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KitsuneAura rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Sat Jan 03, 2015 1:24 pm
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leon_a_darkangel rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Sat Jan 03, 2015 1:26 pm
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zeflamigo rolled 2 6-sided dice:
3, 5
Total: 8 (2-12)
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Posted: Sat Jan 03, 2015 1:35 pm
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purplerosesbeauty rolled 1 4-sided dice:
3
Total: 3 (1-4)
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Posted: Sat Jan 03, 2015 1:45 pm
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leon_a_darkangel rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Sat Jan 03, 2015 1:58 pm
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quite uneventful rolled 1 4-sided dice:
2
Total: 2 (1-4)
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Posted: Sat Jan 03, 2015 2:03 pm
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amicableAggressor rolled 2 6-sided dice:
6, 4
Total: 10 (2-12)
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amicableAggressor Vice Captain
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Posted: Sat Jan 03, 2015 2:03 pm
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quite uneventful rolled 2 6-sided dice:
3, 4
Total: 7 (2-12)
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Posted: Sat Jan 03, 2015 2:04 pm
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Posted: Sat Jan 03, 2015 2:10 pm
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for trolls who have not posted yet You start this battle with the amount of HP you lost during the CYOA subtracted from your health. Groups that reached Aendal's lair first have rested and do not have a health penalty.
Trolls who have lost their lusii: Your lusus has been turned against you, and is struggling against Aendal’s influence and the plants that are holding it hostage. Before you can take part in the battle, you may attempt to free them. Write a RP post in which your troll frees your lusus; you may decide how difficult it is to free them, and how serious their injuries are. Once you get your lusus back, your HP will be the standard 40 for lusii, minus any health lost during the CYOA (except for groups who have rested). As per usual, lusii will take all attacks and the damage directed at their charge during this battle.
418/700how 2 bossfite | wiggler version: electric boogalooAny questions regarding battle mechanics should be asked in the main meta thread. LUSII UNDER AENDAL'S CONTROL: 79/100Aendal may take additional damage from a combined attack when a certain amount of lusii are freed. (staff will keep track of this number and the damage dealt due to this effect.)Lusii needed for next combined attack: 15
Aendal is mobbed by furious freed lusii, ones with children to protect and ones who's charges are now his puppets, who deal a total of 30 extra damage to him.
The loosing and splitting off of many of the vines in the cavern has caused the water level to rise somewhat. As players attack the vines and Aendal himself, flows of water begin to pool beneath your feet. In addition, The oils secreting from many of the plants are acting as accelerants for the fire and make it difficult to douse! The delicate balance threatens total immolation if left unchecked. As the plant construct lashes every which way, this oil begins to catch fire, spreading to the grid of plants below. The cave begins to ignite in a deadly maze, and once again Aendal places himself out of reach over the great body of water in the cavern. Havoc. Some lusii now shriek and panic from their burning restraints. And meanwhile, the immense plant pillar grows into an inferno, shining in the fading daylight of the cave.
If you rolled a 1, you're unable to escape in the chaos ensuing from the wild lusii. Blocked by a herd of hoofbeasts, you are knocked clear to the ground by the flaming pillar and suffer from the stifling heat. Take 3 damage. If you rolled a 2, doing a dance amongst the quickly spreading flames and hopscotch through the grid. After a while of exhaustive maneuvering you are attacked by a lusus which knocks you straight onto some flaming vines - ouch. Talk about grillmarks. Take 2 damage. If you rolled a 3, the flaming pillar clips you and sends you to the edge of the battle. You aren't able to get back quickly enough to find a safe path, and have to jump through a few localized fires and suffer some blows from panicking lusii. Take 1 damage. If you rolled a 4, you manage to slink around the battlefield and avoid the major threats, but are unable to make much of a move as you seek the water. Take no damage. If you rolled a 5, you follow a horde of lusii who are stifling the flames as they rush, panicked, through the fight. You manage to herd the panicked creatures to the water, where they douse their flames and - still enraged - attack Aendal to boot! Deal 2 extra damage this turn. If you rolled a 6, you manage to open up a few water-bearing plants and make a path for yourself to run through. Getting to Aendal is no easy feat, but using the same technique you manage to weaken his station above the water by slashing at his supporting vines. Your accuracy this round increases by 1, and you now hit on an accuracy roll of 2.
Half hour options: Fight! Teens can choose to attack Aendal once every half hour, as normal. Free! Kids can attempt to free the lusii from Aendal’s influence. Roll 2d4 as normal at the beginning of the round (first die representing the dodge roll, second representing damage). You can roll 1d4 at each half-hour interval. This roll deals no damage. When you roll two of the same number in a row you free a lusus, which attacks Aendal upon being liberated and deals the sum of those two numbers as damage. Note that the first number (representing dodge) in the 2d4 rolled in the beginning of the round does not count towards freeing a lusus. When this occurs, please post in bold the damage that you have dealt, and that you have freed a lusus. Example: Kid A rolls 2d4 at the beginning of the round and gets a 2 and a 3. At the next half-hour opportunity, they roll 1d4 and get a 3. Since they got two 3’s in a row, they deal a total of 6 damage to Aendal and free a lusus from his grasp.
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zeflamigo rolled 2 6-sided dice:
5, 3
Total: 8 (2-12)
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Posted: Sat Jan 03, 2015 2:20 pm
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Magician Arcana rolled 2 6-sided dice:
2, 6
Total: 8 (2-12)
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Eco-friendly Shapeshifter
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Posted: Sat Jan 03, 2015 2:25 pm
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leon_a_darkangel rolled 2 4-sided dice:
1, 4
Total: 5 (2-8)
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Posted: Sat Jan 03, 2015 2:28 pm
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quite uneventful rolled 2 6-sided dice:
6, 1
Total: 7 (2-12)
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Posted: Sat Jan 03, 2015 2:29 pm
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quite uneventful rolled 2 4-sided dice:
1, 3
Total: 4 (2-8)
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Posted: Sat Jan 03, 2015 2:32 pm
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Zindel dealt 3 damage.
Looking up, Zindel saw Aendal start moving again and let out a shrill scream, feeling the water level rise and panicking a little tempted to run away from his allies, but either way, not having to. In a rush of movement, Zindel was violently shoved to the ground by the flaming pillar and screamed in pain, feeling tears stream down his face from the shock. This hurt, this hurt so much, this wasn't fair!! Poor Wrenmom was taking the brunt of the attacks, but Zindel could feel them just as much...
With another well thrown rock, Zindel managed to hit him on the head, letting out a groan and leaning on the wall in pain, taking some of the water the was sliding out of a vine and rubbing his wounds thoroughly. This was bullshit.
HP: 34 - 3 = 31 HP
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KitsuneAura rolled 2 4-sided dice:
2, 2
Total: 4 (2-8)
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Posted: Sat Jan 03, 2015 2:39 pm
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Keeper HP: 30-2= 28 Damage Dealt: 2
For a moment, she'd thought she could anything with the other two by her side. And then the pace of the fight changed again, and there was water rising, and fire everywhere. She lost track of Vos and Zindel in her hurry to avoid being hit with anything and then had to keep moving, no time to rest. Nowhere safe to wait it out anymore, was there? Eventually she found a path that doubled back to where she'd started, and she threw herself into it, trying to find the others again.
She couldn't see her, but Keeper was caught in the same dance, avoiding flame, maneuvering through the battlefield. Unlike her charge though, she was caught offguard at the end and blindsided by a rampaging lusus. The hit threw her right into flaming vines, singing her fur and searing into her. Keeper cried out with the pain, but stumbled back up and kept moving because there was no other choice.
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