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Author Topic: CvRTD: End Of The Line  (Read 199440 times)

Draignean

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Re: Roll to Castlevania: Turn 28 [In which the path diverges]
« Reply #390 on: March 17, 2011, 10:36:42 am »

Just go with the group
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SeriousConcentrate

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Re: Roll to Castlevania: Turn 28 [In which the path diverges]
« Reply #391 on: March 17, 2011, 11:01:41 am »

You've been fairly unlucky, Ahra. :( Still, according to my notes one more 8 and you get a skill-up.
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Darvi

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Re: Roll to Castlevania: Turn 28 [In which the path diverges]
« Reply #392 on: March 17, 2011, 01:49:54 pm »

So exp vs survivability? 'kay, go into the woods, but look out for big bad wolves and other threats
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Dwarmin

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Re: Roll to Castlevania: Turn 28 [In which the path diverges]
« Reply #393 on: March 17, 2011, 03:29:51 pm »

Let's...stay away from the water...

Woods, because it's been decided!

OOC: I would of voted for the boat personally. If only because I *think* the castle will be more dangerous the longer we take to get there. Then again, I can agree sparing letting people die due to drowning rolls...
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SeriousConcentrate

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Re: Roll to Castlevania: Turn 28 [In which the path diverges]
« Reply #394 on: March 17, 2011, 04:23:08 pm »

GENERAL

After quietly discussing it, the group decides to take the forest path. The ferryman probably can't be trusted and who knows what lurks in the waters of the lake? (Del Lago) They take the fork and head into the shadows. (MAR: 7.) The monsters that had been trying to get into the inn last night had been tracking them the whole way, however, and once they were in the woods they were easy to surround...

(Should've been doing this earlier rather than just assigning random targets at the beginning of battle, but your opponents are two ectoplasm, two fleamen, and three ghosts.)
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Darvi

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #395 on: March 17, 2011, 04:28:55 pm »

Zappa ghost. And stay in the middle, where I won't e harmed.
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Dwarmin

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #396 on: March 17, 2011, 04:30:51 pm »

Spirits, begone from this place!

I throw holy water on Ghost 1

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Draignean

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #397 on: March 17, 2011, 04:34:39 pm »

"Remind me again why we thought the woods were a good plan?" Mordekai groans as the assembled creatures advance. How had he gotten into this anyway? What did the friar know of fate...

Freeze something dangerous!

PS. And hostile, hostile is a must.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

Darvi

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #398 on: March 17, 2011, 04:38:08 pm »

"Well apparently they wanted to kill stuff. Now they have it their way."
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Ze Spy

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #399 on: March 17, 2011, 09:54:34 pm »

hit the closest monster with the claymore
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Krath

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #400 on: March 17, 2011, 11:39:43 pm »

Stab a fleaman. Somehow, I don't think a rapier will work on something made of ectoplasm.
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Talarion

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #401 on: March 17, 2011, 11:57:27 pm »

Throw Holy Water on one of the Ectoplasms.
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Ahra

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #402 on: March 18, 2011, 05:01:51 am »

punch them with my cross.
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SeriousConcentrate

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Re: Roll to Castlevania: Turn 29 [In which the undead attack]
« Reply #403 on: March 18, 2011, 06:38:30 am »

@Draignean: Wanna change your character's name to Mordekai? Just wondering. ^^

Spoiler: INITIATIVE (click to show/hide)

GHOST 3

The ghost suddenly appears by Pierre and swoops at him! (4 vs 5) The Frenchman ducks the ghost's dive.

FRIAR GREENMOORE

Reaching into your robes, you remove a vial of holy water and sprinkle it at Ghost 1. (3+1 vs 1. -1 MP; Massive Success, 2d6x2+1d6x2 Priest bonus damage. 26 damage and kill) The ghost shrieks as the holy water purifies it, and it fades away into mist.

MALAKAI RITT

(Random Target: Fleaman 1. 5 vs 1. -2 MP; Minor Success, no special effect. 1d4; 2 damage) Caught off-guard, you barely have time to conjure a sphere of ice and toss it into the face of the first small, leaping hunchback. It's enough to ward it off for the moment.

ECTOPLASM 2

The purple ball of protoplasm expands and contracts violently, screaming faces appearing and disappearing along its surface. Quivering, it swoops towards Wymar. (5 vs 2-1. Massive Fail, Wymar counters. Minor Success (8-2 ineffective weapon), 1d4 damage. 3 damage) The fortune teller steps to the side and swings his bastard sword into its path, lightly wounding the Ectoplasm.

MALLEUS RAULAT

You brandish your cross. (Random Target: Ghost 3. 8 vs 4. Major Success, 2d6. 8 damage) A ghost that had been about to attack you suddenly shrinks back, away from the holy implement.

GHOST 2

The ghost floats at Nazara. (7 vs 4. Minor Success, 1d4.  2 damage) It claws her on the shoulder before floating away.

WYMAR SANE

You unleash a holy spell on the nearest undead. (Random Target: Ghost 2. 3 vs 3, 7 vs 7, 1 vs 8. -2 MP) But the ghost fades away, and reappears a few feet away from your spell.

MARCUS RAUST

(Random Target: Ectoplasm 1. 5+1 vs 3. -1 MP; Minor Success, 1d6. 3 damage) You throw holy water at Ectoplasm 1. The vial smashes against its surface, and the water briefly burns with a pale blue flame.

NAZARA

You retaliate against Ghost 2. (3+1 vs 2. Minor Success (7-2 ineffective weapon), 1d4. 4 damage) Your claymore slices into it, temporarily splitting it in half before it reforms... albeit a little dimmer in outline than before your strike.

ECTOPLASM 1

The ectoplasm goes right for Malleus! (8 vs 2+1. Major Success, 7 damage - absorbed by Wax Doll!) It hits him and passes right through, but no wounds appear on his body - the strange artifact he picked up has again protected him from harm.

FLEAMAN 1

Leaping about and cackling like a hyena, the fleaman attempts to land on Marcus. (7 vs 8) But the hunter predicted his movements and dodged aside!

FLEAMAN 2

The fleaman scampers back and forth before leaping at Greenmoore from behind. (6 vs 7-1, 8 vs 5-1. Major Success, 2d4 damage. 6 damage) It lands squarely between his shoulders, grabs his ears, and repeatedly slams its small, thick head into the back of the friar's before leaping away.

PIERRE Dé GRASSE

You attack the fleaman that just attacked the friar. (2 vs 1. Minor Success, 1d4. 4 damage) You successfully stab him in the back before he's fully recovered from landing!

Spoiler: HP/MP (click to show/hide)

--------------

Malleus, Wymar, and Greenmoore have earned a skill-up. ^^
« Last Edit: March 18, 2011, 06:48:15 am by SeriousConcentrate »
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Dwarmin

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Re: Roll to Castlevania: Turn 30 [In which holy implements are useful]
« Reply #404 on: March 18, 2011, 07:01:31 am »

"I need your aid Malleus!"

I take cover behind Malleus and throw another holy water at Ghost 3

OOC: Hmm, I can kill a ghost/ectoplasm in one hit, but 10 health sucks. A single attack and your in one shotting range...but I have plenty of mana...lol

Seriousconcentrate, is there any way for higher health chars to try and intercept attacks done to the glass cannons? None of us squishy wizards will survive long without it.

So, I'll take +5 health for my skill up..to be applied now? :B
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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