10.11.2012

PLAY-BY-POST: Match 13 FINAL ROUND - SUPER SMASH BROS.


Ladies and gentlemen, we are in the final round of a neck-in-neck showdown between the ferocious Team WetwORCs and the valorous Knights of Spamalot. The Orcs have managed a nice comeback; can they pull through to win or will the Knights regain their supremacy?

41 comments:

  1. The Minstrel has one final chance to prove just how savage his song can be.

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  2. Going into the final round with a tie score.

    NO PRESSURE!!!

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  3. The minstrel whips out a double guitar and begins to serenade the Orcs with a power ballad about their greatest defeat yet... this one. There will be no encore.

    [Tech]

    Minor Action: song of savagery

    Standard Action: MBA against Urk
    +6 (+9 -5 squeezing +2 CA) vs. AC
    Hit: 1d8+5 damage and give Lancelot a +4 bonus to his next damage roll against Urk.

    use heroic effort if necessary.

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    Replies
    1. The Minstrel finds a top hat and wails away in the cold October rain, singing a (false?) prophetic tune, before stabbing Urk in the face.

      Tech:

      MBA: 6-2(whispers of defeat)-2(prone)+(14)=16 vs AC 16 is just barely a hit. Urk takes 5+(7)=12 damage, and is pushed towards the edge of the map...

      But he succeeds on his save (16), and falls back prone with the Minstrel.

      The prone and dazed Teddy-Sin activates.

      Map updated.

      Delete
    2. Just realized that Urk would have auto-succeeded on his save not that it matters.

      Delete
  4. "..."


    Tech:
    No fluff, teddy be dazed.
    Ninja-to rush against Sir Lancelot, apparently he is my nemesis this match. +8 (-2 from prone, +2 from his squeezing) vs AC. 1d6+5+1d8 from attack finesse.

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    Replies
    1. Teddy reaches over to hack at the prone willow tree aside him.

      Tech:

      Ninja-to rush: 8+(16)=24 vs AC 16 is a hit! Lancelot takes (1)+5+(8)=14 damage, rendering him bloodied at 13 hp.

      Gaarish the hammer-wielder of legend may now take his final turn.

      Map updated.

      Delete
  5. IF the hammer's aura attack triggers before I would hit the ground, then I will perform the following action:

    Juke to D7, then jump to d12 (+9 Athletics check). Fall to g12, where the hammer's aura attacks Sir Robin (+7 vs fort, 22 damage & push 2 on a hit--I've got a feat that adds damage to hammer attacks while in my sentinel form). Drop the hammer (free action. No longer dazed!) and fly back to d8.

    If the aura doesn't work like that, I'll stand where I am and take my second wind instead.

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    Replies
    1. Gaarish uproots himself in the name of victory, and leaps down to assault the "brave" Sir Robin.

      Tech:

      Jump: 9+(14)=23/5=4 squares of movement. I assumed you went back to D7 to get the running start, so the jump starts in D8. He clears 4 squares, but his movement runs out in D12, and he falls to G12 at which point The Hammer activates.

      Hammer time: 7+(18)=25 vs Fort 13 is a hit! Robin takes 20 damage and is pushed to H8, then falls and takes another (6) damage! He's unconscious at 0 hp.

      Ugarth returns in location 2.

      Map updated.

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  6. Ugarth appears so, so far away from all the juicy targets. "Aaaaaaaaw. Ugarth no use shiny axe?!?" His gaze drifts down toward the goody bag of possibilities in front of him. "Oooooooh, dakka dakka!!!" He lofts down towards the ray gun and starts a splay of energy across the battlefield all the while shouting "DAKKA DAKKA DAKKA DAKKA!" at the top of his lungs.

    TECH

    move action: fly to H12 feet firmly on the ground.

    minor action: pick up Ray Gun

    minor action: Fire Ray Gun at Lancelot. +6(base) +6(Savage Juggernaut) +2(Escalating Violence from last turn) +2(from squeezing combat advantage) -2(prone during ranged attack) = +14 vs. Reflex. On a hit, 5 radiant damage and use Furious Assault as a free action for 1d8+2 damage (+2 from Escalating Violence last turn).

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  7. OOC: A few housekeeping items. The Hammer disappeared when dropped, so it's gone. Also, Gaarish's 2 damage didn't count because the feat affects damage rolls. (I missed it above, so Robin is still at 0). Ugarth's avatar was in the wrong location (2 was correct). Also, I have his juggernaut bonus at +4, not 6. Correct me if I'm wrong, though.

    Ugarth scrambles to find a weapon that will reach his nemesis on the far side of the map. He jumps down, grabs the gun, aims it at Lancelot, and fires...

    Tech:

    Ray Gun: 12+(18)=30! Lancelot takes 5+(2)+2=9 damage, leaving him at 4 hp, and he negates the push from the Ray Gun.

    The tension mounts as The Rabbit respawns in location 2.

    Map updated

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  8. The rabbit appears on the field sees a lone orc with a gun directly below him but confident that an orc with a gun is most dangerous to itself he flies across the arena to engage the orcs beating up on his friends.

    Tech:
    Spawn with aspect of soaring eagle active
    Move: Fly to F8
    Minor: Activate Aspect of Charging Ram
    Standard: Charge to G4 and attack Ugarth +13 (10+1charge +2CA) vs Ac using heroic effort if necessary d8+12 (+5+5 dfa +2 charge)and push off ledge
    On hit free action dual weapon attack vs Teddy +12 (+10+2CA) vs AC with power attack for 2d6+10 damage using heroic effort if necessary and available attempt to push off ledge on hit.

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    Replies
    1. as per e-mail can't activate with new stance so start of turn minor action:switch to aspect of soaring eagle and no stance change after everything else the same though.

      Delete
    2. OOC: Assuming you're targeting Urk, not Ugarth...

      The Rabbit makes the biggest face leap of his life, the stakes at their highest, the need to devour flesh burning like never before...

      Tech:

      Charge vs Urk: 13+(17)=30 vs AC 16. Urk takes (8)+10=18 damage, leaving him at -4 and knocking him off the ledge!

      The Rabbit twists mid-air, to the confused face of Teddy-Sin, unsatisfied with one meal this lifetime.

      Dual Weapon: 12+(1)=FAILURE! Oros falls to the ground (oh the timing), and is squeezing with the Lancelot and the Angel.

      Lancelot starts his turn, prone and squeezing.

      Map updated.

      Delete
  9. Lancelot looks up at Teddy-Sin and says: "Battle well fought my friend!" before attempting to kick him over the ledge.

    "For Spamalot!!!!!" "Rally my friends!!"

    Tech:
    Minor: Second Wind
    Minor: Take healing from Skald's Aura(healing surge + 1d6)
    Free: Mark Teddy-Sin
    Standard Action: Lancelot will Bull Rush Teddy-Sin over the ledge (-3 to Strength vs fortitude) (I think that's right - -2 prone and -5 squeezing?). If that is the case then he push him over the ledge and occupy his square.

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    Replies
    1. The imminently ballsy Lancelot revitalizes himself before summoning all of the strength his prone body can muster to push Teddy-Sin toward the ledge...

      Tech:

      Bull Rush: -3+(2)=-1. Yep.

      Sir Robin self-gibs, unless he would rather not, reappearing in location 2.

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  10. Sir Robin bravely keep lying on the ground in a hope that by playing dead no one will notice him.

    Tech: Robin doesn't self-gib

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  11. Lancelot healed up for a total of 19 hit points, and is now at 23, and Robin critically succeeds his death save (20)! He's now at 6 hp, but still prone and bloodied. His whirlwind disappears for lack of sustenance.

    Urk returns in location 1, desperate for a kill to carry the match over into Sudden Death.

    Map updated.

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  12. I don't know if a bull rush counts as an "attack", but if it does Lancelot takes 9 psychic damage due to Whispers of Defeat.

    I'm awaiting a ruling to decide my actions. :)

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  13. Urk flies to the center of the area and, after performing a few incantations, screams "COWABUNGA!!!" and plummets towards Sir Robin.

    [Tech]
    Move: Move to F8

    Free: Shroud on Lancelot.

    Minor: Maledictor's Doom ... Close Burst 5, so everyone except Robin
    Base attack +4 vs Will, on a hit target takes -1 penalty to attack rolls and saves until EoNT, and until EoNT if hit with fear attack gets pushed 1.

    Will activate shroud on Lancelot (+1d6 on hit).

    Only if I hit Lancelot, will use Furious Assault on him (+1d8). Will NOT use it if I miss Lancelot.

    Standard: Angel's attack ... Close Burst 1 (Minstrel, Rabbit, Lancelot and unfortunately Teddy-Sin as well), Base +4 vs Reflex, 1d8 +4 fire damage.
    If I haven't used FA above and can use it now, do so on Lancelot as primary (+1d8). If not him, whoever else I hit.

    Free: FALL thirty feet right on Robin's head. Guessing that's 3d10 damage to him and me... Cryin' shame... :)

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  14. OOC: Got the damage on Lancelot for Whispers of Defeat. He's at 14 hp and bloodied. There are some revisions to Urk's turn per email. He needs to run to get to F8. Maledictor's Doom is not an attack power, so FA and the shroud will happen on the Angel's attack. According to Summoning rules, the summoner makes the attack through the summoned creature.

    As someone once told Urk, no guts, no glory. Of course the Orc interpretation of this phrase is a bit more literal than the human. Eager to expose some Spamalot guts to maximize his glory, Urk unleashes everything he has on the Knights, before executing a beautiful pike on Robin.

    Tech:

    Maledictor's Doom is a close blast affecting enemies, and hits Rabbit, Minstrel and Lancelot without an attack roll.

    The Angel unleashes a burst attack targeting all creatures around it. Urk makes the attack through the Angel, so it's affected by running, but not squeezing.

    vs Lancelot: 4-5(run)+2(CA)+(8)=9 vs Ref 14. Miss!
    vs Rabbit: 4-5(run)+2(CA)+(5)=6 vs Ref 17. Miss!
    vs Minstrel: 4-5(run)+(18)=17 vs Ref 12. Minstrel is hit for (4)+4= 8 fire damage+(4) FA, leaving him at 14 hp.
    vs Teddy-Sin: 4-5(run)+2(CA)+(6)=7 vs Ref 16. Miss!

    Urk plummets to the unsuspecting Sir Robin below, before the latter has a chance to flee (9 on the save to avoid the hit). They each take 10+9+5=24 damage! Robin is gibbed! YOU HAVE LOST THE LEAD!

    Sudden Death begins right here, right now. Initiative is re-rolled as follows:

    Teddy-Sin: 5+(17)=22
    Minstrel: 0+(8)=8
    Rabbit: 5+(2)=7
    Urk: 1+(6)=7
    Gaarish: 0+(7)=7
    Ugarth: 1+(5)=6
    Lancelot: 3+(2)=5
    Sir Robin: 0+(5)=5

    Teddy-Sin is up first, no longer dazed by Robin.

    Map updated.

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    Replies
    1. DEUCE THE ENTIRE REPUTATION OF THE ORCS RESTS ON YOUR SHOULDERS!!!

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    2. NO FUCKING PRESSURE, AM I RIGHT ROSS?!?!

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    3. Because apparently orcs can't fly in this establishment, Teddy flips up slicing pieces of lancelot as mementos to hang on his dojo's walls.

      Tech:
      OOOOOORRRRRCCCCCSSSSS!!!!!!!!!!!!!!!!!
      Stand up because creatures with fly speeds can't use them while prone.
      Ninja-To Rush, +10 vs AC for 1d6+1d8+5 damage.

      Delete
  15. Oh man, this pressure and panic and terror ... that is fucking FOURTHCORE, man!

    *** ARE YOU NOT ENTERTAINED?!?!? ***

    If your hunger for conquest and thirst for glory is not yet slaked, the next play-by-post Match is still looking for a spot or two to fill.

    http://www.fourthcoreteamdeathmatch.com/2012/10/play-by-post-14-tome-of-iron-lich.html

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    Replies
    1. *stares at link*

      "tome" of the Iron Lich? Kurt? Did you write up that post?

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    2. http://www.youtube.com/watch?v=AyggY_R3jU8

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  16. Bloodlust and victory consuming him, Teddy-Sin in the name of all of the ORRRRRCSS! in all of the lands, stands and swings his Ninja-to at the prone, squeezing Lancelot...

    Tech:

    Ninaj-to Rush: 8+2(CA)+(19)=26! Lancelot is sliced open, taking (2)+(2)+5=9 damage! He's bloodied at 5 hp, and negates the push due to his willowy form.

    Minstrel activates, still prone in his square.

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  17. The Minstrel flies up and brings his double guitar down on the head of Urk!

    [Tech]

    Minor Action: skald aura on myself (surge +1d6)

    Move Action: Stand up

    Standard Action: running fly to G3->F4->F5->F6->G7->H8

    Free Action: BRING THE F'ING PAIN!

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  18. FWIW: Angel gets an OA ... +4 vs Reflex, 1d8 +4 damage

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  19. Indeed. The Angel swings a blasphemous sword filled with the fiery vengeance of both Bane and Gruumsh. How such a tool came to be is unknown to the bard. The pain and effect of the blow is very much known to the Minstrel, though, despite Lancelot's efforts to intervene.

    Tech:

    The Knight's guardian form activates ahead of the angel's attack: 6-5(squeezing)-2(prone)+2 (CA)+(15)=14 vs AC 16. The Angel still takes (4)+(5)+6/2=7 damage leaving it at 6 hp and granting it a -2 to its attack.

    The attack still goes through, barely hitting the Minstrel:

    OA: 4+(19)-5 (run)-2+2(CA) (Willow)=18 vs AC 16! Minstrel is hit for 9 damage, leaving him at 12 damage after the heal of 7. He is bloodied and pushed towards the ledge....

    But he makes his save! (19)

    He is knocked prone at the edge of the precipice, which negates his movement.

    The Rabbbit is up next!

    OOC: HOLY SHIT!

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  20. The Rabbit see his chance to end things with these troublesome orcs and get himself one last meal while he's at it.

    Tech:
    Move: Stand up and shift to G5 using the shift granted by my Agile Stand Feat
    Minor: Switch to aspect of Charging Ram (no OAs on charge movement and +2 damage)
    Standard: Charge to K7 and attack Urk +12 (+10+2CA+1Charge-1doom)for d8+12 rendering him unconscious and pushing him off the ledge
    If for some reason I can't push him off the edge I will also dual weapon attack him +11vsAC for d6+10

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  21. is concerned his replenishing source of food will soon disappear. Scrambling for the weakest Orc throws himself past Teddy-Sin at the squishy one.

    Tech:

    Charge!: 12+(5)=17 vs AC 16! Urk is shattered, taking 19 damage, and leaving him 1 away from utter death. The force of the blow sends him flying across the map and over the edge!

    The disembodied voice of thousands of spectral fans chant over-and-over Spamalot! Spamalot! Spamalot as they rejoice, victorious.

    Spamalot Wins!

    OOC: Exciting finish gentlemen. Thanks for suffering through a bug-y map, and making the most out of it. WetwORCs, so close this time...

    I'd really appreciate any feedback you guys have to make this cleaner and smoother. I'll post a retrospective as soon as I can get one together.

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    Replies
    1. Good game all. I have one suggestion right now, you may want the Escalating returns for unbloodied characters to not be prone, and bloodied characters get a save from falling prone. I know I abused the auto save to force character to be knocked prone knowing they wouldn't fall.

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  22. HOORAY!!!!

    Thanks for the great game Brendan.

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  23. Huzzah! Good games Orcs and thanks for running it Brendan.

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  24. Good game all. I love a nail biter. :)

    Bittersweet loss, but well played.

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  25. Thanks Brendan!, I didn't want to go to Camelot anyways, tis a silly place.

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  26. Nicely done, everyone. My largely experimental character sorta worked, but I'll probably stick to what I know the next time.

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