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Rikku Wood

Dapper Explorer

PostPosted: Sat Jan 05, 2013 9:16 am


(I am so so soooo sorry for being away for so long, unfortunately I can not share my reasons for absence but please believe that they were beyond my control)

Turning to face another enemy willow attempts to encase him in a small pillar of ice.
PostPosted: Mon Jan 07, 2013 5:59 pm


I load my crossbow, and fire at cleric #3, someone has to take them out.

glitch494
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PostPosted: Tue Jan 08, 2013 8:33 pm


11:12 AM, ROUND THREE


Red Mage #1:
{Breakout d20: 10}
He just barely fails to escape the fire tornado.

Nyx:
{H/M #1: 12}
{H/M #2: 9}
{Proximity bonus: +2}
{Small target penalty: -2}
{Damage d4: 3}
{STR bonus: 2}
{Jugular damage roll d10: 6}
{Electricity d6: 3}
{Enemy DR: -2}
{Final damage roll: 13}
{Bleed speed d4: 2}
Your first dagger connects well enough, but your second fails to connect. However, you deal a significant amount of damage to him. His rate of bleeding will kill him in two turns, unless someone kills him sooner. He falls over, unable to do much of anything.

Red Mage #2:
{WIS 16: 1}
{Damage d6: 6}
His spell backfires harshly, sending him backwards into the same fountain as Red Fighter #4.

Apollo:
{Damage d8: 5}
Your tornado does five more damage to Red Mage #1, killing him!
{Upkeep d20: 19}
{H/M: 18}
{Surrounding d8: 8}
{Extra power bonus d6: 3}
{Damage d8: 7}
{Final damage roll: 10}
Not only do you manage to put the tornado around Red Mage #3, but you also make it go through the bonfire and gain extra power! However, due to its increased power, it is also harder to maintain and it's much larger. It now has an eight-foot radius, which is getting close to Red Fighter #4 and it contains Red Mage #3 and Red Cleric #2!

Red Mage #3:
{Breakout d20: 4}
He's unable to break out of the fire tornado.

Sand-Claw:
{H/M: 17}
{Damage d10: 7}
You hit him, dealing seven damage!

Red Cleric #1:
He holds his ground, but trembles a little at the sight of his comrades dying.

Willow:
{WIS 15: 3}
{WIS bonus: -2}
{Final WIS roll: 1}
{Damage d8: 7}
{Freeze speed d4: 1}
You encase Red Cleric #3 in ice and deal seven damage to him! The ice will deal one damage to him each turn until it's shattered or melted, or he dies.

Mazurn:
He moves toward Willow and her prey, but doesn't quite reach them.

Red Cleric #2:
{Breakout d20: 16}
{Damage d6: 3}
{Burn chance d20: 18}
He successfully breaks out of the fire tornado, but takes three damage as a result. However, he avoids getting burned.

Layla:
{H/M: 17}
{Damage d6: 6}
{STR bonus: 0}
{Leaping attack: +2}
{Full-weight land: +2}
{Enemy DR: -2}
{Final damage roll: 8}
You slay the brute, his blood splattering everywhere as you come down hard on top of him. You kill him violently, his blood-curdling scream ringing louder than the fire tornado that Apollo has sitting ever so close to you. Your battle dress, arms, and face are covered with his candy-red blood.

Red Cleric #3:
{Ice HP: 7}
{Body heat damage: 1}
{Ice HP: 6}
The ice melts by one point, making it less likely that it'll kill him by itself.

Red Cleric #4:
He dashes away, rushing towards Red Mage #2 and Red Fighter #4.

Red Fighter #4:
He gets out of the fountain, ready to face Willow and Mazurn.

Everyone:
Battle Report:
[strike[Red Mage #1: 0HP
Nyx: 8HP
Red Mage #2: 9HP
Apollo: 17HP
Red Mage #3: 3HP
Red Mage #4: 0HP
Sand-Claw: 15HP
Red Cleric #1: 17HP
Red Fighter #1: 0HP
Willow: 19HP
Mazurn: 14HP

Red Cleric #2: 4HP
Layla: 17HP
Red Cleric #3: 7HP
Red Cleric #4: 17HP
Red Fighter #2: 0HP
Red Fighter #3: 0HP

Red Fighter #4: 15HP

BEGIN ROUND FOUR!
Here's the map for this round.
GM NOTE: Starting next round, I'm not typing out the dice rolls anymore. It takes more time to type those out than anything else.
PostPosted: Tue Jan 08, 2013 8:44 pm


Before the ice can break further, Willow brings her scythe down heavily at his neck, hoping to behead him.

(Hey, hate to be like this but, what happened to poison damage or something along that line?)

Rikku Wood

Dapper Explorer


KOAC
Crew

PostPosted: Wed Jan 09, 2013 12:56 pm


I keep the tornado stationary aand put all my focus on keeping it stable and away from hurting any of my allies.
PostPosted: Wed Jan 09, 2013 4:52 pm


I turn and full speed at Red Cleric #1. As soon as I get close enough, I throw my weight at him for added force and begin slashing wildly at vulnerable points of his body.

Lunatic Magpie

Excitable Attacker


glitch494
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PostPosted: Thu Jan 10, 2013 7:20 pm


I fire a bolt a cleric #3 in attempts to finish him off.
PostPosted: Fri Jan 11, 2013 10:53 am


I pull out my bow again and draw it back, firing it at the mage trapped in the flaming gyre.

Blow_em_up
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PostPosted: Fri Jan 11, 2013 11:15 pm


11:13 AM, ROUND FOUR


Nyx:
Your attack drops him down to 10HP! He staggers back a little.

Red Mage #2:
His spell misses, going right between Willow and Red Cleric #3, setting fire to the table between Willow and Mazurn.

Apollo:
You keep it stationary well enough, but thankfully the bonfire seems to be absorbing a lot of it now.

Red Mage #3:
He just barely manages to break out of the tornado.

Sand-Claw:
Your bolt gets stuck halfway through the cleric's body. It also really damaged Willow's ice. He's not quite dead, though.

Red Cleric #1:
He heals himself for three, putting him at 13HP!

Willow:
You hit perfectly due to his frozen condition and your proximity. He dies!

Mazurn:
He deals twelve damage to Red Fighter #4, putting the enemy at 3HP!

Red Cleric #2:
His healing attempt fails.

Layla:
Your arrow strikes true, killing him with fire and divine glory!

Red Cleric #4:
He remains in place, scared of the people at either end.

Red Fighter #4:
He deals five damage to Mazurn, putting him at 9HP!

Everyone:
Battle Report:
Red Mage #1: 0HP
Nyx: 8HP
Red Mage #2: 9HP
Apollo: 17HP
Red Mage #3: 0HP
Red Mage #4: 0HP
Sand-Claw: 15HP
Red Cleric #1: 13HP
Red Fighter #1: 0HP
Willow: 19HP
Mazurn: 9HP

Red Cleric #2: 4HP
Layla: 17HP
Red Cleric #3: 0HP
Red Cleric #4: 17HP
Red Fighter #2: 0HP
Red Fighter #3: 0HP

Red Fighter #4: 3HP

BEGIN ROUND FIVE!
(Sorry guys, no map this time; it was too difficult to get out and take a picture of in my current location.)
PostPosted: Fri Jan 11, 2013 11:23 pm


I sheathe my left dagger, tackle him to the ground, and use the shock of the fall to restrain his wrists. If that succeeds, I'll proceed to stab him through his eye socket and finish him. What can I say? Enemy clerics annoy me.

Lunatic Magpie

Excitable Attacker


KOAC
Crew

PostPosted: Sat Jan 12, 2013 6:59 am


With no enemies in my tornado anymore, I try condensing its size to make it easier to move, and then I move it towards Red Cleric #2 and try to catch him in it.
PostPosted: Sat Jan 12, 2013 10:18 am


turning the ice back to water and returning it to the gourd, Willow makes her way towards Fighter #4 scythe at the ready, keeping an eye on the enemies around her, just in case.

Rikku Wood

Dapper Explorer


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PostPosted: Mon Jan 14, 2013 8:49 pm


I fire an arrow at the mage who escaped from Apollo's tornado. Hmm, we've been taking people down pretty fast. looks like they weren't expecting party crashers!
PostPosted: Tue Jan 15, 2013 8:21 am


"I am the strongest!" I shout, and fire a bolt at cleric #3

glitch494
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PostPosted: Tue Jan 15, 2013 4:35 pm


11:14 AM, ROUND FIVE


Nyx:
He dies a savage, shrieking death at the end of your dagger's bloody blade.

Red Mage #2:
His spell hits Willow for three damage, but her armor absorbs two of it!

Apollo:
You manage to do just this! You deal seven damage to him! He dies a violent, fiery death!

Sand-Claw:
Due to the fact that your target is dead, I'm switching your target.
Your bolt flies right between Mazurn and the bonfire, striking Fighter #4 and killing him!

Willow:
Unfortunately, Sand-Claw just killed him.

Mazurn:
He runs up to Red Mage #2 and deals eight damage to him! Red Mage #2 is at 1HP!

Layla:
The mage you're aiming at was the one you killed last turn, so I'm redirecting your attack the last mage in the fight.
Your arrow flies far, but remains true. He takes eight damage, killing him!

Red Cleric #4:
He runs towards the bonfire and jumps into the flaming mass. Suddenly, everyone is knocked back harshly as it explodes.

Everyone:
Everyone is thrown back by the explosion of the bonfire. Mazurn hits the wall hard, killing him. Layla also hits a wall, but it only damages her slightly and dazes her. Everyone else is simply thrown back and off their feet. Sand-Claw gets knocked onto her side and her crossbow ends up on top of her.

Everyone:
Battle Report:
Red Mage #1: 0HP
Nyx: 8HP
Red Mage #2: 0HP
Apollo: 17HP
Red Mage #3: 0HP
Red Mage #4: 0HP

Sand-Claw: 15HP
Red Cleric #1: 0HP
Red Fighter #1: 0HP

Willow: 18HP
Mazurn: 9HP

Red Cleric #2: 0HP
Layla: 17HP
Red Cleric #3: 0HP
Red Cleric #4: 0HP
Red Fighter #2: 0HP
Red Fighter #3: 0HP
Red Fighter #4: 0HP

END COMBAT!

11:15 AM


Everyone:
Everyone except Mazurn has survived. Everyone has earned 240 EXP and has leveled up to Level Three! The town's NPCs, as well as your own friendly NPCs, have come into the area to survey the damage. The grass in the center of the square is burnt and dead, but it is otherwise okay. There are no enemies left in town, and you can leave at any time. However, the owner of the tavern near the square has offered everyone a free round for saving the city! What will you all do?
I'm not going to be giving you guys any more points to spend on attributes, as they are plenty high as it is.
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Science Fiction

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