Private - (Event) Tunnel Clearing | Page 2

Private - (Event) Tunnel Clearing
Discussion in 'Season 2' started by Raid Master, Nov 17, 2017.
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  1. Pandora

    Pandora

    Staff Member Game Master
    Stokbon Sewers - Interlude Status


    You may roll every 4 hours and reply within those 4 hours. DM will update roughly every 4 hours.

    The party headed down a very thin hall now. It was dark and all around was the sound of dripping. There was a strong odor and the walls of the tunnel sometimes seemed to rumble. It was only a bit further and there was no immediate danger at least. So while time was running out, the team had a chance to rest for a moment if they desired. Shall you rest and heal? Or push on in a hurry?

    All cooldowns reset. You will receive no damage during rolls in this area. Poison effects will still sap HP.



    You can only do one of these actions per post. You can flavor it however you want, but you must use the correct template depending on your action.

    Advance & Clear: You will roll to accomplish the DC to reach the Falderen Castle Basement. While this dungeon was already cleared some time ago. It is still a dangerous place with monsters and toxic hazards.Fight and dodge your way to the castle making sure to leave as little danger behind you as possible!
    • [Stokbon Sewers Progress: 0 / 1000]
    • Modifier: any mastery may get +5 per mastery tier (excluding beginner); +10 if mastered.
    • Specialist Modifier: If you have already been to the Stokbon Sewers Dungeon or have Mobility get +10 per mastery and +20 for mastered.
    Damage Look at your natural roll.
    • Natural 100 = Special Event!
    • 90-99 = 0 Damage!
    • 80-89 = 12 Damage
    • 70-79 = 15 Damage & Poison
    • 50-69 = 20 Damage & Poison
    • 30-49 = 20 Damage & Confusion
    • 10-29 = 30 Damage & Confusion
    • 02-09 = 30 Damage Poison & Confusion
    • Natural 1 = Special Event!
    Damage Reduction
    • -1 HP for each gray armor piece
    • -2 HP for each blue armor piece
    • -3 HP for each green armor piece
    • -4 HP for each yellow armor piece

    • This action costs 10 EN (5 EN if you are wearing only Light Armor)
    • Make sure you write Advancing and Clearing in the rolling post.
    Roll Template
    Code:
    [center]Advance & Clear[/center]
    [dice]d100[/dice]
    
    Post Template
    HTML:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][b1]Advance & Clear/b1]
    Tracker / Roll
    [score][b1] Your roll + Modifier = Total [/b1][/score]
    [b1]Stokbon Sewers: 0/ 1000 [/b1][/CENTER]
    
    Heal (Naturamancy, Muse, or Illumancy) Restore health. For AoE there's a max of 3 targets.

    You may roll to add to the thread's progress, but you will receive zero damage reduction this turn. You are highly vulnerable to damage if you rolled for progress.
    • Single Heal: +5 HP per tier of support mastery (including beginner) +10 for mastered.
    • Cost: 10 EN (5 EN if you are wearing only Light Armor)
    • AoE Heal: +5 HP per tier of support mastery (including beginner) +10 for mastered. Then, divide by 3.
    • Cost: 15 EN (10 EN if you are wearing only Light Armor)
    (Optional) Roll
    Code:
    [center]Risky Advance & Clear[/center]
    [dice]d100[/dice]
    
    Post Template
    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][b2]Single/AoE Heal @Name for ## HP[/b2]
    Tracker / Roll
    [score][b1] Your roll + Modifier = Total [/b1][/score]
    [b1]Stokbon Sewers: 0/ 1000 [/b1][/CENTER]
    
    Buff (Heroic Shout, Naturamancy, Muse, or Illumancy) attack or speed buff, add # to someone else or your own roll; can only buff attacks. For AoE there's a max of 3 targets.

    You may roll to add to the thread's progress, but you will receive zero damage reduction this turn. You are highly vulnerable to damage if you rolled for progress.
    • Single Buff: +5 per tier of support mastery (including beginner) for 3 turns.
    • Cost: 10 EN (5 EN if you are wearing only Light Armor)
    • AoE Buff: +5 per tier of support mastery (including beginner). Then, divide by 3.
    • Cost: 15 EN (10 EN if you are wearing only Light Armor)
    (Optional) Roll
    Code:
    [center]Risky Advance & Clear[/center]
    [dice]d100[/dice]
    
    Post Template
    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][b2]Single/AoE Buff @Name for ## x turn(s)[/b2]
    Tracker / Roll
    [score][b1] Your roll + Modifier = Total [/b1][/score]
    [b1]Stokbon Sewers: 0/ 1000 [/b1][/CENTER]
    
    Cleanse (Heroic Shout, Naturamancy, Muse, or Illumancy) Cleanse condition from allies.

    You may roll to add to the thread's progress, but you will receive zero damage reduction this turn. You are highly vulnerable to damage if you rolled for progress.
    • Single Cleanse: Clear up to 3 conditions from 1 target
    • Cost: 10 EN (5 EN if you are wearing only Light Armor)
    • AoE Cleanse: Clear 1 condition from 3 targets
    • Cost: 15 EN (10 EN if you are wearing only Light Armor)
    (Optional) Roll
    Code:
    [center]Risky Advance & Clear[/center]
    [dice]d100[/dice]
    
    Post Template
    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][b2]Single/AoE Cleanse @Name of ConditionX[/b2]
    Tracker / Roll
    [score][b1] Your roll + Modifier = Total [/b1][/score]
    [b1]Stokbon Sewers: 0/ 1000 [/b1][/CENTER]
    
    Rest: Regain 25 EN
    Post Template
    Code:
    [hp]100[/hp] [en]100[/en]
    
    Post here
    
    [CENTER][b2]Rest[/b2][/CENTER]
    

    (1) Poisoned: Subtract 5 HP per turn. Lasts until cured.
    (2) Blinded: AC of the enemy is doubled for your physical attacks until cured.
    (3) Sleep: Unable to take action for 1 - 8 hours unless damaged physically.
    (4) Silenced: Magic/Magical Attacks cannot be used until cured.
    (5) Paralyzed: Unable to take action for 2 - 10 hours or until cured.
    (6)Confused: Roll a additional die when you roll. Lasts 5 - 20 hours or until cured. Use 2xd100 and look at the 2nd die to determine the effects below.
    • 50-100: Normal action.
    • 25-49: Actions canceled due to mental disorientation.
    • 1-24: Perform a attack on the last ally who posted based on 1/4 number rolled.
    (7)Diseased: Unable to have HP restored until cured.
    (8)Petrified: Unable to take action until cured. Receive half damage from all attacks.
     
    Last edited: Nov 18, 2017
  2. 79 HP

    MAX HP

  3. 70 EN

    MAX EN


  4. -5 HP from Poison Effect
    -10 EN from Group Heal
    +11 HP from Group Heal

    And now, here they were, nearing the end of the tunnel. As far as adventures had gone, it began and was about to conclude much too soon, but perhaps this wasn't something he should be said about. After all, the faster they reached the end of the tunnels, the more time the assassination team could have to take that Mad King's head off his shoulders.

    A final chance for respite, the last few steps before they plunged into the whatever awaited for them at the final steps of their journey. Cain slipped a small grim grin towards @Alphabet Chocolate in the back, before hoisting up his flag one more time. Gods, he was drenched, poisoned, and exhausted, and this entire mission had been a bit of a slog that consisted solely of running about while trying not the throw up, but perhaps it was simply good fortune that they made it this far, this quickly.

    Magical surged through imaginary veins as a gentle tune was sung, Cain showing the depths of his musical ability as fairy light and phantom birds filled the gloomy space, a dash of ephemeral beauty over the gloom and doom. His own wounds, as well as those of the Flame Wreathed Blade Dancer and the Death Blessed Queen, stitched themselves closed.

    "There's probably something at the end, eh?" Cain said, letting out a breath. "Let's finish this off on a good note, eh? Set a high bar for the ass team."

    Group Heal for 11HP @Cain Darlite @Lucia Mierz @Kaede Hoshi
    Tracker / Roll
    Stokbon Sewers: 958/1000
     
  5. 70 HP

    MAX HP

  6. 90 EN

    MAX EN



  7. "Uggh this place is the worst," Megan complained as she continued to march forward in the underground sewer system. Her companions thus far had been rather quiet about the total affair, and she couldn't exactly blame them. Walking through the tainted waters really made Megan want to put exactly zero effort into doing anything else beyond getting out of here.

    Eventually, the group of them made their way through the large poisoned mist, and then into the long corridor, the entire time Megan remained relatively quiet staring at the strange crystal Trinity had bestowed upon them, staring at it as if in awe. Though others were healed and cleansed of their conditions Megan merely trodded forward regardless, every once in awhile whispering, "Magic Artifaccct".

    Advance & Clear
    (S2) Tunnel Clearing/ (Roll) Tunnel Clearing
    Has ??? Crystal
    84 + 25= 109
    Stokbon Sewers: 1067/ 1000
     
  8. 70 HP

    MAX HP

  9. 100 EN

    MAX EN



  10. Zelrius continued to shove on through and through the tunnels. Any enemies that came his way were slashed down as soon as he could, violently flashing the blade as he swung and cut them up. His new sense of skill and adeptness within his ability to use the weapon boosted his confidence quite a bit. The poison from the door had stung quite a bit, but so far, this wasn't quite as dangerous as Zelrius had expected.

    Yet he stayed on his guard and performing as best he could; The Golden haired man had a great many things on his mind. First, the Princess wouldn't have asked for skilled (or semi-skilled when it came to himself) men and women to complete this task if it wasn't going to be atleast a little hard. That, and in contrast to his time on the Cliffside, Zelrius had the sneaking suspicion that they hadn't event gotten to the hard part yet. Still, things were interesting nonetheless. Part of that apprehension came from his own party though. It wasn't that he didn't trust their abilities and skills, its that to him, they were the most Game-like characters he had seen. There was a bard, singing songs of encouragement and inspiration, a Necromancer who raised the dead and commanded from afar, A geomancer who was... eccentric. To say the least. And a Martyr, though he didn't know that the Yladian was such, he just wasn't excited about an Elf helping them. The other party members were fairly normal, but the blue-eyed swordsman had decided that he could only wait and see.

    Once the party had reached a place that seemed to allow them a moment of rest, Zelrius slowed down a bit, allowing them and himself to catch their breath, though he was fidgety, unable to sit still and pacing the whole time. Eventually, he grew tired of that, moving on, whether it be on his own, or with the team.

    Rest
     
    Last edited: Nov 18, 2017
  11. 71 HP

    MAX HP

  12. 80 EN

    MAX EN



  13. Lucia couldn't help shooting Megan a vaguely dirty glare, the girl just charged forward with such little consideration for the others. It was difficult to restrain that bubbling feeling but Lucia rubbed her temples to try and swallow any frustrated words. Instead, she tried to focus on what she could, no doubt some monster would rear it's head at the end of their road, proceeding farther faster was the point, but at the same time, dangerous since they were terribly unprepared. With a gesture, she scattered lavender lights with a flick of her hand. A small dry smile on her face, knowing it was likely a pale and unimportant consolation prize to the party who might have been hoping for a bit more from the support. As much as she hoped there would be a full round of support before the end of the road, at this point it had become an impossibility due to recklessness, Lucia could only hope her efforts were enough to at least metaphorically bandage the gushing wounds.

    AoE Cleanse @Lucia Mierz, @Solaria, @Zelrius Poison
    Tracker / ----
    ----
    Stokbon Sewers: ---- / 1000
     
  14. Stokbon Sewee̴̜̎ȓ̷̻́s̸͇̻̘͋́̓ ̴͎͕̀̄͂-̸̜̀̃ ̵̡̰̼̓C̵̦̫̥̋͛y̷̱͇̺̑ċ̸̘͋̾l̷̪̽e̷̻̥͂̎́ ̵̢̛̐̊3̵͚̎


    All cooldowns refreshed, all buffs/debuffs/ailments are removed.
    According to the map, the party was getting close to being where they needed to be. The dampness of the sewer tunnels was much less noticeable in this area. The ceiling was getting gradually higher and in the distance was a opening of sorts where a winding staircase went straight up into what hopefully would be the home of the Falderen King.

    Then came a strange feeling as the team continued towards the stairs. It was small at first. The sounds of their shoes hitting the stone floor, the presence of the others, the darkness of the tunnel, light dripping from pipes still heard in the distance. Tension... their own feelings over this entire situation slowly rising from within. Heart rates started to accelerate, bodies tensed, yet the magic users felt their mana feel stronger more prominent within them. It was as if you were on some sort of sensory enhancing drug... everything felt stronger yet it was not natural. It felt like something was slithering beneath your skin, waiting to be set free... Then one of the party would see the walls beginning to bend almost like water. The entire tunnel started to twist and warp! The waves of various emotions and the burning of your spirit became stronger as the distortion continued.

    As this was happening, a large shadowy substance rose and blocked the path to stairs... stairs that were twisting and swaying along with the walls, the ceiling, everything except for the party and the large monster before you... a massive slime. The entire tunnel was now a wide open swirling vortex of some kind. Only vague bits of the sewers could be seen through the distortion. Then a light flashed from nowhere, streams of psychedelic energy converged with the once defeated boss monster. It drenched it in a mess of colors and the Ooze began to emit the same strange aura the party had felt right before the distortion began. The strange force made it impossible for the team to retreat or to push ahead...

    Whatever was happening, there was surely no time to hesitate!

    Distortion: Stokbon Sewers

    [​IMG]

    (Chaos) Megalomass Ooze
    2000 / 2000 HP
    TIER = BOSS [THEME]
    Threat Level:
    D̵̻̰̖́a̸͕̋̂͝ṉ̶̟̓ͅĝ̸̘̻̳͌̽e̴̛̟̪̥͐̅r̸̢̯̄ö̸̗̻̲́̉u̸̪̲̮̽̀ŝ̸̩͕͖̇
    Chaos Imbued
    Chaotic Attack: Deals from one to all of the available status ailments when landing a physical attack (User rolls 1d8 for amount of ailments, followed by 1d8 for each ailment landed. Check Status Effects Explanation Spoiler below for roll results.)
    Chaotic Defense: This opponent's elemental resistance/weakness fluctuates (when attacking those with this trait with any elemental, Fire, Water, Dark etc), roll 1d4 for resistance results: (1) Absorb, (2) Immune, (3) Neutral, (4) Weak.
    AC: 0 (All hits connect!!)

    [̷͚̞̗̊͌̎-̵̼͚͔͛̚͝-̵͓̟̑-̴͔̆Ý̸͎̜̕Ơ̴̧̲̬̆̚U̵̙̓R̵̛̠͛ ̸͇̭̓̅̈́L̴͕̃͜Ǫ̷̜̥̋͂G̶̟͛O̷̮͘U̶͍̱̦͋Ţ̵̧͉̈́̋̕S̴͍̀̎̾ ̷͓͊̒A̷̭͂R̸͙͚̜͆̈́E̸͂͐̊͜ ̷̰̜̔͝Ş̸̤̫͗Ḙ̸͓̝̎̔Ȧ̵̮͉̓L̷̫͠É̵͈̻̠̋͘Ḋ̴͖̥-̵̢̤̦̈̆-̴̣͋-̶̥̪͂̀̉-̴͈̥̄]̴̝̓


    You will be translating your current and max HP into the new calc. Use this and apply the current HP you have now into the "What is" box and place the HP given by the HP calc into blank below it. Then hit Calculate. That is your current health. Round up.


    You may roll every 4 hours and reply within those 4 hours. DM will update roughly every 4 hours.
    (1) Poisoned: Subtract 5 HP per turn. Lasts until cured.
    (2) Blinded: AC of the enemy is doubled for your physical attacks until cured.
    (3) Sleep: Unable to take action for 1 - 8 hours unless damaged physically.
    (4) Silenced: Magic/Magical Attacks cannot be used until cured.
    (5) Paralyzed: Unable to take action for 2 - 10 hours or until cured.
    (6)Confused: Roll a additional die when you roll. Lasts 5 - 20 hours or until cured. Use 2xd100 and look at the 2nd die to determine the effects below.
    • 50-100: Normal action.
    • 25-49: Actions canceled due to mental disorientation.
    • 1-24: Perform a attack on the last ally who posted based on 1/4 number rolled.
    (7)Diseased: Unable to have HP restored until cured.
    (8)Petrified: Unable to take action until cured. Receive half damage from all attacks.


    Battle Map


    [​IMG]

    Position
    You must keep track of your character's position at all times. The rule is that you can only move 1 space per turn (diagonal counts as 1).
    • Moving to a new zone does not cause you to lose your action (unless slowed).
    • You CANNOT move into or through a enemy occupied zone.
    • All characters may select any zone EXCEPT zone 5 on their first turn as their starting point.
    • Melee masteries may only hit adjacent zones (this includes diagonals).
    Locations:
    (Chaos) Megalomass Ooze - 5


    Actions
    Lock into a role and use their sheet to perform actions. Current version: 1.17

    • Heath - It's dangerous to go without HP! Use this!
    • Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
    • DPS - Damage, damage, and more damage.
    • Support - Heal, buff, and dispel conditions from allies.
    • Hybrid - All of the above.


    OOC
    Roll at: (Roll) Tunnel Clearing before posting. How to link rolls.

    You count DOWN this time because you are reducing the enemy's HP.

    Code:
    [bg]
    [health]### / ###[/health] [role]Tank/DPS/Support/Hybrid[/role] [zone]#[/zone]
    [/bg]
    
    
    Post here
    
    [CENTER][b2]WRITE ACTION HERE[/b2]
    [score]Total[/score]
    2000 / 2000
    Roll / Tracker
    
    [/CENTER]
    
     
    Last edited: Nov 18, 2017

    • 140 / 200 HP
    • Tank
    • Zone 1



    Megan continued to trudge along the pathway with the others, wearily eyeing them from behind. At some point, she had grown to realize she was with a group of relative strangers, and from their reactions thus far they didn't really seem to like her that much. Fearing her crystal friends safety, Megan tucked it away safely inside her cloak and began to clutch her staff tightly. "J-Just s-so you all know..." she said breaking the looming silence, "I-I am a master of Hydromancy... and... uh... I will freeze all of yo- I mean all those who try and fight me..." As she spoke her voice trailed off as she saw something on a far wall.

    Slowly moving downwards a disgusting ooze creature suddenly made iteslf be known by smell alone. "Oh god!" Megan cringed covering her nose, "It's awful!" With a quick flick of the wrist she began her incantation, 'Lady Shiva grant me the grace of your presence and come forth and spew a holy breath upon thine enemy so that they will know the stillness of death! Ice breath!" As she spoke Megan began to glow in a bright blue light before she thrust her staff forward releasing a hail of bitterly cold winds at the slime. "Freeze darn you!" she screamed as the winds dropped in temperature yet grew in ferocity.

    Trying to Freeze Ooze (Interrupt)
    26
    1974 / 2000
    (Roll) Tunnel Clearing/ (S2) Tunnel Clearing
    Has ??? Crystal
     

    • 155 / 215 HP
    • Tank
    • Zone 3





    A boss? Finally. Velka was beginning to think that there were nothing but pesky slimes and other generally unthreatening enemies running around. Well, it was time to get to work. The large slime had com out of nowhere and made the whole experience a bit weird, but that was of little issue to Velka. All that mattered right now, was the fight ahead of her.

    skill
    Fortuna: Rally


    The Ten of Clubs, she wasn't exactly sure if blunt trauma was the way to deal with slimes but, there was a first time for everything. She tried to raise the weapon in her hands but wow this thing was heavy, good thing she didn't actually have to carry it. Using her magic, she raised the Warhammer up high... Then sent it down like an meteor trying to extinguish all life on earth. Of course, with the psychedelic effect from before combined with the heavy nature of the weapon, her aim would be a little off, preventing any lasting damage.

    Taunt
    (17 + 25) / 2 = 21
    1953 / 2000
    Roll / Tracker
     

    • 110 / 154 HP
    • Hybrid
    • Zone 9



    Seeing the ooze monster, Lucia couldn't help twitching a brow in irritation. In her there was no abject horror, no hairs standing on end, no heart palpitations or unease. Looking at the creature's 'magnificent' entrance, she was somewhat at a loss, trying to decipher whether her feelings were disappointment or frustration. It was an interesting looking monster, one that would have otherwise piqued her interest or stirred something in her were it not for a few things that bothered her. It stank of the red rule, a glance really was enough for her to recognize it as such, it really killed her sense of urgency, her sense of excitement or anticipation. Up until now she'd been expecting some kind of ratman horde or king, some kind of sewer monster that had staked it's claim and had some motivation, something she could sink her teeth into and research. Instead there was no rhyme or reason, nothing for her to take away from this conflict or study, she got enough of the Red Rule from Merkaba, from lady Briar, and to some extent even Vivian. Even her fellow Duke from AStorea also seemed to had some splotches of red here and there.

    It was... disheartening. Lucia wanted more, something she could take away with her, but the slime only made her exhale a burdened sigh. "Well... Tal'Darim, you can take care of it." She murmured, as if the motivation had drained from her. The small collection of undead she had began violently stabbing weapons into the creatures, but Lucia remained disheartened, an unfamiliar icy and indifferent expression on her face as the undead attacked. A little too much of her real self was being filtered into her character at the moment; "There's too much red in this game, what's it going to take for a splash of blue or black?" She complained as blades and pikes began stabbing the gelatinous mob to separate and disperse it a little at a time.

    Attack
    29
    1924 / 2000
    Roll / Tracker

     

    • 85 / 121 HP
    • DPS
    • Zone 8




    As the team pushed forward, Zelrius grew increasingly uneasy. Things were ridiculously easy so far and the team seemed to be going through with relative comfortibility. That was, until the short rest the team had been having was broken quickly as Megan instantly shoved forward. To be honest, this didn't bother the swordsman all, happy that she was the one to do the rude act and not himself.

    Still, she rushed forward and then spoke about her Hydromancy, which was almost theatrically comical. For the reason that almost as soon as she was done explaining that she could freeze things, a Monster - A literal monster - appeared. This took the man aback as he leaped to the side from his position, startled by the abomination and watching the others instantly kick into action, following suit and slashing at the thing.

    ATTACK
    103
    1821 / 2000
    Roll / Tracker

     

    • 82 / 146 HP
    • Hybrid
    • Zone 4



    She could feel a great amount of pain swirling through her veins- the toxin was now cleared, but it was still going to take time for her mind to settle from the spasms her muscles had held. With a grunt, she stared at the psychedelic goo that slid like the slime it was near them.

    "Crap... I can't tell what kind of element it is... It's just..." It was too colorful to know. Normally that would've given it away. Sighing, she figured it better to be safe than sorry- though by safe, it just meant adding some light to the attack she planned, despite her health being near half at best. "May fate take wing upon your blade..."

    skill
    Fate Channelling


    The pulse of warmth entered from her hands into Duo, her newest blade that could cut from either side with ease. There was now a glimmer as she struck against the enemy, surprised to get a weak, but critical hit upon her target. "Alright! It worked out!" She cheered.

    There was a slight goo that melted at her feet as she returned the blade closer to her side. She'd guard herself the best she could- but there was only so much time, and she had a team to keep an eye on too. "Everyone, be careful! We don't know what it's made of, but it doesn't look comforting."

    Staying where she was felt like the right option, she told herself. She was near a wall, but not too far from others- she could likely heal at least 5 areas very easily from her spot... And Lucia looked like she might be able to take whatever Solaria couldn't. That meant things should turn out okay.

    Elemental Attack
    39 x 2 = 78
    1743 / 2000
    (Roll) Tunnel Clearing / (S2) Tunnel Clearing

     

    • 119 / 150 HP
    • Support
    • Zone 4



    And there it was, the prismatic aberration that served to obstruct their path, a giant blob of slime that had the coloration of gasoline in water. A disgusting mimicry of a rainbow, it shifted and oozed like industrial sludge, poison and death solidified into a disgusting muck. What was this? All of Stokbon’s shit and piss and semen mixed together into a slurry of pure revulsion? He felt his heart pounding in the distorted space, and realized, in that moment, that this oddity may be similar to the aberrant force that attacked them on the mountains. Appearing in an instant, while changing the rules of the game itself. Though none of them had any intention of doing so, the log in mechanic had been disrupted, after all, and retreat was impossible in this case.

    Do or die. Ram or rot. Fight or fry. Oh hell, he was getting excited again, wasn’t he? One hand raised up, covering up his feral, predatorial smile as Cain watched his allies at work, nubile tanks lunging in with ice and earth, while strikers furthered the assault from the other side, blades of the living and the dead cutting into the dangerous monster. Progress was much slower at this point, but there was nothing in particular to worry about. It wasn’t that they had an excess of time, really, it was more that he couldn’t imagine them faltering at this stage now. No one was critically injured, everyone was at relatively high reserves of energy, and all of them were geared to the teeth with high quality gear. Though their moment of respite had been interrupted by Megan’s hasty advance, the red themed mage was spunky and cute enough that Cain couldn’t help but laugh.

    “No worries, Megan, it’s our fault for not communicating our plans properly. You’re doing great for your first time in these sewers, keep up the good work!”

    With a flourish, he lined up beside Solaria, the banner glowing with moonlit glory as he began the Trinity Resonance once more, locking eyes with Zelrius as the dual blader cleaved steadily through the thick muck.



    Bichromatic lightning burst from the Golden Whirlwind’s twin blades, the power to carve the future he desired.

    Damage Buff for 3 Turns: @Zelrius
    12 + 42 = 54
    1953 / 2000
    Roll / Tracker
     

    • 114 / 154 HP
    • DPS
    • Zone 2



    _____Giant slime, not in the mood. That was how Kaede chose to view her current situation as rather literal sparks began arcing from her hair causing it to rise up. Lips moving slowly as she gently chanted her spell and kept her focus on the target ready to make sure it was destroyed just for existing. Slowly aiming her weapon as the sparks from her hair began to travel across her arm towards the steel blade before she rushed forward. Weapon moving towards the ground as the sparks turned to lightning and struck the ground as she ran towards the slime.

    ”NOT IN THE FUCKING MOOD!”

    skill
    Shock therapy


    _____Weapon cutting upward short of her target as the bolts of lightly began assaulting the creature with little aim or focus in general. Each bolt cracking the air as Kaede growled loudly and seemed fully enraged that her shower and bath was not going to be delayed more by a stupid boss fight. That was the other group’s job not hers damn it all!

    Reckless attack + weakness
    43 + 42 + 30 x 2 = 230
    1513 / 2000
    Roll / Tracker
     
  15. Distortion: Stokbon Sewers

    [​IMG]

    (Chaos) Megalomass Ooze
    1513 / 2000 HP
    TIER = BOSS [THEME]
    Threat Level:
    D̵̻̰̖́a̸͕̋̂͝ṉ̶̟̓ͅĝ̸̘̻̳͌̽e̴̛̟̪̥͐̅r̸̢̯̄ö̸̗̻̲́̉u̸̪̲̮̽̀ŝ̸̩͕͖̇
    Chaos Imbued
    Chaotic Attack: Deals from one to all of the available status ailments when landing a physical attack (User rolls 1d8 for amount of ailments, followed by 1d8 for each ailment landed. Check Status Effects Explanation Spoiler below for roll results.)
    Chaotic Defense: This opponent's elemental resistance/weakness fluctuates (when attacking those with this trait with any elemental, Fire, Water, Dark etc), roll 1d4 for resistance results: (1) Absorb, (2) Immune, (3) Neutral, (4) Weak.
    AC: 0 (All hits connect!!)

    The massive heavily distorted slime was hit and partially frozen by Megan's spell. However it would simply shake it's mass once and the ice shattered into the air. The ice being far too weak to keep it imprisoned. The rest of the attacks were certainly working on the creature as it began to quiver more and more until gases emerged from it's body and filled the distortion that the party had become trapped in.

    Then as the party was dealing with the toxic gas, the slime turned it's huge pit of a mouth to zone 2 and puked up heaps of garbage and filth!

    Baneful Emission: Megalomass quivers it's enormous mass as gases from deep within it seep out filling the pit with toxic fumes. 25 Damage to all zones + Ailment.

    Ailment Check Natural Rolls on your next Cycle:
    1-10: Confused
    11-24: Paralyzed
    25-34: Disease
    35-49: Poisoned
    50-100: Safe


    Waste Expel: Megalomass opens it's mouth wide as it gurgles and expels a flood of trash and filth onto a zone. 40 Damage to target zone + Ailment. Zone 2 @Kaede Hoshi

    Ailment Check Natural Rolls on your next Cycle:
    1-10: Confused
    11-24: Paralyzed
    25-34: Disease
    35-49: Poisoned
    50-100: Safe




    You may roll every 4 hours and reply within those 4 hours. DM will update roughly every 4 hours.
    (1) Poisoned: Subtract 5 HP per turn. Lasts until cured.
    (2) Blinded: AC of the enemy is doubled for your physical attacks until cured.
    (3) Sleep: Unable to take action for 1 - 8 hours unless damaged physically.
    (4) Silenced: Magic/Magical Attacks cannot be used until cured.
    (5) Paralyzed: Unable to take action for 2 - 10 hours or until cured.
    (6)Confused: Roll a additional die when you roll. Lasts 5 - 20 hours or until cured. Use 2xd100 and look at the 2nd die to determine the effects below.
    • 50-100: Normal action.
    • 25-49: Actions canceled due to mental disorientation.
    • 1-24: Perform a attack on the last ally who posted based on 1/4 number rolled.
    (7)Diseased: Unable to have HP restored until cured.
    (8)Petrified: Unable to take action until cured. Receive half damage from all attacks.


    Battle Map


    [​IMG]

    Position
    You must keep track of your character's position at all times. The rule is that you can only move 1 space per turn (diagonal counts as 1).
    • Moving to a new zone does not cause you to lose your action (unless slowed).
    • You CANNOT move into or through a enemy occupied zone.
    • All characters may select any zone EXCEPT zone 5 on their first turn as their starting point.
    • Melee masteries may only hit adjacent zones (this includes diagonals).
    Locations:
    (Chaos) Megalomass Ooze - 5
    Megan - 1
    Velka - 3
    Lucia - 9
    Zelrius - 8
    Solaria - 4
    Cain - 4
    Kaede - 2



    Actions
    Lock into a role and use their sheet to perform actions. Current version: 1.17

    • Heath - It's dangerous to go without HP! Use this!
    • Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
    • DPS - Damage, damage, and more damage.
    • Support - Heal, buff, and dispel conditions from allies.
    • Hybrid - All of the above.


    OOC
    Roll at: (Roll) Tunnel Clearing before posting. How to link rolls.

    You count DOWN this time because you are reducing the enemy's HP.

    Code:
    [bg]
    [health]### / ###[/health] [role]Tank/DPS/Support/Hybrid[/role] [zone]5[/zone]
    [/bg]
    
    
    Post here
    
    [CENTER][b2]WRITE ACTION HERE[/b2]
    [score]Total[/score]
    2000 / 2000
    Roll / Status
    
    [/CENTER]
    
     

    • 115 / 200 HP
    • Tank
    • Zone 1



    Megan's freezing spell blew into the room slamming into the ooze and covering it with a heavy layer of frost. "Hah!" Megan exclaimed twirling her staff in victory, "You see guys, that's what I mean!" With her successful spell, and the compliment from @Cain Darlite Megan couldn't help but beam a large smile before she realized she had begun celebrating to early. As if on cue the ooze merely shook its gelatinous body, casting off Megan's impromptu prison as if it were nothing. "No! No! No! You stupid Ooze!" She screamed waving her staff about her channeling raw mana, "Take this! and this!" In a last ditch effort attempt to keep the spell intact she began to summon small balls of snow at the tip of her staff which she used to flick at the creature in earnest. "Freeze darn you!"

    The creature simply did not seem to mind as it moved over vomiting buckets full of sludge onto the ground, sending even more putrid air cascading throughout the room. "Eeeeek!" Megan squealed as she recoiled in disgust coughing as the toxins took effect sending her face first into he muk. "Mrrrghh."

    Throwing Snowballs at slime (Interrupt Attempt)
    15
    1498 / 2000
    Roll / Status

     
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