Turn 9
The battle raged on. With a few near-death experiences already under the adventurers' belts, they came out of the shadows to attack in earnest.
Attacks
adventurers:Saraket:
NCA: Retreat to tall tower (1)
You scramble away from the dragon's feet, but your cloak was caught under a heavy piece of stone. Your neck and upper body snap back while your legs kept running, leading you to flop on your back. Ashes fly up from your impact and get stuck in your eyes. In frustration, you yank your cloak free, then lay still, hoping the dragon didn't see you.
-1 to next turn's actionsCA: None
Werther:
CA: Pommel Strike to head (6+1=6)
You wait patiently while the dragon brings his head closer and closer to your hiding spot, investigaring for the cry of pain he heard. A cry meant an injured animal, and an injured animal meant a fun toy. However, this Dinosaur was no toy. From the shadows, Werther swings his whole body around, striking the Dragon's lower jaw with the full whip-like force of his tail. There is a loud *crunch* heard as the lower jaw dislocates and fractures in several spots, and a squishing sound heard as the Dragon bites its own tongue. The dragon sits still for a moment, in shock. But then it retaliates, snaking its head inside the rubble and chomping.
200 damage to HeadFree attack: bite (6-1=6)
The blind attack was successful, as Werther did not have room to maneuver much in his hiding spot. The Dragon's jaws snap shut on Werther's body. The teeth individually puncture through multiple internal organs as the vice-like jaw closes. Werther struggles weakly as his broken, bloody body is dragged out of the rubble. Blood from the Dragon and from Werther leaves a trail of red as his dying body is dragged along the cobbles. With one last defiant roar, Werther moves no more. The dragon tosses his body into the lake, and it slowly floats away in a river of crimson.
300 damage to Werther. Werther is deadNCA: none
Young Johnny:
NCA: Sneak towards the dragon (6)
You climb down the tower and sneak so quietly and meticulously, that you don't quite get to your target location in time. However, you are in the perfect position for a strong, surprise attack soon.
+2 to your next attackCA: none
Burklaif:
NCA: Concentrate (3)
You do your method of concentration that you did earlier, and you successfully drown out all distractions in preparation for your next shot.
+1 to your next attackCA: Shoot Right wing (1+1=1)
You draw back your bow, but the sight of Werther's dead body being tossed aside like a chew toy haunts your memories. You rush the shot, and miss wildly. The arrow passes in front of the Dragon's vision. He looks straight at you.
Free attack: Fire Breath (1-1=1)
The dragon could not see where the arrow came from, but he guessed your location incorrectly. His flames miss you entirely, and his exposed head is perfect for a retaliation shot.
Free attack: arrow shot to head (2)
But the thought of the dead dinosaur still distracts you from making an accurate shot. The arrow whizzes behind the dragon's head, and he doesn't notice it.
Ewler
NCA: Run for distant cover (5)
You snap out of your still posture, and run for a distant stone structure. It seems like this was a guard tower at some point. There is optimal cover in every direction. A great place to start dealing some damage.
-1 to all attacks against you while in this locationCA: Magic bolt to right-front leg (6)
You think of the dead plants, and your anger fuels your magical powers. You draw back, and release a bolt of concentrated electricity at the Dragon's leg. He notices the bolt, and watches it, intrigued. It strikes his the upper part of his front-right leg, releasing thousands of volts inside the nervous system there. The Dragon screams in pain, but the shock passes quickly. The leg seems undamaged, but there is some significant damage underneath the scales.
60 damage to right-front legFree attack: fire breath (4-1=3)
The dragon shoots a beam of fire at you once he recovers. You duck down behind a battlement, but the heat of the surrounding air is enough to ignite you. You yelp in surprise.
40 damage to Ewler, Ewler is on FireAbdul:
NCA: read dark prophecy from scroll (2)
You read one of the scrolls, careful not to let it catch on fire, (because your entire body is on fire). But it is just some generic fortune-cookie tale about a dragon destroying a fishing village. Nothing major.
CA: heal self (5-1=4)
You use your staff, and copy what the cleric did, rapidly healing your burning flesh faster than the flames can destroy it.
40 damage healed, 10 damage taken (from fire)DragonNCA: Run to Ewler's location (2)
The dragon runs towards Ewler, and makes it about halfway before getting impatient and shooting another blast of flames
CA: Fire Breath Ewler (5-1=4)
Ewler had just stood up to look for the Dragon when another blast of flames hit him straight in the face. The force of the flames tossed him backwards off of the tower, where the fall snapped his neck. His corpse slowly burned away.
80 damage to Ewler, Ewler is dead
Dragon
StatusCurrently on the ground.Head HP: 400/600 (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: 500/500 (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, Werther, Burklaif, Abdul, Young Johnny, Jhoferi
Dead: Sally
Name: Saraket (Level 3)
Class: Archer
HP: 160/160
EXP: 180/300
Current range from Monster: Adjacent
Active Modifiers: -1 to next turn actions
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: 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 all attacks against him
Loot: 10
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.
Name:Abdul (Level 2)
Class: mage
HP: 90/100
EXP: 140/150
Current Range from monster: distance
Active Modifiers: -1 to Combat actions (fire)
Loot: 50
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 2)
Class: Warrior
HP: 190/190
Exp: 58/250
Current Range from monster: adjacent
Active Modifiers: +2 to next attack
Loot: 3
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: 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.
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
Ouch. Two deaths in one turn. At least you both went down swinging. Feel free to make a new character, or ragequit this game if that's how you feel.