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Posted (edited)

*Snip*

Edit: aww, you took it out. :blush:.

And like Magic it's back again! :laugh:

Just you wait until one of you falls prey to Sink or Swim.

Edited by Dannylonglegs
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Posted (edited)

Edit: aww, you took it out. :blush:

I put it back, just because you asked! I wasn't sure whether it was appropriate or not, but seeing as how we have a mafia game called Harriet Slutter and the Philosopher's Balls going on right now: yay, sure, why not! :grin:

Just you wait until one of you falls prey to Sink or Swim.

*oh2* Typical QM trick... Spoony was right, never get on the boat! :grin:

It was only a matter of time before Karie became a Harlot. :hmpf_bad::laugh:

Edited by Kintobor
Posted (edited)

I put it back, just because you asked! I wasn't sure whether it was appropriate or not, but seeing as how we have a mafia game called Harriet Slutter and the Philosopher's Balls going on right now: yay, sure, why not! :grin:

*oh2* Typical QM trick... Spoony was right, never get on the boat! :grin:

It was only a matter of time before Karie became a Harlot. :hmpf_bad::laugh:

I'll be honest. I didn't know how else to sneak that in there but to point out that you removed a comment. :grin: Yes, anyone familiar with DnD should know not to get on a ship.

Frankly, I was thinking that too, but I'd still love to see her as a minstrel.... Well, who's to say she can't do both at different points in her career. :grin:

Edited by Dannylonglegs
Posted

Dreyrugr feels a piercing pain flow through his chest as the aquamancer hits him hard. He looks down to see a blade, and then all goes dark. As the light is fading Dreyrugr thinks of how if he was given another chance he would take smelling salts to make himself move faster and he would slice that aquamancer in several pieces at close range (front row).

Until I kill that man........I will not FALL.

This is why I wanted to take the aquamancer on while he was still stunned. :sadnew:

Posted (edited)

Amorith will use his Phoenix essence on Dreyrugr and then attack harbour guard B from the back row with darkness magic.

OOC: The poison will take out the dock worker before Fleur escapes. I am attacking harbour guard B because I have the ability to one shot him whilst anybody could take out the dock worker.

Edited by legobodgers
Posted (edited)

Nessa aimed both for Harbour Guard A and B from the back row.

Amorith will use his Phoenix essence on Dreyrugr and then attack harbour guard B from the back row with darkness magic.

OOC: You mean Advanced Guard B?

If not, I change my target from HGB to AGB :blush:

Edited by herrJJ
Posted

OOC: I will go for harbour guard B, I think you should attack Advanced guard B. Also I just noticed that Drake has a Phoenix Essence, he could use it on Dreyrugr and I could attack twice. I am willing to give Drake my Phoenix Essence if he likes. (Sorry for the bossiness, I just really want to catch Fleur)

Posted

After discussing with Amorith about potential targets Nessa switched and aimed for Harbour Guard A and Advanced Guard B from the back row.

Posted

UpdatedBattle Order

>Drake- Revive Dreyrugr

>Amorith- Advanced Guard B

>Nessa- Harbour Guard A

>Nessa- Harbour Guard B

>Karie (that's me!)- Dock Worker A

>Amorith- Advanced Guard B

>Dreyrugr- Aquamancer

Karie, realizing the few flaws in her plans rushes back to the party, not before smacking Dock Worker A with Sexy's hilt from the back row.

Posted (edited)

Drake looked over at Dreyugr. Dead, as usual, and unconscious.

"Gah, what does a guy have to do to get a drink around here? Seriously!"

Drake then turned towards Dak.

"Hey, gimme a Phoenix Essence stat. This guy's not feeling... well... anything!"

"Sure thing, not-boss! One Phoenix Essence coming right up!"

Dak threw a Phoenix Essence over to Drake and Drake caught it in his hand, quickly pouring it into Dreyurgr's mouth.

Edited by xxlrocka
Posted (edited)

>Drake- Revive Dreyrugr

>Amorith- Advanced Guard B 6 2 (Critical Hit: 8*2=16+15+1=32*2=62*2=124-10=114 (DEAD))

>Nessa- Harbour Guard A 3 (Hit: 20*2=40-7=33 Damage)

>Nessa- Harbour Guard B 6 (Call for Back-Up)

>Karie (that's me!)- Dock Worker A 2 (Hit: More than 4 Damage (Dead))

>Amorith- Advanced Guard B Harbour Guard B 4 1 (Garnet Chosen: 22*2=44 Damage to everyone: 44-7=37 Damage to HG A and B (A Dead), No Damage to Aquamancer, 44-25=19 Damage to Fleur)

Dreyrugr-Smeling Salts (Hastened)

Dreyrugr- Aquamancer 5 (21-1=20 Damage)

AGB: Killed

HGA: Killed

HGB: -37

DWA: Killed

AQ: 0

Fleur: -19

2 Rounds added to getaway counter: currently at 6

The Party can now enter the Ship. Entering the Ship takes a turn and removes the player from the ground combat ("Fight or Flight?" ) and into "Live or Let Die?" Party Members have until Fleur's Getaway Timer ends to get onto the ship, after which point, no one can get aboard the ship. Once "Live or Let Die?" has been started, Fleur (on Boat) leaves "Fight or Flight?" Effects in "Fight or Flight?" such as Hurricane Winds do not effect combatants in "Live or Let Die?" Dreyrugr told me way beforehand that if he ever got on a boat he should be weakened for 1 round. I'm OK with that.

The wind howled at the party like a screaming maniac, leaves and pieces of paper assaulted the party, but they toughed it out. Drake took his turn to revive their fallen comrade. The vampire shook himself off and leapt back into action. Amorith fired a nasty bolt of dark energy at the final advanced guard, killing him. Nessa then fired at the harbour guards, but she only hit one of them, the second calling for assistance. Karie stabbed the final Dock worker too. The man fell on the crate and rolled off, revealing that he had finished his job of wrapping all the crates in rope. All that remained to be done was hauling them aboard.

33ueq01.jpg "Get the crane." commanded Fleur coldly to one of her subordinates aboard the ship.

Amorith reached into his pocket again and removed his garnet gem. He shouted a few words, and Boom, the earth exploded before him, spraying all the enemies with destructive ruble. Fleur grunted as she was hit by a large rock. She pushed it off the boat, and it crashed into the sea. Dreyrugr consumed his smelling salts, and then went after the flying aquamancer... but the aquamancer had different plans. he descended upon Dreyrugr, pinning the vampire to the ground, and then kicked him until he was nearly unconscious.

Another guard joined the fight. This Guard's shield seemed to lack the power of his allies'

Fight or Flight?! Round 5

s5zddi.jpg Advanced Guard A "These murderers shall be brought to justice sir... I mean, m'lady."

Type: humanoid

Level: 12

HP: 72/120

SP: 4

Special: (If Both Advanced Guards remain capable of combat, Pin Down is used. If one Advanced Guard Stands, Defensive Stance. If Target is bound, Coup de Grace is used. )

Pin-Down: Both Guards Stab the Target, Dealing 24 Damage, and Binding target.

Coup de Grace: Target is brought down to 1 HP.

Defensive Stance: The Advanced Guard gains 6 SP for rest of this round and the next.

Drops: Helmet (+1 HP), Halberd (WP: 5)

Note: Both Advanced Guards must be killed in order to gain access to the Ship.

s5zddi.jpg Advanced Guard B *Poisoned* "You won't get by me. I will protect those aboard that ship! You. Shall. Not. Pass."

Type: humanoid

Level: 14

HP: 18/120

SP: 4 10

Special: (If Both Advanced Guards remain capable of combat, Pin Down is used. If one Advanced Guard Stands, Defensive Stance. If Target is bound, Coup de Grace is used. )

Pin-Down: Both Guards Stab the Target, Dealing 28 Damage, and Binding target.

Coup de Grace: Target is brought down to 1 HP.

Defensive Stance: The Advanced Guard gains 6 SP for rest of this round and the next.

Drops: Helmet (+1 HP), Halberd (WP: 5)

Note: Both Advanced Guards must be killed in order to gain access to the Ship.

64ndp1.jpg Harbour Guard A "Now you shall pay for your crimes." *Poisoned*

Type: Humanoid *Immune to Fire*

Level: 7

HP: 0/100

SP: 7

Specials: (Decided by Dice)

Slow the Advance: All enemies gain 2 SP until the Harbour Guard is defeated (stacks)

Call for Backup: Another Guard joins battle.

Drops: Sword (WP 3), Impervious Shield (SP: 5) (Grants immunity to Fire)

Note: While the Harbour Guard is living, all Dock Workers gain 5 SP.

64ndp1.jpg Harbour Guard B "The law is not mocked!"

Type: Humanoid *Immune to Fire*

Level: 7

HP: 63/100

SP: 7

Specials: (Decided by Dice)

Slow the Advance: All enemies gain 2 SP until the Harbour Guard is defeated (stacks)

Call for Backup: Another Guard joins battle.

Drops: Sword (WP 3), Impervious Shield (SP: 5) (Grants immunity to Fire)

64ndp1.jpg Harbour Guard C "Those who falter, and those who fall, must pay the price!"

Type: Humanoid

Level: 7

HP: 100/100

SP: 7

Specials: (Decided by Dice)

Slow the Advance: All enemies gain 2 SP until the Harbour Guard is defeated (stacks)

Call for Backup: Another Guard joins battle.

Drops: Sword (WP 3), mockthril Shield (SP: 5)

34flapx.jpg Dock Worker A "This ain't fair man! It's not fair! Oh Ennoc!" *Poisoned*

Type: Humanoid

Level: 4

HP: 4/56

SP: 0 5

Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4

Drops: 5 Gold, Mead

Notes:

A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer.

B. Does not provoke free attacks. Do not need to be defeated in order to win combat

34ys7lj.jpg Dock Worker B "I just want to load these crates! Why are you trying to kill me?" *Poisoned*

Type: Humanoid

Level: 4

HP: 5/56

SP: 0 5

Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4

Drops: 5 Gold, Nostrum

Notes:

A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer.

B. Does not provoke free attacks. Do not need to be defeated in order to win combat

51u6c.jpg Dock Worker C REALLY DEAD

Type: Humanoid

Level: 4

HP: -120/56

SP: 0 5

Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4

Drops: 5 Gold, Mead

Notes:

A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer.

B. Does not provoke free attacks. Do not need to be defeated in order to win combat

2yxg4sk.jpg Dock Worker D "Dock Worker D afraid to die! Please don't kill Dock Worker D."

Type: Humanoid

Level: 4

HP: 17/56

SP: 0 5

Special: Pile-On: Deals Damage equal to the number of living Dock Workers times 4

Drops: 5 Gold, Smelling salts

Notes:

A. Defeating a Dock Worker adds 2 rounds to Fleur’s Getaway Timer.

B. Does not provoke free attacks. Do not need to be defeated in order to win combat

30jk7co.jpg Aquamancer "Now, who's next?!"

Type: Flying, Beast, Watery *immune to ice*

Level: 21

HP: 42/150

Ether 8/25

Specials: (Alternate)

Calm before the Storm: Target is Stunned.

Typhoon: Deals 20 water/wind damage to the entire party (Costs 1 ether)

Drops: Spellbound Gloves, Aquamarine, Saphire, Scroll of Ice Armour

Note: When The Aquamancer dies, he can no longer control the storm, adding 2 Rounds Fleur’s Getaway Timer, but releasing the hurricane winds.

33ueq01.jpg Fleur (on Ship) "Faster!"

Type: Humanoid

Level: 0

HP: 562/600

SP: 25

Special: Spectate: Fleur points out a flaw in the Target’s battle position. Target is Weakened and Fragile for a turn (uncurable).

Drops: ???

Notes:

Can only be damaged by non-thrown ranged weapons and magic. She’s on a ship. You’re not.

When Fleur's Getaway Timer runs out or the Battle aboard the Ship commences, she exits this combat, but is still able to communicate with the party.

Battle Notes:

A. Once the two advanced Guards are defeated, a Hero may get onto the ship. That Hero leaves this combat and enters another. He or She gains experience as if he or she won the combat he or she left before engaging in the second battle. It takes a turn to get on the ship, and it must be done from the front row. Once the Battle aboard the Ship has started, Fleur (on Ship) Leaves the ground combat. Once Fleur's Getaway timer runs out, it is impossible to get on the Ship.

B. In terms of loot, this combat follows the rules of "He who stabbed it grabbed it."

C. Also, effects last both battles.

D. Hurricane Winds: Every combatant, hero or monster, has a 1/6 chance to be hit by 10 wind/water damage every round after the Aquamancer dies.

E. Fleur's Getaway Timer: She leaves in 6 rounds.

The Party:

8672604542_48dcc06062_t.jpgKarie Alderflask (Played by Kintober) *Party Leader* *Encouraged*

22 year old Human Rogue, lvl 10

Power: 16 (lvl 10 + WP: 6)

Health: 16/16

Gold: 84

Equipment: Sexy (WP: 6, Rapier, Disregards SP, usable by Knights and Rogues) *Poisoned*

Inventory: Potion (5), Mead (3), Remedy (2), Venom (1), Smoke bomb (1), Telescope (1), Bedroll (1), Heirloom Dagger (WP:3), Map of Brendenton (1), Spider Coin (worth 1 gp) (1),Dagger (WP:4), Topaz, Fire Bomb (1), Wheelbarrow full of corpses, Scroll of Newtity (costs 10 ether) (usable by ex-Amphibians only), Ethereal Cloak (SP +2, Max. Ether +4), Favour from Che Qi

8574005437_7a2a7f52d2_o.jpg

Nessa Anárion (herrJJ) *Hastened* *Encouraged*

59 years old female elven Ranger

Level 12

Power: 20 (Lvl. 12 + WP: 7+1=8) (23 vs. Werefolk) (24 vs. Aquatic Vermin) (27 vs. Aquatic Vermin Werefolk)

Defense: 2

Health: 13/18

Gold: 5

Equipment: Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP 7 (+3 vs. werefolk (removable)) (+4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)) *Poisoned*, Ranger's Quiver (+1 WP),Ranger's Cowl (SP: 2)

Inventory: Smoke Bomb, Bedroll, Magic Compass, Venom x3, Mead, Potion x2, Croise Bow (WP: 6) (usable by Rangers), Smelling Salts, Favour from Che Qi, Nostrum

photo-20659.jpg?_r=1362510149Drake Flamerobe

25 year old male human

Level 10 1/2 Knight

Power: 17

Defense: 2

Health: 12/20

Ether: 0/0

Gold: 310

Equipment: Mace (WP: 7), Shield (SP:2) Helmet

Inventory: Torch(WP:3), Potion x2, Tonic, Shovel, Bedroll, Mead, Smoke Bomb, Remedy, Fire Bomb, Bone, Amethyst, Oil of Newtism (+4 to SP vs. Aquatic Vermin (usable by ex-Amphibians only)), Tasteful Newt (Grants Blessed Effect) (Consumable), Greatsword (WP:5), Favour from Che Qi

photo-thumb-28776.jpg?_r=1353304201 Dreyrugr (Vash the Stampede)

1000 year old Male Vampire Rogue *Hastened*

Level 15

Power: 21 (Level 15+Weapon 6)

Defense: 1

Health: 1/21 (Rogue Base 7+ Level Bonus 14)

Gold: 235

Equipment: Crow-Claw Dagger (WP: 6, 1/6 chance to stun enemy on successful attack), Psuedos Hood, Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Usable by anyone, Handgear),Leather Armour (SP: 1)

Inventory: Venom x4, Bedroll, Remedy, Grand Potionx1, Smelling Salts x2, Amethyst, Shuriken (WP:5), Mead, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum, Potion, Throwing Dagger (WP:3) Fauxthril Scythe (WP:5), The Heads (Quest Item), Bone, Nostrum, Bow (WP: 4), Favour from Che Qi, Helmet (+1 HP), Halberd (WP: 5)

6540971895_387684ee2a_t.jpg

Amorith Marvelo (Played by legobodgers) *Hastened* *Lucky* *Encouraged*

Level 15 Mage

Power: 22 (15+8+1)

Health: 16/19

Ether: 5/19

SP: 6

Gold: 35

Equipment: Dual staff (WP: 8) damages 2 enemies in one hit, Crow-Cursed Cloak (SP: 6 Suitable for Mages or Rogues)

Inventory: Fang Dagger (WP: 5), opal (ice), ruby (fire), garnet (earth), diamond (light), amethyst (darkness), 4 potions, 9 tonics, 4 remedies, 1 elixir, 3 nostrums, 5 mead, 1 Nostrum, ice bomb, smoke bomb, shovel, bedroll, 4 bones, Scroll of Blindness, Fire Bomb, Phoenix Essence, Newtralizer, Favour from Che Qi, Smelling Salts, Helmet (+1 HP), Halberd (WP: 5), Sword (WP 3), Impervious Shield (SP: 5) (Grants immunity to Fire)

Party Leader: Order-up! Everyone else: You know what to do.

Edited by Dannylonglegs
Posted (edited)

Battle Order

>Dreyrugr- Heal

>Amorith- Give Drake Impervius Shield

>Amorith- Dock Guard B

> Dreyrugr- Aquamancer

>Nessa- Dock Guard C

>Nessa- Dock Guard C

Karie- Dock Guard B

>Drake- Twiddle Your Thumbs Take Shield from Amorith

Karie repositions herself and begins to battle with Dock Guard B.

"Come at me, bro! You big ugly tin can, I bet you couldn't hurt a flea!"

Edited by Kintobor
Posted

Ooc: These dice hate me. For interest sake I will calculate the chances of me rolling all these damages in a row.

Dreyrugr tried to hit the aquamancer for revenge but the aquamancer was prepared. Dreyrugr takes a grand potion in the back row and then attacks the aquamancer from the front row.

Posted

>Amorith- Ice bomb

Karie repositions herself and begins to battle with Dock Guard B.

"Come at me, bro! You big ugly tin can, I bet you couldn't hurt a flea!"

Out of curiosity, what do you expect the ice bomb to do?

Ooc: These dice hate me. For interest sake I will calculate the chances of me rolling all these damages in a row.

Yeah, the dice have been pretty mediocre. You did get two 1s early on though. :grin:

Posted

Out of curiosity, what do you expect the ice bomb to do?

Well, I was hoping for triple damage to the aquamancer, but it appears to only do double, since Ice elemental items don't have a real affect on Water, unlike most scenarios. Oh well.

Posted (edited)

Well, I was hoping for triple damage to the aquamancer, but it appears to only do double, since Ice elemental items don't have a real affect on Water, unlike most scenarios. Oh well.

He's also *immune to ice* because I'm evil. :wink:

Edited by Dannylonglegs
Posted (edited)

Well now, so he is! Crud, completely forgot that. The battle order is fixed.

No problem. I'll run the round when someone confirms. Hopefully you'll be on Live or Let Die tomorrow. Also if you have any questions about changing battles, let me know, and I'll explain how I'll be ruling the switch. I tries to write a list at the end of the calculations for the previous round, but if you have any questions I didn't answer, don't hesitate to ask.

Edited by Dannylonglegs
Posted (edited)

Nessa aimed twice for the Harbour Guard C from the back row.

OOC: Can we all enter the ship at once or only one character per round?

Edited by herrJJ
Posted (edited)

Nessa aimed twice for the Harbour Guard C from the back row.

OOC: Can we all enter the ship at once or only one character per round?

It takes a turn for a player to enter the next battle. Whichever characters enter the next battle begin the first round of the next battle together. Those of you who are hastened can preform other actions before exiting the current battle.

Ie: Say all enemies but Dock Guard C are destroyed this coming round:

> Dreyrugr- Dock Guard C (Dead)

Dreyrugr- Get on Ship

Nessa- Get on Ship

>Nessa- Drink Potion (You can't. You boarded ship and left the combat.)

>Amorith- Hand Drake Impervious Shield

Amorith- Get on Ship

Drake - Accept Shield

Karie- Get on Ship

The First Round of Live or Let Die? will have Amorith, Nessa, Karie, and Dreyrugr, but Drake will join next round.

PS: Kintobor, Drake's not on your battle order. :wink:

Edited by Dannylonglegs
Posted

It takes a turn for a player to enter the next battle. Whichever characters enter the next battle begin the first round of the next battle together. Those of you who are hastened can preform other actions before exiting the current battle.

Ie: Say all enemies but Dock Guard C are destroyed this coming round:

> Dreyrugr- Dock Guard C (Dead)

Dreyrugr- Get on Ship

Nessa- Get on Ship

>Nessa- Drink Potion (You can't. You boarded ship and left the combat.)

>Amorith- Hand Drake Impervious Shield

Amorith- Get on Ship

Drake - Accept Shield

Karie- Get on Ship

The First Round of Live or Let Die? will have Amorith, Nessa, Karie, and Dreyrugr, but Drake will join next round.

PS: Kintobor, Drake's not on your battle order. :wink:

... So I did. Fixed. See, look, I cand do this too! Boogie woogie woogie woo!
Posted

Yeah, the dice have been pretty mediocre. You did get two 1s early on though. :grin:

Chance of rolling a one on a lucky roll is 6/21. Chances of rolling two damages in a row while lucky along with the next damage when Dreyrugr was revived is 1/294. About 0.34% chance. I am the wrong type of lucky. :sceptic:

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