Turn 8
All the adventurers scrambled for cover at the sight of the Dragon. If this was a baby, nobody wanted to know what a fully grown dragon looked like. The dragon had it's back to the group at the moment, but it was still terrifying to see it swoop down and grab a goat in its mouth. The goat tossed its legs and head to no avail. The Dragon's teeth had grappled deep into its body. Within a few moments, the goat stopped moving, and the dragon dropped it. The Dragon wasn't hungry, it was just playing with its victims. It had to be stopped.
Attacks
adventurers:Saraket:
NCA: Get behind cover (quick reflexes, as with all skills, are combat actions. This goes for the monster as well) (4)
You crouch behind a stone pillar that used to be the corner of a building. The stone would provide decent protection from the Dragon's fire breath.
-1 to all ranged attacks against you while in this location.CA: Shoot left wing (5)
You step out of cover with your bow already drawn and an arrow nocked. The dragon still had not noticed you, or anyone else. You ain for the base of its wing, where the wing meets the body, and fire. The arrow flies true, and sticks itself firmly into the base of the wing, the muscle. The dragon lets out a very high-pitched scream. (An indication that it was in fact a baby) Before turning towards you. He sees you duck back behind the pillar. Every flap of his wing induces more agony in his muscles, and blood starts running down his wing and tossed into the air by the flapping motion.
120 damage to left wingWerther:
NCA: Take cover and prepare to ambush (6)
Your eyes dart from building to building, looking for a place to ambush the Dragon from. You finally spot the perfect place, some collapsed rubble formed an overhang over a cellar entrance. It would be a perfect place to hide from projectiles. It would also make a sneak attack extremely easy. You scurry on over to the rubble and jump through a conveniently-sized gap. Unfortunately, you have such trouble turning around to face the hole again that you don't have time to practice your defense-crouching. But this was still a good area to be in.
-1 to ranged attacks against you while in this location, +1 to your next attack after leaving this location.CA: none
Burklaif:
NCA: Take cover (6)
Just like last battle, you find a perfect location where the rubble perfectly reflects light such that a black hole is formed. You scurry your small body into the location, but have trouble adjusting to the pitch black. You would think that after last time, this wouldn't have been a problem, but perhaps no mortal being was meant to live in such darkness. You don't have time to draw your bow.
-1 to all attacks against you while in this location. CA: none
Young Johnny:
NCA: Find a high location and hide (4)
The highest location that was still intact was the front wall of the church steeple. You climb up the worn, blackened stone wall, and make it to the bell tower. There are 6 copper bells in here, covered in soot, but you crawl underneath one of them for some good cover.
-1 to ranged attacks against youCA: none
Abdul:
NCA: Scream (6)
You scream your head off about the dragon being a sign for the end of times. You also note how you wanted onion rings and useless scrolls, but didn't get them. Suddenly, the onion rings and scrolls appear in your pocket, it seems it must have been an honest mistake. You munch on an onion ring while still blabbering nonsense. Your screaming did make you feel better, but the dragon didn't seem to understand any of it, and it just shoots some fire at you.
+1 to your next attackFree attack: Fire breath (3)
The Dragon opens its mouth, and a stream of flames come at you. You scream (this time, out of fear) and fall flat on the ground. The flames fly over your head, singing your hair, and setting your clothes aflame. You get back up, not realizing you were on fire.
40 damage to Abdul. Abdul is on fireCA: Magic bolt to head (1+1=1)
You fire a bolt of ice magic at the Dragon, but with a quick dive and recover, the bolt flies wide. The dragon comes at you full speed, and tries to bite you.
Free attack: Bite (2)
However, the Dragon's teeth miss you by mere inches. It seems Saraket's arrow in the Dragon's wing was making it difficult to fly. You barely escaped.
DragonNCA: fly to Saraket's location (1)
The dragon flies to the Pillar he saw Saraket disappear behind, but his wounded wing causes him to crash into a building on the way. He tumbles into the ground. He is also too far away to attack Saraket with his body.
The Dragon is no longer flyingCA: Smoke screen (1)
The dragon tries to release smoke out of his nose to blanket the battlefield, but a gust of wind picks up and funnels all the smoke upwards and out of the way.
Dragon
StatusCurrently on the ground.Head HP: 600/600 (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: 350/350 (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: 30/150 (out of range unless 3/4 legs are destroyed)
Right Wing: 150/150 (out of range unless 3/4 legs are destroyed)
To permenantly ground: destroy one of the three: right wing, left wing, tail.
To 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: 120/300
Current range from Monster: Distance
Active Modifiers: -1 to ranged attacks against him
Loot: 356
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: Werther (Level 2)
Class: Warrior
HP: 190/190
EXP: 28/250
Current range from monster: distance
Active Modifiers: -1 to ranged attacks against him, +1 to his next attack
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: 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: 60/100
EXP: 100/150
Current Range from monster: distance
Active Modifiers: -1 to Combat actions (fire)
Loot: 0
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: distance
Active Modifiers: -1 to ranged attacks against you
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.
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
Thanks for telling me of any mistakes. With so much stuff to keep track of, it's bound to happen. Tell me if you see any more.
Everybody had pretty shitty luck this turn (except Saraket). I thought that was funny.