Turn 5
The Monster was defeated. Nobody questioned that. The Minotaur's broken, bloody body slowly fell backwards. He was dying, unconscious and soon to be dead. All the adventurers brave enough to take on the beast rushed in like vultures to deliver the killing blow, and take their spoils.
Attacks
Since the beast is unconscious, all attacks will be critical hits.
Adventurers: Saraket:
NCA: Move to point-blank range (2-1=2)
You try to move towards the Minotaur to get a point-blank deathshot, but as you step down from your pile of gravel, your foot sinks deeper than you expect, and you spend a few seconds to get it out. You make it down the hill, but are not as close as you had hoped. You notice the others closing in to make their killing blow, and you decide to fire before any of them can get in the way.
CA: Fire arrow at head
You draw back, and let loose one arrow at the Minotaur's head. The arrow falls right through the temple, crashing through the helmet. The Minotaur's neck twitches, and a new fountain of blood starts pouring into the pool of crimson.
96 damage to head
Level up!Young Johnny:
NCA: Jump onto Minotaur's body (4-1=3)
You run up, and jump onto the beast's chest right after Saraket's arrow lands. You lose your balance momentarily, but ragain it, prepared to go for the killing strike.
CA: Kick the head
You rear back your leg, and kick the Minotaur in the chin as hard as you can. Your boot Clangs against the chinguard of the helmet, which ended up twisting the Minotaur's neck backwards violently. You hear cracking of bones.
58 damage to HeadWerther:
NCA: None
CA: Heavy attack the head
you pounce on the Minotaur, and Johnny wisely lets you take that position. You scratch the face of the Minotaur twice, widening the eye-holes and ripping the forehead portion of the armor off. You then rear back, snap open your frill, and dig your head inside the head. You shatter the skull with your own, and chomp on something gooey and squishy. It tastes Delicious! You pull your head out, to remove this delicious piece of meat, and the entire brain of the Minotaur comes out, dripping with blood, and rapidly disappearing down Werther's throat. Upon seeing this, the rest of the adventurers cheer wildly. The beast has been slain! Werther recognizes the cheering, and does a bow, stepping one foot back slightly.
160 damage to headAbdul:
NCA: Chant strange words (4-1=3)
You chant some meaningless words, "Velcro. Alphabet. Popcorn. Frog. Lumpy. Migraine. Torpedo." The effect is nice, but it has no benefit. Also, what is a torpedo?
CA: Magic beam at head
With the Minotaur down, you have no trouble hitting your attack. You summon a beam of fire to collide with the neck of the Minotaur. The beam enters his helmet, before exploding out of every hole. Werther jumps back, away from the danger, but the dead body of the beast takes it head on, quite literally. The head catches fire, and the burning fur smokes vigerously.
100 damage to headMinotaur:NCA: twitch
CA: none
Minotaur
Status Head HP: 0/300 (armored) (in range of adjacent attacks!)
Body HP: 452/500 (armored)
Right arm HP: 0/150
Left arm HP: 0/150
Right Leg HP: 0/200
Left Leg HP: 0/200
Immobalizedslain
Loot
Here is the amount of loot available, partitioned by each player who did damage. It takes one non combat action to grab your loot (and possibly another just to get to the Minotaur) But once you've grabbed your loot, you can spend another non-combat action next turn to grab somebody else's if they haven't gotten it yet. You can also try to kill somebody to take whatever loot they have grabbed. Once you make it through the portal, you are safe.
Saraket: 336 (available)
Werther: 373 (available)
Burklaif: 120 (available)
Abdul: 200 (available)
Young Johnny: 243 (available)
Jhoferi: 58 (available)
Adventurers
Alive: Saraket, Werther, Burklaif, Abdul, Young Johnny, Jhoferi
Dead: Sally
Name: Saraket (Level 3)
Class: Archer
HP: 160/160
EXP: 0/300
Current range from Monster: Distance
Active Modifiers: none
Total damage dealt: 336
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: Werther (Level 2)
Class: Warrior
HP: 134/190
EXP: 28/250
Current range from monster: adjacent
Active Modifiers: none
Total damage dealt: 373
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: Burklaif (Pronounced: Boork-life) O'Labrador (Level 2)
Class: archer
HP: 100/100
Exp: 0/200
Current range from monster: distance
active modifiers: -1 to attacks against him
Total damage dealt: 120
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.
Name:Abdul (Level 2)
Class: mage
HP: 70/100
EXP: 100/150
Current Range from monster: distance
Active Modifiers: none
Total damage dealt: 200
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 2)
Class: Warrior
HP: 190/190
Exp: 58/250
Current Range from monster: adjacent
Active Modifiers: -1 to non-combat actions next turn
Total Damage dealt: 243
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: -1 to non-combat actions next turn
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: 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.
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
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
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
OOC notes
A few notes here, I won't be revealing what the shop has to offer until everybody makes it out. If somebody is attacked for their loot, and they don't post anything that turn, I'll automatically make them counter-attack. If someone doesn't post until everybody else made it back, I'll make them walk back without taking any loot.
Also, important note, I will be changing how armor works next monster we meet. Instead of blocking a percentage of damage, It will block up to a certain damage, but no more (that number will be higher for ranged attacks than it is for melee attacks. I will change the OP once the next fight starts, but I'll keep it just in case there is any fighting for loot.