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Posted: Thu Nov 01, 2007 10:34 pm
((You are allowed to go back and edit your posts if you make a mistake. Also they upped the cost of defensive hold to 2 AP so you dant have enough AP to use it this round. I would suggest stunning one of the bandits with stunning blow or just saving it to cast defensive hold next round.))
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Posted: Thu Nov 01, 2007 10:38 pm
"Kail'Igen is correct. Defensive Hold was recently changed to a 2 AP cost Action. And feel free to edit your post to reflect the appropriate actions. Until Puc make his combat post, I will not continue." (unless it goes prohibitively long)
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Posted: Fri Nov 02, 2007 4:19 pm
((If she doesn't post by the time you get back on this evening can we please move on? Perhaps you can play her character as a npc until she comes back.))
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Posted: Fri Nov 02, 2007 6:37 pm
As you may have noticed, the dice function is gone again. So, in order to continue, I can offer these alternatives:
1- All rolls are auto-averaged. With this option, all dice rolls will be 1/2 of maximum. This works both ways, for you and your enemies.
2- Establish a dice rolling thread in the community forums. We will continue to post our roleplaying, combat specific items here, and role dice outside the guild. I will create a link to the site, so you can all roll in the same thread. This brings the random factor back into the game.
3- I have dice; I can simply roll myself for everyone. You would be forced to trust my honesty, but I promise to be fair.
4- Pause the game until dice function returns. I will place the game on hold until the dice function returns.
Please let me know your preference. If dice function simply returns, we will continue as normal.
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Posted: Fri Nov 02, 2007 8:56 pm
((hmm I'm for letting you roll the dice, you have no reason to lie to us, we simply tell you wether it goes towards defense or offense. This is the site I use for dice. d20 dice bag Just averaging the dice seems like it would take out half the fun and I really don't feel like waiting around any longer.))
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Posted: Sat Nov 03, 2007 3:12 pm
Since we haven't heard from Puc, I will complete the first combat round without her.
Bandit Scum (3) A: 2, D: 2, C: 2 (1d6), M: 0, L: 3 (15), E: 0, Action: Taunt
Dice rolls for Bandit Scum: 2, 2, 5
It becomes obvious that the Bandit Scum's bluff has been effectively called, when no arrows answer your aggressive moves.
Each of the Bandit Scum pairs off with each of you trading blows where appropriate. Radryn damages Bandit 1 for 11 points, nearly taking him out of the battle. The Scum retaliates, but is unable to penetrate Radyn's defense. Kail'Igen casts his spell, raising his effective HP by 6. Bandit Scum 2 moves to strike, reducing the newly gained hp by 4. Zypher's normal attack does no damage, but the Shadow Glaive makes itself known, dealing 12 points of special damage to Bandit Scum 3. The Scum attacks in crazed fear, dealing 5 points of damage to Zypher with his knobby fists. (As there is no reason to use stunning blow, your AP goes unused)
Zypher regenerates 4 points.
Radryn: 25/25 Kail'Igen: 32/30 Zypher: 24/25 Puc: 5/5
Party Pool: AP: 1 MP: 1
Bandit Scum 1: 4/15 Bandit Scum 2: 15/15 Bandit Scum 3: 3/15 AP: 1 MP: 1
Master Morty: 25/25 Wagon 1: 20/20 Wagon 2: 20/20 Driver 1: 10 Driver 2: 10 Driver 3: 10 Driver 4: 10
The Bandit Scum will continue to attack their original targets. You may continue when ready.
(As a side note, I will make all appropriate rolls until the dice function returns. Just make your posts as normal, minus the actual dice.)
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Posted: Sat Nov 03, 2007 6:02 pm
Kail’igen does his best to try and block the incoming blow of the bandit scum but knowing how little defense he has he knew it he couldn’t do much. He felt the blow strike away at his mana shield dispersing most of its protecting aura. However he knew the battle was over. He now felt charged enough to delver his most devastating attack. His hand came aglow with ever expanding fire. He reaches up thrusting the massive ball of fire into the bandit before him. Slightly smaller fireballs split off from the main one and impact the other two bandits. (Spread whatever is left from killing the guy in front of me to the other two bandits.)
Dice: defense Spell: Fireball (-2MP, 36 damage) Action: none
MP: 0 AP: 2 HP: 32/30
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Posted: Sat Nov 03, 2007 10:08 pm
Zypher stumbles backwards from the surprise frenzy that was thrown at him by Bandit scum 3, but almost the moment he was thrown back from the punch, the bandit was pitched into a firey blaze that even put Zypher into a state of awe. Zypher relaxes, feeling that those poor, b*****d sons will never see the light of day after that magnificient fireworks show.
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Posted: Mon Nov 05, 2007 10:18 am
Waiting on Radryn and Puc to continue...
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Posted: Mon Nov 05, 2007 10:46 am
(( >< Isn't there a day limit of wait? I just finished off the guards so we can probably advance it from there. Oh and I've convinced my friend to join so we can have her replace Puc is she dosn't show up soon))
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Posted: Mon Nov 05, 2007 11:06 am
As the Second, you can make that call in your leader's absence. Ultimately, the battle is won; I have been waiting as a courtesy to Radryn. But if you want to continue, it is your prerogative. And if your friend wants to join in lieu of Puc, that is also your call. I have also spoken to another guild member who wishes to join your rapidly failing team. If your amenable, I can bring them both in after the combat is complete.
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Posted: Mon Nov 05, 2007 4:07 pm
((I don’t think Radryn will mind if we keep the ball rolling. I will be helping my friend design her character this evening. She wants to be a healer but she’s not sure whether she wants to be a more paladin like healer or a mage like one. So you can probably continue next time you log on and we'll add her and the person you spoke of there after.))
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Posted: Mon Nov 05, 2007 7:36 pm
Rolls" Radryn, defense- 1,4,3=8 Kail, defense- 4 Zypher, defense- 5 BS1, attack- 2 BS2, attack- 6 BS2, atack- 4
The Bandits scream filthy taunts at each of you, enraging you further by their actions. A mad gleam shines from their eyes, as they attack despite the coming flames. BS1 attacks Radryn but fails to penetrate his perfect defense. BS2 strikes powerfully at Kail, for 8 points of damage; which is reduced by 4 from Kail's attempt to avoid the blow. BS3 moves into Zypher, striking valiantly for 4 points, which is absorbed by Zypher's defense. As Radryn and Zypher watch, Kail's Fireball engulfs the trio of Bandits, destroying them utterly. A soft wind begins to blow, wisking the ashes away...
Zypher regenerates 1 point.
Radryn: 25/25 AP: 2, MP: 2 Kail: 28/30 AP: 2, MP: 0 Zypher: 25/25 AP: 2, MP: 2 Puc: 5/5 AP: 2, MP: 2
Party Pool: AP: 2 MP: 2
Sifting through the ashes, you find the Action: Taunt.
Master Morty looks on, eyes brimming with pride. A sense of well being emanates from him, as he looks over each of you. "I knew you were the right folks for the job. As I live and breathe, that was impressive!"
You may continue when ready.
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Posted: Mon Nov 05, 2007 8:09 pm
( Say guys, I'm a close friend of Radryn's and he recently moved to a different house. He doesn't have the internet set up right now, but he said that the second in command can take over and that you can use his character as an Npc for the time being. Also, on side note, I have a regenration (4). When will that kick in? Wasn't I supposed to regenrate 4 hp every turn?)
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