Turn 11
After the surprise that was the giant lobster, the Fearless Society grew quiet again. But the battlefield was far from peaceful. There were already two deaths, and one of the veterans was badly wounded. Things looked grim.
Attacks
adventurers:Saraket:
NCA: Put out fire by rolling (4)
You fall to the ground, dissolve your humanoid form into a blob, and roll your new blob shape along the ground until your body was no longer on fire. You then reform into a more familiar shape, and get ready for revenge.
Saraket is no longer on fireCA: Quick Reflexes (1)
You practice a dodge roll, like the sargent taught you. But you dodge straight into an open corridir that the Dragon was looking down. The Dragon does not waste the opportunity.
Free Attack: Fire Breath (2)
Luckily for you, the Dragon was more focused on finishing the old man off. And it was distracted enough that it's flames missed you. The fire splashed against a large stone chimney, and spray in every direction. Some embers land on you, but such small mass of heat does not bother you in the slightest.
Young Johnny:
NCA: CHAAAARRRRGGGEE (3)
You run as fast as your frail legs will carry you. You ignore the pain deep in your chest from the broken ribs, and you get within striking distance.
CA:Quick strike the tail (5)
You slash your sword sideways, cutting a new, horizontal gash in the Dragon's tail. The gash intersects with the old one from your sneak attack, forming a sideways "T" shape. Even though this gash was larger than the other one, it did not cut nearly as deep. It was still a massively damaging strike.
100 damage to tail
Level up!Legsnapper:
NCA: Wave antennae (5)
You rapidly move your antennae in multiple directions to get a sense of your surroundings. You finally sense the scale of the creature you are fighting. It seems what you thought was the beast was just a fraction of it. Instead of making you fear, this edges you on to fight harder!
+1 to your next attackCA: Heavy attack front-right leg. (2-1+1=2)
You snap your pincers as hard as you can, but the creature moves its closest limb away from you at the last minute once again.
Abdul:
NCA: none
CA: heal Johnny (4-1=3)
Despite yourself being
covered in flames you think of others before yourself. You see the wounded Johnny, and heal him as best as you can from this distance.
25 damaged healed to Johnny, 10 damage to Abdul (fire)
Level up!Burklaif:
NCA: none
CA: Shoot Dragon's head (6)
You lie on your back once again, draw your bow with your hind legs and mouth, the fire, aiming for the Dragon's head. The arrow flies true, and wedges itself deep in the Dragon's neck. Some scales get wedged off by the flint arrowhead, and they bounce along the cobbles. The Dragn rears back, and he tries to find the location. Once again, he guesses at random and shoots some fire.
90 damage to HeadFree attack: Fire breath (1-1=1)
The Dragon's aim is so far off from your location that you get another easy shot at its exposed face.
Free Attack: arrow shot head (6)
This arrow lands mere inches from the last, wedging itself into the upper neck, where the head muscles were. The Dragon roars in frustration and pain, the fires wildly again.
90 damage to headFree Attack: Fire Breath (1-1=1) With blood streaming out of the high-pressure blood vessels that lead to the head, the Dragon misses wildly again. You repeat a third time, why stop now?
Free Attack: Arrow shot head (1)
However, the Dragon starts writhing its neck in pain, and the sudden movement causes your arrow to miss wildly. However, the Dragon didn't notice, and he continues to shoot wildly.
Free Attack: Fire Breath (1-1=1)
Even though the Dragon was conciously aiming for different places each time, this one was still a wide miss. Giving Burklaif another chance to do damage.
Free Attack: Arrow shot head (6)
The Arrow hits the dragon right between the joint of the two jaws. The bones, already weakened from Werther's final blow, shatter under the impact, and the arrow flies through the Dragon's jaw, before wedging into the soft pallate at the roof of the Dragon's mouth. The Dragon screamed in pain, before blood turned the scream into a gargle. The Dragon yanked his head down, caughed up liters of blood, the fired wildly again, it's rage getting the better of its head.
90 Damage to head
Level up!Free Attack: Fire Breath (6-1=6)
Again, the Dragon shot wildly, but this time, his random guess was correct. The flames rushed into Burklaif's hiding spot, and the area is rapidly heated. Burklaif's fur catches fire quickly, and he runs around, panicked, howling, and whimpering, inside the hiding spot. With flames in every direction, Burklaif runs at random, but he didn't get far. His body slowly stopped, then fell over. However, the tiny amount of armor that he wore around his body gave him enough time to pull his blazing bow, nock another arrow, and fire again.
150 damage to Burklaid, Burklaif is on fireFree Attack: Arrow shot head (4-1=3)
This shot was slightly off, but considering Burklaif was not much more than a black ash pile, it was rather remarkable. The flaming arrow sailed towards the Dragon, hit Directly between the eyes, but glanced off the scales and skittered across the floor. Unfortunate
DragonNCA: Run To Burklaif (6)
The Dragon runs towards the dark hiding spot that he now knew the pesky mutt was. He searches inside the dark area, but he didn't learn his lesson from Saraket, and he takes yet another arrow to the face.
Free attack: Arrow shot head (1-1=1)
However, the smoldering dog had little life left in him, and the opportunity goes unused. The arrow flies a few feel upwads, the falls and lands on the floor. The dragon finally sees the figure in the light of the flames, and goes for an easy attack.
Free Attack: Bite (3-1=2)
However, the rocks get in the way of the Dragon's attack, and the teeth snap shut a few millimeters from Burklaif. He lives a little bit longer...
CA: Tail Whack Burklaif (5-1+1)
Frustrated with the resiliant hound, the Dragon sweeps his tail at the rubble, clearing a bath like a battering ram. The tail moves through the rocks, and comes out the other side. It was hard to tell from any distance, but the smoldering remains of the Brave dog, Burklaif, were in several locations after the attack. The brave Burklaif was no more.
160 damage to Burklaif, Burklaif is dead.
Dragon
StatusCurrently on the ground.Head HP: 130/600 (small scales: -30 to ranged attacks) (out of range unless 3/4 legs are destroyed)
Body HP: 1000/1000 (large scales: -50 to ranged attacks, -20 to adjacent attacks)
Tail HP: 240/500 (small scales: -30 to ranged attacks)
Front Right Leg: 290/350 (small scales: -30 to ranged attacks)
Front Left Leg: 350/350 (small scales: -30 to ranged attacks)
Back Right Leg: 350/350 (small scales: -30 to ranged attacks)
Back Left Leg: 350/350 (small scales: -30 to ranged attacks)
Left Wing: 0/150 (out of range unless 3/4 legs are destroyed)
Right Wing: 150/150 (out of range unless 3/4 legs are destroyed)
Permanently groundedTo immobalize: destroy 2/4 legs
To kill: destroy body or head.
Possible Status effectsImmobilized: If the dragon immobilizes you, you can no longer perform NCAs until you are dropped. You can still attack, but only the body part(s) that are immobilizing you. And your attacks have a -1 modifier.
Fire: If the dragon sets you on fire, you will take 10 damage per turn, and your attacks will have a -1 modifier. To remove the fire, perform a relevant NCA (like jumping in the lake, or rolling on the ground)
Fly: Takes off of the ground with its massive wings. It can only be shot by ranged projectiles in this state, however, it's unarmored underbelly is revealed.
Required Body Part: both wings and its tail
Effect: all body parts are out of range of adjacent attacks, lower body is no longer armored. Takes full Combat action to take off, but no action to stop flying. All attacks and skills can still be done while flying
Smoke screen: Lets out a huge column of smoke out of its nostrils, covering the ground in grey smoke. this makes aiming projectiles rather difficult
Required Body Part: head
Effect: All projectiles have a -2 penalty for two turns. (must roll 4 or higher to succeed)
buffet: Flaps it's powerful wing at all attackers, making their subsequent actions more difficult
Required Body Part: Left wing or Right wing.
Effect: -1 to all adventurers next turn (must roll 3 or higher to succeed)
Drop: Drops an imobalized opponent.
Required body part: whatever part(s) are doing the immobalizing.
Damage: 50 (if flying) 10(if not flying)
Modifier: none
Bonus: Does not cost a CA to perform.
Stomp: Crushes its target underneath its feet.
Required Body Part: Two legs or (one leg, two wings, and tail.)
Damage: 200
modifier: -1
Range: adjacent
bonus: none
Bite: nabs its target into its mouth, and bites.
Required Body part: Head
Damage: 150
modifier: none
Range: adjacent
bonus: Immobilizes the opponent.
Tail Whack: Quickly moves its tail horizontally along the ground, whacking its target into the ground with deadly force.
Required Body part: tail
Damage: 80
modifier:+1
Range: adjacent
bonus: none
Clutch: grabs the target in two claws and shreds them.
Required Body Part: 3/4 legs, or 2 legs, both wings, and tail.
Damage: 130
modifier: +1
Range: adjacent
bonus: immobilizes the opponent.
Fire Breath: breathes a stream of fire at a target. Useful for hitting those pesky archers and mages.
Required body part: head
Damage: 80
modifier: none
Range: Distance
bonus: any target hit will be set on fire.
Adventurers
Alive: Saraket, Abdul, Young Johnny, Jhoferi, legsnapper
Dead: Sally, werther, ewler, burklaif
Name: Saraket (Level 3)
Class: Archer
HP: 130/160
EXP: 180/300
Current range from Monster: Distance
Active Modifiers: none
Loot: 436
Additional Skills: quick reflexes
Age: Unknown
Description: Sand elemental, wears a blindfold, has glass shards for hair
Backstory: If he has one, he's not sharing it
Reason for joining the Fearless Society: Boredom
Any additional information: I get the impression that it would be kinda hard to do any lasting damage to him, considering he is, well, a sandstorm in the shape of a person.
Also: nice to see the successor to Brittan! I'm thinking I'll get Respawn to show up after I die. He'll be confused…
Name:Abdul (Level 3)
Class: mage
HP: 110/120
EXP: 0/300
Current Range from monster: distance
Active Modifiers: -1 to Combat actions (fire)
Loot: 75
Additional Abilities: Heal
Age: Many moons
Description: A crazy arab with a CRAZY deathstick.
Backstory: Keeps drunkenly claiming the end is nigh.
Reason for joining the Fearless Society: Accident, thought he was signing an IOU at a bar.
Any additional information: THE END IS NIGH!
Name: Young Johnny (Level 3)
Class: Warrior
HP: 230/230
Exp: 0/375
Current Range from monster: distance
Active Modifiers: none
Loot: 263
Additional Skills: Pommel Strike
Age: 106
Description:A really old human his beard comes to his knees
Backstory: A baker left his store to his grandchild's.
Reason for joining the Fearless Society: Death in the battlefield is better that death in a bed.
Any additional information: Is his first time touching a weapon
Name: Jhoferi
Class: archer
HP: 100/100
EXP: 58/100
Current range from monster: distance
Active modifiers: none
Total damage done: 58
Age: 22
Description: A dull-eyed, ungainly young man, bespeckled with crumbs which he is often seen picking from his grimy clothing and eating.
Backstory: For some, there comes a time in their life when they discover their their true passion, the one real meaning for their existence, all at once. For twenty-two-year-old Jhoferi, previously a total slacker with few skills and little-to-no motivation or drive, this passion was onion rings.
He vowed to himself to do whatever it took to ensure he always had plenty of crisply fried, evenly-battered onion rings.
Reason for joining the Fearless Society: His nemesis (although Jhoferi is entirely unaware said person considers themselves a nemesis) convinced him there were onion rings a-plenty to be had by those brave souls employed by the Society. Just onion rings as far as the eye can see. Jhoferi is determined to do his duty and lay claim to the bloody onion rings of righteous victory.
Any additional information: Mildly hungry.
Name: Legsnapper
Class: Warrior
HP: 150/150
EXP: 0/150
Current Range from monster: distance
Active Modifiers: none
Loot: 0
Age:1
Description:A giant amphibious lobster
Backstory:Legsnapper is a megalobster, a breed of crustacean magically augmented to provide huge portions and easy access for farmers.
Reason for joining the Fearless Society:A recruiter bought Legsnapper and sent him to the Fearless Society as a prank.
Any additional information:I'd like to flavor my sword as the pincers.
Name: Sally (Level 2)
HP: 0/190
EXP: 0/250
Current range from Monster: Distance
Active Modifiers: dead
Total damage dealt: 160
Age:13
Description: human female child, has long blond hair and is normally smiling.
Backstory: Daughter of farmers, has 4 older brothers.
Reason for joining the Fearless Society: What kind of kid doesn't dream of killing dragons and saving princesses? Sally just decided to try to make these dreams a reality.
Any additional information: Is unknown if she has her parents permission to be here.
Name: Werther (Level 2)
Class: Warrior
HP: 0/190
EXP: 228/250
Current range from monster: distance
Active Modifiers: dead
Loot: 27
Additional Skills: Guard, pommel strike
Age:Adult
Description:A dilophosaurus.
Backstory:Werther once belonged to a decadent count who purchased him as a hatchling from a group of adventurers who found his egg while slaying the Bird-Serpents of the South. Werther was eventually trained to entertain at parties by mauling prisoners to death on command for the guest's amusement.
Reason for joining the Fearless Society:Eventually, the count disapproved of his daughter's choice of a peasant suitor and fed him to Werther. The count's daughter ran away after that, and the count swiftly tired of the dinosaur's "act" when it reminded him of what he had lost. The dinosaur was then sold to the Fearless Society.
Any additional information:I'd like to flavor my sword as bite damage, please.
Name: Eweler, the old
Class: mage
HP: 80/80
Exp: 0/75
Current Range from monster: distance
Active Modifiers: none
loot: 0
Age: Appears really old
Description: A tall, white-haired and long-bearded man with well-tanned skin from the years.
Backstory: He's been training as a mage for a while. Well, a few hours, anyway. He's an expert at all things plant-based! Except for those things not related to carrots. He claims to be some sort of genius at growing things, but nobody's ever seen him do anything with plants. For that matter, nobody's ever heard him more than seven words in a sentence. He rarely ever talks. Probably because he's been a hermit for years.
Reason for joining the Fearless Society: His carrot crop was destroyed, and so he was both bored and starving to death. To alleviate the above issues, he decided to go somewhere to die. Unluckily for you, he chose to join this society.
Any additional information: He seems to have really spindly limbs and worn-out knees, but he can move surprisingly quickly in his staff-aided hobble.
Name: Burklaif (Pronounced: Boork-life) O'Labrador (Level 3)
Class: archer
HP: 0/160
Exp: 0/300
Current range from monster: distance
active modifiers: dead
Loot: 280
Additional Skills: quick reflexes
Age: 16 years old.
Description: A member of Dog-People race, belongs to nomadic Labrador sub-race/clan.
Backstory: Burklaif was born in the nomadic clan of Labrador. Like every other child in the clan, Burklaif was trained in art of archery and animal tracking since childhood, which he spent hunting caribous and elks. Eventually, he was able to hunt much dangerous prey, like lynx or polar bear.
Reason for joining the Fearless Society: After turning 16 years old, Burklaif needed to complete initiation ritual to become true member of Labrador clan. He needs to kill dangerous rare, or magical creature in order to return to his clan. After 3 unsuccessful months of searching for the prey, he found a member of the Fearless Society. He offered him help with Burklaif's search in exchange for the permanent membership in the Fearless Society...
Any additional information: Since he belongs to literally anthropomorphic Labrador clan, I wish he got a small Cold Resistance.
Turn Template
Either fill in this template, or submit your turn using your own methods. Just make sure all the information is present.
Name of character: [this would make it a whole lot easier for me.]
Non-Combat action: [usually movement based, but you can get creative]
Attack: [the name of the attack you are using]
Target: [either a body part of the monster, or the name of the other character you want to attack]
Role Playing: [optional words or actions that serve no game purpose, but enhance role playing.]
Refrences:
Heavy Strike: A strong two-handed strike that puts all your power into the blow. No amount of armor can withstand a strike of this magnitude!
damage: 80
modifier: -1
Range: adjacent
bonus: Ignores armor
Quick Strike: A fast slash in front of you.
damage: 50
modifier: none
Range: adjacent
Bonus: none
Kick: A quick kick with your armored boots is sure to do damage to whatever it hits.
damage: 30
modifier: +1
Range: adjacent
Bonus: none
Skill: Guard
Required Level: 2
Cost: 150 loot
Bonus: For two turns, all attacks against you have a -1 modifier to hit (Must roll a 3 or higher for success)
Attack: Pommel Strike
Required Level: 2
Cost: 200 loot
Range: adjacent
Damage: 50
modifier: none
Bonus: Double damage to heads.
Arrow Shot: Shoot an arrow at your target, no matter the range. Does decent damage, but is neutralized easily with armor.
Damage: 60
modifier: none
Range: distance
Bonus: none
Lunge: lunge straight for your target with your knife, cutting deep into the target if successful. A miss will leave you wide open, however.
Damage: 70
modifier: -1
Range: adjacent
Bonus: A miss will give your target a free attack, weather or not the roll was a 1.
Slash: Sweep your knife across your target, dealing easy, but shallow damage.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
Skill: Quick Reflexes
Required Level: 2
Cost: 100 loot
Bonus: For two turns, all attacks against you have a -1 modifier to hit (Must roll a 4 or higher for success)
Magic Bolt: Fires a bolt of elemental energy at the target. This ignores armor, but is not that strong.
Damage: 30
modifier: none
Range: distance
Bonus: ignores armor
Magic Beam: Fires a constant beam of elemental energy. This is more damaging, but difficult to aim.
Damage: 50
modifier: -1
Range: distance
Bonus: ignores armor
Staff Strike: Whack your target with your staff, good when things get too close for comfort.
Damage: 20
modifier: +1
Range: adjacent
Bonus: none
Attack: Heal
Required Level: 2
Cost: 150
Damage: -50 (negative damage, it heals your target 50 HP. Use on allies)
Bonus: can be targeted on yourself.
OOC notes
Rest in Piece, Burklaif. Everybody, I think he deserves a hero's sendoff.
I decided to give Abdul the experience for healing Johnny, even though his level up healed him fully. It made more sense that way.