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cat_girl_nukunuku rolled 2 12-sided dice:
4, 11
Total: 15 (2-24)
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Posted: Sat Jun 02, 2007 5:45 am
Says "OK Shadow" and attacks the golum. since her attacks do no damage unless its a team up she summons her mouse and hopes theres someone else in the team up as well xp .
"come forth furry spirit" and leaps forward with her mouse attacking twice.
AP: 2 MP: 0
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Grand_Commander13 rolled 2 4-sided dice:
4, 3
Total: 7 (2-8)
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Posted: Sat Jun 02, 2007 6:56 am
Well set's see here... Submarinal forgot to roll his die, so to make things convenient I'll just say his 1d12 cancels out the first 2d4 of the golem's damage. I'm also rolling an additional 1d4. If the second die is a 1 or a 2, the golem can't use an action. If it's a 3 or a 4, it can.
So with the attack, the golem still hits XX for 5 damage, and he Shield Bashes him for an additional 12.
The golem is very, very hard to beat up, you find. I don't think Shadow will mind if I re-target her shadow's attacks onto the imps, otherwise the golem won't take any damage. Since Shadow didn't edit, I'll also aim her healing towards Tarothin.
Assuming Wick tosses a punch at the imp he kills, and with Shadow attacking and killing one while her summon takes out the last two, that leaves XX, nuku, Tarothin, and nuku's spirit mouse involved in one teamup attack against the golem, which uses its Tough to Handle ability to exclude Tarothin and nuku's mouse from the team up.
Still, nuku and XX each get +3 damage from their combined Attack score, and deal 10 damage to the golem.
XX: 8/25, 1 AP, 1 MP. +3 Attack. Wick: 14/30, 2 AP, 3 MP. Tarothin: 15/20, 1 AP, 2 MP. +3 Magic. nuku: 13/15, 3 AP, 0 MP. Shadow: 20/20, 1 AP, 0 MP. +3 Magic.
Party pool: 3 AP, 2 MP.
True Golem: 50/60
In the next round, the golem again Bashes nuku for 12 damage while going for the kill against XX, moving in to attack him a second time.
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Posted: Sat Jun 02, 2007 7:58 am
|The Shadow goes for an assault, an attack from her and her shadows and a scorching light on top of that.| {The Shadow} {Combat Dice: Attack} {Life: 20/20} {Ap: 2} {Mp: 0} {Spells: Energy Burst} {Summon->Fury}
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Submarinal Waffle rolled 1 12-sided dice:
7
Total: 7 (1-12)
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Posted: Sat Jun 02, 2007 8:53 am
Did I get killed in that round or is he coming to kill me when it's his next turn? sweatdrop
If the latter aplies:
XX runs to the golem once again and runs around it, then slashes it in the neck from behind, then, in it's confusion, he runs to the front of it and fires a ball of ice at it's face.
XX Hp: 8/25 (Heal please?) Ap: 1 Mp:0 Magic: Frost Dice: Defence
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Tarothin Ledore rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Sat Jun 02, 2007 12:31 pm
"... I guess this doesn't leave me much choice, does it?" Tarothin made a short, abrupt gesture towards the golem as a reasonably sized ball of fire blasted towards it.
Combat dice: Defense. Life: 16/20 (Post regeneration) AP: 2 MP: 1 Actions: None Spells: Fireball (3 MP)
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Pwn-Cakes rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Sat Jun 02, 2007 5:31 pm
Wick turns aroiund to face the golem once more. He starts speaking familiar words. "Radiant Energy Burst!" He screamed as a ball of white light sprung forth from his hands to hit the golem. quickly pulling his hands back, he shoots green rays towards his allies. Then drawing his attention to the golem again, he quickly rushed to the side and kicked as hard as he could to the creatures supposed leg to try and stun the giant of a thing. (dice=defense, special attack=golem, Stunning Blow Action=golem, Heal rays{10hp to XX at the start of the roundand 5 to nuku at the end of the round, if i can't do that then all at the begining}) ((can anyone spare a heal for me? I'm at half life!)) HP: 14/30 1 AP 3 MP.
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Posted: Sun Jun 03, 2007 7:25 am
OK, lets give this a try. lifts her arms in the air and and a burst of energy erups from her. then leaps forward to attack with her new strainght.
Power up to attack, attack twice.
AP: 2 MP: 1
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cat_girl_nukunuku rolled 2 12-sided dice:
1, 1
Total: 2 (2-24)
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Posted: Sun Jun 03, 2007 7:26 am
oops crying ^ bad rolls to crying
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Grand_Commander13 rolled 4 4-sided dice:
2, 4, 4, 3
Total: 13 (4-16)
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Posted: Sun Jun 03, 2007 7:56 am
Last die = 1 or 2 = No action for Mr. Golem. 3 or 4 = Yes action.
Well, the combat is pretty fierce. XX gets hit with three rays of healing right at the start of the right, then gets barrelled into by the golem. He defends for 7 damage, but still takes 4 damage. Since the Shield Bash also gets done, the damage goes up to 16.
Nuku is also bashed for 12 damage before the onslaught starts.
Shadow, her summon, XX, and nuku all join into one huge attack against the golem. Though Shadow and her summon don't get to take part in the attack pileup due to Tough to Handle, their presence is likely very appreciated by nuku and XX likely appreciate it as it allows their attack scores to be combined; they hit the golem with an Attack of 18, each dealing +6 damage, bringing the team up's total damage up to 13.
Also teaming up on the golem is the group's team of mages. Shadow, XX, and Tarothin all hurl spells at the golem for a total of 62 damage during the turn. Dropped by 16 by the golem's spell resistance, 46 damage still gets through, and is enough to bring down the golem when combined with the teamup.
So at the end of the combat, here is where you stand:
XX: 7/25, 2 AP, 0 MP. Wick: 14/30, 2 AP, 4 MP. Tarothin: 16/20, 2 AP, 1 MP. nuku: 6/15, 2 AP, 1 MP. Shadow: 20/20, 1 AP, 0 MP.
Party pool: 4 AP, 3 MP.
The room you ran into to draw your enemies out from a cohesive group is itself unimportant seeming. Unlike the tunnels you were in, the wall here is still rough and rocky, and it would be dark if your torches were not present.
Moving on in to the room where the imps were, you find the main underground pool of Crater Fountain. As you were told, it no longer flows with water. The tunnels in the room fork to your left and your right, and there is also a third exit that seems to lead downwards. Given that the water seeps further upwards to pool in the crater, it's not a stretch of the imagination to think that the source, if you desired to reactivate the fountain to gain its beneficial effects, would be further down.
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Posted: Sun Jun 03, 2007 10:05 am
I think it'd probably be beneficial to heal up here, who knows what could be down there sweatdrop
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Posted: Sun Jun 03, 2007 11:50 am
(I think i can only heal at the begining of the next comabt round, but if i can now... then i would like too heal Nuku 5 and XX 10)
"I think that we should clear out the top area first, so no more monsters try and ambush us like that again." Wick looked almost disapointed that the combat had stoped. His twisted laughing smile had returned to the same dull look he had before. "If it were up to me, I'd say right, what do you say captain?"
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Posted: Sun Jun 03, 2007 12:11 pm
( Out of curiosity, is it possible to cast Lesser Mana Shield on someone else? If so, I'd spread a batch around.)
"Yes, it would be a good idea to leave a clear way out if we need to retreat, as well."
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Posted: Mon Jun 04, 2007 8:08 am
"As longs as we are going to get the spring running in the end I'm happy, I really think we should. 3nodding "
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Posted: Mon Jun 04, 2007 10:07 pm
Okay nuku, since Shadow says she won't be available for a few days, you're the acting leader (I... er... *think* that's what was decided, anyway). Do you go down and try to reactivate the fountain, or continue clearing out this level.
Remember that reactivating the fountain is not a win condition. It provides beneficial effects that would help the party out, but it is not mandatory.
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Posted: Tue Jun 05, 2007 10:50 am
"Well I think we should just go down. its a healing fountin. Maybe if we get it going again we can heal and make it easer to take out the people abuve us. but if everyone still wants to go up fist thats what we will do. 3nodding "
oh and I dont know when and where I say this but I would like to go ahead and spend that 1CP I have on life.
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