12, 2011, 01:24:14 am
Lies and slander. The gold-grubbing, auto-looting pirate with maxed movement rolls is extremely trustworthy.
i thought it was the easy to anger templar that was trustworthy  :P
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Talarion on December 12, 2011, 01:50:05 am
Heyy! I'm trustworthy! I'll only throw boomerangs and ride Kangaroo's... I won't steal your stuff!
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Grimmjow6th on December 12, 2011, 02:55:20 pm
Im a nobleman with a whip, and a giant sword, im trustworthy!
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Ahra on December 12, 2011, 03:26:05 pm
i think i once read something about those nobles...  :P
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 12, 2011, 03:35:31 pm
Heyy! I'm trustworthy! I'll only throw boomerangs and ride Kangaroo's... I won't steal your stuff!

Now I wish Daniel was still in the party. :\ I could force him, Zathyran, Alora, and Tariq on one team and have the four of you ride kangaroos through the next area, armed only with boomerangs, in some rail-shooter like sequence... :3
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 12, 2011, 05:41:44 pm
I am laughing really  hard right now
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Zako on December 12, 2011, 10:46:58 pm
Honestly, not as much as I am right now. You have NO idea.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Talarion on December 13, 2011, 07:37:46 am
Why did Zako get pulled into the Aussie stereotype? He isn't Australian is he o_o?
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Zako on December 13, 2011, 07:48:42 am
Actually, I AM Australian. I'm as Aussie as you can get without being aboriginal. Suprise?
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Talarion on December 13, 2011, 07:58:55 am
Lol whaaat really? I never would've guessed @_@


Edit: I know why I had the thought you weren't Aussie, now. Your time zone. Bay12 says your local time is 8am. Proves how blind I am, because it says Location: Australia right above it >.>
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 13, 2011, 08:34:24 am
:P I'd ride a kangaroo too just so y'all wouldn't be lonely. I'd probably ding myself upside the head with the boomerang though, get knocked out, and be useless for the duration. I know Link can handle them perfectly and all but I just know if I got my hands on one the inevitable result would be a concussion, sooner rather than later. Frankly I fear any people that are well-versed enough with the projectile to use it properly... o.o
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Grimmjow6th on December 13, 2011, 08:16:13 pm
Notice:i will probably be away for the remainder of the week as dad is cracking down on computer usage before christmas break.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 13, 2011, 08:29:11 pm
OK, thanks for letting me know. I'm going to give Krath another day before autoing him, and I'll auto Frenz if necessary since I know you might not be around, but your position is secure. ^^^
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Krath on December 13, 2011, 10:43:12 pm
Stuff has been going on, yeeeeeee.

Shrug, and use eeny-meeny-miny-mo to pick which way to go. THEN GO.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Grimmjow6th on December 16, 2011, 07:13:41 pm
Im back >_>
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 20, 2011, 01:45:44 am
Ugh, sorry for the massive hold-up, guys. I haven't been doing so well physically and mentally this month and I've gotten even sicker recently. I hope to have a turn up sometime this week but I'm just not feeling too good. :\
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: IronyOwl on December 20, 2011, 02:33:12 am
Hope you feel better soon. Also consider fresh air and healthier food.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Grimmjow6th on December 20, 2011, 05:22:26 am
yay you haven't run the turn yet, thought i was gonna be llaatteeee. also, LEAGUE OF LEGENDS, Y U TAKE UP MAI LIFE?
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Taricus on December 20, 2011, 05:39:35 am
Hope you get well soon SC.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Ahra on December 20, 2011, 09:18:36 am
get well, hope your cats dont keep you awake.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 20, 2011, 10:11:01 am
I love my cats. They are a comfort at times. Nah, the only thing keeping me awake is my insomnia, which I'm sure isn't helping my weaksauce immune system. :\ Thanks for the well-wishes, though. ^^^
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Dwarmin on December 22, 2011, 05:49:58 am
Bump-not for the game though. That can wait. :P

Are you feeling any better, SC?

I know Winter is usually tough for people with weak immune systems.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 22, 2011, 06:02:54 am
I've been sleeping most of the week away and that's helped; best thing to do when you're sick is get a lot of rest, anyway. The nausea and fever are gone, at least. ^^^ Hopefully I'll be up to snuff by the time Saturday rolls around and I can get back to actually putting some effort into my writing on here. :P If not, well, I'll just suck it up and run turns anyway because with the exception of being physically unable to, there's really no excuse for letting these sit for as long as I have. (Other than quitting entirely, I mean, and I'm not going to do that; I'd like to think I would at least have the decency to tell everyone in advance if I was doing so.)
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Zako on December 22, 2011, 08:34:26 am
Huzzah for you getting better Serious! I have missed this awesome game, even reading it is a joy.  :D
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 22, 2011, 08:47:58 am
YAY, you are getting better serious, take another couple of days, don't stress yourself, we can wait. Get better first.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 24, 2011, 04:46:11 am
I actually forgot this weekend was Christmas. >.> I'm going to be busy with relatives, BUT! All of you (even those on the waitlist) get a Christmas present! Even Tariq, who is a Muslim character. :P Y'all decide what you want and I'll work it in sooner or later. ^^^
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Ahra on December 24, 2011, 08:36:36 am

edit:  armor that punish the fool grappling with me...
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Powder Miner on December 24, 2011, 01:23:07 pm
Ooooohhhhh! I WANTSH A FANSHY SHECONDARY AMMUNISHION TYPE PLEASH
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Taricus on December 24, 2011, 01:25:14 pm
DUAL artifact swords please :P
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Darvi on December 24, 2011, 01:26:12 pm

edit:  armor that punish the fool grappling with me...
Now I am imagining you with SpikesOfVillainy.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: adwarf on December 24, 2011, 01:59:04 pm
I would like a magical two-handed sword
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Darvi on December 24, 2011, 02:15:14 pm
I would like a magical two-handed sword
Granted. It's enchanted to be extra shitty.

Oh wait this isn't the corrupt a wish thread. Nvmd.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 24, 2011, 02:48:08 pm
OK, I'm about to head out, but the list so far is:

Ahra: Spiked Armor
Powder: Something like Kraken Shot
Taricus: Artifact Paired Blades
adwarf: Artifact Claymore
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Powder Miner on December 24, 2011, 03:04:09 pm
I dun know what Kraken Shot ish, but I wash thinking shomething like exshploshive shotsh.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Ahra on December 24, 2011, 03:06:22 pm
OK, I'm about to head out, but the list so far is:

Ahra: Spiked Armor
Powder: Something like Kraken Shot
Taricus: Artifact Paired Blades
adwarf: Artifact Claymore
aw no holy purifying flames of blinging awesome?  :P
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Taricus on December 24, 2011, 03:35:36 pm
Pretrty much just upgrade my weapon into two SC ^.^
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Dwarmin on December 24, 2011, 03:52:22 pm
I'm sure Friar Greenmoore could use an artifact robe.

Or a wand of baleful polymorph with infinite charges. To use on Taricus.

Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: wolfchild on December 24, 2011, 06:20:33 pm
An artefact Amulet that helps combat (I wanted a weapon, but she does not use em in wolf form)
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Talarion on December 24, 2011, 06:46:09 pm
Magic Artefact of Magic Power, Please!

(Something to buff my magic. Surprise me, because that's what christmas presents are. A surprise. :3)
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Dwarmin on December 24, 2011, 06:55:14 pm
OOC: I must RP! Maybe this will keep the game alive in the end. :P

Friar Greenmoore finds his thoughts casting backward, as he sits with his new friends, resting and healing.
 
"You know, I thought of a good way for us to pass the time. I'll recount a tale-the first Vampire I faced, and destroyed...assuming you can all bear my hazy recollections..."  
The Friar chuckles good astutely. He actually has a very good memory, of that day...

...

The Crusades were in full swing. It was a Dark time-faith against faith, brother against brother. In these conditions, evil thrives and multiplies.
 
Back then, Desmond Greenmoore was no Priest-he was just a young soldier, who had believed what they told him about the Holy Land, how it needed to be taken back. He had strapped on a makeshift helmet, taken the sword from over the fireplace, kissed his Mother goodbye...and took a long ride on a boat.
 
There was fear-of a new land, of these strange people. But, Desmond had the marks of a good soldier, he knew how to survive. His life might have turned out differently if he hadn't been wounded-courtesy of a camel riding Muslim cavalryman with a recurve bow...

 
Friar Greenmoore rubs his leg absently. The scar is still there, naturally. He clears his throat and continue the story...
 
...

He was lucky to survive, medicine being what it was in those times. But, even though he recovered, Desmond was not deemed fit for the front lines-and they didn't want to waste a soldier with his talents. So, they give him a different job...one slightly less glorious, but no less unnessecary
 
As said-Evil thrives and multiplies. Wars always attract monsters, not only the Human kind. Both armies-Muslim and Christian-had come to realize the truth of the monstrous beings that preyed on their soldiers and citizens. Desmond Greenmoore was part of a new batch-specially trained, skill soldiers who were ordered to put them down.
 
He got his first taste of fighting the supernatural in those months-and winning. In time...

 
"In time, I came to realize who the real enemies of Humanity were. When they asked if I wanted to go back to the glorious field of battle, I declined. I knew who I had been made to fight."  
 
Friar Greenmoore pauses to drink from his water skin.
 
...

The Vampire was the toughest job had been assigned-it had been feeding off not only both armies as they occupied the city, but the innocent people as well-for years, decades maybe. It was an ancient vampire-from some time before the World knew the meager lights of civilization...
 
 
All he remembers from his first battle with her is the smell of nutmeg from a nearby vendors stall-and the girl, he had followed-who said she could lead him...he had been blinded by her beauty and her charm, let down his guard...he had been a sucker for pretty waitresses, even then. Then he was struck on the back of the head, and blacked out.
 
He awoke in what amounted to the Vampires "den"-quite the fancy place, really. The Vampire wasn't alone. It had been using it's powers to materialize monsters and servants from afar...

 
"Much like Count Dracula is doing now, though on a much smaller scale..." The Friar finishes. He cocks his head to one side, perhaps hearing something down the Hall. Probably nothing. He continues.
 
...

Well, there was I-Desmond Greenmoore-unarmed and helpless, encircled by God knows what monsters the Vampire had summoned. There was creatures I would later know as "Djinn" and multitude of dry skinned reptilian warriors with spears, even a few Demons...the girl had been one of those Demons-A Succubi. It explained why she could ensnare him so easily...they had power over men, in more ways than one.
 
Greenmoore had been in a trance like state, half asleep on a perfumed bed of soft pillows-when he saw the Vampire lean over him, about to take a bite, drink his blood...and I couldn't move. I was frozen in place, horrified of what was about to happen, but not in any position to do something about it.
 
You see me here, so you know what happened. I thought it was chance at the time, or a mistake on my enemies part. They had left my small wooden cross on my neck. As soon as it touched me, it recoiled.
 
I didn't hesitate-I got my control of my body, and shoved my cross into the things eye. I wanted to finish it off...they had left my weapons near at hand-mounted on the wall as trophies, if you can believe it. I was very close...battling my way through the hordes of it's servants...I picked up my sliver javelin, handy thing...hurled it through the Vampires chest.
 
Everything went a little crazy at that point. The Vampire fled-back to it's evil dimension, tearing a portal in space and time. You can call it Hell, but what I saw through that portal was worse than anything we could have ever conceived...
 
It created a reverse Hurricane effect-everything in the room was being sucked into that stygian abyss.
 
I saw it's servants being dragged in, screaming for mercy. I found a chain from one wall-my literally lifeline. I held on for my life.
 
That was when I saw the girl, being drawn by-slowly, inexorably toward the portal. The one who had betrayed me...the Succubus Demon. In that moment, her magical charms had been cast aside in panic. All I saw was a Woman, frightened of the unkind fate that awaited her...my heart was tempered that day, with pity. No being deserved to go to that place.

So, I reached out and caught her in my grip. She held on, and so did I-her claws burned me quite horrible, if unintentionally. When it was over...
 

"When it was over, there was no trace of the Vampire, and its retinue was scattered or gone.
 
And...I'm sure you are all very interested in the fate of the woman I saved...but I'll leave that story for another day, assuming we have one."  
 
Friar Greenmoore smiled. It hadn't been the last time he encountered the woman-enigmatic, beautiful, complicated. She had taught him the nature of good and evil was not always so clear. He had taught her that she was not a monster, something to be hunted or despised-that they all had a choice. That there was an inner beauty she had, that was never corrupted.

They had been more than friends.
 
And some years after, she had given him their beloved daughter, in the end. At the cost of her own life came the product of that unlikely union. He had held her hand as she passed, her last words whispering the name "Tala".

Was she in Heaven now? Was there a place for such things as she had been born as, redeemed as she had chosen to be? The Friar could not say. He hoped so. With all his heart and soul.
 
It was the one secret he had told no one, not even Jonas or his old friends at the Monastery. How could they understand?

Friar Greenmoore knew at that moment, thinking back on the good times of his life...they would win the day-Dracula would be cast down. Humanity would be safe. His daughter would be safe...
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: SeriousConcentrate on December 24, 2011, 09:14:53 pm
1. Christ, Dwarmin, I leave you alone for like two hours and you throw in a 1,200 word post the second I'm not looking. :P And you took an arrow to the knee in that post, don't act like you didn't. I know someone here has to have played Skyrim, can you explain why that's a meme? Without any context it's a pretty lackluster line. :\

2. While that would be amusing, probably no polymorphing. I'm a bit adverse to giving items to my players that allow them to grief other players unnecessarily, even though I know the both of you well enough to know it'd just be in fun. ^^^; (Probably end up turning Tariq into Queen Ralia and have the psycho bitch try to take over Castlevania... *grumble grumble*)

3. First thing that came to mind, Ahra. I can think of something slightly more interesting for you, though... :3

4. Kraken Shot is an item Claire has that allows her to debuff enemy defense, Powder. I'll probably give you something different, though, for variety's sake if nothing else.

5. OK, a replicated Talwar for Tariq then.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Darvi on December 24, 2011, 09:26:25 pm
Guards like to say "I used to be an adventurer like you, but then..."

Like the "Halt criminal scum!" gags.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: adwarf on December 24, 2011, 11:54:40 pm
"The Creatures of the Night are not mankind's enemy Friar. Some do hate humanity, and those that do are powerful, so powerful they can bend others Creatures of the Night to their will. They force them to fight, they force them to die, and they force them to march to their deaths. There are some who fight, some of the Night have rose to fight for the protection of the day, but are songs of their achievements sung? No the songs of their death at the hands of one of your so called heroes is what they get for their sacrifice." Alexander replied at the end of the Friar's story.
Title: Re: CvRTD: Turn 145 (Bulletspam & Feral Power; Escape)
Post by: Zako on December 25, 2011, 03:04:53 am
I used to be a badass priest, until I took a demon claw to the hand...

^
That's what I reckon Greenmores description in short should be.
Title: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 07:35:31 am
MAGIC
GROUP 1
Quote from: Zathyran Firsankh / Talarion
Ask Pierre about which direction he wants to go, and then go the opposite direction.
Quote from: Pierre Dé Grasse / Krath
Shrug, and use eeny-meeny-miny-mo to pick which way to go. THEN GO.

GROUP 2
Quote from: Malleus Raulat / Ahra: 25 (6)
Daemon 2, take hammer in both hands and bring it down/into it with as much force as possible
Quote from: Claire Rosara / Irony Owl: 53 (2)
Slash the stronger demon!
Quote from: Alora Moonsilver / wolfchild: 62 (6)
Alora changes back to human form, and finishes off the wounded demon

Quote from: Thunder Demon 1 / SeriousConcentrate: 39
Fight Claire!
Quote from: Thunder Demon 2 / SeriousConcentrate: 87
Fight Malleus!

SCIENCE
Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore sits down for a break! He eats his salted chicken leg, and reaches into the cornucopia again for himself. He offers any of his friends to hold the cornucopia and get some food if they want.
Quote from: Biernat Hara / Riccto
Pull something out of the cornucopia. Hopefully something tasty
Quote from: Frenz Grende / Grimmjow6th
Rest with my allies
Quote from: Tariq al-Sayyid / Taricus
Tariq rests and recuperates from his wounds.
Quote from: Alexander Sylias / adwarf
Rest up


Zathyran turned to Pierre and shrugged, indicating he had no idea about which way to go. Pierre shrugged too and looked around. (8, seriously? o.O) The mercenary had a breakthrough of an idea: they hadn't even tried to touch the walls! He walked over to one and tapped it. It made a flimsy noise. Unmindful of the whole seven years of bad luck thing, Pierre took out his rapier and slammed the hilt against the wall, shattering it. Mirrored glass fell everywhere. The two men looked at each other and shrugged again before Zathyran fell in behind Pierre, letting the mercenary smash each wall they came to. Of course it probably wasn't the best idea to do that. As they reached the exit, they heard several clinking sort of noises behind them, and turned to look. All the mirrored glass was pulling together and forming an extremely large, bulky humanoid of sorts... (Next turn, Pierre and Zathyran will be fighting Mirror Colossus.)

Down in the basement, Thunder Demon 2 turned and threw a fist at Malleus's face... (8+2 vs 2+7; Minor Success; Wax Doll) The knight was hit directly between the eyes by the haymaker and stumbled back, but was uninjured thanks to the artifact he had in his possession. While he was shaking it off, Alora concentrated and returned to her human form, then raised her weapon and brought it down on Thunder Demon 1. (5+3 vs 8+2-3; 5+2 Major Success, 2d6; 8 damage and kill) The point of one of the latajang's crescent ends buried itself in the demon's forehead, killing it instantly. Claire, ever the opportunist, struck at the other demon from behind while it was focused on Malleus. (6 vs 6+2-3; 8+4 Critical Success, 2d6x2+100%; 32 damage and kill. 3, Claire gets an item! Claire receives Thunder Demon Hand! Claire can use this item to inflict 2d12x2 Lightning damage on an enemy.)

While it was drawing its hand back to hit Malleus again, Claire lopped it off at the wrist. The demon turned to look at her and took a second blow directly to the face, felling it, but just to make sure she stabbed it in the chest and twisted the blade. Malleus struck it in the head with his hammer as well for caution's sake and pulped it. The pirate sheathed her cutlass, leaned over, and scooped up the demon's hand. It still cracked with energy. Whistling a sea shanty to herself, she tossed it into the air, caught it, and put it in her pack with the rest of her items; it would probably come in handy, and even if not, some alchemist would probably pay a lot for a genuine demon hand.

In the other tower, the five had met back up and were taking a well-deserved rest while Friar Greenmoore told them a story of his youth. (Biernat expends 1MP.) While he was talking, Biernat reached into the cornucopia and withdrew a slice of pecan pie. He ate it immediately. (Biernat regens 1d8 HP: 5) Greenmoore also paused to eat his leg of chicken while Alexander responded to him, refuting the idea that all creatures of the night were evil. (Greenmoore regens 1d8x2Sea Salt+50%Skill: 12 HP. Tariq, Frenz, and Alexander rest, restoring 1d4 HP: 3, 4, 1.) Whenever they were ready to move on, the stairs were waiting for them...

Spoiler: Status (click to show/hide)

IronyOwl still has a skillup. Also, you guys will get your presents in a few turns; I want to let everyone have a chance to pick something first. ^^^;
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: wolfchild on December 25, 2011, 08:33:02 am
I didn't get any mp from my artefact :(

"Well, it's good to know that those I am travelling with can fight, shall we try to find our two erstwhile companions"

Alora moves to catch up with Zathyran and Pierre
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 08:36:09 am
You're right, you should be at full. It'll take me a bit to get into the habit of remembering that. ^^^; Adjusting nao.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Taricus on December 25, 2011, 08:58:22 am
Hehe, nice avatar edit SC ^.^
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Dwarmin on December 25, 2011, 09:04:28 am
OOC: Heh, my action noted I reached into the cornucopia again, but SC forgot to put it in the turn. :P

Friar Greenmoore stood up, using an old scarf to remove chicken grease and salt from his hands. Slippery, greasy hands had been the doom of many warriors!

"Let's move forward. We've waited long enough!"

Action: Friar Greenmoore moves up the stairs, leading the group with shield brought out defensively.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Talarion on December 25, 2011, 09:06:02 am
"This could be bad... If only the Friar were here... or maybe the Fortune Teller." Zathyran sighed as he readied his magic.

Zap that gollum golem into submission.


I just realised... Zathyran + Pierre = Surprisingly Fitting Team. Team Lightning 8)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Taricus on December 25, 2011, 09:06:21 am
Tariq follows the group up the stairs into the next level.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 09:31:37 am
QUICK TURN

(-1 MP. 19) While he was going up the stairs, Greenmoore reached into his cornucopia and pulled out... a Large Egg. Would he cook it or just eat it raw like he was a boxer or some such? o.o



Also, thanks Taric. ^^^
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Grimmjow6th on December 25, 2011, 09:43:59 am
OOC:merry christmas everyone!

Get up, and begin walking up the steps "Follow me comrades, i shall take point."
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 09:57:35 am
Did you pick a Christmas present yet, Grimmjow? :3
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Grimmjow6th on December 25, 2011, 09:59:21 am
Artifact whip!
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 10:06:50 am
It's on the list now. :D
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Ahra on December 25, 2011, 10:22:42 am
"well that accomplished nothing, ill go look after those guys upstairs"
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: adwarf on December 25, 2011, 04:16:00 pm
"Well up we go. Closer to the moon, a sight to be seen no matter where it lies." Alexander said as he followed his allies up the stairs.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Krath on December 25, 2011, 07:33:16 pm
Prepare for combat by equipping my Montera! COME AT ME, YOU BIG BRUTE. If changing hats doesn't use a turn, STAAAAAAAAAAAB.

I don't need anything for Christmas  :P

Okay, maybe I'll take a Santa Hat to add to my collection.

I just realised... Zathyran + Pierre = Surprisingly Fitting Team. Team Lightning 8)

Ohohohohohoho.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: adwarf on December 25, 2011, 07:34:33 pm
Prepare for combat by equipping my Montera! COME AT ME, YOU BIG BRUTE.

I don't need anything for Christmas  :P

Okay, maybe I'll take a Santa Hat to add to my collection.
Watch it turn you into a fat , white haired, old dude
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: IronyOwl on December 25, 2011, 07:38:10 pm
Rejoin the others... wherever they went.

I suppose they could use help with that mirror colossus about now. Also, very good call with the santa hat. :P


As for a Christmas present... hm...

I want something chaos-based, that is, uses a random table or similar (preferably a big and/or multi-part one!). Perhaps a makeup kit or jewelry box?

Also I am so not averse to writing my own (pending approval/editing) table(s).


EDIT: Also still thinking about skill. :x
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Talarion on December 25, 2011, 08:25:58 pm
Santa Hat... perfect. He'll wield a candy cane and throw presents instead of a rapier and knives. :3?
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 08:28:52 pm
I want something chaos-based, that is, uses a random table or similar (preferably a big and/or multi-part one!). Perhaps a makeup kit or jewelry box?

Also I am so not averse to writing my own (pending approval/editing) table(s).

 Also still thinking about skill. :x

Sure, if you want to make up a table and stuff go nuts. I might suggest some edits or something but, as was the case with the cornucopia, you're free to think up that sort of thing on gift items. ;D As for the skill, no worries. It's up to you when you want to take it, but I'll continue to leave a note for you at each turn so you don't forget about it.

@Ninja Tal: We'll see. I already have a bit of an idea in mind.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: IronyOwl on December 25, 2011, 08:46:06 pm
Well, is there a way it should work? I'm still not entirely certain what I want, though I've got some ideas.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 25, 2011, 08:49:10 pm
Just lay 'em out (either here or in PM, your choice as to whether or not you want input from anybody else) and we'll see what we have to work with. ^^^
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: IronyOwl on December 25, 2011, 09:09:47 pm
Well, I'm quite fond of X Gear of the Y style stuff, so having the end result be a composite of several tables sounds nice. This is only improved by conflicting results, by the way. :P

As for the actual effect, not sure. The most obvious would be that it costs mana to apply a temporary effect. Ideally the duration would be something simple like "until the end of combat" or "until you leave the room," but lasting X turns could work also. I'd also be interested in avoiding a mana cost, like by having as many bad effects as good, and a cooldown to prevent spamming until I got a good effect.

As for specifics, I'm kind of torn. On the one hand, I'd like it if there was a mix of combat and non-combat effects, with non-combat presumably being "you find more gold" and similar as often as "+1 to search rolls" and the like. Then again, I'd like interesting combat effects as well. Anyway, the issue being that the whole would probably be a bit less powerful if the two were combined, since the odds that my nice combat effects would get clogged by useless noncombat ones or vice versa would be pretty high. Less of an issue if there's a ton of bad effects as well, obviously.


The other thing I'd considered, which I suspect isn't a very good idea, is that it could act like a mobile jewelry vendor. Stuff a bag of gold (or something similarly valuable) in, get permanent randomly generated accessory. Trouble is, this would likely be less interesting (though you'd have to roll a lot less) and convince me to shovel all my gold in there in hopes of getting better and better items. Plus, the vast majority of the stuff I'd get would be permanent garbage I'd never use, presumably.


On a slightly different tangent, I suppose it could also work more like a Horadric Cube, in that I shovel components in there and get something randomly generated, but built out of and related in some way to the reagents. So for instance, if I put a bag of gold and demon hand in there, I might get a gold ring studded with demon claw cut into little "gems," which depending on the rolls might grant extra lightning damage to my attacks, protect me from lightning, increase speed, render me weak to holy damage, etc. Except ideally with more than one (or two, or three, for that matter) effects per item.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 26, 2011, 06:51:18 am
The only thing I'm against is something that involves a lot of rolling. :P You're going to have to be limited to two tables deep. Not to say you can't have multiple tables... just don't stack them in such a manner that it would require three or more rolls. The Horadric Cube thing sounds interesting, and it would certainly mesh well with your Trophy Raider class evo, but I'm a lazy bastard so I'm 50% 'I doan wanna do that much work' and 50% 'that's a pretty cool idea, actually'. Finally, the mobile jewelry vendor probably wouldn't be that useful, no. Most jewels and stuff are used for trade items anyway, so it'd really only be a way of turning items you don't want into stuff you can trade, and, um... you can already trade items you don't want anyway. :P The only difference between a normal item and a trade item is that a trade item can't be used for anything other than, well, trading.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: IronyOwl on December 26, 2011, 07:45:58 am
The more I think about it, the more I like the Horadric Cube idea. Would the two-table limit apply to it as well, or only something I'd be spamming? (Not that I wouldn't use it at every opportunity, just that I could only amass components so fast)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 26, 2011, 07:53:27 am
The thing with that is it depends on whether you want a set amount of generated results (which would be limited to tables) or if you wanted me to come up with something based on whatever you fed into it. The benefits for the first is that you could just put whatever into it and get something, the latter is that you could more carefully select items to try and get a desired result. For example, I can tell you right now that if you had that and you put in your Skelerang and Thunder Demon Hand, you'd end up with a single-use boomerang that deals 2d12x2 Lightning damage to all enemies.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Riccto on December 28, 2011, 05:29:04 pm
Oh. Gifts....Hmmm. Oh. A Sentient Ball and Chain. Kinda like a Chomp from Mario. Yeah.....  8)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 28, 2011, 05:32:07 pm
With an Action Command that makes it eat the enemy! (No, seriously, I'll allow that: a ball and chain weapon you can use normally or spend some MP on to slightly power up.)

Who hasn't posted yet? ??? I keep getting the feeling I'm missing someone but I can't figure out who it is. :\
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Ahra on December 31, 2011, 11:14:55 am
erm.. sorry but bump?
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 31, 2011, 11:24:01 am
No need to apologize, min vän. I need to bump my other RTD for V-Norrec and Draignean, too. Anyway, update today isn't very likely because Araph's tabletop game is starting fairly soon and I need to get ready for that. ^^^
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Ahra on December 31, 2011, 12:19:47 pm
i see what you did there friend  :P
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on December 31, 2011, 12:25:04 pm
I thought you might like that. :)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Riccto on January 01, 2012, 09:23:15 pm
"A eh..Intreguing tale Friar. I wish mine was oh so how errrm...Exciting. I am a simple man, no crusading or investigations for me. I was born on my fathers farm with my brother and sister and I want to protect them. Simple ya?" Biernat nods firmly before...
Moving up next to Greenmore on the stairs with his own shield to maximize coverage
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on January 04, 2012, 01:58:50 pm
Both a bump and a notice that there will be a turn later today. I've spent the past few days sawing, splitting, hauling, and stacking heavy logs for my grandfather and I was too exhausted to muster up much creativity, but today is the last day of that (for awhile at least) so some time after I get back and rest up a bit I'll start work on a turn. :)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Darvi on January 04, 2012, 02:00:27 pm
sawing, splitting, hauling, and stacking heavy logs
My average day last autumn.
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on January 04, 2012, 02:01:17 pm
:P It wasn't cold enough to warrant needing firewood until recently. I feel for ya though, dude. I've been having to do that every winter for the past seven or eight years; it was real bad during the ice storm awhile back...
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Darvi on January 04, 2012, 02:03:15 pm
Nah, 'twas cool.
Spoiler: Also dwarfy. (click to show/hide)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on January 04, 2012, 02:11:07 pm
lol. My experience was considerably more modern since I had a chainsaw and a powered woodsplitter. :)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Dwarmin on January 04, 2012, 03:20:27 pm
"A eh..Intreguing tale Friar. I wish mine was oh so how errrm...Exciting. I am a simple man, no crusading or investigations for me. I was born on my fathers farm with my brother and sister and I want to protect them. Simple ya?" Biernat nods firmly before...
Moving up next to Greenmore on the stairs with his own shield to maximize coverage

Friar Greenmoore nods. Both experienced warriors imperceptibly shift their shield stance without having to consult-Friar Greenmoore, being shorter, shifts slightly to the left and down-protecting Biernat and himself from a sudden strike to the waist or legs. Biernat begins sweeping to the left and right at shoulder level, to defend against a sudden attack from above or ahead.

"I'd imagine there is much adventure and wonder to be found, even in your simple tales Biernat. You are a humble man, and you hardly needed a crusade to find adventure-nay, If I were a betting man, I'd say you needed no grand quest to find your wonders, but merely living day to day.

If you search your memories, you might find things you did and survived, that prouder men deemed impossible."
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: SeriousConcentrate on January 04, 2012, 07:42:25 pm
All right, working on turn now. I'm going to go back and compile the list of Christmas wishes (last chance to get something is before Turn 150 because that's a nice number; once you've made one you'll get it ASAP) to make sure I've got them all correct, then collect actions and run the turn. (Too bad I was wrong about the 'being done for awhile' on the log thing. I have to go split more tomorrow... ;_;)
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: IronyOwl on January 04, 2012, 08:48:30 pm
That's an awfully small axe, Darvi.

Noooooo indecisiveness nooooooo. I'll default to the GM-handled Horadric Cube unless I can get those tables in time. :<
Title: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: SeriousConcentrate on January 04, 2012, 08:54:25 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion: 51 (3)
Zap that golem into submission.
Quote from: Malleus Raulat / Ahra: 44 (4)
"well that accomplished nothing, ill go look after those guys upstairs"
Quote from: Pierre Dé Grasse / Krath: 42 (5)
Prepare for combat by equipping my Montera! COME AT ME, YOU BIG BRUTE.
Quote from: Claire Rosara / Irony Owl: 16 (3)
Rejoin the others... wherever they went.
Quote from: Alora Moonsilver / wolfchild: 24 (5)
Alora moves to catch up with Zathyran and Pierre

Quote from:  Mirror Colossus / SeriousConcentrate: Autolast
Finish forming; attack Claire, grab Zathyran

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore moves up the stairs, leading the group with shield brought out defensively.
Quote from: Biernat Hara / Riccto
Move up next to Greenmore on the stairs with his own shield to maximize coverage
Quote from: Frenz Grende / Grimmjow6th
Get up, and begin walking up the steps
Quote from: Tariq al-Sayyid / Taricus
Tariq follows the group up the stairs into the next level.
Quote from: Alexander Sylias / adwarf
Alexander followed his allies up the stairs.


The mirrors finished forming into a massive torso with an oversized head, the jaws containing several rows of reflective teeth. Its eyes were blank and empty, showing them only their own faces as its arms extended to block the way up. It let out a guttural, inhuman roar... sparking Zathyran into action! Electricity arced between his fingers as he raised them towards the colossus... (-4 MP. 6+2 vs 5+3 [4+2 vs 4+3]; 2. 3+2 vs 1+3; 7+3 Critical Success, 2d10x2+75% + 1d10x2+75%; 46+35=81 damage) The first blast of lightning hit the creation in the face and reflected off, arcing into the ceiling harmlessly. When it opened its mouth for a second roar, Zathyran threw both hands forward, shooting a bolt directly into its throat and shocking it from the inside!

Malleus. Claire, and Alora came up the stairs the second they heard the first roar. To everyone's shock, the extremely armored Malleus was leading the three and he cleared the last step with a mighty leap, raising his warhammer in both hands... (8+2 vs 3+3; 8+3 Critical Success, 2d6x2+75%+50% Effective Type (Bashing); 42 damage. 1, no freeze) He swung it down with all of his might, smashing it directly in the forehead and sending small shards of mirrored glass everywhere! He landed, twirling his weapon around his hand for momentum as he raised his shield... Pierre, in the meantime, had used the opportunity to swap hats to his newest find: the Montera! He put it on and instantly felt lighter on his feet.

Alora, too, was running in to attack and ran past Pierre, who was too busy admiring his many reflections in the facets of the creature's face to even consider attacking at the moment. (1+3 vs 3+3) But she, too, was stopped and stunned by the reflection! Not Pierre's, just the light that was shining off of the creature. It got in her eyes and blinded her. Claire, in the rear, finally got close enough to attack (5 vs 4+3) but she was the third victim of the reflection! This time it WAS Pierre's reflection that stopped her. "Hat looks good on you," she commented.

The colossus didn't care about any of that! (Claire: 1+3 vs 6+2. Zathyran: 8+3 vs 4+3) It grabbed Zathyran with its closer hand, identifying him as the largest threat, and lifted him into the air. At any moment it could start squeezing the life out of him, or fling him into the ground or out a window. O.O (Zathyran is being Crushed! Until he escapes with a successful movement roll, he will automatically take 1d6 damage each round, and the colossus has the option to slam him against the ground for massive damage although that will release him instantly. On the other hand, he can still attack with a slight penalty, and while he's being held the colossus only gets one attack per round...)

In the other group, the five proceeded upstairs cautiously... but nothing dangerous awaited them in the next room! In fact, all that was there was a rather pagan - in Greenmoore's estimation, anyway - tree with a few gifts scattered under it. Each was in a package with a name on the front, and a note hung from the tree. Tariq took it and read it aloud. "To my test subjects: You were most entertaining in the previous room! It's too bad that my latest two acquisitions escaped, but this way I'll get to see how they react to these situations as well. I suppose it isn't a total loss in that regard. I do look forward to seeing all of you. Personally, that is. I'm watching you right now." As he said that, all five looked around. Biernat saw it first: a familiar eye peeking out of an alcove high in the wall. As soon as everyone saw it, it vanished upwards. Tariq turned back to his letter. "Take these gifts. I do so want you to stay alive for a few more tests."

He shrugged and discarded the letter as they looked at their presents. Tariq opened his first; it was a sword. In fact it looked almost exactly like the other talwar he had! But where the name 'Karim' was engraved along the blade, this one instead said 'Farah.' He buckled the sheath to his swordbelt. (Tariq gets: Paired Blade, Farah's Talwar! Upgrades gained by this are also applied to Karim's Talwar, and vice versa.) Next was Alexander. His package was almost as tall as he was! He opened it to find a rather masterfully crafted claymore; the blade was wide and slightly heavy for more cutting power, and the golden hilt was wrapped with brown leather. The pommel, a round knob, was studded with onyx gems. This, too, had a name carved along the blade: "Joyeuse." (Alexander gets: Joyeuse! It is slashing, +1 to damage, and on a Major+ success, inflicts Shadow damage with a 25% chance (4 on 1d4) of inflicting Poisoned status. When an enemy is poisoned, 1d4 is rolled; the enemy takes the result as damage for 1d6 rounds. Poison doesn't stack.)

Third to open his present was Biernat. In it, he found a black ball and chain. It didn't appear to be too special until the ball opened up a pair of dark eyes and regarded him for a few moments before baring its fangs at him. Cautiously, he picked it up. The chain squirmed a bit like a giant tail, until it looped around his body. Once it was comfortable, it pulled itself from his hands and hung itself from its chain, making a sound suspiciously like snoring. (Biernat gets: Chain Chomp! It deals 1d8 damage normally, and by spending 1 MP when attacking, gains a 50% chance to get a second, free attack with it!) He petted it as Greenmoore cautiously pulled apart the wrapping on his gift.

Inside was a pair of old robes that he recognized at once... in fact, he hadn't seen them in almost twenty years: his old robes, back when he first started hunting creatures of the night. He had lost them in that incident with the succubus, and they still looked as pristine now as they did then: pure white, with a single red cross at the chest and upper back. He shed his current brown robe and put it on, marveling that it still fit as well as it used to. (Greenmoore gains: Crusader Robes! These robes subtract -1 damage from any damage roll against him, but will not provoke a counter if the effect lowers the roll enough.) Once again, he felt protected by his faith.

The final present went to Frenz, and he opened it eagerly. As a nobleman, he was used to receiving gifts, some useful like hunting dogs, and some for courtship, like wine from various noblewomen. This, however, definitely fell into the 'useful' category. It appeared to be a plain leather whip... until he cracked it, and it blazed with a brilliant white flame momentarily. With a grin to himself, he rolled it up and stuck it into his belt. (Franz gets: Flame Whip! It inflicts both Fire and Blunt damage, has +1 to damage, and a 25% chance (4 on 1d4) on a Major+ success to inflict Burning status. When Burning, an enemy takes 1d4 (1d8 if weak to fire) damage for two rounds and defense is lowered by -1 until the status ends.)

They compared gifts and made small talk for a few moments, but they still had a choice before them. This time, there were three doors: south, east, and west. What were they to do?

Spoiler: Status (click to show/hide)

IronyOwl still has a skillup, and you still have some time to think about it, IO. ^^^ At the very least you have to deal with this monster first. :3
Title: Re: CvRTD: Turn 146 (Shattered Mirrors, Dead Demons, Food and Rest)
Post by: Darvi on January 04, 2012, 08:54:41 pm
Well duh, real life axes are rarely much bigger.


NINJA SC
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: IronyOwl on January 04, 2012, 09:15:49 pm
Excellent. Now to come up with tables that aren't too complex for SC to apply. >_>

Darvi: Sure they are. I've got a two-hander. :3
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Dwarmin on January 04, 2012, 09:25:19 pm
Friar Greenmoore wore the robes with some trepidation.

He knew *why* they had been chosen.

..from the time of his Crusading days, where he had felt young, full of fire and strength...and was for a time, blinded by his own fanaticism, confident he knew everything there was to know. He also knew why they had been cleaned so well-for there had been times when they were so drenched with blood the red cross on the center could not even be made out. It was a reminder. Almost as if they were saying no matter how clean it looked on the outside, some stains would never come out.

He also noted wryly a specific scent of nutmeg-the one his lover, Talas mother, had favored when She visited him, for a being such as her could control the senses to a certain degree-the scent still clung to it, fresh as it had been the day...after. It had been something special between them.

Another reminder, but a more bitter one-and he did feel a pang of fear with it, the first in this long trip, the first in years. What if they had found the wily Friars weakness? His faith was strong, but like the strongest fortress, there was a small door left unguarded.

Friar Greenmoore prayed quietly.

God, of all the beings in this world, please let Her be beyond Draculas reach...even is she is anthema to you, I loved her all the same...please, protect her if your mercy extends that far.

Of course, there was no answer, from within or without, nor could he have expected one. The powers of Light and good existed on faith, or they did not exist at all.

After he composed himself, he turned back to the group. He was surprised to found his voice had raised a notch in timbre.

"It seems we will have to play more door guessing games...I say South first. The air doesn't smell so foul on this side of the room."

Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: adwarf on January 04, 2012, 10:32:00 pm
Alexander scowled as the note was read, and he spoke quickly, "Test Subject! Wait until I find you, I am going to tear you limb from ... *growling noise*" Towards the end Alexander accidentally loses control of his voice, and a feral growl escapes his lips, he hastily grabbed the sword, placed it on his back, and followed the Friar to the door.

Follow the Friar to the door go in first, or second atleast.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Grimmjow6th on January 04, 2012, 10:35:59 pm
OOC:I AM NOW THE BALROG!
"Ah, how useful. let us go west! my gut tells to so."
go west, unless my allies choose differently.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Talarion on January 04, 2012, 10:42:18 pm
Escape before I get thrown out of a window.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Ahra on January 05, 2012, 03:48:41 am
"LET GO OF HIM FOUL CREATION"
Smash as much of the arm holding zathyran a i can
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Zako on January 05, 2012, 05:03:24 am
Just a quick question to the players, who is liking the towers? Cause I'm pretty jelleh that I can't play through them with you guys.  :'(
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: SeriousConcentrate on January 05, 2012, 05:09:21 am
You're making me feel like a meanie for the dice rolls. :(
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Ahra on January 05, 2012, 06:37:28 am
Just a quick question to the players, who is liking the towers? Cause I'm pretty jelleh that I can't play through them with you guys.  :'(
Oh they are like WH fantasy awesome, how come?
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Zako on January 05, 2012, 08:09:15 am
Just asking. I have a feeling that your shit is about to be wrecked soon though.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Ahra on January 05, 2012, 08:11:04 am
thats why i stack defense like a paranoid goddamn dwarf

Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Grimmjow6th on January 05, 2012, 04:12:00 pm
thats why i stack defense like a paranoid goddamn dwarf
Me too bro!
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Taricus on January 05, 2012, 04:16:00 pm
Head West.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: IronyOwl on January 05, 2012, 06:20:40 pm
thats why i stack defense like a paranoid goddamn dwarf
Me too bro!
Goddamned golem and balrog. :(


Pry Malleus I mean Zathryan out of the colossus' arm, or failing that just slash it.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: SeriousConcentrate on January 05, 2012, 06:39:37 pm
Yeah, Claire's the ONLY person maximizing movement. :P It's going to help when I make y'all do the Outer Wall level. :3 Or the Clock Tower. :3 Or the Ghost Ship. :3
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Darvi on January 05, 2012, 08:48:37 pm
Pfff, who needs defense and movement when you can just as well stack bonus upon bonus and keep critnuking the enemies while the other meatshields keep  the damage away from you?
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: IronyOwl on January 05, 2012, 09:02:33 pm
Some of us have bigger ambitions than dying and then one-shotting everyone else as a boss. >:(
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Darvi on January 05, 2012, 09:07:24 pm
Dying wasn't part of the plan though.

Just a very welcome side effect.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: SeriousConcentrate on January 05, 2012, 09:22:59 pm
Take it easy, Irony. I'm not going to allow any one-shotting from a boss 'cause that's a little cheap. Two/three shots are fine, though, and Wymar is liable to drag three or four people to their graves when he does show up... >.>
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Powder Miner on January 05, 2012, 09:31:29 pm
:O
How good of a glass cannon is April's build? (Addressed to Serious)
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Darvi on January 05, 2012, 09:36:50 pm
Take it easy, Irony. I'm not going to allow any one-shotting from a boss 'cause that's a little cheap. Two/three shots are fine, though, and Wymar is liable to drag three or four people to their graves when he does show up... >.>
Mind ya, there's never more than four people fighting the boss he's based on any way.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: IronyOwl on January 05, 2012, 09:42:52 pm
...I didn't catch that before, but yeah, SC just said you'll probably wipe or nearly wipe the whole (half of the) party. ಠ_ಠ

Unless the party will rejoin to battle you, but that just means you'll need to be even deadlier to survive eight people wailing on you while still being a glass cannon.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Powder Miner on January 05, 2012, 09:44:40 pm
April's my waitlist character in case it isn't clear.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Darvi on January 05, 2012, 09:57:47 pm
Unless the party will rejoin to battle you, but that just means you'll need to be even deadlier to survive eight people wailing on you while still being a glass cannon.
108 phases, biatch!
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: IronyOwl on January 05, 2012, 10:06:21 pm
Don't get it.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: SeriousConcentrate on January 05, 2012, 10:07:19 pm
108 is Suikoden, so wrong RPG series Darvi. :3 As for PM, I had to look through my notes until I found your character (I should label my shit better, honestly) and, uh, hmm. Bulletspam comes to mind. That also reminds me, you wanted an ammunition type for your Christmas present, right? How about fragmentation ammo? It would work like Irony's Kraken Ammo in that is has a 1d4 chance to do something, but instead of lowering defense it splits off on impact and hits another enemy.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Powder Miner on January 05, 2012, 10:09:33 pm
That would work.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Darvi on January 05, 2012, 10:09:41 pm
108 is more than just... wait what, Suikoden has an actual boss with 108 phases?
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: SeriousConcentrate on January 05, 2012, 10:12:11 pm
It's been a while since I've played that game, but I don't remember the 108 phases thing. Is it an attack? As for Suikoden, I just meant the 108 stars/characters... Also, OK, Powder. I'll make a note of it in the list I have. This one is actually clearly labeled! :p
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Zako on January 06, 2012, 01:03:17 am
Who's missing actions right now? I wanna get to see if a certain lightening mage gets thrown out a window!
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Talarion on January 06, 2012, 05:32:47 am
Hey! That's not a cool thing to say abou- oh wait, you're talking about me. >.> <.< Right.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Ahra on January 06, 2012, 06:04:21 am
dont worry, me and irony will get you out in no time, frostbite may be included.
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Riccto on January 06, 2012, 07:00:39 am
Pet Chomp. Follow the party
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: Krath on January 06, 2012, 12:18:06 pm
Double weighted throwing daggers at the bloody thing's head!
Title: Re: CvRTD: Turn 147 (Lightning Hammers in Magic Tower, Gifts in Science Tower)
Post by: wolfchild on January 09, 2012, 12:38:25 am
Swing at the colosus
Title: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 02:54:25 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion: 31 (2)
Escape before I get thrown out of a window.
Quote from: Malleus Raulat / Ahra: 62 (6)
Smash as much of the arm holding zathyran as i can
Quote from: Pierre Dé Grasse / Krath: 52 (8)
Double weighted throwing daggers at the bloody thing's head!
Quote from: Claire Rosara / Irony Owl: 28 (8)
Pry Zathryan out of the colossus' arm, or failing that just slash it.
Quote from: Alora Moonsilver / wolfchild: 41 (1)
Swing at the colossus

Quote from: Mirror Colossus / SeriousConcentrate: 75
Crush Zathyran, then hit Alora with him

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
"It seems we will have to play more door guessing games...I say South first. The air doesn't smell so foul on this side of the room."
Quote from: Biernat Hara / Riccto
Pet Chomp. Follow the party
Quote from: Frenz Grende / Grimmjow6th
go west, unless my allies choose differently.
Quote from: Tariq al-Sayyid / Taricus
Head West.
Quote from: Alexander Sylias / adwarf
Follow the Friar to the door go in first, or second atleast.


The colossus fixed its reflective eyes on its abductee with a heavy breath. It lifted Zathyran up and tightened its grip momentarily (6-2 damage) then swung him at Alora! (5+3 vs 7; 4+4 Massive Success, 2d4x2; 12-1 damage) The werewolf wasn't fast enough to react and Zathyran's shoulder - with the force of the colossus's swing behind it - struck her in the side of the head and knocked her to the ground, temporarily senseless! Malleus watched the arm swing, and when he felt the moment was right, he struck! (5+2 vs 5+3) But the angle of his blow was wrong, and the hammer glanced off of the monster's elbow. Pierre drew his daggers... (-2 MP. 7 vs 2+3; Major Success, 2d6+1d6; 13 damage. 7 vs 3+3; Massive Success, 2d6x2+1d6x2; 26 damage, 39 total) The first buried itself in the creature's left eye, and the second hit the first, driving it in deeper!

The colossus roared in pain and threw its arms around, coming dangerously close to slamming the captive mage into the wall or ceiling. (8+3 vs 5+3; 6+2 Massive Success, 2d6x2; 18 damage) ...But Alora got back to her feet, and with a swing of her Lajatang, gave the colossus something else to worry about! (7+3 vs 7+3 (2+3 vs 2+3 (7+3 vs 3+3))) The hand loosened slightly, and Zathyran pulled himself out of its grasp and jumped away, tucking into a roll upon landing and coming up facing the monster once more! Claire took a shot at it now that he was clear. (7 vs 3+3; 8+4 Critical Success, 2d6x2+100%; 36 damage) Her cutlass sliced through a finger, severing it completely!

In the other tower, Biernat chose to go with (Odd Dwarmin/adwarf, Even Gimmjow6th/Taricus: 7) the friar and the werewolf south while the nobleman and the watchman headed west. Tariq and Frenz opened their door first, and as soon as they entered, it slammed closed behind them! A heavy, featureless iron slab fell on either side of the door. Meanwhile, (1/2 adwarf since he wanted to go first, 3 Dwarmin, 4 Riccto. 4) Biernat tried to open the southern door... and was shocked by a powerful current! (5 damage. Strength check: 7+2+1 from Iron Hunter) With his amazing willpower, Biernat was able to force his hand open and step away from the door, although he was feeling pretty frazzled by the occurrence. With no recourse, they headed east instead.

In the west, Tariq and Frenz were presented with what appeared to be a pretty boring room. No furniture to speak of, just some markings on the walls, some with holes below them. The door opposite was guarded by a heavily spiked slab of iron; there was probably a mechanism somewhere in here that lifted it, as doing so manually was out of the question. (Odd Tariq Even Frenz: 2) Frenz looked at the holes more closely; each was surrounded by the carving of a demon in such a way that the holes appeared to be their mouths. Above each was a carving; demon 1 had a crucifix over its head, the second had a setting sun, and the third had a pentagram. He peered into each hole and saw, recessed a bit, a lever. If he wanted to flip any, he would have to reach in and do so manually.

Tariq, meanwhile, was occupied with something that caught his attention: a scuttling in the far wall. A hand came out of a hole near the floor dragging an enveloped. Intrigued and confused for the moment, he watched it drop it and then scuttle back. He picked up the envelope. (Tariq Dodge Roll: 5, poison avoided but not damage: 2 damage) When he opened the envelope, a razor cut his hand; several more fell out of the envelope. He frowned at the thin cut on his hand, then read the letter inside.

Quote
Your way is barred,
Make your choice.
One frees you from your prison,
The others punish your ignorance.

Choose wisely.

Hint: The beginning of true knowledge will show you the way.

What did they want to do?

As for the trio in the east, it was filled top to bottom with cages. In the middle of the room was a large, greased pit; the three could see the black blood glistening along the slopes of it and flowing around spikes. Alexander saw a plaque near the pit and read it aloud for everyone. "Defeat my new experiment to proceed. Don't feed the caged experiments." That was... baffling. They looked around again and noticed movement in the cages as well as very, very quiet whirring and clinking noises. Further examination revealed large, red eyes in the walls near the ceiling, tracking each step they made with a single-minded malevolence. Finally, near the opposite door was a set of keys hanging on a hook.

What were they going to do?

Spoiler: Status (click to show/hide)

I could recommend Accuracy for you, IO. Everyone else has that as a bonus, it's pretty useful. ^^^
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Taricus on January 15, 2012, 03:03:21 pm
Not another puzzle :'(
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 03:06:00 pm
:3
:3
:3
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Talarion on January 15, 2012, 03:08:39 pm
Zap that bastard into oblivion!
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Ahra on January 15, 2012, 03:33:37 pm
I DONT CARE IF IT TAKE ALL MY MP TO DO IT SAFELY, FREEZE THIS 400 HP BASTARDS LEGS AND ARMS TO THE FLOOR
"You would have appeared to pissed me of good sir (Turquoise light flowing out trough visor and hammer)
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 03:39:18 pm
~Darvi-style mini-turn~

You use all your MP to freeze the colossus's legs to the floor. Then you realize he doesn't have legs to freeze in the first place and on top of that you don't have any MP anymore.

(Nah, I'm just bored and messing with ya. :3)
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: IronyOwl on January 15, 2012, 07:31:35 pm
Oh come on, that's the easiest puzzle ever.

Also, dear god I did not notice that thing's HP. I guess that's what we get for having Claire and Zathyran on the same team.


And yeah, I was actually going to ask you about the accuracy thing. I'll take it. Now I can hit Malleus on an 8 vs 1! Assuming I win the tiebreaker.

ಠ_ಠ


Also, does my double gun allow me to use my special ammo/abilities twice with it?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Dwarmin on January 15, 2012, 07:34:35 pm
Friar Greenmoore didn't like the look of this..

Action: Examine the things in the cage. Don't stick my fingers in there. :P
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 07:43:28 pm
Oh come on, that's the easiest puzzle ever.

Really? ??? Bear in mind I'm not going to comment on this any further so as not to accidentally reveal the answer... >.>

Also, dear god I did not notice that thing's HP. I guess that's what we get for having Claire and Zathyran on the same team.

:3
:3
:3

Actually I wouldn't discount Malleus in this fight, his blunt weapon is pretty good against this monster. Alora can also more or less literally beast-mode it with her werewolf powers. As for Pierre... his best bet is to keep using his daggers for the extra damage dice or put on the Belmont headband and bank on Greased Lightning giving him extra attacks.

And yeah, I was actually going to ask you about the accuracy thing. I'll take it. Now I can hit Malleus on an 8 vs 1! Assuming I win the tiebreaker.

What tiebreaker? ??? 8+1 beats 1+7... And even if you did fight Malleus, you could just use your far superior Movement to pin him down, negating his defense, and then shoot him in the side of the head multiple times. (Yeah, I'm still bitter about that episode of Deadliest Warrior. Knight should have whipped Pirate ass is all I'm saying. >:()

Also, does my double gun allow me to use my special ammo/abilities twice with it?

Yeah, you can try a Kraken shot twice but defense-lowering doesn't stack. :I It does give you two chances for the special effect to work, though.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: IronyOwl on January 15, 2012, 07:51:49 pm
Oh, I thought Malleus had +8 to defense?

Also yes, my real strategy vs Malleus would obviously be to try to push him off a cliff. It'd be less of a fight and more of a Zelda drag-the-block style puzzle on my end. :P


Er, what effects did freezing have on an enemy exactly? More specifically, what effects does Malleus' hammer have on a frozen enemy?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Powder Miner on January 15, 2012, 07:55:20 pm
Pirate beats Knight if they have guns. Otherwise what the f!@#?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 07:58:52 pm
Quote
Heavy Cold Silver Warhammer Lv2 (Bashing; On a Massive Success, the hammer deals Ice damage to the target and has a 1/4 chance of freezing them, preventing them from acting for two turns and increasing the damage roll of Bashing weapons by 1. On a Major Success it deals Ice damage. +2 Damage normally/+4 Damage on Were-Creatures)

Basically they can't do anything for two turns and if his damage roll was 4 it would be 4+1 while they're frozen. :3

@Ninja Powder: Yeah but it was bullshit because the pistol they used was ineffective against the plate mail and the primitive shotgun they had (arquebus, I believe) misfired constantly and if you even so much as held it level the powder and shot would fall out. Hell, when they were testing it admittedly it shredded the plate mail, but on the first try it didn't even work. Also consider in real life you would only get one shot per gun because they were all muzzle-loaders and the Knight would tear the Pirate to pieces. :\ The crossbow the Knight had was more accurate over a longer distance, loaded faster, and wasn't prone to misfires, plus the Pirate didn't have any armor to protect themselves from it... That's all I'm saying...
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: IronyOwl on January 15, 2012, 08:04:21 pm
Kraken Shot + Normal Slash.

Freezing it probably isn't really worth it, which I guess is easier to say when you've taken no damage yet. :3
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Powder Miner on January 15, 2012, 08:13:14 pm
Well yeah. But GREENNAAAAAAADDEEEEEEESSSS!!!!!!!1111!!!!
Knight prolly shoulda won if it was just on the ground though.

Edit:
Next episode Baseball bat>nunchuks Hahahahahaha
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 08:23:41 pm
Admittedly the grenado was a pretty good weapon to use against the Knight, . In other Deadliest Warrior Season 1 talk I'm happy the Spartan whupped Japan's ass (beat the Ninja in the original episode, then in the 'Back for Blood' season 2 special, beat the Samurai, who was considered the other 'most deadly' warrior of the first season) since, although I'll play ninja and samurai on occasion, I just think those archetypes are overused and vastly, vastly overrated. Just my opinion, though. >.>

For those who don't know but are curious, these were the kill counts:

KNIGHT - 371 total
Morningstar: 54
Crossbow: 106
Halberd: 108
Broadsword: 103

PIRATE - 629 total
Grenado - 198
Flintlock Pistol - 41
Blunderbuss - 352 (this is where I call bullshit, that thing was proven to be unreliable -___________-)
Cutlass - 25
Boarding Axe - 13

And yeah, I loved the Mafia boss. Dude was so badass. :3
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: adwarf on January 15, 2012, 08:57:40 pm
Smash my new sword through one of the caged experiments.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Powder Miner on January 15, 2012, 10:22:22 pm
Unreliable, yes.
But You can't discount the fact that when it fires oh god where did my organs go.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 15, 2012, 11:09:47 pm
Not another puzzle :'(

I remember when you couldn't solve that riddle in Mushroom Kingdom Wars, without me basically hand feeding you the process to solving it. I have a feeling that you are gonna get chewed up by whatever this thing is.

Also, when Serious gets catty, it's a BAD sign for the players.

One more thing, I don't think that a iron slab dropped down in the other room to cover the door. Is that true GM?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 15, 2012, 11:20:51 pm
...Maybe it did, maybe it didn't. Maybe someone should check on that? (Don't make me cardcrush you too, Zako. :3)

...

screw it, I'm doing it.

:3
:3
:3
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 16, 2012, 05:04:51 am
No, NO NOOOOOOOOOOOOOOOOOOO

*squelch*
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Krath on January 16, 2012, 05:10:43 am
Stab ye olde colossus in the other eye! BLIND IT! BLIND IT I SAY!
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Powder Miner on January 16, 2012, 12:06:48 pm
Cardcrush? Wazzat?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 16, 2012, 12:23:28 pm
It's a meme based on a Japanese interview. Basically business cards are considered pretty important in Japan, and during an interview the guy asked for one. He then proceeded to crush it with the most gleefully evil expression ever. It quickly became a meme where somebody would offer someone something, only to crush it when they accepted it. The last three panels would be the person's face, each one zoomed in more than the last.

Here's a few versions:

Half-Life 2 Version (http://knowyourmeme.com/photos/71421-card-crusher)

Death Note Version (http://knowyourmeme.com/photos/12124-card-crusher)

Actual Incident (http://knowyourmeme.com/photos/17003-card-crusher)

Also, read them right to left.

DISCUSSION EDIT: While we're waiting for all the actions to roll in, I figured I might as well elaborate on something. The reason why the Magic team is getting a mini-boss is because the Science team is getting a lot of traps and puzzles. Basically the Tower of Science is slightly experimental; if you guys like the change of pace, I might try to incorporate more of that in the future. But because you guys might prefer moar action instead, and so the other team isn't left out (it makes more since for Science to be traps and puzzles for one thing, Magic maybe but it's a good excuse to use fantastical beasties instead) I threw them a miniboss to keep their own trek interesting. Any thoughts on whether the ToS is more interesting, less interesting, about the same, etc?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 16, 2012, 09:11:48 pm
Oh I've seen that face before! So THATS what it was... Last time it was Vriska from homestuck cardcrushing tavros' robolegs.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 16, 2012, 09:21:55 pm
My favorite one was probably Navi crushing the Triforce on Link, with HEY on the next to last panel and LISTEN on the last. :3 She really was a troll in fairy clothing.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: wolfchild on January 17, 2012, 07:36:16 pm
Instead of attacking directly, alora will atempt to hinder it's movements
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Grimmjow6th on January 19, 2012, 05:05:05 am
Reach into one of them and pull a lever! using blind luck to guess the right one by closing my eyes.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 19, 2012, 08:45:55 am
Oh dear... Things are about to go downhill I think.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Ahra on January 19, 2012, 11:29:27 am
wanna guess what happens? Rocks fall you get bones smashed is my bet.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 19, 2012, 12:29:03 pm
Also need Taricus to post an action. :-X
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 19, 2012, 12:32:12 pm
Yeah man, we all know you hate puzzles since you suck at them. Just take a shot at it dude, WHAT COULD GO WRONG?
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Taricus on January 19, 2012, 12:32:18 pm
I'm officialy protesting the puzzle by not posting an action :P

Though in all seriousness: Tariq looks around for anything useful. His ally seemed to have things sorted out with the puzzle.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 19, 2012, 01:05:11 pm
Let's see now...

Taricus
Grimmjow6th
wolfchild
Krath
adwarf
IronyOwl
Dwarmin
Ahra
Talarion

Guess we still need Riccto, too. ^^^;
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Riccto on January 19, 2012, 04:41:16 pm
Look for something that's hopefully not ELECTRIC. MAYBE EVEN A LEVER.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 20, 2012, 09:57:45 pm
All turns are here...

Y U NO UPDATE?!
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 20, 2012, 10:14:53 pm
I don't like to write turns when I'm tired, so as a chronic insomnia sufferer... :\ Anyway, I'm still waking up after having not slept as long as I'd liked (finally passed out at 2 PM from exhaustion... woke up five hours later ::)) but I'll do the turn in an hour or so, once I finish this 2-liter of coffee.
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: IronyOwl on January 20, 2012, 10:17:26 pm
Feel free to take your time for health-related things. :-\
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: Zako on January 20, 2012, 10:35:41 pm
Ok, just take your time then. Sorry. I feel guilty now...
Title: Re: CvRTD: Turn 148 (Mage = Effective Weapon, Shocking Results)
Post by: SeriousConcentrate on January 20, 2012, 11:08:19 pm
Nah, not your fault. I'm also slightly unhappy for a different reason. Remember that dog I had awhile back that I didn't really like and traded for a cat?

...Yeah, guess who got stuck with both animals now... :(
Title: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: SeriousConcentrate on January 21, 2012, 01:26:21 am
Request: Could you guys specify what level of each subweapon you want to use? I'm assuming Irony is using Lv1 (Kraken Shot as opposed to Shots or similar), Ahra Lv2 ('I DONT CARE IF IT TAKE ALL MY MP'), and Talarion Lv3 (destroy him) but since these attacks take MP I don't want to over/underestimate how much you actually want to use. :\

MAGIC

Quote from: Zathyran Firsankh / Talarion: 4 (5)
Zap that bastard into oblivion!
Quote from: Malleus Raulat / Ahra: 85 (6)
I DONT CARE IF IT TAKE ALL MY MP TO DO IT SAFELY, FREEZE THIS 400 HP BASTARDS LEGS AND ARMS TO THE FLOOR
Quote from: Pierre Dé Grasse / Krath: 27 (6)
Stab ye olde colossus in the other eye! BLIND IT! BLIND IT I SAY!
Quote from: Claire Rosara / Irony Owl: 50 (1)
Kraken Shot + Normal Slash.
Quote from: Alora Moonsilver / wolfchild: 37 (2)
Instead of attacking directly, alora will attempt to hinder it's movements

Quote from: Mirror Colossus / SeriousConcentrate: 97
Grab Malleus, hit Pierre with Malleus

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Examine the things in the cage. Don't stick my fingers in there.
Quote from: Biernat Hara / Riccto
Look for something that's hopefully not ELECTRIC. MAYBE EVEN A LEVER.
Quote from: Frenz Grende / Grimmjow6th
Reach into one of them and pull a lever! using blind luck to guess the right one by closing my eyes.
Quote from: Tariq al-Sayyid / Taricus
Tariq looks around for anything useful. His ally seemed to have things sorted out with the puzzle.
Quote from: Alexander Sylias / adwarf
Smash my new sword through one of the caged experiments.


The colossus's hand surged forward again, this time towards the knight... (4+3 vs 3. Like Zathyran before him, Malleus has been grabbed!) Although he had grown used to his armor, negating its penalties, he still wasn't fast enough to dodge the grab, and he found himself hoisted in the air to be used as a steel club on Pierre! (7+3 vs 2+4; 8+4 Critical Success, 2d4x2+100%; 24 damage) Unprepared for such an unusual attack, the mercenary was caught full on in the chest by Malleus's metallic bulk, and was sent flying across the room to crash painfully into a wall! Still struggling, the knight muttered a few arcane syllables... (-4 MP. 7+2 vs 5+2; Massive Failure, counterattack; colossus crushes for 5-2=3 damage that is absorbed by the wax doll. 5+2 vs 3+2; Minor Success, 1d6 damage; 3 damage) ...but the colossus squeezed its hand with a squealing of protesting steel, and he barely got the spell out before the air was driven from his lungs!

Claire took a shot with her pistol (-2 MP. 6+1 vs 3+2; Minor Success, 1d6; 6 damage. 3, so entangled, 3, so defense is lowered by -3 for two rounds.) and put a bullet in its broad chest before rushing it with her cutlass! (3+1 vs 1-1 = automatic Massive Damage. (2, so no exp for that)+2 Critical Success, 2d6x2+50%; 27 damage) Her blade crashed into it, shattering some of the glass along its collarbone! Alora looked for a way to hold it down. (5 vs 1+3; 8. Colossus turn speed lowered by 40 for two rounds!) Looking up, she saw a massive chandelier hanging from the ceiling. She threw a kunai at the rope holding it up and it crashed onto the colossus's back, pinning it and slowing it down greatly!

Pierre, angry for real, finally picked himself up out of the rubble of the crumbled wall and charged the monster. (4+2 vs 1-1 = automatic Massive Damage. (8, so exp)+2 Critical Success, 2d6x2+50% damage. 27 damage. 3, so no shock; 4, Greased Lightning success, auto-massive since we're still using the same accuracy roll. (5, no exp)+2 Critical Success, 2d6x2+50% damage. 30 damage, 57 total) His rapier pierced the monster's remaining eye, and his momentum and the force of his strike carried him forward until his arm was sunk in to the shoulder in its skull! With a grimace, he put a foot on its nose and thrust backwards, pulling himself away... just in time, as Zathyran finished preparing his spell! (-6 MP. 6+2 vs 8-1; 7+3 Critical Success, 2d10x2+100% + 1d10x2+100%; 36+30 = 66 damage. 1+2 vs 6-1; 3. 8+2 vs 5-1; 4+3 Major Success, 2d10 + 1d10; 16. 82 total)

The bolt of lightning struck the colossus in the face, slamming its head back and up into the ceiling and making the tower shake! Some of the electricity reflected back and arced to the ground around Zathyran, who was quickly becoming the center of a lightning storm as he continued to pour mana into his spell... but he couldn't keep it up forever and stumbled back, partially exhausted, to regain his breath.

Meanwhile, Greenmoore peered into the cages. (???) His old eyes weren't the best, but the outlines seemed similar to the monsters they had fought before. Not quite the same, but very close. (???) Biernat saw nothing useful. Just the cages, the keys, the pit, and the wooden door at the opposite end. (???) Alexander tried to attack one of the caged creatures! Joyeuse stabbed into the creature, drawing black blood and injuring it, but how badly, Alexander was unsure.

(???) Tariq looked around the room. On each wall were murals painted into the brick. The eastern wall had already been noted - and Frenz was over there anyway. The northern wall featured a landscape he had never seen before: great gray structures rising up into the clouds, with strange metal contraptions before them. Some parts of the wall stuck out. (Northern wall has these manipulable objects: car mirror, can on a trash bin, newspaper on a bench.) To the west was an orchard with a man sitting under an apple tree. The man was running a hand through his hair as he looked at an apple in his other hand. (Western wall has these objects: apple, tree branch.) The southern wall, he was a bit more familiar with. A line of men on camels rode across the desert. (Southern wall has these objects: camel head, sheathed sword, sun)

Frenz looked at the holes. (???) He reached into the one under the setting sun and pulled it... (4-3; 2d4x2 damage taken, pinned (can be escaped with assistance or a movement roll), poison gas triggered. Tariq and Frenz take 1 damage of poison each round. 12-2=10 damage taken) As he pulled it, a spike suddenly shot through his forearm, pinning it so securely he couldn't move it at all! He was trapped! From vents in the ceiling, an almost invisible mist began to fall...

Spoiler: Status (click to show/hide)
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Taricus on January 21, 2012, 01:31:14 am
Tariq assisted Frenz in getting unpinned from the spike.

((And Secretly cursed the GM for making this puzzle :3))
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: SeriousConcentrate on January 21, 2012, 01:36:41 am
~Mini-Turn~

Allah smited Tariq for believing a deity other than himself, especially one with as stupid a name as GM, existed. ;D
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Grimmjow6th on January 21, 2012, 04:59:39 am
"Gah! that was a terrible idea, why did i do that!" Attempt to pull free.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Dwarmin on January 21, 2012, 05:26:32 am
"I'm sure we just need to find a trigger..."

Action: Friar Greenmoore grabs the keys and opens the door in the opposite end.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Ahra on January 21, 2012, 06:45:51 am
freeze right there scum(Hail of frozen crosses, cuz why not show that Religion is magic (http://tvtropes.org/pmwiki/pmwiki.php/Main/ReligionIsMagic)

Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: adwarf on January 21, 2012, 10:40:00 am
Alexander follows the Friar as he is most likely to get attacked.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: IronyOwl on January 21, 2012, 05:13:44 pm
Claire growled viciously at the construct. Nobody battered Pierre around like that!

Activate monocle, slash and double pistol shot!
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Talarion on January 22, 2012, 04:14:32 pm
Expend another 3 mana, for great justice.

As a side-note, zap the bastard.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: SeriousConcentrate on January 22, 2012, 04:22:52 pm
Still need Krath, wolfchild, and Riccto. I already asked wolfchild about it and he said he doesn't have that much free time right now, so I'm not demanding everyone post a turn right nao; just listing actions not yet posted for people who want to know. ^^^;

@Tal: Er. Your book takes 2MP per use (because magic has a chance of adding additional effects like Frozen or being used in ways normal subweapons can't, like Greenmoore's fire shields). D'you mean three attacks for 6MP?
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Talarion on January 22, 2012, 04:42:19 pm
Umm. Yes. That is definitely what I didn't forget and want to do. Yes.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: SeriousConcentrate on January 22, 2012, 04:44:54 pm
OK then. ^^^
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Krath on January 22, 2012, 08:35:31 pm
Claire growled viciously at the construct. Nobody battered Pierre around like that!

 :P

Can't have blood staining my good coat...! Use healing dust!
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: SeriousConcentrate on January 26, 2012, 11:35:51 am
Bump. Riccto, wolfchild. Makin' it happen. :P Will auto tomorrow or later today if I don't feel like waiting that long.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: Ahra on January 26, 2012, 05:03:49 pm
wonder whats wolfs trouble, hes not been on since the 17th.
Title: Re: CvRTD: Turn 149 (Knight = Super Effective Weapon, ToS is a gas)
Post by: SeriousConcentrate on January 26, 2012, 05:07:16 pm
Last time he was on was only two days ago, but I guess he hasn't posted anything since the 17th. I asked him about it a while back and he said he was busy but he'd try to check the forum every day, which is why I've given him a little extra time. I mean, I'd hate to auto a player out of the game when he more or less just joined. :\ I will do the first of three autos tomorrow if necessary, though, since on the other hand it's not fair to hold up everyone else that wants to play... ^^^;
Title: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 27, 2012, 03:12:23 pm
MAGIC

Quote from: Zathyran Firsankh / Talarion: 81 (1)
Expend another 6 mana, zap the bastard.
Quote from: Malleus Raulat / Ahra: 65 (3)
freeze right there scum(Hail of frozen crosses, cuz why not show that Religion is magic
Quote from: Pierre Dé Grasse / Krath: 60 (6)
Can't have blood staining my good coat...! Use healing dust!
Quote from: Claire Rosara / Irony Owl: 25 (1)
Activate monocle, slash and double pistol shot!
Quote from: Alora Moonsilver / wolfchild: 44 (3)
{Auto} Attack

Quote from: Mirror Colossus / SeriousConcentrate: 17-40=Autolast
Crush Malleus, hit Claire

SCIENCE

Quote from: Friar Greenmoore / Dwarmin
Friar Greenmoore grabs the keys and opens the door in the opposite end.
Quote from: Biernat Hara / Riccto
{Auto} Mimic Alexander, every move he makes.
Quote from: Frenz Grende / Grimmjow6th
Attempt to pull free.
Quote from: Tariq al-Sayyid / Taricus
Tariq assisted Frenz in getting unpinned from the spike.
Quote from: Alexander Sylias / adwarf
Alexander follows the Friar as he is most likely to get attacked.


Zathyran took a deep breath and rolled his shoulders, getting some of the tension out as electricity continued to crackle around his form. (-6 MP. 1+2 vs 3-1; 5+3 Massive Success, 2d10x2+25% + 1d10x2+25%; 30+15 = 45 damage. 3+2 vs 1-1; Auto Massive+3 (2) damage, 2d10x2+100% + 1d10x2+100%; 40+16 = 56 damage. 3+2 vs 3-1; 2+3 Minor Success, 1d10 + 1d10; 10+10 = 20 damage. 121 damage total) Drawing it all into his right hand as a large sphere, he stepped forward and slammed his palm into colossus's face! There was a glittery shower of mirrored glass, lightning arcing between the fragments, causing everyone's hair to stand on end. The magical construct roared in pain despite not having most of a face anymore and reared back as best as it was able to, despite being being pinned by the chandelier.

Still in its grasp, Malleus attempted to keep the magic train rolling. (-4 MP. 5 vs 4-1; Massive Success, 2d6x2; 16 damage. 2, no freeze. 4 vs 2-1; Major Success, 2d6; 10 damage. 26 total) Raising a hand, all the moisture in the air froze into a giant cross of ice, the bottom end a large spike rather than flat, and the knight drove it into the beast's shoulder. Both ice and mirror shards flew everywhere. Pierre took a moment to step back and apply some healing powder. (4 HP healed) He felt only slightly better afterward. Alora moved to flank the colossus and attack. (1+3 vs 6-1) But she couldn't find an opening.

Claire had waited patiently for an opening - and also was wooling with her monocle, trying to figure out how to put it on as she was unused to such things. Eventually, though, she managed it and squinted through it at the beast... (-1MP for monacle; all damage rolls increased by +1! -2MP. 8+1 vs 1-1; Auto-Massive+1 (6) damage, 2d6x2+25%; 20 damage. 2+1 vs 1-1; Auto-Massive+1 (6) damage, 2d6x2+25%; 15 damage. 1+2 vs 3-1; 5+5 Critical Success, 2d6x2+50%; 36 damage. 71 total) Pulling out her new pistol, she shot him with both barrels. The first bullet ripped through the colossus's chest, shattering most of the remaining mirror there, while the second bullet hit the beast in its free hand and broke it in half, causing it to lose everything but the thumb on that hand. Finally, she dashed forward and cut the remains of the hand off with her cutlass, leaving the construct crippled, but alive.

Roaring, it decided to take its rage out on the knight! (5 crushing damage) His armor held, but just barely; it was getting hard to breathe from the amount of pressure the colossus was exerting! Still bellowing in frustration, it swung Malleus at the pirate! (6+3 vs 5+2; 7+4 Critical Success, 2d4x2+75%; 18 damage) Malleus's helmet crashed against Claire's unprotected head and she was flung to the ground, nursing a new black eye and headache.

In the tower of science, Tariq and Frenz were trying to get the nobleman's hand out of a trap! (Frenz: 2-3. Tariq: 6. Frenz takes 3 damage from the spike, both take 1 poison gas damage) Tariq managed to wriggle his hand in and get a grip on the spike, pushing it up enough that Frenz was able to withdraw his arm... albeit it with a fancy new puncture wound. In the other room, Greenmoore grabbed the keys and went for the door. (3+1, 8+1) He was unprepared for the floor to open up below him, and he fell into the pit! Desperately his hands scrambled for some sort of purchase, and he lucked out. His free left hand caught the lip of an opening, and he dangled above a pit of acid for a few moments.

"Are you all right, father?" Biernat yelled down. Greenmoore confirmed that he was all right, but he would have to find a different way up. He climbed into the opening and followed it, eventually finding himself in one of the cage lining the room. Again luck was with him, and he was the sole occupant... but Alexander and Biernat had other things to worry about than the returning friar! Even as he had fallen out of sight, another panel had opened up behind the remaining heroes, and after Greenmoore replied, something dropped out of it with a heavy metallic thump. Both turned and looked at what appeared to be an emaciated zombie with a heavy metal device on its back. The zombie picked itself up, staggering under the weight of the contraption, and tried to reach Biernat and Alexander...

Spoiler: Status (click to show/hide)

So, I gave in, got a Dropbox account recently. Think I should port all character statuses and whatnot to a more unified template and just post links to each character's dropbox file instead? I could probably link them to the character's name section of the quoted actions, so the only thing that would really change is that the second post of the thread would just be links instead of spoilers and you could access your character's stuff more readily. ^^^
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Ahra on January 27, 2012, 03:27:47 pm
"IIIIIIIII AAAMMMM NNNOOOTTT HAAAAAPPYYYY WITH THIS!!! *CRASH* *PAIN* *BUTT MONKEYESQUE HUMILIATION*"
how i imagine this
Just push my golden cross on it

and i know jack of dropbox-
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 27, 2012, 03:41:04 pm
Dropbox is an internet application that, basically, it creates a folder on your computer and anything you put into it, you can access on the internet. So I could make an improved character template, fill it out for each character, and then put the sheets in the dropbox folder. After that, you could just click on a link and see them rather than go to the first page of the thread and look through rather unorganized spoilers. ^^^;
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: adwarf on January 27, 2012, 03:41:54 pm
Alexander reached out, and placed his hand in front of Biernat as he spoke, "Go on, make sure the Friar doesn't get hurt, and I'll handle this thing." With that said his sword was already in his hands, and within moments he was charging at the zombie trying to keep it distracted with every bit of power he could muster.

Attack the Zombie, and let Biernat move on to the Friar.

(( Sounds like a good idea to use Dropbox :) ))
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 27, 2012, 03:46:02 pm
All right. I'll see if I can come up with a good template and put a sample character on it. Then you guys can take a look at it and tell me if it looks all right, or if it needs improvement, or what. (That goes for you waitlisters too, now. :3)
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: IronyOwl on January 27, 2012, 03:48:21 pm
Ha! 71 damage, awesome. That's got to be a new record for me. :D

Yes I know Zathyran does that all the time shut up. D:
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Riccto on January 27, 2012, 04:01:38 pm
Bowl through the Zombie and attempt to save CLOTHY MAN.

Why does Biernat sound like the Heavy in my mind, Just replace "DOKTOR" with "FRIAR"
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 27, 2012, 04:16:47 pm
You're not the only one who thinks that. ??? Want a minigun later on? :3
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Taricus on January 27, 2012, 04:24:37 pm
Screw minigus, I WANT A GASMASK!

I'd prefer not having to sniff my own urine y'know :P
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Ahra on January 27, 2012, 04:40:16 pm
srsly 4hp left? on that colosuss?
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 27, 2012, 05:10:27 pm
Blame Irony, if he'd rolled four points more he could have finished the job. ;D Still working on the template, hopefully I'll have a version up to look at sometime today or tomorrow.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Riccto on January 27, 2012, 05:23:27 pm
You're not the only one who thinks that. ??? Want a minigun later on? :3
(Very possibly yes.)
Final test in the tower of science. PUSH THE CART.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Talarion on January 27, 2012, 08:59:52 pm
Poke the golem with my sword. If it's already dead, search the room.

I vote Pierre gets a mask and cigarette, and learns to backstab.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 27, 2012, 09:25:57 pm
GENTLEMEN. (Had to do it, no real news on the template. :P)
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 28, 2012, 12:23:31 am
Bump for news. Here's a rough version of the template. I didn't notice until after I had made it there wasn't a place of subweapons or HP/MP, and it's extremely rough and kinda crappy... but it should give you an idea of what I mean. Go with the tables and stuff like this (http://dl.dropbox.com/u/59151152/CvSampleCharacter.htm), or try a different format?
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Grimmjow6th on January 28, 2012, 12:38:17 am
Stand around untill an idea comes to mind! "I must use my wide breadth of knowledge of intricate puzzles...which is none, but i shall think of something!"
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Talarion on January 28, 2012, 09:34:23 am
Depends on what the 'Other format' is, SerCon. I like what's there so far, but without a comparison I can't really say which one I'd prefer.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 28, 2012, 10:01:09 am
Well, a different format would be more similar to what's already being used, just cleaned up a bit. Basically there's a choice of me trying to figure out this html stuff and making a template with it, or just doing one through plain text. The former would be harder for me to get set up but probably look better, the latter would be fairly easy for me to create but it would lack any sort of frills.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Zako on January 28, 2012, 11:06:23 am
Stand around untill an idea comes to mind! "I must use my wide breadth of knowledge of intricate puzzles...which is none, but i shall think of something!"

Standing around, doing nothing, in a room full of poison gas? Maybe not the best idea...
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Ahra on January 28, 2012, 11:25:30 am
oh if it dies i loot
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: IronyOwl on January 28, 2012, 04:17:50 pm
oh if it dies i loot
Hey, that's my line. :P

Bump for news. Here's a rough version of the template. I didn't notice until after I had made it there wasn't a place of subweapons or HP/MP, and it's extremely rough and kinda crappy... but it should give you an idea of what I mean. Go with the tables and stuff like this (http://dl.dropbox.com/u/59151152/CvSampleCharacter.htm), or try a different format?
I kind of prefer normal text spoilers, TBH.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 28, 2012, 05:30:43 pm
A good thing Tal chose 'attack,' I mean if you all chose 'loot' you'd be standing around picking your noses while the colossus gets free hits. :P Anyway, I think I will be moving to dropbox because it's easier on me. All I have to do is edit the file on my computer and it does the rest, plus like I said I can probably work the character links into the section where I quote your actions, so you could check your stuff each turn right there instead of having to go back to the first page. ^^^

But if you prefer the current format, I'll try to clean it up a bit and use that instead of html. Glad to get your opinions. ^^^
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Ahra on January 28, 2012, 07:34:24 pm
do what you want cuz a pirate is free-

do whats easy serious
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: wolfchild on January 29, 2012, 10:13:02 pm
I am back sorry, what did I miss
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: IronyOwl on January 29, 2012, 10:14:55 pm
You were with us in the Magic Tower, right?

Colossus has 4 HP left. Presumably we'll one-shot it before its turn and then begin looting or somesuch. Several of us are severely injured, but that shouldn't matter unless we all get freakishly low initiative rolls.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Zako on January 30, 2012, 12:55:36 am
Also, shit is going down in the Tower of Science. Dwarmin fell down a pit, and just managed to save himself from falling into acid, but is now trapped inside a cage, Adwarf and Riccto are outside the cages but have encountered a new type of creature, that seems a bit strange. And in the second group, Grimmjow and Taricus are still stuck in the poison gas room but have managed to get Grimmjow's arm out of a spike hole, but apparently have no idea of how to get out and escape the poison gas.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 30, 2012, 01:04:46 am
Aye, Irony and Zako pretty much summed it all up. ^^^ Only other thing of note is that, OOC, I'm gathering opinions for new character templates. So far:

IronyOwl prefers Old/Plain Text
Talarion kind of likes HTML but is undecided, and wants Pierre to turn Spy
Ahra says the GM should do whichever is Easier
SeriousConcentrate is going to move everything to Dropbox Links regardless of format :P
Everyone Else has said Nothing. :(
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Zako on January 30, 2012, 05:11:16 am
We're too engrossed in the action and story to say anything. A credit to your writing skills!

I say that you should do what makes things easier for you, since thats probably also the best thing. If you could make things stay easy to read, then that would also be cool.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Krath on January 30, 2012, 06:05:27 am
Killsteal the Colossus!

And then LOOT!
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Dwarmin on January 30, 2012, 08:25:07 am
The Friar gingerly reached for his flask of acid...

Action: Apply my acid to the locking mechanism on the cage, then bash it away it with my mace!
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: IronyOwl on January 30, 2012, 10:05:42 pm
Kill colossus if still alive, then loot.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: wolfchild on January 31, 2012, 04:59:54 am
Kill collosus, then search it's corpse for anything useful

I vote for whichever the GM finds easier too
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Grimmjow6th on January 31, 2012, 01:12:05 pm
Zako, i hate to be a bother, BUT WHY THE HELL DOES YOUR AVATAR MATCH UP TO BLOODY TEARS SO MUCH? srsly, im playing bloody tears on youtubve, your guy matches up nearly perfectly.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 31, 2012, 01:21:22 pm
I don't mind you guys talking about stuff in the thread, although 'Bloody Tears' is going to appear as music later in the RTD instead of now. :3 On that note...

This is only my second RTD (anyone rember my Minecraft one?) so don't expect Serious Concreate levels of detial and spelling.

I'm pleasantly surprised that I'm getting a reputation for my writing. C*: (I'd put it in the Happy thread instead of here but I don't want that clogging up my 'show new posts' page... and this is my thread, I'll post what OOC I want. :P)
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Zako on January 31, 2012, 09:20:52 pm
My guy is Matt Bellamy from MUSE. I wanted a sweet avatar, so I looked him up and found this! :D

Also, bloody tears is amazing. AMAZING. You need to put it in the game somewhere Serious!
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on January 31, 2012, 09:58:34 pm
I'm thinking either the fight with Death, the fight with Wymar (probably not, he has a different theme I could use ;3), or the stairs leading up to and through the fight with the first form of Dracula (don't give me that look like I'm spoiling things, dude has at least two forms every game).
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Talarion on February 01, 2012, 02:17:25 am
This is only my second RTD (anyone rember my Minecraft one?) so don't expect Serious Concreate levels of detial and spelling.

I'm pleasantly surprised that I'm getting a reputation for my writing. C*: (I'd put it in the Happy thread instead of here but I don't want that clogging up my 'show new posts' page... and this is my thread, I'll post what OOC I want. :P)

Serious Concrete, the latest and best brand of commercial fillings. Get yours now, while you can!

In other news, Detile! Our special brand of ceramic tiling! Guarenteed to protect you from rain, wind, and any other type of weather!


Aside from me poking fun at Mcclay's typo's, Most of the themes from Castlevania are quite amazing. I am actually currently listening to the Judgement themes... so much epic that my head exploded. All that's left is the skull, which is now my avatar. So yeah.
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: Tiruin on February 07, 2012, 10:24:31 am
Bump!

*Joins Waitlist*
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on February 07, 2012, 01:45:01 pm
I haven't forgotten this, just been a bit busy. Depending on how things go today I might try for a turn tonight. ^^^;
Title: Re: CvRTD: Turn 150 (Electric Apocalypse, Agile Friar)
Post by: SeriousConcentrate on February 07, 2012, 11:39:43 pm
Taricus failed to post an action in like two weeks, so he's getting auto'd.

MAGIC

Quote from: Zathyran Firsankh / Talarion: 94 (1)
Poke the golem with my sword. If it's already dead, search the room.
Quote from: Malleus Raulat / Ahra: 50 (8)
Just push my golden cross on it
Quote from: Pierre Dé Grasse / Krath: 1 (1)
Killsteal the Colossus! And then LOOT!
Quote from: Claire Rosara / Irony Owl: Autofirst, because Claire's the only one who would directly benefit from getting the kill (5)
Kill colossus if still alive, then loot.
Quote from: Alora Moonsilver / wolfchild: 48 (5)
Kill collosus, then search it's corpse for anything useful

Quote from: Mirror Colossus / SeriousConcentrate: 48-40
2x smash Malleus for the lulz.

SCIENCE

Quote from: Friar Greenmoore / Dwarmin: 31 (4)
Apply my acid to the locking mechanism on the cage, then bash it away it with my mace!
Quote from: Biernat Hara / Riccto: 30 (3)
Bowl through the Zombie and attempt to save CLOTHY MAN.
Quote from: Alexander Sylias / adwarf: 92 (1)
Attack the Zombie, and let Biernat move on to the Friar.

Quote from: Frenz Grende / Grimmjow6th
Stand around untill an idea comes to mind!
Quote from: Tariq al-Sayyid / Taricus
Take a deep breath of that sweet, sweet poison gas.

Quote from: Experimental Zombie / SeriousConcentrate:48
Moan with pathos. All the pathos.


Claire drew back her cutlass. (8+1 vs 5+2; 4+4 Massive Success, 2d6x2; 16 and kill, 8 health back) With a final slash to the face, the mirror construct was vanquished, glass shards exploding outwards in a shower of fine dust, leaving behind only a small amount of mirror shards. The pirate crouched and scooped them up. (Claire gets: Mirror Shards! Merchants can apply these to an armor or shield to give it a 25% chance of reflecting magic, without it counting as an upgrade level.) Seeing that their progress was no long blocked, all five decided it was a good time to take a look around. (1, 8, 6, 7, 2) Zathyran and Alora didn't find anything and instead elected to sit on the stairs up. Pierre found a black sphere among the debris; perhaps it was what had animated the golem? Regardless, he rolled it in his hand for a moment and over the back of his fingers before flicking it up in the air, catching it, and putting it away. (Pierre gets: Black Pearl! It's a trade item.) Claire grabbed one as well. Maybe they had been its eyes?

The real find, though, belonged to Malleus. Looking around, he managed to find a large weight that could be attached to the head of his warhammer. He immediately did so. (With this weight on, Malleus's warhammer deals an additional +2 to Frozen enemies rather than +1.) The party went upstairs and found a storage room... with a pagan tree (in Malleus's estimation) and a few wrapped gifts under it. Each was addressed to a party member. Zathyran picked his up first and inspected it, then shook it. It didn't rattle. After a moment, he shrugged and ripped the paper off of it, revealing... a book? Inside the front cover was a note.

Quote
Zathyran
I've been monitoring your progress carefully. I believe this will help you.
- A friend

Intrigued, he read the first few pages... then kept reading, absorbed, as everyone else opened their gifts. (Zathyran gets: Tome of Magic Conservation! Only Zathyran has enough knowledge of the arcane to use this artifact, and while he holds it, the MP cost for magic books is reduced to 1 per level.) Pierre opened his next and found a jaunty little red velvet hat, topped with a white fluffy ball and with a white furry brim around the bottom. He rather liked the feel of it. (Pierre gets: Santa Hat! While wearing this, any gift he receives from using his Charm skill is improved, much like Claire's Trophy Raider L2.) Malleus, meanwhile, find a series of spiked straps, accompanied by an illustration showing how they were to be worn. With a little assistance from Pierre, he put them on and looked at his armor, now covered in spikes. (Malleus gets: Spiked Straps! These can be worn over any armor. When an enemy successfully grapples Malleus, he gets to make a free attack using this weapon in response.)

Claire's gift was completely puzzling. It was a large box that could be turned and manipulated, revealing various slots and holes of many sizes as it was turned. Was it storage of some sort? She would just have to check it out. (Claire gets: Horadric Cube! It doesn't do anything until IO either sends me those tables or decides it should be freeform :P) Finally, Alora tore open her gift and found an amulet, carved from white crystal and in the shape of a chalice. Holding it made her feel calmer, more in control. (Alora gets: Crystal Chalice Amulet! While wearing this, Alora can stay in werewolf form without expending MP.)

In the tower of Science, Alexander drew his claymore and attacked the zombie! (6 vs 6 (8 vs 8 ( 5 vs 7))) But the zombie ducked the blow, and just moaned pitifully. (EZ loses 1 HP) In the cage, Greenmoore poured the acid on the lock and gave it a few seconds to work before smashing the lock. (3+1 Acid) He couldn't quite manage to break the lock. Biernat made his way over and lifted a foot. (Stand back, holy man," he said before launching a kick. (5+2 Strength +1 Acid) He smashed the door open, and Greenmoore got out, aided by the giant. But unfortunately, as Greenmoore got to his feet, they heard the sound of many locks disengaging. That... wasn't good. (Next round, Mechanical Zombie Horde joins the battle!)

Tariq took a nice, deep breath. (-2 HP this round.) Yep. That was definitely poisonous gas in the air. Frenz, meanwhile, sat and thought about matters. (-1 HP. 8) He wasn't certain about anything, but he was sure he could rule out the eastern wall with the demon mouths entirely. The answer had to lie in one of the other murals. If he had this place pegged right, the other two demon mouths would have the same result.

Spoiler: Status (click to show/hide)

Both Ahra and IronyOwl get their 40th 8 skill this turn. ^^^ Also adwarf gets one for his third 8 (and he should have gotten one for two in a row earlier, but if he didn't choose HP/MP increase I forgot to mention it ^^^;).
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 08, 2012, 12:06:00 am
Alora stared at the amulet I wonder who this belonged to, it seems familiar. Did my teacher atempt to thwart Dracula?

She put it on, then lead the way up the stairs
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 08, 2012, 01:20:58 am
Also, worked on the templates a bit. I can't figure out how to work them into the quotebox, though. It always ends up in a broken link. I tried copying the format for quoting a post but it doesn't seem to work that way.

Quote from: Malleus Raulat / Ahra link=http://dl.dropbox.com/u/59151152/CVRTD/Ahra.rtf
Standard text.

That's what happens when I try it. Anyway know how to fix that? :\

In any case, here's the above address as an actual link. (http://dl.dropbox.com/u/59151152/CVRTD/Ahra.rtf) Maybe I'll just have to put it in the spoilers... assuming links work in spoilers...

Tried the link, turns out it tries to download. *sigh* I'll work on this some more... If no one knows how to fix that problem (save as a txt or something? Tried that, opens but with no word wrap. :\) I guess I'll have to abandon the idea...
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 08, 2012, 01:48:24 am
Riiight... anyone got an freaking clue where this is from?
lets get going ya gitz


Wrath of Raphael
"The righteous wrath personified by the templar of the LORD gives his soul no rest, all enemies must be eradicated.
broken bones yield, gushing blood blod stops as the Templar delivers his last strike on this side of heaven,
Tears of blood running as paradise is laid atop his vision and spurs him to fight and die, In nomen dominus Raphael ordinem"

Kind of an boosted "You will go to afterlife with me" for 1 round
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 08, 2012, 01:49:58 am
Er, in more mechanical terms, please? Sort of like, live for 1 round after losing all HP?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 08, 2012, 01:59:52 am
with stat boosts preferably, and dont forget unhealable.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 08, 2012, 02:06:03 am
Sounds sort of like class evo territory, which I think I told Dwarmin way back when he suggested something like that for Greenmoore? ???

If you want my suggestion, you could benefit more right now from upgrading hammerman or shield bash. ^^^ (Your defense is so ridiculous at this point that Malleus dying seems fairly unlikely for the majority of the remaining bosses. :P)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 08, 2012, 05:46:00 am
shield bash it is then.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Grimmjow6th on February 08, 2012, 01:33:33 pm
Go over and inspect the mural's "Try not to breath in too deep, eh?"
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 09, 2012, 12:24:06 am
Continue onleftwards.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 09, 2012, 01:51:43 am
o.O

...

(._.) d

(._.)d *thunk*

I realize I totally forgot to mention that there was supposed to be a choice of left or right for you Magic guys. Ah well, my bad...
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 09, 2012, 04:41:15 am
Then alora will lead in a leftward direction, unless maleus wants to go in-front that is
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 09, 2012, 05:52:12 am
front in and its malleus=hammer
                     maleus=uum dunno?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Dwarmin on February 09, 2012, 06:05:22 am
Action: Use my earth book to bend as the metal of as many cages as possible to slow down the emerging horde and keep them from escaping.

IF the above is not possible, just try to raise the stone from the walls and floor to do the same.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 09, 2012, 07:24:49 am
oh maleus is actualy deamon, but it could have meant you killed demons so that's where I got it from

Do we need a rear guard, or do we put the squish people in back cause nothing could be behind us?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Riccto on February 09, 2012, 07:19:24 pm
Maul Zombies with my CHOMPY friend.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on February 09, 2012, 09:28:17 pm
I don't think anything will come up behind us, or at least nothing that'll matter all that much. I could see a portcullis dropping in between the party or something, though.

Also, Zathyran's the only "squishy" person we really have. I'm kind of a second place for that I guess, but I heal relatively easily.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 10, 2012, 12:08:47 am
And even then, I'm not that squish. I have what, 35 hp? In total. Unless Alora has a lot of defence, wouldn't it make Alora the squish squish?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 10, 2012, 12:15:09 am
Sort of, but now Alora can stay in wolf form without expending MP, and when she is all enemies damage rolls are subtracted by 1 when they hit her, which can be the difference between 2d4 and 2d4x2. That reminds me, I never even thought about whether werewolves should use their melee weapons to fight or if I should give them natural claw and fang attacks.

@adwarf and wolfchild: Would you like a class evo that gives you those kinds of attacks? The first level would make them do 1d8 and the second 1d10, which is pretty good considering weapons generally do 1d6. Only thing is they wouldn't be enchantable, but since you can/need to (in adwarf's case, but he's a more feral lycanthrope anyway) expend MP to add a damage bonus that doesn't seem like much of an issue to me. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Powder Miner on February 10, 2012, 12:23:38 am
I don't think anything will come up behind us, or at least nothing that'll matter all that much. I could see a portcullis dropping in between the party or something, though.

Also, Zathyran's the only "squishy" person we really have. I'm kind of a second place for that I guess, but I heal relatively easily.
When I come in, well, April is vraiment squishy.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 10, 2012, 12:43:31 am
>.> Just curious, but do misc functions of our magic books count as "Using" them, for base mana cost, or do they cost more mana than normal (I.e The Fire Shields Dwarmin used in the Malakai fight)?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 10, 2012, 01:08:31 am
Same cost, but none of your damage bonuses apply. :P You need a separate skill like Greenmoore has to boost the chance of success/effects of that.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 10, 2012, 07:19:55 am
I was  always imagining using claws anyway, if you have a look at appearance, Alora in wolf form is HUGE compared to Alora normally, a staff type weapon that was sized for alora-the-human would be way too small for alora-the-wolf
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Zako on February 10, 2012, 08:11:33 am
It would make sense for a werewolf to use it's fangs and claws as weapons...
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 10, 2012, 09:57:30 am
im having trouble seeing an wolf/werewolf grasping weapons with paws or hands that are probably really bad to close around
any human size equipment
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 03:10:01 am
Two items!

First: I think I managed to get a decent thing going on. Take a look at THIS! (http://dl.dropbox.com/u/59151152/CVRTD/Ahra.htm)[/barryburton] If anyone can tell me how to wrap it to a ruler instead of the window, that'd be great, but I'm getting closer to my goal of easier-to-read templates.

Second: Still need: Tariq, Claire, Pierre,  and Alexander. (I think everyone else has posted.)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on February 12, 2012, 03:27:52 am
That looks great Serious :)
 As for skills ( I get two right?) I'll take 1 Mp Up, and Swift Warrior


Alexander slammed the blade of his sword into the ground, and clenched his hand around the pommel as he said "By fang, and claw ..." With that he let go, and the sword clattered to the ground in front of him. With a flurry of movement Alexander disappears, and standing where his human form should have been was a hulking wolf, its silver hair glinted in the dim light, and a deep growl fills the room as it hunches down to launch itself.

Shift into my werewolf form, and attack the zombie (3 MP)

Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on February 12, 2012, 03:37:55 am
That does look nice.

Follow Zathyran leftwards.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 03:49:09 am
Indeed you do get two, adwarf, but, um. Swift Warrior is kind of the same as Tariq's evo... I'll keep working on this, see if I can figure it out. Who knows, maybe it'll be as simple (and time consuming >.>) as inserting
Code: [Select]
<br> tags where necessary.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on February 12, 2012, 03:56:44 am
Maybe leave the penalty at the next level, but give me three attacks? (Its a bit different :P)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 04:07:20 am
Still class evo territory, sorry. I note you have no accuracy skills right now. Perhaps it would be a good idea to get one? :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on February 12, 2012, 04:08:48 am
Still class evo territory, sorry. I note you have no accuracy skills right now. Perhaps it would be a good idea to get one? :D

:o That might be more useful, so Experienced Swordsman(?)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 04:14:18 am
Works for me. ^^^ Updating character sheet now, next turn's status will reflect new amount of MP.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Zako on February 12, 2012, 04:15:47 am
Oooo, getting fancy eh? Why back in the day, when my character was still alive, we had no such fancy dohickies and dropwhackers like now! We were lucky if our stats were right, and we liked it that way!

*old man grumble*
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 04:17:42 am
Sorry about that. ^^^; I've been working on keeping up with things. Don't know if you got my PM or not, and it was probably late anyway considering the time zone difference... but belated happy 21st anyway, Zako. ^^^ Was it a good one? :3
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 12, 2012, 05:38:35 am
Maybe leave the penalty at the next level, but give me three attacks? (Its a bit different :P)

That's right, you didn't get lvl 2 werewolf did you?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on February 12, 2012, 05:46:41 am
Maybe leave the penalty at the next level, but give me three attacks? (Its a bit different :P)

That's right, you didn't get lvl 2 werewolf did you?
Nope went for the more damage based route.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 12, 2012, 06:04:03 am
Oooo, getting fancy eh? Why back in the day, when my character was still alive, we had no such fancy dohickies and dropwhackers like now! We were lucky if our stats were right, and we liked it that way!

*old man grumble*
oi knock it of young ´un ahm much older than you evah were
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Zako on February 12, 2012, 08:38:14 am
Oooo, getting fancy eh? Why back in the day, when my character was still alive, we had no such fancy dohickies and dropwhackers like now! We were lucky if our stats were right, and we liked it that way!

*old man grumble*
oi knock it of young ´un ahm much older than you evah were

*grumble rumble grouse*

Also, yeah I got it. Thanks to all the guys who wished me a happy birthday! I got some nice stuff, namely a sweet leather jacket, and some money to spend on steam. The day was pretty cool over all, especially the cheesecake, which was the best one I had ever eaten.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 12, 2012, 02:39:20 pm
serious, do you call battle hardened bonus defence? beacause if it is i have 9 def 9def - 4 = accuracy lower than 5 gets bashed in the face funnily. 3 otherwise.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 03:10:29 pm
Nah. But since most mooks won't have a lot of accuracy bonuses, it'll still be pretty useful. A roll of 4 vs 1+7 will still result in a shield bash, for instance (4 less than total). ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 12, 2012, 07:17:41 pm
Serious It's mine that needs to be 4 more, as I read shield bash he only needs to beat them at all
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 12, 2012, 07:21:30 pm
Quote from: Ahra's Skill
Shield Bash Lv2: If an enemy attacks Malleus and its accuracy is four or more points less than Malleus's defense, Malleus attempts to Shield Bash them in response with a standard accuracy roll; if he succeeds, the enemy is stunned and suffers -1 to all stats until its turn next round.
Quote from: wolfchild's Skill
Redirect Force Lv2 (If Alora's defense roll is at least four points higher than her attacker's accuracy roll, then the enemy attacks as normal but any damage dealt is inflicted on the attacker instead of her.)

Same deal, just worded differently. ^^^;
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 13, 2012, 01:26:28 am
FFFFFFffffff-
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 13, 2012, 01:29:26 am
?

It's important to remember enemies only roll d4s compared to players rolling d6s, and the enemy can still fail its damage roll. -1 to attack and damage (if it has two attacks and he shieldbashes on the first attack) and -1 to its defense are always pretty useful.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 13, 2012, 01:31:31 am
wait. they roll d4s? HUEHUEHUEHUE i shall try to exploit this, in some way.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 13, 2012, 01:33:12 am
When they damage you, yeah. Minor Success = d4, Major = 2d4, Massive = 2d4x2.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Taricus on February 13, 2012, 03:39:03 pm
Go help Frenz
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 01:28:41 am
The year in review:

February 21st is the one-year anniversary of starting this RTD. Over the course of the last year I've managed a turn roughly every two and a half days (365/151= 2.4 average), which I'm fairly proud of. Some necessary changes were made to the system, there's been a minor turn-over of characters (151/5=About 1 every 30 turns average), I like my players, and I've had fun handling all of your actions even when I've felt run down and worn out. Indeed, the only two times I've ever been unhappy about writing a turn were the two times I lost it due to browser bullshit. ^^^; I've had some failures in the meantime, whether due to poor planning or lack of player interest, but this is still going strong, and I want to thank everyone who's participated, lurked, or signed up without being in yet for sticking by me. It's appreciated. :D

Anyway, for the occasion, I want to do something special, but I don't know what. There's only five days left to decide. o.o So... players, lurkers, waitlisters, and people who accidentally clicked on this RTD and read the post anyway: do you have any suggestions?

On a more current note, while I'll be busy for most of the day tomorrow, I might auto Krath in the evening since, really, his input's not THAT necessary for this turn, and I won't hold it towards his three strikes (I would if I had put him in a situation where he was actually needed, like a fight or a puzzle ^^^).
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 16, 2012, 01:56:55 am
An tournament?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on February 16, 2012, 02:32:34 am
That long? And that fast?

Nifty, but I'm not sure what a good commemorative event would be.

A tournament could work, provided it takes place near several cliffs (:P). Or you could have us all, canonically or not, battle dopplegangers of all former and current (maybe even future, if their sheets are in) players in boss/evil team form. Like some sort of extra boss stage arena or something.

Of course, all of this is a lot of work. Dunno what we could do that's lazy.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 16, 2012, 04:59:26 am
Yes. I want to fight my Plate-Gloved Hyper Paladin-Merchant of Doom. Want. To. :D?!?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on February 16, 2012, 05:40:08 am
Fighting Dopplegangers sound really good here, especially at twelve o' midnight near a church.

Happy Anniversary CvRTD!  :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 16, 2012, 06:43:24 am
I like how half the people I know have patented(?) SerCon Avatars. I know I have for a looong time, nearly the start of CvRTD I believe...

Sorry for the off-topic, but it was just a thought I had. :3

By the way, congrats on being 3rd biggest RtD postwise and 4th biggest viewwise. A worthy achievement, by my mark.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 08:31:59 am
Thanks, everyone. ^^^ Let's see. Tournament could work, possibly with a prize for the winner. If I did I'd probably give everyone a standardized loadout to ensure a fair competition. Doppelgangers is a maybe; the only thing I don't like about that idea is when/if PCs get killed it won't feel as special fighting their boss forms later on. But it's a good suggestion, though. :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on February 16, 2012, 08:42:51 am
Given the circumstances and the possibility of waitlist characters getting in, hows about the setting to a commonplace that does not disrupt anything, currently.

Like the Dreamworld...  ;D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 16, 2012, 08:46:23 am
where do you get serious avatars anyway?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 08:53:23 am
I think I'll put something like that in its own thread (tournament or doppelganger fight, I mean) and link to it. That way it can take as long as it needs to without disrupting the flow of the RTD here. ^^^ Also, perhaps a bit arrogantly, I'd like to note that February is apparently a good month for starting RTDs. Draignean started Deviation 22 on February 8th last year and it, too, is still going, and it's good. :D I also suggested a non-canon celebration party for his RTD; perhaps we could have one here?

@Ninja Ahra: You just ask me for one and I make it. :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 16, 2012, 09:16:05 am
wow really? id love to have one  :)

also this started shortly after i joined so i have played this like my entire time here
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 09:28:30 am
*Checks Ahra's profile* Wow, that's true. You joined up not long after I did. ^^^

Anyway, I can't make one right now (I have to get ready to leave for yet another dentist's appointment fairly soon) but give me a few details and I'll make you one after I get home. ^^^

Gender: Male/Female
Hair Length: Long/Short
Hair Color: (Anything)
Eye Color: (Anything)
Clothing: Commoner Clothing/Noble Clothing/Light Armor/Heavy Armor
Any Other Details?: (For example, young, old, bearded, etc.)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 16, 2012, 10:56:54 am

Gender: Male
Hair Length: Short
Hair Color: black
Eye Color: Blue
Clothing: Heavy Armor, paladin aka silvery
Any Other Details?: Semi closed helmet with broad cheekguards, guess you will see Malleus face before he dies :P, area around left eye heavily torn in the past now scars.




Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 16, 2012, 11:21:59 am
I like the idea of a tourney, An idea for doppelganger fight is to not go boss mode, You fight a random other person's  doppelganger, when/if you win, you teleport to aid either the person fighting you're doppelganger, or the person who's doppelganger you just finished off. Maybe someone else can think of something to make it a little more interesting than that

PS: Let us hope that February continues to be a good time to start RTDs, I just re-booted an RTD this month.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 05:36:50 pm
Hmm. How about a bonus boss? :D I'm thinking of allowing all the players (in, waitlisted, and even dead - so yes, Tal could fight with Marcus and Zathyran at the same time, and even Jakob if he wanted) to battle an eldritch abomination. This guy would probably be harder than Dracula (depending on how many characters are in the battle against him, but even if only the current party fights him he'll still be above the level of Death), and a TPK might be possible... but anyone who survives would earn in-game rewards. Waitlisters would probably receive a lot of skill-ups to put them on the same level as the current players (including future characters like Greenmoore's daughter), while dead characters would earn the player's current character a reward. Although this is probably not likely, if somehow all three of Tal's characters survived I would probably only give him two rewards since the only other people with that possible are Grimmjow6th (unlisted future character), Dwarmin (Tala Greenmoore), and Draignean (if he chooses to make a new guy and join in this brawl, he could use him and Malakai).

What do y'all think? Will you take on the Shambling Dreamer, The Screaming One, He Whose Voice Must Not Be Heard?

@Ahra: Still a few chores to run, but I'll get on that. A helmet might not be possible (I dunno if my skills are quite that good) but I promise I'll give it a shot. :D I'll keep two variations going: one with helmet and one without so you can choose which one you prefer.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on February 16, 2012, 06:04:08 pm
... but anyone who survives would earn in-game rewards. Waitlisters would probably receive a lot of skill-ups to put them on the same level as the current players (including future characters like Greenmoore's daughter), while dead characters would earn the player's current character a reward.

Yes!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on February 16, 2012, 06:32:26 pm
Hmm. How about a bonus boss? :D I'm thinking of allowing all the players (in, waitlisted, and even dead - so yes, Tal could fight with Marcus and Zathyran at the same time, and even Jakob if he wanted) to battle an eldritch abomination. This guy would probably be harder than Dracula (depending on how many characters are in the battle against him, but even if only the current party fights him he'll still be above the level of Death), and a TPK might be possible... but anyone who survives would earn in-game rewards. Waitlisters would probably receive a lot of skill-ups to put them on the same level as the current players (including future characters like Greenmoore's daughter), while dead characters would earn the player's current character a reward. Although this is probably not likely, if somehow all three of Tal's characters survived I would probably only give him two rewards since the only other people with that possible are Grimmjow6th (unlisted future character), Dwarmin (Tala Greenmoore), and Draignean (if he chooses to make a new guy and join in this brawl, he could use him and Malakai).

This sounds brilliant, I may have to PM you a few class ideas for the new guy, but I'm definitely up for it.

What do y'all think? Will you take on the Shambling Dreamer, The Screaming One, He Whose Voice Must Not Be Heard?

Hands off He Whose Voice Must Not Be Heard, I've already got him booked for my RTD. Do you have any idea how hard it is to negotiate a contract with something that drives your lawyers insane every time it says gesundheit or thank you?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 16, 2012, 06:39:45 pm
The Screaming One. Shambling Dreamer reminds me too much of a realm of eternal illusions <.< >.>
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Powder Miner on February 16, 2012, 06:42:44 pm
Shambling Dreamer sounds cool.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 16, 2012, 07:31:10 pm
I'm up for it
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 08:40:18 pm
It looks like the idea of facing down Tekrushar|So-zar|Shuakegu|Tel'ars|The Screaming One|The Shambling Dreamer|He Whose Voice Must Not Be Heard is a hit! :D (And Draignean, if you want to borrow him, I'd be more than happy to lend him. ;))

@Tal: Same entity. An Eldritch Abomination/Incarnation of Hunger. It is intelligent and it has only one goal: devour all life. Think of a cross between Chzo, Lavos, and a Westlands Abomination.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 16, 2012, 09:08:37 pm
Oh D:

/hide in emo corner
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on February 16, 2012, 09:38:03 pm
It looks like the idea of facing down Tekrushar|So-zar|Shuakegu|Tel'ars|The Screaming One|The Shambling Dreamer|He Whose Voice Must Not Be Heard is a hit! :D (And Draignean, if you want to borrow him, I'd be more than happy to lend him. ;))

@Tal: Same entity. An Eldritch Abomination/Incarnation of Hunger. It is intelligent and it has only one goal: devour all life. Think of a cross between Chzo, Lavos, and a Westlands Abomination.

Aha, I didn't realize Tekrushar was an old character of yours. Here I was thinking it was a generic abomination name you were pulling up. I apologize.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 09:51:57 pm
Nah, it's cool. He only appeared twice so far: I used him in V-Norrec's short-lived RTD where you played as one of three types of monstrous beings (vampires, abominations, and demons; Tel'ars was an abomination). I've been wanting to use him again for awhile; if you may recall, in your Wraith RTD he was the evil deity my character worshipped. :D I'm slowly but steadily building up my own canon.

If you want to know what he looks like...

As a human, Tekrushar appears to be a normal looking man, 5'10, 200 pounds. A bit chubby but not exactly fat, one might say. He has long black hair touching his shoulders and brown eyes. But if seen out of the corner of your eyes, he appears wrong; his eyes and mouth are black hollow voids, and his body appears to be patched here and there with thin purple veins and rotting yellow flesh. If his shadow is stared at for too long, one can almost see shapes waver and break away from the main mass, slithering towards all nearby forms of life such as grass and animals while shaking back and forth like tentacles and making desperate lunges as if to devour whatever they can. Even when looked at directly, sometimes he appears to shimmer like a mirage as he moves. Just viewing him gives one a sense of dread, discomfort, and unease. In his true form, The Screaming One most resembles a horrific giant mass of yellow flesh, its many bloodshot blank eyes bleeding a viscous purple fluid. From a multitude of fanged mouths, black tongues both drag itself along and capture prey as it shrieks (http://www.youtube.com/watch?v=9otAnzvLouw) in Brown Notes (http://tvtropes.org/pmwiki/pmwiki.php/Main/BrownNote) and emits a thick smoky fog behind it as it moves. In human guise Shuakegu always speaks with hollow, rasped, lifeless tones that seem to echo endlessly of screams yet are just barely within hearing, and is generally smoking a cigarette.
Ultimate Goal: Devour all living creatures, from the smallest of worms to the sentient races to the great beasts and follow horrors themselves.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Powder Miner on February 16, 2012, 09:53:40 pm
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 16, 2012, 09:57:43 pm
Yeah, some/all of you are going to get et. :3 But to make it a little more fair for the waitlisters, here's what I'll do: I'm going to find out the average amount of skills gained by the players and I'll allow all of you to choose an equal number, as well as your class evos. That way you'll come into battle about as well-prepared as everyone else. If you die, I'll probably just let you keep those skills. If you survive, I'll see who has had the most skill-ups and give you however many is needed to equal that number as a reward. (By the way, I'm extending this offer to Alora, Alexander, and Tariq as well. They're a bit underpowered at the moment.)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 17, 2012, 12:35:41 am
Yeah, some/all of you are going to get et. :3 But to make it a little more fair for the waitlisters, here's what I'll do: I'm going to find out the average amount of skills gained by the players and I'll allow all of you to choose an equal number, as well as your class evos. That way you'll come into battle about as well-prepared as everyone else. If you die, I'll probably just let you keep those skills. If you survive, I'll see who has had the most skill-ups and give you however many is needed to equal that number as a reward. (By the way, I'm extending this offer to Alora, Alexander, and Tariq as well. They're a bit underpowered at the moment.)

Yea I do feel a little UP
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 17, 2012, 04:10:47 am
I got delayed by my own good news. :3 I now have an HDTV and it's so weird playing some of my old games (and some new ones I got today :3) and seeing them how they're meant to be. I can even read the text now! :D Anyway, now hopefully good news for Ahra. Which is better, with helmet or without?

(http://img.photobucket.com/albums/v355/Static_Jester/AhraMalleusRaulat.png) (http://img.photobucket.com/albums/v355/Static_Jester/AhraMalleusRaulat.png) (http://img.photobucket.com/albums/v355/Static_Jester/AhraMalleusRaulatHelmet.png) (http://img.photobucket.com/albums/v355/Static_Jester/AhraMalleusRaulatHelmet.png)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on February 17, 2012, 04:46:52 am
The helmeted version looks a bit skewed forward.

Yay Paladin.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 17, 2012, 04:48:05 am
I like them both, though Helmeted makes a character seem more generic and mookish in my opinion. I like No Helmet more.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 17, 2012, 04:50:45 am
Personally I kind of prefer no helmet myself too. ^^^; I might try remaking the helmet sometime (if tomorrow/today technically, either when I wake up or after Trail's End), see if I can cobble something together that sits a little better on his head. Tiruin's right in that it is tilted forward a bit.

I like to think Malleus just has his helmet in his hand until its time to kick some demon's ass, then he puts it on and goes to work. :3
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 17, 2012, 09:15:20 am
Hell. yeah, thanks serious! :D

and i see him more as he lowers his visor and his head before rushing in shield first
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 17, 2012, 09:24:38 am
I remain in awe of you're leet-avvi-skillz, it is no surprise that most people in this subforumn have you're avvies
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 17, 2012, 11:13:48 am
No problem, Ahra. Glad you like it. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 17, 2012, 11:26:07 am
good choice of heraldy colours too, gold and blue or black/grey and silver is what i prefer
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 17, 2012, 11:36:10 am
:D I was originally going to give him a white cloak (since he has one in-game) but then I saw it didn't show up too well against his armor, so I decided to make it the same color as his clothing. Anyway, nice to know. I'll keep that in mind for the next time I need to give Malleus some armor. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 02:03:39 am
OK, finally got around to figuring it up. The average amount of skills per party member is 10. The current party member with the most skills is Malleus at 12, with Greenmoore and Claire tying for second with 11 total skill-ups.

So... that means for the anniversary, I'll be setting Biernat, Tariq, Alexander, Alora, April, Tala, Jakob, Bryan, Serrana, and Qongqothwane to have the same amount of 8s as Zathyran. When spending skills, remember you can get +5 HP or MP instead, if you want it.

Biernat: gains 7 skills.
Tariq: gains 9 skills.
Alexander: gains 8 skills.
Alora: gains 5 skills.

Everyone else on the waitlist / waitlist's waitlist gets a straight 10 skills.  And... skill discussion, away! :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on February 19, 2012, 02:05:06 am
Gah, 10 skills. I did not read well enough.
Oh, right. I suppose I hadn't posted my sheet yet. Still stuck in the PM with you SeriousConcentrate.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 02:07:27 am
No worries, got it right here if you need to review it:

Quote
Name: Serrana Tyrfalen
Gender: Female
Appearance: Standing at the exact height of five and a half feet, her appearance is that of a young woman- a youth in her prime, she is much older than that though. Her body is lithe and graceful, but despite her appearance, her body is well-conditioned to physical stress and strain.
Background: Raised in a mundane village on the plains somewhere in the heart of Europe, Serrana spent most of her early life in fear of the horrors in the night as told by her parents and neighbors. She was actually one of the town 'cowards', the town coward actually, and many of the young children would tease her in their childish ways. Her personality was...faulty to be described by those who didn't know her, in a polite way. She had a close relationship with the town priest as well as the local guardsmen, despite her timidness and attitude. They were pretty open to her and in their free time, told her those familiar horror stories parents tell bad children when they want something done. The same ones she was told every night as she sat with her parents.

Although, their stories were different.

Stories of heroes and monsters, honor and legend, life and glory. Facing your fears and defying yourself for others in the name of the Greater good. Fighting the good fight even when all hope is lost, in the face of death. All this awakened something in her. A burning passion, to guess the least.

Yea, at an early age, she was the most attentive when it came to lore and myth-- something attributed to the elder folk.

In time, people grew to respect her cautious ways and gave up their stereotype in her lack of confidence and shyness. She was accepted into the town guard at the age of fifteen. The first female in the guard; nothing was wrong in that, very few actually wanted to be a guard at that age. Especially one joining the Night Watch.

She learned to sway her thoughts and improve herself, as the stories say. She grew hale in body and mind and she learned to give up her fears, not that it completely disappeared though, for every night she thinks about her family-- those close to her, even her enemies, which she had none.

When the call came, she was one of the first to join in. Other than go into complete sorrow at the loss of one of their own, everyone gathered at the meeting hall on the day of departure: the townsmen and women, children and their elders, everyone was present to see their child-turned-guardian well off in her journey. For they had to contribute to the safety of the nation, and she was the one to go by unanimous decision.

The farewell party was one of the best in the century, and at that time there was complete peace. No worries nor sorrow, just joy and innocent frivolity. They were proud to send this champion for the nation.

But...what about her? Throughout the celebration, Serrana gave herself one last chance to make amends with them all; she didn't think she would lay her gaze on any of them again, for this was a long and perilous journey. But through all that, she made peace with them: her parents and guardians, the priest and her comrades-in-arms.

And come the morn, she left without a word. Leaving a carefully coded note pinned to the doors of the chapel.

Weapons: Glaive (Slashing) and Recurve Longbow (Piercing)
Armor: Leather Armor
Subweapon: Ballistic Dagger (Throwing Dagger lv2)
Profession: Guardian (Damage rolls are increased by +1 when counterattacking; High HP/Low MP = 35 HP / 10 MP)
Skills: Stalwart (-1 to all damage received), Fleet of Foot (+1 to Movement), and Vigilant (chance to counterattack if the opponent's accuracy roll is 4 or more points lower than Serrana's defense roll)
Items: Undefined Artifact (Haven't decided what it is yet, but you requested one to raise magic defense)

Also reminds me I'll need to think up around 10 class evos for e'rybody on the waitlist. ^^^; Ah, well. That can wait for in the morning.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on February 19, 2012, 02:08:25 am
I should've clarified  :P

I meant by I had it in my PM, but the artifact thingy, it's still undecided. That's why I didn't post it. Thanks though!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on February 19, 2012, 03:20:49 am
-Wicked Lvl 2
Master of Counted Sorrows Lvl1 (Gains a +1 to debuffing enemies with magic)
-Master of Counted Sorrows Lvl2 (Gains a +2 to debuffing enemies with magic)
+5mp
+5hp
Spirit Guide (+1 to magic accuracy)
Spirit of vengeance (+1 to shadow magic damage)
Change Fate (Can pay the cost of a debuff attack to remove a debuff and put it on another character)
(2 slots open for consideration)

Thoughts so far serious?

Also, did you decide on a class ability for him?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 04:03:16 am
Quote
-Wicked Lvl 2

Approved.

Quote
Master of Counted Sorrows Lvl1 (Gains a +1 to debuffing enemies with magic)
-Master of Counted Sorrows Lvl2 (Gains a +2 to debuffing enemies with magic)

Isn't this kind of the same thing as Wicked? Wicked level 1 would boost the chance from 4 on a d4 to 5/6 on a d46 (from 25 to 33% chance), and Wicked level 2 would make it 3/4 on a d4 (50% chance). The chance happens automatically on a Massive success, anyway. I could boost this to a class evo and make the two levels increase it so the chance happens on a Major and then a Minor Success, so at Evo 2 you would always have a 50% chance of inflicting status effects when you cast.

Quote
+5mp
+5hp
Spirit Guide (+1 to magic accuracy)
Spirit of vengeance (+1 to shadow magic damage)

These are all fine.

Quote
Change Fate (Can pay the cost of a debuff attack to remove a debuff and put it on another character)

Not exactly certain what you mean by this. Does your own attack get debuffed to take it off an ally? Is it like targeting an enemy that has two effects will remove one effect entirely and transfer the other one to another enemy?

Quote
(2 slots open for consideration)

^^^.

Quote
Also, did you decide on a class ability for him?

I was thinking of Witch Doctor level 1 increasing the miscellaneous effect of a debuff (some would be obvious, like the Poison debuff would deal 2d4 damage per round rather than 1d4.  Others would be a little more esoteric; the Cursed debuff shuts down extra attacks like spells and so forth, so the increased effect would probably make attacks do slightly more damage or something) and the second level increasing the duration from 2 turns on a debuff to 1d4+1 rounds. Or have the first level be longer debuffs and the second more powerful debuffs. You'd probably get both levels of it anyway, I think. :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 19, 2012, 05:06:52 am
Toughened Hide Level 2
Up close and personal level 2

Follow Through (Having trouble thinking what it would do, but I really want a skill called this, it would probably do something after an attack, but I don't want a clone of greased lightning) (Perhaps Gaining an extra attack after criting?)

Lacerate (When in wolf form have a chance of causing the foe to bleed profusely (damage over time of status debuf)

and then either level one of those two/unfettered up or get more mp or hp, wanna think about that a bit 1st
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 05:12:47 am
Quote
Toughened Hide Level 2
Up close and personal level 2

Approved.

Quote
Follow Through (Having trouble thinking what it would do, but I really want a skill called this, it would probably do something after an attack, but I don't want a clone of greased lightning) (Perhaps Gaining an extra attack after criting?)

A clone of Greased Lightning may be the best option here. At second level it's a 50% chance of an extra strike on Major+ Successes.

Quote
Lacerate (When in wolf form have a chance of causing the foe to bleed profusely (damage over time of status debuf)

Sounds like an Evo ability to me. Don't worry, though. Evo abilities are more powerful by default; if I allowed this as a skill it would probably be like +2 points of bleeding damage at level 2, where as an evo it might be 2d4.

Quote
and then either level one of those two/unfettered up or get more mp or hp, wanna think about that a bit 1st

Sure, take your time. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on February 19, 2012, 05:28:20 am
...did I have another skill point I haven't spent yet?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 19, 2012, 05:39:38 am
Quote
Lacerate (When in wolf form have a chance of causing the foe to bleed profusely (damage over time of status debuf)
Sounds like an Evo ability to me. Don't worry, though. Evo abilities are more powerful by default; if I allowed this as a skill it would probably be like +2 points of bleeding damage at level 2, where as an evo it might be 2d4.

That does make sense, I kinda wanted a skill that is based off whether or not an enemy was bleeding but had no way to make em bleed, I will keep thinking a bit
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 06:37:36 am
@Irony: You might have spent it on HP or MP. I'm not certain. 45% chance you did so, 55% you have one you haven't used yet.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on February 19, 2012, 06:42:11 am
I'll boost my accuracy to +2 if it exists. Don't think I've bought MP recently, and I think I've had 45 35 HP for a while now.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 06:51:29 am
I'll go under the assumption you have one that you haven't spent yet and mark down that boost. ^^^

Edit: Yeah, I think you have two, actually. You have five level 2 skills (9 spent total since one level one skill was free) and I think you started with 30 HP/15 MP and now you have 35 HP and 18 MP from a miscellaneous boost. So you're just now at ten of eleven spent.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on February 19, 2012, 10:38:11 am
Quote
Not exactly certain what you mean by this. Does your own attack get debuffed to take it off an ally? Is it like targeting an enemy that has two effects will remove one effect entirely and transfer the other one to another enemy?

Sorry, 2am. Me damage is brained.

If X friendly character had a debuff on them I could spend the cost of the attack which initially inflicted the debuff to take the debuff off them, and attempt to place it on someone else.

Quote
Master of Counted Sorrows Lvl1 (Gains a +1 to debuffing enemies with magic)
-Master of Counted Sorrows Lvl2 (Gains a +2 to debuffing enemies with magic)

Isn't this kind of the same thing as Wicked? Wicked level 1 would boost the chance from 4 on a d4 to 5/6 on a d46 (from 25 to 33% chance), and Wicked level 2 would make it 3/4 on a d4 (50% chance). The chance happens automatically on a Massive success, anyway. I could boost this to a class evo and make the two levels increase it so the chance happens on a Major and then a Minor Success, so at Evo 2 you would always have a 50% chance of inflicting status effects when you cast.

Hmm... That does sound good. (The Evoing) But then the evolutions described below also sound good... I AM FILLED WITH INDECISION. Alright, I'm going to take these two back for a while, maybe something will come to me later.

Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 10:43:02 am
Well, you have can choose four evos, and you automatically start with Witch Doctor level 1, so you could grab Witch Doctor level 2 and MoCS Level 1 & 2 and still have one evo pick left over. But I understand if you'd want to wait until I offer you more choices. ^^^ Anyway, by attack cost do you mean casting a non-damaging spell on your ally, with your accuracy vs. the enemy's defense for the roll (representing their save DC in D&D terms), and if you beat it then you can move the debuff, rolling a second time to try to place it on the enemy? I could also make that an evo, with level 1 being that and level 2 forgoing the second roll...
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 10:45:20 am
Theory: SC is procrastinating the turns so I don't get to kill everybody soon enough.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on February 19, 2012, 10:52:13 am
Well, you have can choose four evos, and you automatically start with Witch Doctor level 1, so you could grab Witch Doctor level 2 and MoCS Level 1 & 2 and still have one evo pick left over. But I understand if you'd want to wait until I offer you more choices. ^^^ Anyway, by attack cost do you mean casting a non-damaging spell on your ally, with your accuracy vs. the enemy's defense for the roll (representing their save DC in D&D terms), and if you beat it then you can move the debuff, rolling a second time to try to place it on the enemy? I could also make that an evo, with level 1 being that and level 2 forgoing the second roll...

That sounds interesting... Though I'm kind of saving back for an evo that will let me remove all the status effects from an enemy to deal damage based on the number of effects removed.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on February 19, 2012, 11:02:56 am
40 HP UP

BRING IT DEATH !!!!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 11:06:01 am
40 HP UP

BRING IT DEATH !!!!
Oh I will.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 11:12:36 am
40 HP UP

BRING IT DEATH !!!!
you realise i still live beacause damage decreasing you will be killed by first best mage :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on February 19, 2012, 11:14:37 am
>.> Darvi your Death's Understudy, not the real thing yet.

40 HP UP

BRING IT DEATH !!!!
you realise i still live beacause damage decreasing you will be killed by first best mage :P

My character uses brute strength, and speed to kill, so have damage decreasing stuff just doesn't make sense (Partially because I'm a werewolf, and we are resilient. Really what kind of demon is going to walk around wielding silver?)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 11:18:31 am
>.> Darvi your Death's Understudy, not the real thing yet.
You clearly weren't reading the PM's I and SC were making behind your collective back.

I am also the only ninja in the entire thread. That makes me DEATH INCARNATE.

Really what kind of demon is going to walk around wielding silver?)
The kind of demon whose hobby is slaying devils.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 11:20:57 am
Nah, Wymar isn't Death. Literally impossible. Death's been around since the beginning of time, Wymar only died fairly recently. He couldn't die if there wasn't a Death.

However, he's an incarnation/avatar of something pretty damn powerful, I'll give him that.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 11:24:45 am
the demon that face bash you for going after him and have magic for mangy dogs that chew on him.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 11:30:40 am
However, he's an incarnation/avatar of something pretty damn powerful, I'll give him that.
Do I get to make "I cast Darkness at the Magic Missiles" jokes?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 11:38:48 am
Only because you're Darvi. I won't allow anyone else to.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 12:17:59 pm
what kind of boss would you make out of the now living pcs  :)? werewolfs you dont need to answer about.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 19, 2012, 12:25:41 pm
what kind of boss would you make out of the now living pcs  :)? werewolfs you dont need to answer about.

I dunnno, Mine has an evo that protects vs mental effects, It would at least require a bit more thought
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 12:26:47 pm
Well we have already established that Pierre and Claire would become a Dual Boss.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 12:55:38 pm
I don't want to blow all the surprises :D. You can probably guess from some of them, though, since part of turning a PC into a boss is taking an aspect of their character (usually the most prominent one. Sole exception is Wymar since Darvi asked for a specific thing) and bending it horribly. I'll give you a freebie: y'know Zathyran? How would you like to fight a being composed of pure electricity? :3
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 12:57:56 pm
y'know Zathyran? How would you like to fight a being composed of pure electricity? :3
Looks like we'll need a gum-gum fruit sooner or later.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 12:59:05 pm
How would you like to fight a being composed of pure electricity? :3
oh gee i dunno *hits with metal hammer wile wearing 30kg of iron/steel* BZZZZAAAPPP KRAKA KRAKA *thump*
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 01:00:13 pm
@Darvi: Well, only Claire can get one for obvious reasons, and even then it's like a one in a billion chance I'd hand something like that out. :P

@Ahra: Yep. :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 01:01:41 pm
Well, only Claire can get one for obvious reasons,
I'm thinking of her more as a Boa Hancock type really.

Pierre would thus make a good candidate. That, and his hat-fixation.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 01:03:26 pm
lol. Nah, no one really has the personality of Luffy, I think. No gum-gum for anybody, evar.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 02:39:50 pm
lol. Nah, no one really has the personality of Luffy, I think. No gum-gum for anybody, evar.
oh r´yleh?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 02:42:06 pm
(http://scienceblogs.com/tfk/images/ORLYEH.jpg)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 02:48:40 pm
(http://scienceblogs.com/tfk/images/ORLYEH.jpg)
we did not just go there.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Riccto on February 19, 2012, 02:59:09 pm
(http://scienceblogs.com/tfk/images/ORLYEH.jpg)
we did not just go there.

Aw Yissss.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 03:05:53 pm
(http://scienceblogs.com/tfk/images/ORLYEH.jpg)
we did not just go there.
Aw Yissss.
Ph´nglui  mglw´hahf Cthulhu  R´yleh wgah´nagl  fhtagn
(http://lolthulhu.com/wp-content/uploads/2007/09/internet-ya_rlyeh.jpg)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Darvi on February 19, 2012, 03:12:11 pm
Cthulhu naflfthagn!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 19, 2012, 03:13:15 pm
shouldnt we do this in the Arkham game?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 19, 2012, 09:04:00 pm
Right here is pretty appropriate too, though. Say hello to Symphony of the Night's version of Cthulu:

(http://www.castlevaniacrypt.com/games/sotn/images/enemies/ctulhu.gif)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: empfan on February 19, 2012, 09:48:30 pm
Name: Weiss Myst
Gender: Male
Appearance: He always has his robe's hood up, but his eyes are brown, and has short cut brown hair and a somewhat thick goatee.  He is young, around 21 or so.
Background: He heard about Dracula's reincarnation once again, and headed out to fight off the new threat. He left his collage, at the top of his class, and went to the castle. It was a tough trek only wearing a robe, but he made it eventually and began searching for the accursed demon, and to help the other adventurers most likely there.
Weapon: Spear
Armor: Unarmored
Sub-Weapon: Magic Book, Ice
Profession: Magician
Skills:
- Flatterer: +3 to all persuation rolls.
- Magically talented: +5 MP, stackable
- Magically talented: +5 MP, stackable
- Magically talented: +5 MP, stackable
- Dodgy: +1 to dodge rolls
- Keen Eye: +1 to search rolls
- Trained Spearman: +1 to all accuracy rolls with a spear weapon
- Strongman: +5 HP, stackable
- Strongman: +5 HP, Stackable
- Strongman: +5 HP, Stackable
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Taricus on February 19, 2012, 09:57:08 pm
Okay, Skills

Ranged specialist to 2
Warrior to 2
Melee Specialist to 2
Movement skill to 2
3 points into HP
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: empfan on February 19, 2012, 11:03:28 pm
(http://dl.dropbox.com/u/59151152/Work/EmpFanWeiss1.png) let the chaos begin
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 20, 2012, 03:57:53 am
Something similar to flanking (Giving bonuses when ganging up on one foe) would be more like an evo wouldn't it
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 20, 2012, 04:37:30 am
Er, Evo or not, I literally can not let you have any more accuracy bonuses without actually breaking the system. Malleus has some ridiculous defense, true, but there are still ways for enemies to get around that without having so much accuracy it's impossible for them to miss anyone else; you already have a +4 accuracy in melee, which means you have a huge chance of hitting your opponent. Any more and it would be a situation where either you basically never miss since you'll pump that skill to a +2 for a total of +6 in most situations (since boss battles are generally one enemy vs the party, normal enemy battles are two or three opponents usually, and if you had that skill I don't see you ever targeting someone that no one else is), or I raise the enemy defense capabilities so there's a chance you'll miss and then no one else can hit them because their accuracy isn't as high. So yeah, I'm going to have to shut that request down. ^^^;

EDIT: Sorry if it seems I'm being harsh, but I'm always assuming everyone would play it like I would if I was in their shoes.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on February 20, 2012, 04:46:40 am
Oh look, a fellow Hood-Mage-Brother... Come, we must discuss things in secret... *looks at the rest of the group who are, probably, quizzically looking at the two hooded mages* What? Oh no, it's just.. a mage joke. Yeah. A joke. Heh. Heh.

In other news, a mage with as much health as the tank? SACREBLEU!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on February 20, 2012, 05:20:34 am
OK skill points going like this

Finish up Toughened Hide and Up close and personal

Get 2 Levels of Follow Through (Greased lightning clone i guess)

+ 5 HP
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on February 20, 2012, 06:50:52 am
@Darvi: Well, only Claire can get one for obvious reasons, and even then it's like a one in a billion chance I'd hand something like that out. :P
I should totally figure out a way for my Cube to do this. :P


Also, as long as we're on the subject of attack bonuses: What would you think of a regular skill that gave a bonus to damage at the cost of attack somehow? It'd probably be unwise for me to get such a thing anyway, but it's something I've been thinking about.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 20, 2012, 06:53:31 am
What, like Power Attack in D&D? I'll think about it a bit since +1 damage here is worth a lot more than +1 damage there.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on February 20, 2012, 07:33:50 am
just a question, am i allowed to make an skill for crushing stuff like +1 dmg (+2 against bluntys) -1 accuracy when i have more skill points?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on February 22, 2012, 01:12:04 am
Posting it officially here that the anniversary thread (http://www.bay12forums.com/smf/index.php?topic=102105.msg3018433#msg3018433) is up, and because I'm feeling slightly generous, anyone who waitlists and gets a character sheet in before I start that fight can play in it too. :D
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 01:34:34 am
Hmm, so, basically... I'm feeling guilty for letting this sit so long, wolfchild wants it back (and I think Ahra does too though he didn't directly say one way or the other :P), and Caerwyn saying in the Mushroom Kingdom RTD thread that he enjoyed reading this RTD got me thinking that... maybe I should just cancel the other thread, since it was kind of depressing me, and coming back to this. I guess my question is... do the rest of you guys want me to start this up again? I'd understand if you guys are like 'screw you, you waited too damn long' or other reasons to not bring it back, but I just wanted to ask and get opinions on the matter. If so, I'll look seriously into finding a way to better organize everything (now that I know about wikidot and have a little experience with it I may try that instead) and - appropriately enough - pull this out of the grave.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on August 13, 2012, 01:46:50 am
Thread Necromancy? Thus it shall be.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Grimmjow6th on August 13, 2012, 01:47:52 am
 Thread Necromancy? Thus it shall be. i would very much so like this back serious. one of the funnest rtd's ive had. If you EVER need any help designing anything, ill help you anyway i can as ive recently learned a bit about dming and such.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 01:50:28 am
That's a kind offer, Grimmjow. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on August 13, 2012, 02:03:25 am
Dont think i need to say this but I am for it, id offer help but every rtd I make dies
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Zako on August 13, 2012, 02:14:55 am
I am totally behind this coming back! This was, and still is, awesome! Perhaps you should limit yourself to a lower number of players to get turns out faster as well as simplify the amount of stuff to monitor.

Also, if you want some level design help, feel free to ask me for help, if I'm not playing that is. :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 03:47:26 am
While limiting the number of players 'in play' at any one time is probably a good idea, I kinda don't want to kick out anyone already playing. :-\ Should I maybe go for an Einsteinian Roulette model, where I allow five or so players to do a level while everyone else waits in a 'safe zone' like the Library or some such, and then the next level those five have to sit out while five others get to play, and so on?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Ahra on August 13, 2012, 04:22:34 am
Yeah, that way you wont overheat your brain when eveything happens at once, oh and im in if thats okay  :P ?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 04:26:26 am
Only because I like you am I going to let you jump the gun that early, Ahra. :P But sure. The more I think about it the more I like this idea, since it means people currently on the waitlist could also play when a chance comes up rather than sit around and wait for someone to die... since, let's be honest here, I'm kind of a soppy GM and I hate to kill characters off. Not that I won't do it at properly dramatic moments, of course, but nevertheless. XD
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Grimmjow6th on August 13, 2012, 04:28:27 am
*pokes.* Well, i could maybe push somebody thats on a ledge...*looks at my eternal rival pierre.*
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on August 13, 2012, 04:30:32 am
Can I jump the gun, SerCon?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 04:42:52 am
Only because you were the first person to sign up for my RTD and that makes you special. <3
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on August 13, 2012, 05:07:01 am
<3 Yay!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on August 13, 2012, 08:02:32 am
Go for it SerCon! If you're not giving up, so won't I! :))
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on August 13, 2012, 08:45:46 am
Hurray! I am in and glad its back, also I'd like to vote for pushing Pierre off a cliff :3
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 09:42:31 am
Not pushing Pierre off a cliff until I know if Krath's gone or not. While I haven't been paying a whole lot of attention to the other sections of the forums, I haven't heard anything out of him in a long while...:-\
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Caerwyn on August 13, 2012, 10:09:14 am
Wow, revive it? Please, by all means, do! I'll eagerly watch. That'd be awesome, dude.

I still don't know why there's no sassy dark elf player, who wears sweet hats and throws dozens of daggers every turn. Yeesh.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on August 13, 2012, 10:11:07 am
I still don't know why there's no sassy dark elf player, who wears sweet hats and throws dozens of daggers every turn. Yeesh.

/me sighs.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Caerwyn on August 13, 2012, 10:21:04 am
I still don't know why there's no sassy dark elf player, who wears sweet hats and throws dozens of daggers every turn. Yeesh.

/me sighs.

Oh, you poor, poor Tiruin. What's the sigh for?

Also, could we add a beefy dwarf, who uses heavy platemail and two large maces, filled with a magical "Oil of Impact", so as with just a single touch of a button, the maceheads are coated with the oil? And, on hit...Boom!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 13, 2012, 11:59:53 am
Not pushing Pierre off a cliff until I know if Krath's gone or not. While I haven't been paying a whole lot of attention to the other sections of the forums, I haven't heard anything out of him in a long while...:-\
Oh no. What would Claire do without Pierre?! D:
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 12:09:25 pm
Damn it, you're trying to set me up, I know it, and I have to resist.... ARRRGHHH

Not pushing Pierre off a cliff until I know if Krath's gone or not. While I haven't been paying a whole lot of attention to the other sections of the forums, I haven't heard anything out of him in a long while...:-\
Oh no. Who would Claire do without Pierre?! D:

FTFY EDIT: And sorry for being so predictable, but I get the feeling you wanted me to do that >.>
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 13, 2012, 12:32:36 pm
FTFY EDIT: And sorry for being so predictable, but I get the feeling you wanted me to do that >.>
Not at first, but I noticed it immediately after. Had to be done. :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 12:36:07 pm
I guess it's sad I only lasted like ten minutes before going ahead with that, but it was perfect. XD Well, still a ton of male characters left.

...And I just had the worst idea ever, of applying buffs to Claire and the last person she seduced right when I typed that. XD
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: freeformschooler on August 13, 2012, 12:53:11 pm
I still need to read the rest of this, but props for going ahead and reviving it instead of doing what I did :P I will watch once more!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 01:02:15 pm
On the lighter side: Thanks, FF. ^^^ At least Bradley is still around in the Mario Kart RTD. I need to read that and see if Dwarmin's keeping him in character or not. :P
On the not-so-good side: Krath hasn't been on in ten days and literally has not posted since April. (http://www.bay12forums.com/smf/index.php?topic=107414.msg3205906#msg3205906) :X I guess I'll give him until I get off my lazy ass and organize all the character sheets, and once I do that I might run a 'refresh' turn (basically just clearing everyone's current status and putting them in 'safe' rooms without any monsters or traps or whatnot) to see who all is still in and then we'll proceed from there. Sound good, everyone?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Dwarmin on August 13, 2012, 01:25:43 pm
Hmm, a bit depressive since I might not be around long enough to enjoin this games righteous resurrection, but if going to do so Serc, I couldn't imagine a better way to spend the time. :)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 01:38:54 pm
Yeah, that's going to be depressing as all hell. :c If you do have to leave, I'll keep Greenmoore alive for you, in case you ever get a chance to come back.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 13, 2012, 01:51:19 pm
What? Where you going, Dwarmin? D:
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: anailater on August 13, 2012, 02:00:46 pm
If this is coming back i would like to waitlist, I've been waiting for this for a long time, it was this and Deviation 22 made me join.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 02:03:28 pm
No problem, anailater, but I'll have to ask you (and anyone else who wants to join) to wait until I get better organized templates to submit a character. ^^^; No worries, though, just gives you more time to think of what you'd like, right?

@Irony: I don't want to say a lot about it since it's not my place and I don't want to gossip, but there's a very real chance he won't be around due to things out of his control. >.<
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Greenstarfanatic on August 13, 2012, 02:28:39 pm
Actually, I might want to join at some point too...
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 13, 2012, 02:33:01 pm
:(
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on August 13, 2012, 02:53:28 pm
Well, it appears I'm seriously late for Serious' comeback party, but allow me to add my own particular- HELL YEAH! to this resurrection. CvRTD is simply too interesting to let die.

I'll help in any way I can, but I'm more than confident that you can get this humming without our help.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 13, 2012, 04:18:26 pm
:(

You and me both. Anyway, @ GSF: I don't mind any number of people joining. :P Today's not looking like a good day for me to work on it (air conditioner self-destructed, I haven't got much sleep, I want to watch yesterday's TNA PPV with my brother at some point, and I'll be helping V-Norrec get the new Zealots and Demons up and running) but once I'm rested up and ready to go I'll be sure to get cracking.

@Draignean and others with words of encouragement: Thank you kindly. :))
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on August 13, 2012, 07:38:53 pm
Hmm, a bit depressive since I might not be around long enough to enjoin this games righteous resurrection, but if going to do so Serc, I couldn't imagine a better way to spend the time. :)

RL D:

He'll be busy near the end of this month...then the fear of everyone kicking him out occurred.  :'(



I'm still in the waitlist, right?  :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 17, 2012, 11:44:33 pm
Quick update: As I said earlier, my AC was out, but it should be getting fixed tomorrow and when it does I can finally start work. I've been too hot and miserable to think about it much during the week, and I had my computer off most of the time to keep it from overheating so when I did have it on I posted elsewhere so as not to hold people up. Just thought I'd let you guys know what the deal was.

@Tiruin: Yep, you're still in the waitlist. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 18, 2012, 02:45:37 am
Thanks for the update. Hope you feel less like you live in an oven soon. :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 20, 2012, 05:12:33 am
So after thinking it over a bit after an off-hand comment from V-Norrec, I've deduced part of what slowed this down initially is that I was handing out WAY too many bonuses to keep track of. Additionally it seems a lot of people who aren't old hands to it get easily confused by the skill and class system. Before I put in any more work on the character template, should I look into simplifying everything? (I'm mainly looking at you for this one, IO, since iirc you've GM'd a few long-running games in your time but I'd appreciate any comments/contributions/opinions anyone wants to post. ^^^)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on August 20, 2012, 06:01:45 am
I honestly have no clue But i think the ones i have failed with (all of them) were too ambitious I may re kick world in renewal soon, but it'd be a fresh start and i would try to simplify things and definitely reduce player count
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Tiruin on August 20, 2012, 06:07:36 am
Voting for partial simplification. Taking track of all bonuses and modifiers to which character and what exact situation tends to lengthen the turns by somewhat (personally, this happened hard to me XD), but it's all to you SC!

Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 22, 2012, 04:17:18 am
No other opinions? :-\ Meh, well, I guess I'll throw out some of the ideas I've been kicking around and get opinions on that instead. I'm thinking of reassigning things so you only get a class bonus, and that gets more powerful with the character's progress. For example, I'd rework Malleus's class bonus so that instead of a straight bonus to defense, it's instead high damage reduction. Malleus has five class upgrades (counting his initial one) so he might always take 25% less damage from every attack, or always takes 5 less damage than the attack causes, so forth, although he'd always take a minimum of one damage. I'm also open to suggestions on how you think your character's class skill would translate if you want to discuss it, in thread or PM doesn't matter.

The other thing I was thinking of was improving subweapons in general by changing how weapons work. Weapons would deal different damage dice based on how powerful they are and can be upgraded to an infinite amount (so you don't have to get rid of a weapon you like), although only once after each level. Subweapons could also be upgraded in this manner, but their upgrades would be more powerful since they take MP to use. For example, after a boss you have the option to make your sword do 2d4 damage, or your throwing daggers to do 3d4 per use, or gain another use per round, that sort of thing. I'm thinking converting weapons in the manner of each additional +1 to damage becomes +1 die rank. If the average weapon deals 1d6, then a +1 inflicts 1d8, a +2 inflicts 2d4, +3 1d10, +4 1d12, etc.

In keeping with how weapons work, I'd probably also change how armor works. I'd drop the under-utilized Movement stat entirely and make Defense just be a straight damage reduction on a point to point basis. All current Movement scores on armor would just change to be defense, so Claire's Leviathan Scale Armor (for example) would just become +4 Leviathan Scale Armor.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on August 22, 2012, 09:45:44 am
Yeah that could work, I would miss the differentiation between the two werewolves but I could live with it if it made the game easier for you
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 22, 2012, 10:18:02 am
There could still be a difference between the two werewolves. Technically, Alexander's class is Feral Werewolf and Alora's is Lycanthropic Monk (difference being that one embraces the wolf and the other tries to control it).
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 22, 2012, 01:46:26 pm
So after thinking it over a bit after an off-hand comment from V-Norrec, I've deduced part of what slowed this down initially is that I was handing out WAY too many bonuses to keep track of. Additionally it seems a lot of people who aren't old hands to it get easily confused by the skill and class system. Before I put in any more work on the character template, should I look into simplifying everything? (I'm mainly looking at you for this one, IO, since iirc you've GM'd a few long-running games in your time but I'd appreciate any comments/contributions/opinions anyone wants to post. ^^^)
Oops, missed this.

I'm not sure the bonuses specifically are what's hurting you, but simplifying things really does tend to be a solution for most slowdowns. I'll also say that situational bonuses are harder to keep track of than straight bonuses to different things, at least assuming you're tallying everything in a cheatsheet.

As an example, suppose somebody has +1 Attack from class, +1 Attack from a skill, +1 Attack from their weapon, +1 Attack vs Prone Opponents, +1 Attack vs Female Opponents, and +1 Attack vs Evil Opponents. Their cheatsheet would normally look something like this:

+3 Attack
 +1 vs Evil
 +1 vs Female
 +1 vs Prone

Not massively confusing, but this is just their attack line. It could potentially add up if they've got similar weirdness for defense and such, and especially if they've got anything that changes with the situation or that can't be described simply. For instance, adding and subtracting +1 Defense every time they attack or don't attack in a round would be a huge pain.

Overall though, you might look at how you're tracking information rather than how much of it you've got.


No other opinions? :-\ Meh, well, I guess I'll throw out some of the ideas I've been kicking around and get opinions on that instead. I'm thinking of reassigning things so you only get a class bonus, and that gets more powerful with the character's progress. For example, I'd rework Malleus's class bonus so that instead of a straight bonus to defense, it's instead high damage reduction. Malleus has five class upgrades (counting his initial one) so he might always take 25% less damage from every attack, or always takes 5 less damage than the attack causes, so forth, although he'd always take a minimum of one damage. I'm also open to suggestions on how you think your character's class skill would translate if you want to discuss it, in thread or PM doesn't matter.
Doing away with skills? That'd make me sad. :-\

The other thing I was thinking of was improving subweapons in general by changing how weapons work. Weapons would deal different damage dice based on how powerful they are and can be upgraded to an infinite amount (so you don't have to get rid of a weapon you like), although only once after each level. Subweapons could also be upgraded in this manner, but their upgrades would be more powerful since they take MP to use. For example, after a boss you have the option to make your sword do 2d4 damage, or your throwing daggers to do 3d4 per use, or gain another use per round, that sort of thing. I'm thinking converting weapons in the manner of each additional +1 to damage becomes +1 die rank. If the average weapon deals 1d6, then a +1 inflicts 1d8, a +2 inflicts 2d4, +3 1d10, +4 1d12, etc.
This I generally approve of, though. The infinite but limited in pace upgrades sounds particularly good.

In keeping with how weapons work, I'd probably also change how armor works. I'd drop the under-utilized Movement stat entirely and make Defense just be a straight damage reduction on a point to point basis. All current Movement scores on armor would just change to be defense, so Claire's Leviathan Scale Armor (for example) would just become +4 Leviathan Scale Armor.
This would also make me sad, but I might be in a uniquely bad position to comment on it. I will say that having Defense be regular defense and then Movement be some special attack/special attack defense stat is kind of odd, though. I'll also say that Malleus getting hit with those imps was hilarious.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 22, 2012, 03:23:48 pm
...

XD

Yeah, that was kind of funny. But it could still happen with the rewrites. As for the skills, I'm not sure that I really wanna get rid of them, I'm just kind of tired of answering the 'how do they work' question. Glad to hear from you. ^^^ Anyone else want to throw in while I'm still gathering data?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: adwarf on August 22, 2012, 03:35:31 pm
The only suggestion I have is maybe to make the players keep up with their own statuses or something like that. You'd of course do the HP and MP thing but they'd be in charge of taking care it, and listing the bonuses they get when doing an action or something like that. Removes a load of work from you and fellow players keep each other from cheating, I'm sure no one would attempt that we're all honest people here :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Talarion on August 22, 2012, 04:16:16 pm
I would help, but I'm notoriously bad at giving ideas for other people's systems :(

Sorry
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 22, 2012, 04:19:06 pm
...

XD

Yeah, that was kind of funny. But it could still happen with the rewrites. As for the skills, I'm not sure that I really wanna get rid of them, I'm just kind of tired of answering the 'how do they work' question. Glad to hear from you. ^^^ Anyone else want to throw in while I'm still gathering data?
Hm. Maybe they just need to be simplified or formalized, then? Which ones keep coming up?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 22, 2012, 06:24:22 pm
What's allowed, what's not allowed, when they are earned, etc. Pretty much all the questions. >.>

Also, @Tal: No problem. I'm just happy you said something so I know you have some interest. I prefer a 'I got nothing' over silence.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 22, 2012, 06:31:47 pm
Ah, that. That's kind of a hard decision between simplicity and allowing neat stuff, then.

I guess the real question is what you want skills to be able to do or represent or what. What's their intended function?
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 22, 2012, 07:17:47 pm
Originally I'd meant them to be small power-ups to allow the players to further sculpt their characters and make them unique. It quickly became obvious, however, that only a few skills were truly useful, so I just started suggesting everyone take those so they wouldn't feel gypped when a skill they'd chosen turned out to be kind of useless. That's a limitation of mine as a GM, though. :-\
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 22, 2012, 07:49:04 pm
Sounds like, if you want to follow the original plan, at least, what you want to do is make them all situational, then. That obviously runs contrary to simplifying things, but if you can create a certain set of relatively equal distinctions, you can let people specialize without going all crazy or making it a pain to track.

For instance, supposing every enemy (and possibly other players?) had a race and elemental affinity. Someone's skills could look like:

+3 Attack
 +2 vs Demons
 +1 vs Undead
+3 Defense
 +1 vs Ice
 +2 vs Dark

Varied, but still following a basic framework, albeit a lot less interesting than a chance of extra fire damage or whatever. Generally no less interesting than a straight attack or damage bonus, though.

The only real trouble, of course, is that everything has to be roughly equal in use to be a good option. You probably wouldn't want a distinction with only two or three choices anyway, but gender would be an obvious bad idea, for instance, because almost all enemies appear to be either male or genderless. Assigning everything an element in roughly equal proportions could also be tricky, which might lead to Dark attack or Fire defense being the most often-used skills, for instance.

And of course, this sort of framework doesn't necessarily preclude everything else, but it's a good starting point and obvious pool of default options.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Caellath on August 22, 2012, 08:07:31 pm
I'd love to contribute but...Uh...Yea.

Also, I'll check if I have time to try my hand at a sheet later even if it means waiting for an eternity to play. Many things have been sidetracking me lately. :P
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: wolfchild on August 22, 2012, 10:20:57 pm
Yea everyone pretty much picked the same set of skills until they were maxed, but I really have no way that I can suggest to make customisation but also simplicity
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: freeformschooler on August 22, 2012, 10:28:51 pm
Okay, I don't really understand your system fully... but in an RTD or RP, I've learned an excellent tip for both customization: model the mechanics after the players, not the other way around! So if someone is an ice mage with a whip, they don't necessarily have to gain the same abilities/skills/whatever else over time as another ice mage with a whip. Make it relevant to their character, not just their race and class description!

Also, as for stats/skills/whatever else adds to rolls, less is sometimes more. If you have three or four primary stats/skills, they can be just as if not even more relevant in gameplay than five or six or eight.

Complexity is not the same as customizability. You can have one without the other - a lesson I've learned the hard way!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 23, 2012, 02:01:25 pm
Okay, I don't really understand your system fully

That would be the problem I'm hoping to fix with all this. :P Anyway, there already are only two primary stats: HP and MP. There are a few derived stats from equipment, skills, and sometimes class (Attack/Accuracy, Damage, Defense, Movement) that I'm hoping to reduce and simplify. Get rid of Movement, make Defense damage reduction instead of being the opposite of Attack, getting rid of Damage and just having weapons have different damage bonuses so some are better for different situations, so on.

Sounds like, if you want to follow the original plan, at least, what you want to do is make them all situational, then. That obviously runs contrary to simplifying things, but if you can create a certain set of relatively equal distinctions, you can let people specialize without going all crazy or making it a pain to track.

For instance, supposing every enemy (and possibly other players?) had a race and elemental affinity. Someone's skills could look like:

+3 Attack
 +2 vs Demons
 +1 vs Undead
+3 Defense
 +1 vs Ice
 +2 vs Dark

Varied, but still following a basic framework, albeit a lot less interesting than a chance of extra fire damage or whatever. Generally no less interesting than a straight attack or damage bonus, though.

The only real trouble, of course, is that everything has to be roughly equal in use to be a good option. You probably wouldn't want a distinction with only two or three choices anyway, but gender would be an obvious bad idea, for instance, because almost all enemies appear to be either male or genderless. Assigning everything an element in roughly equal proportions could also be tricky, which might lead to Dark attack or Fire defense being the most often-used skills, for instance.

And of course, this sort of framework doesn't necessarily preclude everything else, but it's a good starting point and obvious pool of default options.

I do like that suggestion, although it would be better for a GM who actually remembers things, IO. XD My problem might not be forgetfulness so much as shitty organization, though... I'll do some work on a sample character today and if I can get a look I like up on my wikidot, I'll provide a link so people can check it out and see if there's anything missing or could be improved, etc.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Draignean on August 23, 2012, 05:33:10 pm
Instead of completely getting rid of movement, you could consider turning it into an initiative bonus instead. It's not perfect, but initiative bonuses are fairly easy to keep track of. I seem to recall that the difference between the starting armors was a Movement/Defense trade off, so doing away with movement entirely might produce some problems.
I also agree with irony about the cheat sheets, those things are lifesavers.

I rather liked your basic system, but I also have a borderline insane love of complexity, so bear that in mind.

End random thoughts of a deceased player.
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on August 23, 2012, 05:48:30 pm
Perhaps 'getting rid of' was poor phrasing. What I meant was that all Movement bonuses will just become Defense bonuses, so characters won't actually lose anything with this shift. Perhaps they could be specific Defense bonuses... but I'll worry about that later. Right now I'm gonna go walking, and then get back to work in an hour, hour and a half or so. ^^^
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: IronyOwl on August 23, 2012, 05:58:51 pm
Enjoy your exercise. :)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Caerwyn on September 06, 2012, 10:20:24 am
Caerwyn used Pheonix Down!

It's Super Effective!

Zombie Pheonix Thread: Get!
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: SeriousConcentrate on September 06, 2012, 11:21:44 am
I'm right there with you Yoink. I'm too busy to be on the computer much these days and when I am there's other stuff I need to do and I can't seem to find any time to work on my own RTD. :-\

This is still true, unfortunately. My spare time is, in current circumstances, a lot less than it used to be, and I know for sure I'm going to be occupied Friday through Sunday. :-\ I still plan on starting this up again, though. ^^^;
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Spartan on September 06, 2012, 07:12:45 pm
It's been a long ass time since I've posted on here but I'm interested in coming back. If there's still a spot for Bryan on the waitlist I'd appreciate it. :)
Title: Re: CvRTD: Turn 151 (More Presents; Fun with Poison Gas)
Post by: Dwarmin on September 17, 2012, 12:04:33 pm
~Roleplaying Bump! Really overdue, huh? :P~

Many years ago...

The Villagers do not touch this place. It is a graveyard of ill repute.

But a child dares. He is a sad, thin boy. Few friends-an abusive father. He really only seeks solitude. And here we will find it, more than he could ever had wanted.

He will also find a weapon. It will take him many years to learn how to wield it.

In his heart, he only knows pain-and thus, it is all he knows to spread.

....

The Friar leaned into the blow, smiling grimly.

The wailing Skeletons empty skull was turned into powder by the blur of his mace-it continued to flail blindly for a moment, then it's possessing force fled-the bones clattered to the Earth. Already, though, more were clawing up from the ground. Their numbers seemed limitless-and they were, as long as yonder man lived.

He was a Necromancer-one of middling skill and little wisdom, but he had found something that elevated even his meager skills to terrible heights. He was, in truth, hardly in control of the weapon he wielded-it would consume him as readily as it would countless lives, if unchecked. He was a sad, misguided fool. And still he laughed.

Friar Greenmoore had come alone. There was no coalition of heroes here. Fate had not seen to gather them. His order was gone. His friends were holding their own battles. It was just him. His spells had been exhausted-his shield broken in four places-his armor literally rented from his body. Even his cross had been torn from his neck. He wielded his mace two handed, now. It was just him, now.

This was no time for rumination-merely staying ahead of the thicket of rusted blades, splintered clubs and grasping hands took all his concentration, all his strength. Every blow sapped a bit more of his endurance. He was not a young man anymore-the days where he could power through were gone. He had lived too long-and now moralities whispers slowed his reactions. Not fast enough. Eventually, he would falter-eventually, they would take him into their midst. Yonder village, hardly more than a few dozen farming families, would be the first-the penalty for his failure.

Despair sunk her claws into him-slowly, surely. He began to think...all his past victories, all his triumphs-what did they matter? If, here, now-he could not save them. What had any of it been worth? He had given everything to God and the cause of good. Where was God now? Had it all been...in vain?

...

There was a tremendous explosion-bones fell in a grim rain. For a moment, the battle paused-even the undead turned to this strange development. Greenmoore saw her first. His daughter. She came from the North.

"...Tala?"

It was her. Long brunette hair-a short woman, but strong-her eyes, hidden by a pair of goggles. She was smiling. And wielding a very odd sort of crossbow. She was in every way the striking image of her mother. His hearts fire rekindled. Weariness fell from his bones. The Necromancers laughter died in his throat. The balance was shifted in a moment.

"Father." She said, conversationally. Then she raised her odd crossbow-it spun, firing explosively tipped bolts at the masses of reanimated bone and sinew. Each blast pushed the horde back, but those that remained closed in on them...

Greenmoore took a deep breath. Then he sprung back into action. He was not weary now-not an old man anymore. He could do anything. No one could stop him. Not while he had faith. They would not touch her. In this moment, he is not fighting for yonder village, or himself, or even God. He's only fighting for his daughter.

Together, they cut a path through the thicket of enemies, laughing and remembering their best years as they slay. They are glorious, not lessened if perhaps, no one was around to see it but they.

...

The Necromancers weapon was broken. He was broken. The Friar gave him last rites. He was hardly more than a boy.

His daughter stood apart. God had never been much her ally-for what she was. For what her mother had been. The had won. But the moment of victory was fleeting. Their smiles faltered.

"...this doesn't change anything." She says, brusquely-fiddling with her strange machine, not looking him in the eye. "It was providence that brought me here, and no more. I know how you feel about me...Father."

Friar Greenmoore knows what to say. But he holds back. It is not time. For Greenmoore is, but a man-and flawed. For all his goodness and strength...his is imperfect. He tells himself it is for her own good, but it is a lie-a bad one. Tala knows this. With it, a pain she does not want to face either.

"I too am prideful, as you are. I do not live for your approval." she says. "But I hope one day you might accept me for who I am."

There are no words for him. Greenmoore watches her ride off, regretting everything. Regretting nothing. He loves his daughter. Why can't he just say it?

For all his wisdom, he knows not why. Perhaps it is his final test. One he is failing.

He is an old man again-weakened, and heartbroken. He begins to limp back to the village, for his wounds are many, and the seriousness of them is now made apparent. He will live. Greenmoore will live. He has always lived. Even as his friends have gone, he has lingered-waiting not for death, though he knows it will come sooner or later.

But not today. Not today. Today he lives-and moves on, one tired step at a time...but he never slows.

...

The Sun rises over the shattered graveyard-a field of bones. A rumor of a barely contained disaster. The villagers will not touch this place for many years.

One day, a broken, lonely child will dare this place, taking the rumors as facts. The pieces of the weapon will still lay where they fell.

In his heart, he only knows pain.
Title: CvRTD: End Of The Line
Post by: SeriousConcentrate on October 09, 2012, 09:31:09 pm
I still need to read the rest of this, but props for going ahead and reviving it instead of doing what I did :P I will watch once more!

This post is hilariously ironic in retrospect - somewhat luckily as well, since FFS is a creative and interesting GM. In any case, I've said before that if I was going to kill this, I'd like to think I would be able to say so. So I'm saying it now, although I'm sure everyone involved already knew this was coming a long time ago. Every time I've sat down to try and fix the problems I created when making this, I would get distracted by any number of things. The reason why is obvious, even though I didn't want to admit it because doing so would lead to this: I simply didn't want to fix it. Having it broken gave me a good excuse not to write it. That being said, the main reasons why it became a pain to write are all of my own failings.

The first is that I really didn't think anything out beforehand. I fell into the standard RTD GM trap of 'I really like this setting, I want to run a game in it, so I'm just going to start one and see where it goes' and so I came up with some halfassed ideas that I found too difficult to try to develop later, especially in terms of story - keeping any sense of logic with some of it would have been nearly impossible. That goes right into my second point; among my bad ideas were how I decided to handle rolling. I didn't like the standard d6 style; I still don't for the most part, but I think a few GMs are able to pull it off very well, and I applaud them for it. My ideas for classes and skills were also crap and caused more confusion and trouble than they were worth. Third is I'm really not a good GM. I'm too nice to the current players; I usually fudged rolls in their favor at times when a failure would have went very badly for them, or when a regular non-boss enemy would have killed them. I handed out too much loot for too little effort. More importantly than that, though, I don't think I was able to present the environment as it should have been presented. I'm just not good at building atmosphere or creating puzzles, let alone interesting ones, so the RTD - which I thought had some potential initially - devolved into merely a series of arenas with barely a scrap of story or detail between them to keep my interest in maintaining it engaged. I'm not sure how the players or lurkers stayed interested, to be honest.

Additionally, as a newbie GM, I tried to do too much with too little knowledge. As previously stated, I tried doing my own systems for rolling and character creation, both of which were poorly thought out and confusing to the players, especially newer ones. I tried to allow more players in game at a time than I could handle. I let it drag on for way too long, mainly because I let combat overshadow everything else and went for a more RPG style of thing with enemies having massive amounts of HP and poorly done strength/weaknesses rather than making combat what it should be: quick, brutal, and a facet of the RTD rather than the whole thing. A lack of friendly NPCs, neutral NPCs, and even hostile NPCs that wouldn't attack on sight made many types of characters/classes/skills completely useless, which again made the focus too narrow. Hell, I was telling people 'just use these skills, they're the only ones worth a damn' which is telling enough as it is.

Honestly I'm surprised - and honored - that the people who initially joined stuck it out as long as they did, even waitlisted for a second go. I'm surprised I had lurkers, as well. But, as far as this RTD and likely as me being a GM go as I'm three for three on failed RTDs and one for one on failed forum games, this is the end of the line. Sorry we couldn't make it to the end. If anyone wants to write any epilogues for their character or anything, feel free. I'll wait a few days to lock the thread. All I ask is that no one argue or agree with any of the points I've made - as far as I'm concerned, they're all facts and not opinions, and I'd rather not waste my time or yours in a pointless discussion.
Title: Re: CvRTD: End Of The Line
Post by: V-Norrec on October 09, 2012, 09:40:28 pm
I'd like to point out not to treat yourself too harshly, most RTD's, even ones that are well thought out fail, if only because Real Life happens and we, as GM's always have trouble adapting to the creativity of our players when they don't fit neatly into our perfect plans.  That's about all I have to say, well that and don't be afraid to try it again, get a good idea, write it out, then do it.  Worst thing that could happen would be it doesn't go the way you expect and you have to close it down, which isn't so bad.  :)
Title: Re: CvRTD: End Of The Line
Post by: Dwarmin on October 09, 2012, 09:45:00 pm
I believe my previous story is a fitting epilogue for Greenmoore, considering how it all ends here.

There's not much to say about it. You did as best you could, Serc. That's all anyone can do.

...

Also, sign me up for your next RTD :P
Title: Re: CvRTD: End Of The Line
Post by: SeriousConcentrate on October 09, 2012, 10:18:36 pm
I'll mark you down for ten minutes after never since that's about when I'll be starting one. I'll still be doing some stuff for Zealots & Demons, but it's quite likely I'm not going to be helming anything for quite awhile if ever.
Title: Re: CvRTD: End Of The Line
Post by: freeformschooler on October 09, 2012, 10:26:55 pm
Awwww. I guess it would be high time to read all the way through this, then. I enjoyed watching the new turns while they lasted. Even if you're ending your GMing career for now, feel free to drop by #Bay12RTD if you ever want to chat with us some more.
Title: Re: CvRTD: End Of The Line
Post by: Zako on October 09, 2012, 10:27:53 pm
Yeah, Norrec knows what he's on about. It's damn hard GMing a RTD for long periods of time, I tried it once and got overloaded and fed up with it so Im really glad for you to have gone on this long with such a complex system. Well done dude! You have my gratitiude and thanks for letting me play.

As for an epilogue... Well Im not really one for far out fantasy stories, but I'll try to give you the boss part of Daniel, at least in part. I planned for him to originally be someone greenmore 'saved' in the past, just to mess with him when you guys finally found out that Daniel was actually a bad guy all along. He's actually batshit insane, but he's also VERY smart and a lot more than you realise.

He's the apprentice of the Time Travelling doctor that the count has employed, Daniel handles all the things that science has to do with time travel, and he's set himself up a devious way to lure people to his tower to experiment on them. He disguises himself as a normal person, a travelling doctor, and heads out into the woods near the castle to befriend the intruders with his charismatic nature. After they get to the castle with his help, he 'dies' to the gatekeeper in battle and heads into his tower through a secret passage (Remember in the battle with the gatekeeper how a hand closed around him, but there was no body? He dropped through a trapdoor in the courtyard and shut it behind him.). Once you get into his tower, he takes on his real form (and dresses up right) as 'The Mad Doctor'. The door to his room even has a wooded hang up sign saying, in blood of course, that 'The doctor is IN'. I've personally planned out all the traps you guys faced in the tower, aside from the bottom floor that is, from the electric trick door, the poison gas room and the experiment cage room. I'll do you all a favour and tell you about each room.

The poison gas room was actually fairly simple. The way to open the door was just to manipulate the apple carving. I figured I would put in some nasty tricks in there as well in the form of the demon mouths, all of which were to mislead you, hurt you and pin your arm in the hole via poisoned spikes activating when you pulled the lever in each one. Upon activating one of the demon mouth levers, the poison gas would fill the room, just to get you to panic even more.

As for the cage room, the key to the door was indeed in the strange zombie with a machine on it's back, but it wasn't like any monster you've met before. It's health would automatically reduce over time, eventually killing it without you having to do anything. But if you hit it with anything, magic or weapons, it would activate the machine and it would grow stronger and faster until it was huge and really strong. That's when it would let you damage it normally, but it would have a lot of health and physical power by then. The cages were just to distract you, and if you opened one cage, you opened them all and released the experiments to deal with. There was also a acid pit ouside the door you enter that had a tunnel that went into one of the cages, so when someone left the room back the way they came, they could climb into a cage and trick you into opening all the cages.

But the best bit was Daniel himself. Can you say... Puzzle boss? He was gonna not even attack you guys at first, but stand there in his labcoat and TALK to you, looking completely normal in comparison to the other bosses. He'd make a big speach about how he tricked you into befriending him and generally prove how crazy and brilliant he is. Once you decide to attack him, his head would fall right off his body and he'd be dead, except he isn't really. He is actually completely invunerable because he had special surgery, of which left that scar on his face and a large metal plate on his chest, that lets him basically lets him control his own chopped off limbs and head, as well as completely ignoring any injury to his torso. Everytime you attacked him, you would basically create something else that would just attack you as well as Daniel.

To add to the difficulty, he was very fast and attacks multiple times at once and has an entire mechanical and chemical labs to use against you from traps, to suits of armor holding weapons, to big tubs of acid he would pour down infront of the exits infront of the room to trick you into staying with him. He even had injections for himself that would increase his abilities for a short time, like attack speed and physical damage, as well as an aura of decay that would automatically damage you whenever you stayed near him and poison blood he could splash you with. He would also summon EXPLOSIVE minions by injecting corpses with special compounds and sick them on the whole group. The only way to kill him was to find his removed brain and heart, which you would discover were missing when you chopped his head in two or stabbed him through the chest, and destroy them. He hid them in the labs which he fights you in; his heart in an armoured case which you would have to break open and his brain among a large set of racks containing other jars full of brains, which you would have to find the right brain.

He's nasty but easy if you focused on finding and destroying his brain and heart. He was also using his detachable body parts to watch you guys and deliver messages for the traps (those were his own hands and his own eyeball). The theme song of this encounter would be Raining Blood by Vitamin String Quartet. I'm quite proud of his creation and thinking up the nasty traps that you had to handle. Thanks again Serious!
Title: Re: CvRTD: End Of The Line
Post by: SeriousConcentrate on October 09, 2012, 10:53:18 pm
I would have liked to have gotten to that; I was looking forward to the Daniel and Wymar boss fights. I'm just disappointed I didn't have the drive to reach them. Sorry for letting you and Darvi down.
Title: Re: CvRTD: End Of The Line
Post by: Tiruin on October 09, 2012, 11:29:32 pm
There's not much to say about it. You did as best you could, Serc. That's all anyone can do.

...

Also, sign me up for your next RTD :P
Dwar points it out perfectly. Re-reading it all (yay, speedreading!  :D), you've done a superb job of keeping this alive SC {newbie GM? My initial thought when I joined these boards was Oh my God, look at all these RTDs..., putting in the initial trepidation of joining them because they created a feeling of awe [back when Fortress of Blood was in sign-ups, can't forget that gem] } and still, you learn from your mistakes.

Adapt, evolve, create.

I loved this RTD from the moment I saw it (despite not knowing anything about the game), and I still will @ anything you create. Because that's how much I love all this.

Wishing you well, SC!



Title: Re: CvRTD: End Of The Line
Post by: IronyOwl on October 10, 2012, 02:13:32 am
150 turns is not a failure by any conventional RTD standards. All games die eventually; this one was far longer and more enjoyable than most.

Anywho, the ballad of Claire Rosara isn't over just yet, methinks. She's actually one of my favorite characters to have played, so I might see about reusing or referencing her later. Thanks for the run, SC. :3
Title: Re: CvRTD: End Of The Line
Post by: SeriousConcentrate on October 10, 2012, 04:31:06 am
I'm glad you enjoyed it, especially since you're one of the people that I felt I gave the least amount of stuff to do/stifled the creativity of. :-\
Title: Re: CvRTD: End Of The Line
Post by: adwarf on October 10, 2012, 06:20:50 am
Sad to see it die, but as Irony said all RTDs are destined to die sometime. This was a major success SC, the only thing I will miss is not having a chance to tackle Death off the side of the castle :P
Title: Re: CvRTD: End Of The Line
Post by: Ahra on October 10, 2012, 09:10:35 am
Well, it was a jolly insane ride, thanks for letting me join in on it Serious  :)