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Posted: Fri Jul 17, 2015 12:44 am
Your characters (the player of the character that you are controlling, anyway) know that this is a dungeon apart from the main dungeon. Its official designation is , and it is accessed via dialogue option when the character approaches the door of the dungeon.
Inside the alternate dungeon, the rules of the conventional dungeon are changed. Nothing in this dungeon except for the boss is dependent on the mods. Every room is player generated, and maps cannot be made of the dungeon. Rooms may have special effects already applied to them, and may have additional effects based on the player's roll. This dungeon is not safer than the original dungeon. You might die. Just because there is less mystery in this dungeon does not mean that you are not in mortal danger.
Rewards inside this dungeon are increased. Experience, gil, and loot are all more quickly accrued inside this area than they would be if you killed the same monster in the main dungeon, but this dungeon is possibly even more difficult than the original.
The trees of the Gloomwood grow so close here that they form a maze. It is almost impossible to keep track of where your last step came from, as the constantly shifting fog erases footprints and the dark limits your vision. At the entrance of the dungeon is the gate guard: a massive wolf, white as snow and larger than a man. It stands five feet tall at the shoulder and ten feet long. Its fangs bare as it sees you approach, and you know, as it stands in the entrance to the maze, that it will not let you pass so long as it stands. There is no other entrance to the maze. You must go through the wolf to enter.
Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack
when rolling a loot roll, a roll between 1 and 5 by the person who killed it will cause the monster to reappear, with twice as much health and +15 to its combat rolls. It will defend 1-20, attack 21-90 and rage91-100. During a rage post, the monster will attack with +20 attack in addition to the +15
Once inside the dungeon, four d100s will be rolled. Every time you clear a room, you will roll 4d100 to generate the next room. Once you generate a room, you are committed to it. You will clear it or die trying, with very few exceptions. Roll1: divided by four, this decides what room you will have discovered. Should you roll the boss room, contact a moderator. Otherwise, continue generation. roll2: type of mobs (1-33=rats,34-66=beetles,67-100=cats) roll3: number of mobs roll4: rare instance (check the rare instance table)
rare instances 1-25 Fuse mobs: all mobs in the room are fused into one. Each mob adds half its health and 1/4 its attack bonus to the gigantic monster created. In addition, rats add +1 poison damage per round per rat, beetles add +2 damage resistance per attack per beetle, and cats add +1 bleed damage per round per cat. The resulting creature will 1-20 defend, 21-100 attack. Loot will be rolled only once, for the fused mob. If the fused mob gets back up, it will be treated as any other augmented mob. 26-50 Split mobs: all mobs in the room split into two when killed. Each half is a smaller version of the original, with half the total health and -5 to its roll3. Loot will be rolled for all main creatures, as well as the miniature creatures, but only the main creature can rise again. If it does, it will split as normal, and loot will be rolled in the same way. 51-75 Volatile mobs: all mobs in the room explode when reduced to 50% health. The amount of health that they had remaining is used as their next (and last) roll3. This roll3 affects all entities in the room. Loot will be rolled as per normal rules. Augmented mobs will also explode. 76-100 Ethereal mobs: all mobs in the room become incorporeal if their roll3 ends in 3 or 7. They are immune to all physical attacks while incorporeal, though damage over time affects them normally, and they themselves can still attack the player. Loot will be rolled as per normal rules.
The boss room is a random room in the dungeon, and is the only room specifically labeled (in game, it's a huge set of doors that mark the entrance to the room) If you roll the boss room, you may choose to fight the boss then and there. If you choose not to, then the boss room will be left undiscovered.
IN ORDER TO ESCAPE FROM THE DUNGEON, YOU MUST ROLL A ROOM NUMBER PERFECTLY DIVISIBLE BY 5 AND CLEAR THAT ROOM, OR DEFEAT THE BOSS. YOU WILL THEN BE FREE TO EXIT. YOU DO NOT NEED TO FIGHT THE GATE GUARD AGAIN, AND MOVING BACK TO THE CAMP IS A FREE ACTION.
Double Up: generate monsters as normal, but then also swap your third and second roll and generate using those numbers. Both of those generations combined is the total of the monsters in the room. Rage: A red haze filters your vision. All damage in this room is doubled. This applies to ALL damage, after damage reduction and armor effects are subtracted. Nature's Bounty: The air in this room is filled with small motes of light. All entities in this room regain 5 health per post. Tanglefoot Vines: writhing vines cover the floor, reducing monster defense and player evasion by 50% after all bonuses are considered.
1: 2: Rage 3: 4: Nature's Bounty 5: Rage | Tanglefoot Vines 6: Double Up 7: Rage 8: 9: 10: Tanglefoot Vines 11: Double Up | Nature's Bounty 12: 13: BOSS 14: 15: Double Up | Rage 16: 17: 18: Double Up 19: 20: Double Up | Tanglefoot Vines 21: 22: 23: Double Nature's Bounty +10 HP per round 24: 25:
Gloomrat: A massive rat, the size of a large dog. Its teeth are jagged and dripping with disease. 1-25: 1 rat 26-50: 2 rat 51-75: 3 rat 76-100: 4 rats HP: 100 +10 to all combat rolls +2 damage per turn for two rounds per attack 1-35: run away. Takes two turns to flee 36-100: attack
Gloomwood Beetle: A giant black winged beetle, two feet tall and just as wide, three feet long, with a vicious horn on its head. 1-33: 1 beetles 34-66: 2 beetles 67-100: 3 beetles HP: 200 +15 to all combat rolls. has a natural resistance to damage of -5 damage per attack. if successfully parried, the beetle is flipped onto its back. It is helpless immediately, and also for the next turn. While on its back, the beetle's roll3 is zero, it does not receive a bonus to its combat roll, it has no damage resistance, and it will remain on its back until its roll4 is higher than 25. 1-20: run away. Takes two turns to flee 21-80: defend 81-100: attacks any opponent
Gloomcat: A sleek cougar, prowling the branches of the trees and dropping down unexpectedly. Razor sharp claws and teeth are its primary methods of attack. 1-75: 1 cat 76-100: 2 cat HP: 150 +20 to all combat rolls deals 1 point of damage per turn for three turns per attack can attack anyone, no matter how far away they are, as if they were in combat range. 1-25: performs a defensive maneuver to retreat into the trees, where it will stay for at least one round, to recover 15 HP per round 26-100: attack (when the cat rolls 1-25, it will for one post, and then will be untouchable by anything but bows until it rolls to come back out. A root effect delivered during either the round before or the round of the defensive maneuver will halt the flight of the cat.)
loot tables:
Rat: 1-50: 1d100 Gil (roll*2) 51-75: 1d75 Gil + 1 rookie health potion 76-100 1d100 Gil + 1 rookie health potion
Beetle: 1-50: 2d100 Gil (times four the roll, or re-roll the 1d100 and keep the latter result) 51-80: 2d100 Gil + 1 rookie health potion 81-100: 2d100 Gil + 1 rookie health crystal
Cat: 1-60: 4d100 Gil (multiply times four, or re-roll Gil) 61-80: 4d100 Gil + 1 rookie health crystal 81-100: 5d100 Gil + 2 rookie health crystal
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Emily Marneth rolled 4 100-sided dice:
60, 30, 38, 57
Total: 185 (4-400)
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Posted: Fri Jul 17, 2015 1:11 am
((Alyx 1,2 | Wolf 3,4)) Alyx HP: 218 Alyx AP: 10 HP: 350 Direwolf: A massive, white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attackAlyx stepped into sight of the thick wall of trees and knew that he'd finally reached his destination. He saw an utterly massive white wolf, curled up in front of a massive arch made by interlocking tree branches. He knew that that was his target. The mythical white dire wolf. It was taller than a bear, he saw, when its ears perked and it stood to face him, regal and majestic. Alyx swallowed and slid his blade from its sheathe. This was going to be the fight of his life. And he was going to kill this beast or die trying. The beast bared its shining white teeth as Alyx approached. He took a breath as he tried to steady himself. He realized that he was shaking. Fear or excitement? No time to figure it out. The Wolf was coming! He focused on his defense, raising his shield and preparing for impact! Current skills in use: block: 35 (sacrificing evasion for 150%) heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 4 100-sided dice:
54, 25, 12, 94
Total: 185 (4-400)
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Posted: Fri Jul 17, 2015 1:33 am
((Alyx 1,2 | Wolf 3,4)) Alyx HP: 218 Alyx AP: 10+7=17-5=12 SpiderbiteHP: 350 Direwolf: A massive, white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack60+35=95*1.5=142 block 0 evasion 38+30=68 attack, 49 defense 57=100=rage attacking Alyx Alyx 142-68=74= blockedOkay. Alyx had taken that hit without even flinching. He'd stood his ground and the wolf had been forced to back away to gain ground to fight again. It slowly paced around the man. Alyx took a deep breath. Now was the part that he hated. He had to have a baseline for what he could expect from the monster's hits, in case he missed his block or had to intercept the hit for someone else. So he had to get hit. Luckily, that hit didn't feel like it was that much stronger than the Gloomqueen, so Alyx should be able to take it without dying. At worst, he could always it and run away, since there was certainly no one here to see him flee in disgrace.
Alyx readied his new skill and his sword began flickering with a white light. it would be the first time he'd ever used it, but it felt right to do it now. He whispered its name as he readied for the next assault. "Spiderbite."
Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 1 100-sided dice:
82
Total: 82 (1-100)
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Posted: Fri Jul 17, 2015 1:34 am
((Sorry. First time using it, remember? This is my second roll1))
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Emily Marneth rolled 5 100-sided dice:
81, 52, 62, 25, 87
Total: 307 (5-500)
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Posted: Fri Jul 17, 2015 1:44 am
((Alyx 1,1,2 | Wolf 3,4)) Alyx HP: 218 Alyx AP: 10+7=17-5=12 SpiderbiteHP: 350-24-29=297 -6 for 3 Direwolf: A massive, white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack54+40-10=84*1.5=126 82+40-25=97*1.5=145 0 evasion 12+30= 42 attack 36 defense 94=rage attack 126-36=90/4=22+2= 24 damage to dire wolf, plus 3 points poison per turn for three turns145-36=109/4=27+2= 29 damage to dire wolf, plus 3 points poison per turn for three turns42-0=42/4=10-12= blocked by heavy armorThat had to be a fluke. Alyx had taken over ten percent of its health, and had taken no damage himself, despite the Wolf having a clean shot --and using an arte--. No. No, that was a fluke, and he had to repeat the experiment until he actually took damage. Even the Gloomqueen had been able to damage him. Surely the Dire Wolf could hurt him. Alyx charged that peculiar flickering light again and lowered his shield, focusing entirely on his offense. This time was for real. He ran forward, holding Spider's Fang poised, ready to bite. The wolf and Alyx had business to get out of the way before they could begin fighting in earnest. They were both feeling each other out. Maybe that's what had happened; it had been so surprised that Alyx had dropped his guard that it had expected a trap. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 5 100-sided dice:
25, 20, 28, 17, 61
Total: 151 (5-500)
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Posted: Fri Jul 17, 2015 2:00 am
((Alyx 1,1,2 | Wolf 3,4)) Alyx HP: 218 Alyx AP: 7-5=2 SpiderbiteHP: 297-6=291-36-20=235 -12 for 2 | -6 for 1 Direwolf: A massive, white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack81+30=111*1.5=166 52+15=67*1.5=100 0 evasion 25+15=40 attack 27 defense 85=attack 166-27=139/4=34+2= 36 damage to wolf plus 3 poison for three turns100-27=73/4=18+2= 20 damage to wolf plus 3 poison for three turns40-0=40/4=10-12= blocked by heavy armorOkay... Maybe it wasn't a fluke. The Dire Wolf may just be having a bad day. This whole fight might be a fluke. Who knows? However it was, the Wolf was wounded now, and not killing it would be unkind. There were four puncture wounds, small and precise, on the beast's shoulder, and insidious toxins flowed through its bloodstream from the insipid wounds. Alyx had to kill it now. To end its life would be a kindness. Alyx raised his sword to inject another dose of venom into the animal, aiming for its heart, if he could manage it. This poor animal had to be put out of its misery. He wasn't even in this for the glory anymore. Fighting this creature felt almost... Abusive. Maybe because it looked like a familiar animal instead of a vermin or monster. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 4 100-sided dice:
54, 95, 46, 70
Total: 265 (4-400)
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Posted: Fri Jul 17, 2015 2:30 am
((Alyx 1,2 | Wolf 3,4)) Alyx HP: 218 Alyx AP: 2 HP: 235-12=223-25=198 -18 for 1 | -12 for 1 | -6 for 1 Direwolf: A massive, white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack25+30=55*1.5=82 20+15=35*1.5=52 0 evasion 17+15=32 attack 23 defense 61= attacking 82-23=59/4=14+2= 16 damage to wolf plus 3 poison for three turns52-23=29/4=7+2= 9 damage to wolf plus 3 poison for three turns32-0=32/4=8-12= blocked by heavy armorThird verse, same as the first. This was just sad. The wolf seemed to be losing steam with every second that passed. Alyx felt bad for it. It was just doing its job, and it had to face an endless barrage of adventurers came to ruin its day and they cared little about even what it thought about all this. To the beast, it must seem like the entire world exists solely to seek out and destroy it... Alyx shook his head, raising his sword to slash across the beast's shoulder. It just wasn't fast enough to keep up with Alyx' dance of death. Even as tanky as he was, he was still able to predict the Wolf's moves and get out of the way of the hardest hits. Even when he was trying to get hit, the Wolf seemed to have trouble fighting him. There was no glory in this battle. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 4 100-sided dice:
40, 42, 94, 94
Total: 270 (4-400)
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Posted: Fri Jul 17, 2015 2:45 am
((Alyx 1,2 | Wolf 3,4)) Alyx HP: 218-2=216 Alyx AP: 2 HP: 198-18=180-27=153 -15 for 1 | -9 for 1 | -3 for 1 Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack54+40=94*1.5=141 0 evasion 46+15=59 attack 38 defense 70= attacking 141-38=103/4=25+2= 27 damage to wolf plus 3 poison for three turns59-0=59/4=14-12= 2 damage to AlyxandeyrThe wolf swiped a paw at Alyx and actually managed to scratch the man's shoulder, but it did no visible damage. Alyx used the opening to aim a slash at the limb he had been struck with. The animal was not long for this world, now below 50% health, and apparently unable to continue fighting. The effects of this spider venom were incredible, if it truly was the poison doing this. The wolf didn't stand the slightest chance, and Alyx' imaginings for a new playstyle were beginning to seem even sweeter. It was a risky maneuver, cross-classing, but he wasn't going to be diverging too far from where he was now. He'd just be... Practicing for a worst-case scenario. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 5 100-sided dice:
69, 21, 71, 18, 48
Total: 227 (5-500)
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Posted: Fri Jul 17, 2015 3:05 am
((Alyx 1,1,2 | Wolf 3,4)) Alyx HP: 216-19=197 Alyx AP: 12+5=17-5=12 spiderbiteHP: 153-15=138-16=122 -12 for 1 | -6 for 1 | -3 for 1 Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack40+40=80*1.5=120 OHSS 0 evasion 94+30=124 attack 62 defense 94= rage 120-62=58/4=14+2= 16 damage to wolf, plus 3 poison for 3 turns124-0=124/4=31-12= 19 damage to AlyxandeyrHOLY CRAP! Suddenly, the wolf lunged at Alyx and bashed him with its head, sending the man flying back several feet before he landed again on his feet. That was... Unexpected. The only warning had been the white flash of the monster's eyes, and then Alyx had been in the air. He took a breath, though, as his health bar didn't even leave the green. He smiled. "You're not going down without a fight, huh? Well, that's good. But you'll need to do a lot better than that." Alyx' blade began to flicker, and he looked down at the blade. "Remember this?" He waved the sword back and forth, watching the light dance through the air. "I'm sure you do." And just like that, Alyx had dashed forward, his blade darting forward, impossibly fast. His sword was so swift that two attacks landed as one. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 5 100-sided dice:
22, 16, 69, 56, 36
Total: 199 (5-500)
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Posted: Fri Jul 17, 2015 3:23 am
((Alyx 1,1,2 | Wolf 3,4)) Alyx HP: 197 grappled for 2Alyx AP: 12-5=7 spiderbiteHP: 122-12=110-35-11=64 -12 for 1 | -9 for 1 | -6 for 1 Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack69+30=99*1.5=148 21+15=36*1.5=54 0 18+15=33 attack 16 defense 48=grapple 148-16=132/4=33+2= 35 damage to wolf, plus 3 poison for 3 turns54-16=38/4=9+2= 11 damage to wolf, plus 3 poison for 3 turns33-0=33/4=8-12= blocked by heavy armor and grappledThe Wolf grabbed hold of Alyx' leg in its jaws and shook its head back and forth, trying to tear a chunk off of him. But he was made of tougher stuff than that. Alyx raised his flickering blade again and figured that he had a pretty clear shot as long as the Dire Wolf was focusing on gnawing at his ankle. It was an odd way to get the upper hand in battle, sure, but it was still his upper hand to have in this battle, and he would capitalize on it. Alyx allowed his blade to be driven forward by equations he couldn't even fathom, and hoped that it would strike true. This battle had begun as an epic adventure, and had quickly become a farce. He was far too powerful for this monster to pose a threat to him. He saw that now. What could the dungeon hold for him, if this was its gatekeeper? Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 5 100-sided dice:
15, 67, 83, 15, 56
Total: 236 (5-500)
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Posted: Fri Jul 17, 2015 3:34 am
((Alyx 1,1,2 | Wolf 3,4)) Alyx HP: 197-5=192 Alyx AP: 7-5=2 spiderbiteHP: 64-12=52-16=36 -15 for 1 | -12 for 1 | -6 for 1 Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack22+30=52*1.5=78 16+15=31*1.5=46 0 56+15=71 attack 35 defense 36=grapple 78-35=43/4=10+2= 12 damage to wolf, plus 3 poison for 3 turns46-35=11/4=2+2= 4 damage to wolf, plus 3 poison for 3 turns71/4=17-12= 5 damage to Alyxandeyr, and grappled for two turnsAlyx was thrown off at the last second as the Wolf shook his entire body, his sword just grazing the monster, even at a point-blank range. Alyx shook his head and patted the monster's shoulder with his shield arm, almost reassuringly. "Shhhh." He raised his blade and it flickered mercilessly. Alyx closed his eyes and felt his arm flash forward, to strike the poor creature down. He took no pleasure in this. He felt... Dirty. But he'd get over it. It was a monster. It stood in the way of progress... But... But he didn't even intend on going into the dungeon right now... He'd just come to hunt the Wolf. That was it... He'd killed such a noble creature for no reason other than to kill it. To make a trophy out of it. Oh wait. Trophies. That's why he was doing this. His mouth twisted into a smile. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 1 100-sided dice:
27
Total: 27 (1-100)
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Posted: Fri Jul 17, 2015 3:44 am
((loot roll)) Alyx HP: 192 Alyx AP: 2 HP: 36-15=21-15-29 -12 for 1 | -6 for 1 Direwolf: A massive white wolf, protector of the entrance to the Gloomwood's dungeon. HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack15+30=45*1.5=67 67+15=82*1.5=123 0 15+15=30 attack 15 defense 56= attacking 67-15=52/4=13+2= 15 damage to wolf123-15=108/4=27+2= 29 damage to wolf30/4=7-12= blocked by heavy armorThe wolf slumped down onto the ground, panting. Alyx pulled out his hunting knife hungrily, and even though he knew he couldn't actually harvest the body, he plunged the knife into the animal, which exploded. Alyx imagined a small fanfare and took a mock bow before the invisible crowd that watched him. Who knows? Maybe the admin were watching now. What would they be planning to kill him? He shook his head and laughed. They'd have their work cut out for them, that's for damned sure. He looked over at the ominous fog wall that blocked entrance into the dungeon. It slowly pulled back and a path was revealed into the trees... Alyx waited to get his loot before making any more decisions. Alyx sighed and began to walk away. There would be other times, certainly, to explore the dungeon. For now, he would return to camp with his prize, and live to fight another day. Current skills in use: OHSS: 40 (sacrificing evasion for 150%) OHSS Arte: Spiderbite perform two rapid thrusts, both counting as a separate attack, (you will roll two roll1's) the first at [roll1(1)]-10 and the second at [roll1(2)]-25 AP: 5 heavy armor: 20 current equipment:
Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
Name: Spider carapace cuirass Type: upper Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Name: Spider carapace greaves Type: lower Grade: heavy Stats: when worn as a set, provides immunity to poison, and a maximum of 12 damage reduction via heavy armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 6 damage via heavy armor skill
Gloomweave ring (x2) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects2nd set: Name: Rookie Shortsword Type: one hand straight sword Durability: 2 Stats: +2 damage
Name: Rookie Shield Type: shield Durability: 3 Stats: 5 damage capacity
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Emily Marneth rolled 5 100-sided dice:
70, 63, 95, 29, 52
Total: 309 (5-500)
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Posted: Sat Nov 14, 2015 3:36 pm
((Alyx 1,1,2 | DW 3,4 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack )) Alyx: HP: 260 AP: 12-5=7 double strikeDW: HP: 350 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. Alyx looked at the labyrinth that stretched out before. Well, he supposed that it was time to start. Approaching the Direwolf, Alyx drew his blade. He wasn't even going to switch his gear out. He was getting better at this whole 'staying alive' thing in light armor, and he needed a few more points in that skill to get the most out of his armor anyway. This would be a much more fair fight for the wolf, even though Alyx seriously doubted that the animal was going to pose much of a threat. Alyx was nigh on level 13, and he was already untouchable. His goal here was to get to 13, and see what wonders awaited him at that level of power. As the Gloomking approached, the wolf raised its head from its massive forepaws, and looked at him. It stood slowly, sure of itself, and began circle-strafing Alyx. The duelist drew his blade and kept his eyes on the animal, waiting for the first strike to come. He watched a white light flash in its eyes, and shifted his weight to one leg, pushing off and springing to the side, his sword alight with white energy. Current skills in use: OHSS: 47 light armor: 1 evasion: 14 Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Gloomsilk Shirt Type: upper Grade: light Stats: when worn as a set, provides immunity to poison, and a maximum of 6 damage reduction via light armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 3 damage via light armor skill
Name: Gloomsilk Pants Type: lower Grade: light Stats: when worn as a set, provides immunity to poison, and a maximum of 6 damage reduction via light armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 3 damage via light armor skill
Gloomweave ring (x3) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects
Gloomweave Queen Trophy (stage 1): A trophy infused with the Light of the Gloomweave Queen. While active, this trophy grants the user +2 poison damage for three rounds on all attacks, regardless of whether they naturally deal poison damage or not. The trophy itself is a small spider about the size of a tennis ball(a baby queen) petrified and suspended on a rope made of spider silk.
2nd set:
Name: Gloomshard Description: An elegant One Hand Straight Sword that has a white hilt and an almost white pale blade that seems to softly glow from within. It is adorned with brightly polished silver fittings, including a straight, broad crossguard and a small, crown-shaped pommel. It is named because it is as though a shard of light has been made physical and forged into a weapon. Crafted By: Rota Emptiet Abyssian Type: One Hand Straight Sword Durability: 10 Stats: +6 roll1 +10 damage Upgrade: 0/26
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
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Emily Marneth rolled 5 100-sided dice:
69, 17, 38, 71, 54
Total: 249 (5-500)
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Posted: Sat Nov 14, 2015 3:52 pm
((Alyx 1,1,2 | DW 3,4 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack )) Alyx: HP: 260 AP: 7-5=2 double strikeDW: HP: 350-19-14=317 -12 for 3 +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. 70+37=107 OHSS 63+22=85 OHSS 95*.75=71+14=85 evasion 29+30=59 attack 29 defense rage attack, scripted Alyx 107-29=78/4= 19 damage to DW, -6 for 385-29=56/4= 14 damage to DW, -6 for 3DW 59-85= evaded by AlyxAlyx darted to the side and the wolf glided smoothly past, its white fur flowing in the breeze as it charged, every muscle painstakingly rendered in terrifying clarity. The Gloomking aimed a quick set of thrusts to the wolf's shoulder, leaving two clean red marks on its hide as its health bar transformed to show its new status effect. Purple. Alyx loved that color. The wolf paced out and turned its massive body to look back at the man. It watched him carefully, as if trying to plan for Alyx' next move, even as he planned for its plan. Suddenly, they both made their move. Alyx pushed off with his strong leg and aimed his thrusts at the wolf's hide, attempting to dump as much venom into it as possible. Current skills in use: OHSS: 47 light armor: 1 evasion: 14 Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Gloomsilk Shirt Type: upper Grade: light Stats: when worn as a set, provides immunity to poison, and a maximum of 6 damage reduction via light armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 3 damage via light armor skill
Name: Gloomsilk Pants Type: lower Grade: light Stats: when worn as a set, provides immunity to poison, and a maximum of 6 damage reduction via light armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 3 damage via light armor skill
Gloomweave ring (x3) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects
Gloomweave Queen Trophy (stage 1): A trophy infused with the Light of the Gloomweave Queen. While active, this trophy grants the user +2 poison damage for three rounds on all attacks, regardless of whether they naturally deal poison damage or not. The trophy itself is a small spider about the size of a tennis ball(a baby queen) petrified and suspended on a rope made of spider silk.
2nd set:
Name: Gloomshard Description: An elegant One Hand Straight Sword that has a white hilt and an almost white pale blade that seems to softly glow from within. It is adorned with brightly polished silver fittings, including a straight, broad crossguard and a small, crown-shaped pommel. It is named because it is as though a shard of light has been made physical and forged into a weapon. Crafted By: Rota Emptiet Abyssian Type: One Hand Straight Sword Durability: 10 Stats: +6 roll1 +10 damage Upgrade: 0/26
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
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Emily Marneth rolled 4 100-sided dice:
84, 15, 26, 30
Total: 155 (4-400)
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Posted: Sat Nov 14, 2015 4:04 pm
((Alyx 1,2 (150% attack) | DW 3,4 1-20: defend 21-50: grapple (will attack, and, if it connects --meaning it beats your block, parry, or evasion, even if it hits just your armor-- will prevent the opponent from exiting melee range for two turns. The wolf cannot move while it is grappling, but can attack other opponents in melee range by pinning the victim with its front paws. 51-90: attack 91-100: rage, additional +15 to attack )) Alyx: HP: 260-13=247 AP: 2 DW: HP: 317-12=305-15=290 -12 for 2 | -6 for 3 | +15 to all combat rolls when free to move, can attack any opponent as if they were within melee range Its first action once combat begins will always be a rage attack. Its eyes will glow white and it will howl, leaping forward to attack the nearest player. Alyx 69+37=106 OHSS 17+22=39 OHSS 38/2=19+14=33 evasion DW 71+15=86 attack 43 defense 54=attacking Alyx 106-43=63/4= 15 damage to DW, -6 for 339-43= no hit by AlyxDW 86-33=53/4= 13 damage to AlyxandeyrAlyx managed to get himself hit. As he attempted to repeat his maneuver from earlier, the wolf got tired of his matador act and bucked its gigantic head in the man's direction, sending him sliding backward as he tried to land his second blow, which came up just barely too short to count. It was not ideal. As he regained his footing, Alyx looked to the animal's health bar and saw it steadily declining, though not as quickly as he would have liked. He decided to go all out until he had a bit more AP, and could go back to stacking DOTs. Squaring up with the wolf, he readied himself to take a big hit, so long as it meant landing one in turn. Current skills in use: OHSS: 47 light armor: 1 evasion: 14 Name: Spider's fang. Type: One hand straight sword Durability: 3 Stats: +2 damage a One hand short sword permanently coated in spider venom. Any attack on an enemy will deal 1 point of damage per turn for three turns. Multiple doses of venom stack.
Name: Gloomsilk Shirt Type: upper Grade: light Stats: when worn as a set, provides immunity to poison, and a maximum of 6 damage reduction via light armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 3 damage via light armor skill
Name: Gloomsilk Pants Type: lower Grade: light Stats: when worn as a set, provides immunity to poison, and a maximum of 6 damage reduction via light armor skill. by itself, reduces duration of poison by 1 round, and mitigates a maximum of 3 damage via light armor skill
Gloomweave ring (x3) Type: Ring Stats: while worn, grants an additional +1 per round to all poison effects inflicted by the wearer.
Mantle of the Gloomking Type: Helmet (cloak) Stats: immunity to effects
Gloomweave Queen Trophy (stage 1): A trophy infused with the Light of the Gloomweave Queen. While active, this trophy grants the user +2 poison damage for three rounds on all attacks, regardless of whether they naturally deal poison damage or not. The trophy itself is a small spider about the size of a tennis ball(a baby queen) petrified and suspended on a rope made of spider silk.
2nd set:
Name: Gloomshard Description: An elegant One Hand Straight Sword that has a white hilt and an almost white pale blade that seems to softly glow from within. It is adorned with brightly polished silver fittings, including a straight, broad crossguard and a small, crown-shaped pommel. It is named because it is as though a shard of light has been made physical and forged into a weapon. Crafted By: Rota Emptiet Abyssian Type: One Hand Straight Sword Durability: 10 Stats: +6 roll1 +10 damage Upgrade: 0/26
Name: Spider Carapace Shield Type: shield Durability: 5 Stats: 7 damage capacity, deals one point of poison damage for three rounds when used as a weapon
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