11.15.2012

Play by Post FTDM 14 - Tomb of the Iron Lich, FINAL ROUND


As the final round starts team Kill Ross! is in the lead, but the entire team is lying in a bloody pool on the ground. It's still anyone's game.

California Mountain Snake self-gibs. Is she dwarf enough to draw a card?

89 comments:

  1. I don't see what it could hurt to draw a card now... What does Elle get?

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  2. You draw the Curate... Your current hit points are 42.

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  3. Fucking fuck godamnit bullshit fuck

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    Replies
    1. http://m.youtube.com/#/watch?v=GDQCaGlqLFY&desktop_uri=%2Fwatch%3Fv%3DGDQCaGlqLFY

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  4. (Goddamn it, no clear shot at ROSS)

    California Mountain Snake levels her baleful glare at Kotaresh, who stands between her and Teurama.

    ***Tech***
    Spawn @ 1
    Open the Gate of Battle on Kotaresh, +5 vs Reflex (3d10 + 5 + 4d8).
    (Use Heroic Effort, if necessary)
    If Kotaresh is standing, Flurry of Blows on him for 5 damage, else FoB to Teurama for 7 damage.
    Free action to drop 2 shrouds on Teurama.
    Move to F15. OtGoB's movement technique prevents Teurama's OA.
    Minor to declare Euryale Elle's quarry.

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  5. Elle opens the gates of battle: (6)+5+4(heroic effort)=15 vs. 15. HIT for (8)+(9)+(10)+5+(2)+(5)+(8)+(8)=55. This takes Kotaresh down to -33 turning him into a splotch of red on the ground. Teurama take 7 damage from Fury of Blows leaving her at 20. Then the shrouds drop, the move happens, and the quarry is declared.

    Euryale, you're alive and kicking. What do you do?

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  6. Lover with Euryale, RESIST 5 ALL.

    Bryan, let's make out.

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    Replies
    1. Alright, lover, heal yourself up and blast Elle right in the eyeball!

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  7. Indeed. Are we moving to Washington? Gay sex and weed FTW!

    Tech:
    CARD ME LIKE A HOT GIRL IN A T.J. BAR!
    Minor: Heal myself, surge + 1d6, +2 to attack (does this stack with the previous +2 I got from the other heal)?

    Standard: Eldritch Blast vs Elle. 6 + 2 (from heal) (+2 if my heal bonus stacks with the other one) = 8 (or 10) vs Ref. 1d10 + 5 + 1d6 (previous curse that lasts the game) + 2 (arcane reserves).

    Move: Shift to F13

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  8. Well no card as you aren't respawning :(
    The heal bonus doesn't stack :(, but you get 8+(1)=9 extra hp so you're at 21 and no longer bloody.

    The attack on Elle is (11)+8=19 vs. 16. HIT for (3)+5+(6)+2=16 hp taking Elle down to 26 hp.

    Black Mamba self-gibs. Are you dwarf enough to draw a card?

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  9. You cannot KILL ROSS! if you don't post

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  10. I am elf enough to not.

    [tech]
    F cards.
    Spawn: 1
    Minor: Sustain Lightning Breath
    Move: H13
    Standard: Burning Spray vs Euryale +7 vs Ref on hit 1d8+10 damage and the next enemy that hits me with a melee attack before the end of my next turn takes 4 fire damage.
    On a hit that should bloody Euryale, activating Lifeblood which I will use to gain +2 to attack rolls until the end of my next turn.
    Action Point: Tempest Breath on Marduk. +7(+2 if I bloodied Euryale for +9) vs Ref, on hit 2d6+10 and I will use the Vorpal encounter power to deal another 1d12. Also I gain concealment and he can't gain CA against any creature until the end of my next turn.

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  11. DM sheds a tear for the lack of a card :(

    Well to get to H13, Teurama gets an OA (20)+2=22 CRIT!!!! An executioner's axe with a high CRIT! (12)+(7)+2=21 taking Black Mamba down to 1 hp.

    The burning spray on Euryale (5)+7=12 vs. 12 for (2)+10=12 hp leaving Euryale bloody at 9 hp. Lifeblood kicks in.

    Tempest Breath (12)+7+2=21 vs. 17. HIT for (3)+(2)+10+(2)=17 leaving Marduk bloody at 11.

    Map to update tomorrow when I'm awake.

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  12. Oh, Cottonmouth self-gibs and she's brave enough to draw?

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  13. Kurt after this match I am taking those dice from you and MELTING them. :|

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  14. Hit me, Kurt! Hangman, witch, or bust!

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  15. *i meant warlock, not witch!

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  16. You got the warlock... go steal a class power from one of your opponents.

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  17. OK, so I will grab Teurama's Oath of Emnity! Was really tempted to grab Abjure Undead to use against the lich...but, well, I don't have the AP to take advantage of that standard action...mwhahahaha! What luck!

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  18. The Basanos favor O-Ren, and she reappears with a vengeance! She thought Ross dead, but he has recovered! This will be rectified!

    Tech:
    Spawn at Location 1
    Move to F17
    Minor action to Thri-keen claws vs Teurama, +10 vs AC, 1d8+6 damage.
    Standard Action to make an MBA:
    +13 vs AC 15(9+2 from vorpal+2 from CA for Ross Running), 1d8+7+1d2 (vorpal)+1d8(PK)+1d8(power strike)damage...oh yeah 4d8+1d12+7 damage!!!!

    Dual weapon attack as a free action if the MBA hits: +10 vs AC, 1d6+5 damage.

    LET'S...KILL...SOME...ROSS!

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    Replies
    1. sorry, thats 3d8+1d12+7 damage on a hit from my MBA. Got carried away.

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  19. Oh side note Teurama takes 5 damage from the lightning breath on black mamba, so is at 20

    claws (14)+10+2=26 vs. 15 hit for (6)+6=12 damage Teurama's at 8hp
    MBA (16)+13=29 vs. 15 hit for, dear god the dice, (7)+(3)+(5)+(6)+7=28 leaving Teurama gibbed at -20.
    And to beat a dead horse, dual weapon. (20)+10=30 CRIT for 11 damage leaving Teurama a stain on the floor at -31 hp.

    Sidewinder, are you drawing a card (will have to get this when I get home though).

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    1. Looks like Teurama is RESIST 5 ALL from 4 different sources, putting her at -11 (not yet gibbed) and dealing 5 cold and 5 necrotic damage to ORen for ending her turn adjacent.

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    2. ... can you cite the sources? Teurama is not within 2 squares of any ally...

      I could very well be missing something, so please do correct me if I'm wrong.

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    3. And with two decidedly bad cards, two with little effect, and two with questionably positive effects (hehe, ok, all natural creatures, DIE), Budd will choose not to draw this spawn.

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    4. Crap you're right! I was thinking it was an ally with 5 squares.

      Teurama is gibbed, ORen is at full hp.

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    5. "Upon Further Review, the ruling on the field stands, ROSS IS DEAD!"

      ...and the crowd goes wild!

      Delete
  20. Budd, the Sidewinder, reappears at location 2. He struts past Marduk. "You poor boy. You been declawed by the Avatar Act. Well. Ah ain't been. Ah like flamethrowers - d'you?"

    He tips his hat towards his fellow assassin. "Miss Driver. Looking particularly cyclopean today." Then. The burnination. All the peasants.

    [Tech]
    Spawn: at 2, no card
    Move: walk to H-10, no OA thanks to either Aang or the Na'vi. Not sure which.
    Minor: Resistive Formula on CMS
       Effect: forget the rest of the text, Elle gains 13 temp HP
    Standard: Burning Hands on B-9 to G-14
       Attack: +5 vs Reflex 12 (Euryale) and 17 (Marduk)
       Hit: 2d6 + 4d8 +5 fire damage
       Miss: half damage (which I believe carries the 4d8 if at least one target is hit)
    Possible AP (if Killing Spree): Rotting Doom on Marduk or Euryale (see below)
       Attack: +7 vs unconscious Fort 8 (Marduk) or 9 (Euryale)
       Hit: 5d8+5 necrotic damage
       Effect: can't regain HP until the end of my next turn (ha, what next turn?)

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    Replies
    1. Hehe... "see below" - I'm such a kidder!

      Basically, hit Euryale first if she's not at neg bloodied already, and Marduk if Euryale is already gibbed.

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  21. No card!?!?!?!? That's like giving up your life to go live in a trailer in the middle of nowhere and becoming a bouncer!

    Elle gets 13 THP

    Flamethrower attack:
    Euryale (5)+5=10 vs. 12 miss
    Marduk (8)+5=13 vs. 17 miss
    As you missed both, no quad damage [(2)+(6)+5]/2=6 damage leaving Euryale at 3 and Marduk at 5...

    Team KILL ROSS! has no more actions this round, can the Badass Dungeon Crushers get 2 gibs?

    Marduk your turn.

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  22. Marduk is slightly disappointed by his lack of CA but he smellz blood.

    Tech: Unbalancing trick to shift two squares to H11 and melee basic against Black Mamba +8 vs. AC 1d8+7

    Conditional AP stuff:

    If Mamba is fully gibbed then charge Elle to G14 +9 vs. AC 2d8+7.

    If Mamba is still alive hit her again +8 vs. AC 1d8+7

    Note: ANY enemy I hit this turn drops prone

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  23. The first attack on Black Mamba (14)+8=22 vs. 14. HIT for (2)+7=9 damage. Black Mamba is at -8 but not quite dead yet.

    The action point (3)+8=11 vs. 14-5=9. HIT for (4)+7=11 damage Black Mamba is GIBBED at -19.

    KILL ROSS! you have LOST THE LEAD... the best you can hope for is SUDDEN DEATH!

    Teurama are you dwarf enough?

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    Replies
    1. Oh, there was a -2 to the attack rolls for concealment, but that wouldn't affect either attack.

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    2. Wait a second... Black Mamba has lightning breath on. After the first attack Black Mamba does 5 damage to Marduk and pushes him 1 square... Marduk is concussions before the second attack. There is no GIB. There are two more people ready to die!

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  24. TENSE!!!!

    Of course I take a Card. That's not even a real question. It's like asking if I want to play on NIGHTMARE MODE.

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  25. OK, I think I've figured out my turn no matter what Card is drawn:

    Respawn at Location #2.
    Free Action Second Wind to get my defenses up.
    Move to Square G10.
    Standard to Whirling Charge at California Mountain Snake, provoking OAs but gaining an ADDITIONAL +4 to defenses against said OA due to the wording on Whirling Charge.
    Attack: +7 +1 {charge} vs. AC 15
    HIt: 2d12+7 +5 necrotic (high crit, brutal 2)
    Minor: DAMN YOU, DEUCE!!!

    ::: CARD CONDITIONALS :::

    The Jailer: RUN! giving Teurama a -5 penalty to the attack roll *sadface*

    The Hangman: KILL ALL ELEMENTAL, splattering Budd before he can OA Teurama.

    The Magician: A number of changes, but the most important at the moment would be to steal California Mountain Snake Heroic Effort and use it against her.

    The Princess, The Leper, The Summoner: No change, actions as posted.

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  26. The phrase "Can I give you a hand with that?" takes on new meaning for Teurama as she in now the Leaper. She takes her 5 damage and is at 22 hp.

    As the Lover allows you to use 2nd Wind as a free only when you are within 2 squares of an ally and Marduk is a Traitor, I'm going to have you use you minor for the DWARF AWESOMENESS power to give you the 2nd Wind. You gain +2 to defenses, but no hp as liches don't have healing surges.

    Budd get's his OA: (8)+1=9 vs. 15+2+4=21, miss.

    You charge Elle: (8)+7+1=16 vs. 15. HIT for (4)+(4)+7+5=20 hp. This leave the California Mountain Snake at 19 hp and bloody.

    Kotaresh, can you get 1 more gib to tie the game? Possibly 2 to win? There are 5 cards left, are you dwarf enough to tempt fate?

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    Replies
    1. The whole game resides on you now Andy. NO FUCKING PRESSURE!!!!

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    2. What are you, chicken, McFly?

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    3. Oh this is priceless....

      http://www.youtube.com/watch?v=k4qOKybOKXs

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  27. Oh yeah, hey guys;

    Since we're getting close to wrapping this match up (one way or another), I wanted to jump in and show you the latest changes and tweaks that are happening to this map. While I very much enjoy and encourage you to share your thoughts and insights on this map with all of us, please go check out the newest iteration first and comment there, as many of the map's flaws I think I have cleverly corrected to help narrow down and focus the experience and theme of the map.

    http://www.fourthcoreteamdeathmatch.com/2012/11/e1m3-tomb-of-iron-lich-nov-2012.html

    Thanks in advance!

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  28. I will not be taking a card, but I believe when I spawn I get a magic item.

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  29. You have become the 4-armed Golem's best friend, as you are now the Summoner. You also gain the Iron Defender, as a minor action no one can target you until the end of your next turn.

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    Replies
    1. ... does that mean the Golem immediately teeps to the spawnpoint? Or just during the DM's turn?

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    2. See, here's the thing....

      The Cards used to be not associated with Respawning, hence having the Golem immediately attack actually mattered. Now, it doesnt actually do anything, because Kotaresh isn't currently on the board when he draws the Card.

      Secondly, SERIOUSLY?!?! We have been getting such terrible Card draws!!!

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  30. Dungeon Master: Is the map accurate? It's pretty important right now as this is a make-or-break turn for the whole match.

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    1. Yeah, I humbly request that the health, map, and scores all be up to date before I make my move.

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    2. Sorry DM had stuff to do and when he got back to his computer, he forgot.

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    3. Thanks Kurt! I know DMing a match is pretty tough. We all take about 1 turn per round, you take about EIGHT!

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  31. Goddamn it I could have sworn Black Mamba was gibbed....

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    Replies
    1. "The action point (3)+8=11 vs. 14-5=9. HIT for (4)+7=11 damage Black Mamba is GIBBED at -19."

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    2. Due to Lightning Breath, Black Mamba dropped Marduk to 0 and pushed him away. Sorry I missed that before I wrote that.

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    3. ooohhhhhh! I see now. Any chance at clemency and letting me retarget Teurama's attack? I'll take rerolls on anything you deem appropriate so as to get at those sweet sweet unconscious defenses

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  32. WAITAMINUTE!!!

    Black Mamba never sustained Lightning Breath last round.

    "[tech]
    Spawn: 2
    Card: No.
    Move: G11
    Standard:
    Tempest Breath: +7 vs Ref on Kotaresh, Euryale and Sidewinder, though I've been informed by James that I'm apparently at -5 to hit him. On hit, 2d6+10 acid damage and the target can't gain CA until the end of my next turn and I gain concealment until the end of my next turn.
    Action Point:
    Burning Spray: +7 vs Ref on K, E, S, same thing. On hit, 1d8+10 fire damage and the next enemy to hit me with a melee attack before the end of my next turn takes 4 fire damage.
    If either attack misses Sidewinder I will use the Vorpal weapon's encounter power to add 1d12 to the damage, if both miss him and one hits both K and E I'll use it on that one"

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    Replies
    1. Hence, Marduk gibbed her, he is still conscious, and I will no problem keep the attack on California Mountain Snake.

      BOOM!

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    2. This comment has been removed by the author.

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    3. This comment has been removed by the author.

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  33. That's a tied match kotaresh bring it home!

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  34. Kotaresh steps out of the spawn point. He is the God of Secrets, and today, the secret is how men die.

    Spawn: at 1, shift to E17.
    Standard: Open the Gates of Battle on O-Ren with Flurry and Assault. +6 vs Ref. 4d10+11.
    Minor: Sustain Astral Weapon. +3 vs Ref. 1d10.
    Action Point: Crane's Wings. +6 vs Ref. 1d10+5 (+6 if bloodied) and push back 1. Apply Assault and Flurry if they're available.

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  35. GAME CHANGING POST:

    Okay everyone. I was out a bit this morning and it appears that the team KILL ROSS! agrees with Ross that he should have a do over of his turn. We're going back to after Ross draws his card. I will return the map to the per turn conditions in a few minutes. Sorry for the confusion.

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    Replies
    1. Map updated. Note the card and item will remain the same for Kotaresh

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    2. If the "errata" on Black Mamba is valid, ie. she is gibbed by Marduk due to a lack of Lightning Breath, then Team BDC is happy with all die rolls made and awaits the resolution of Kotaresh's turn.

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    3. Lightning Breath was on... here's the post:

      I am elf enough to not.

      [tech]
      F cards.
      Spawn: 1
      Minor: Sustain Lightning Breath *****
      Move: H13
      Standard: Burning Spray vs Euryale +7 vs Ref on hit 1d8+10 damage and the next enemy that hits me with a melee attack before the end of my next turn takes 4 fire damage.
      On a hit that should bloody Euryale, activating Lifeblood which I will use to gain +2 to attack rolls until the end of my next turn.
      Action Point: Tempest Breath on Marduk. +7(+2 if I bloodied Euryale for +9) vs Ref, on hit 2d6+10 and I will use the Vorpal encounter power to deal another 1d12. Also I gain concealment and he can't gain CA against any creature until the end of my next turn.

      So Redo the turn.

      Delete
  36. THIS IS ROSS:

    Sorry, I didnt read the part about how Ian is allowed to email his turns in willy nilly.

    In that case, as stated, Teurama will Whirling Charge the unconscious Black Mamba and Kotaresh (Andy is stiing next to me) will use his last remaining action to heal himself so as to get the +2 attack bonus and then he attacks ORen as stated.

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  37. Teurama's turn:
    Budd's OA (6)+1=7 vs. 15 miss
    Whriling charge (18)+7 vs. 14-5=9 Hit for (5)+(10)+7+5=27 hp so Black Mamba is at -35 gibbed (truely gibbed now).

    Kotaresh's turn:
    Move action to heal (no hp), but +2 attack roll
    Open the Gates: (12)+6+2=20 vs. 16 HIT for (6)+(6)+(10)+(8)+11=41 hp, taking O-Ren down to -15.

    While I could keep rolling, that gibs O-Ren w/o needing the other actions. The golem would move, but couldn't attack and change the score, so unless there's objections I'm calling it here.

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  38. FINAL SCORE:

    BADASS DUNGEON CRUSHERS 13
    KILL ROSS 14

    THE BADASSES WIN!!! ROSS IS THE IRON LICH AND HIS MINIONS BATH IN THE GLORY!

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    Replies
    1. Goddamn initiative..... (Good game!)

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  39. Agreed. From Ross, Kevin, and myself of TEAM BADASS DUNGEON CRUSHERS, that was a great game. Awesome job everybody.

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    Replies
    1. Except the dice which need to be washed... in acid.

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  40. Phew! What a match!

    My thanks to the BDC, for being such a great team to play with.

    Thanks to Team Kill Ross for not only giving us one HELL of a challenge all match long (making me doubt how we were gonna win the whole time) but also for a very flattering team theme.

    Lastly, the biggest thanks to Kurt for running the match. No one knows better than I just how difficult and stressful these matches can be to run!

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  41. Wooooo! GG all (soory I'm behind, trying to get a 2-year-old ready tot ravel is surprisingly difficult!)

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  42. Thing I have learned from this game:

    1) If I don't have time to update the map, don't resolve the turn. It will just cause confusion.

    2) Always have character notes up when resolving turns. This is so I remember what conditions/hp everyone has.

    3) While we're a bunch of people who love collecting funny shaped pieces of plastic, we really hate dice. Also death threats do not seem to affect how the dice roll.

    All in all it was really a fun game to run. I need to take a break from this and try to come up with a map... look forward to "Clue!" some time in December.

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    Replies
    1. Additionally, once peoples total health is revealed, I think it would be really beneficial to express health as a fraction, like 14/22. It would help with abilities like Open the Gates (which I think half of us used) and for determining how much damage is needed to gib.

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    2. Andy: False. In live play there is (obviously) nothing showing HP totals, although there is a little stat tent showing defenses. We started showing HP totals here on play-by-post as a means to help the DM keep things straight.

      Suck it up and take a risk.

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    3. There were also folks with bloodied effects, but I suppose that shows up as a condition anyway... And like Ross said, there's little indication in live play other than really good card counters to what current HP is.

      Also, if we end up going Roll20 for the graphical end on future matches, I think there's even a graphical HP bar it can generate above the tokens.

      Hey, Kurt - talk to David Flor (@BrainClouds on Twitter) about Clue. He's already got a great (totally non-FTDM) map for it, and might be willing to work on graphics with you! (no guarantees)

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    4. If you have enough time, it's pretty easy to figure out hp totals/bloodied values in pbp.

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    5. I'm going to disagree there. Every single move has like 9 revisions and they're not always posted in the same thread hierarchy, and there was more than one time where the DM had to revise a play and once where something was interrupted in a previous thread.

      Unless you enforce a strict posting etiquette, it's going to keep being weird. At LEAST a little bloodied symbol, all I ask.

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    6. Yeah Bloodied and Prone are by far the two most common conditions, and one of them is super easy to represent in live play. Those ones are pretty easy and intuitive to handle in pbp as well.

      One of the things about live play is that we use the typical 4E pipe cleaners to indicate whose on what team; making any more rings more of a nuisance than anything. And ain't no way we're using the flat, plastic WotC condition markers. They'll get scattered to the four winds and lost within the first 15 minutes.

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    7. Hey all, great game! Thanks Kurt! I demand an immediate YouTube video or your dice being pitched into acid! It's their fault Ross still lives, and I will never forgive them (but your cool!)


      Bears, other DMs have used a blood drop counter to denote the bloodied condition. It's of course up to the matches DM. Obviously that doesn't work in a live match, from the player and DM POV, it's helpful. We've also used little handicap symbols to denote prone, and greyed out tokens for anyone unconscious. Again, it becomes a preference for the DM.

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    8. That's fair, I'm not gonna pretend I have a grasp of how much stuff the DM has to do with EVERY DAMN POST, I just wanted to float my observations.

      My first live match will be the one next year, so we'll see how that colors my perception.

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    9. I was using excel for the map, it would be easy enough to keep a blood drop and a slippery floor icon on the map. In live games, I've use the rings off of soda bottles (coke ring work great for bloody).

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