11.24.2012

Play-by-Post Match 15 | Round 01


THE CALL TO BATTLE HAS BEEN SOUNDED AS THESE FORMIDABLE TEAMS PREPARE FOR WAR. THE FIRST VOLLEYS OF COMBAT ARE LOOSED AND EACH MAN WARILY STUDIES HIS FOE.

Recommended Listening:
Bolt Thrower - In Battle There Is No Law

43 comments:

  1. THE BATTLE HAS BEGUN IN EARNEST!

    ALL DUNGEONEERS HAVE ARRIVED ARMED AND READY ... AND EARLY. THE DUNGEON MASTER IS PLEASED AND SEES NO SENSE IN HALTING THE IMPENDING BLOODSHED.

    MATCH 15 HAS OFFICIALLY BEGUN!

    TO ADHERE TO ALL FAIRNESS, NO DUNGEONEER MAY BE DELAY-GIBBED UNTIL 12:00PM NOON EST.

    ReplyDelete
  2. RUDOLPH BEGINS ALL MATCHES, AND RESPAWNS AT STONE PLATFORM #4. PUTRID ACID HISSES AND BUBBLES AT THE GRANITE SLAB SUPPORTING THE SURROUNDING CAGE.

    ReplyDelete
  3. Rudolph, the red-nosed lord of light, appears in the festive chamber ready to partake in holiday delight. "But where is everyone? I was told there was going to be a party. Looks like I don't fit in again." The saddened reindeer shuffles into the corner and and sulks.

    TECH

    move action: move to A5
    standard action: total defense, +2 to all defenses until the start of Rudolph's next turn.
    minor action: sulk.

    ReplyDelete
  4. MAY THE INFINITE SORROWS OF 1,000 EMPTY NIGHTS FILL THY SOUL.

    THE GRINCH RESPAWNS TO PLATFORM #1.

    ReplyDelete
  5. As the Grinch entered the scene in a flash of green light
    he glanced 'round the room "Who shall I kill on this night?
    "What?" cried the Grinch "There are no enemies here?
    Then I'll prepare my defenses like my allied reindeer!"

    TECH
    Move: To E2
    Standard: Total defense

    ReplyDelete
    Replies
    1. [TECH] Rudolph automotically succeeds on Athletics checks to jump 1 square on both standing and running jumps.

      Delete
  6. THE MOUNTAIN THAT RIDES CRASHES INTO THE JOUST, PLATFORM #2, EYES LOCKED WITH THE GRINCH.

    ReplyDelete
  7. Ser Gregor angrily calls for his hammer and then realizes it is already in his hands. He takes a moment to take a swig from his flask and moving with surprising dexterity for a mountain he positions himself to strike.

    Tech:

    Minor: Resistive formula on himself. +1 to AC

    Move: Shift to E1.
    Free action: end the bonus to gain 11 THP
    Standard Virtuous strike +7 vs. AC 2d6+4

    Free actions:
    Spirit of Vice to deal 4 damage to myself to gain 4 additional damage
    Dread smite on a hit an additional 6 fire damage and ongoing 5 fire.

    In summation: I am at square E1 with 7 THP and my attack is +7 vs. AC 2d6+14 and ongoing 5 fire save ends

    Further notes: Heroic effort if the additional bonus will be the difference in a hit or miss

    ReplyDelete
    Replies
    1. and the damage from dread smite is regardless of hit or miss. the only part of the power that is conditional is the ongoing 5 fire

      Delete
  8. FATE SHINES NOT UPON THE MOUNTAIN. CLUMSY IS THY SWING, AND THOU ART LURCHED BACK INTO THE VORTEX TO RE-EMERGE UPON PLATFORM #4.

    ROBOT-SANTA BEGINS THE ANNUAL PATROL OF TERROR. FIRST STOP: PLATFORM #2.


    [TECH] (1) Humiliation!
    Kevin, I am SO SORRY!!!

    ReplyDelete
  9. A good start! Grinch still takes 6 fire da,age

    ReplyDelete
  10. This comment has been removed by the author.

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  11. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. [TECH] Looks like there has been some confusion regarding how the Teleportation Archways function. Robot Santa is on top of the Archway "pointed at" PLatform #1. If he steps off, then steps back onto the Archway (a total of 3 squares of movement since the Archway is difficult terrain), he will be instantly teleported to Platform #1's Archway, which is Square A1.

      Please repost your turn at your convenience. You have about ... 43 hours, so take your time if you need.

      Delete
    2. [TECH] I can almost feel Mason's excitement and bloodlust at the prospect of an early and effortless Telefrag. I'm thrilled! Oh don't you worry, it will come, and it will be amazingly satisfying.

      Delete
  12. OOC - Sorry, had to re-read the rules about the teleport circles three times before I stopped being stupid. :D

    Robot Santa says "Ho ho ho! Merry EXMAS! Looks like the Mountain has been a very bad boy!"

    TECH:
    Move - Acid Surge to space I1. Gain 8 THP.

    Minor - Wizard's Fury.

    Standard - Resistive Formula on myself. Gain +1 to AC, will End as a free action to grant 9 THP when have no other THP.

    ReplyDelete
    Replies
    1. THE DUNGEON MASTER HAS LENIENCY ON THE ONLY COMPLETE NOVICE TO THE FTDM EXPERIENCE AND INTERPRETS ROBOT SANTA'S ACTION AS "WAIT UNTIL DAMAGED AND HAS NO TEMPORARY HIT POINTS BEFORE USING RESISTIVE FORMULA TO GAIN MORE TEMPORARY HIT POINTS, SINCE THEY DO NOT STACK."

      Delete
    2. WHICH IS EXACTLY WHAT ROBOT SANTA SAID. LENIENCY DENIED!

      Delete
  13. THE LIGHTNING LORD REFUTES DEATH AND RESPAWNS AT PLATFORM #8.

    FOREVER ALONE.

    ReplyDelete
  14. The former Lord of Blackhaven steps onto platform 8. His morningstar is alight, and he bares the scars of a myriad deaths. Wordlessly, he seeks his quarry, as the last order given to him by the great Eddard Stark.

    [TECH]
    Move: Alright, help me out. If I move to I6 (jumping the acid of course) will I then be able to teleport to platform 2 (space E1)? How many spaces of movement is that? If I can make it in 6, I do, if not, I Open the Gates of Battle (Move) to get there.
    Standard: Open the Gates of Battle on Grinch, +6 vs Ref, and Furious Assault and Flurry of Blows on a hit. 3d10+11.

    ReplyDelete
    Replies
    1. [TECH] The Teleportation Archways all have specific destinations, as printed on their icon. This round, all Teleportation Archways send people to odd-numbered Platforms. Next round it will switch to even numbered Platforms, and so on. So, there are in fact currently no means to use Terrain Powers to Teleport to Platform #2.

      Please revise your turn when you are able.

      Delete
    2. All the cool things I said, but instead I move to K9 and total defense and the end.

      Delete
    3. Oh in case you're still taking things super literally, my only actions are to [Move] to K9 with a standard move action and [Standard] Total Defense.

      Delete
  15. THE DUNGEON MASTER DETESTS THE DEARTH OF CHARGE ATTACKS.

    PYAT PREE STEPS THROUGH THE SHADOWY VOID ONTO PLATFORM #5.

    ReplyDelete
  16. TWELVE HOURS!! My itchy left-coast-time-zone trigger finger is poised! Alas, the strange little man from Qarth is saved by the delay-gib start time of Noon on Monday.

    Next time, Pree. Next time.

    ReplyDelete
  17. Lips stained purple with the blood of a newborn, Pyat Pree steps into the strange arena. Legend told of hidden dragon spawn in this place, but this he did not expect. No matter he thought. He would just have to devour his competition for the wonderful prize first.

    Tech:

    Move: Shift to I5.
    Standard: Arcane Whirlwind centered in G3. Area burst two, targeting Robot Santa and Grinch.
    +5 vs Reflex
    Hit: 2d6 +5 thunder damage, and slide Santa 1 to H2. If that's a hard corner slide him to I2. Slide Ginch 1 to F2.

    Pyat Pree may action point depending on how this resolves.

    ReplyDelete
    Replies
    1. LIGHTNING CRASHES, AN ANGEL DIES.

      THE DUNGEON MASTER AWAITS.

      [TECH]
      ZONE REPRESENTED BY BLUE LIGHTNING BOLTS.
      Robot-Santa: (12)+5 vs. Reflex 15; hit!
      Grinch: (12 again)+5 vs. Reflex 14 +2; hit!
      for (6)+(6)+5 thunder damage; DOUBLE DEATHMATCH!
      When you all get your dice this week and start rolling those new d6's on the regular, you will start referring to the 6 as a "deathmatch", trust me.
      Robot-Santa's temporary hit points are released, The Grinch is dropped unconscious!
      The bars make hard corners, so Santa slides to I2 and the Grinch is teleported to Platform #1.

      Delete
    2. My bad, I misread and got telefrag happy. The Grinch is not teleported and is just slid.

      Please give Commentaruy on the orange lines. Do they help explain the teleportation scheme?

      Delete
    3. The Orange lines helped. It made me realize I didn't understand how the teleportation worked as well.

      Delete
  18. OOC: Double Deathmatch! I love it.

    Pyat Pree will throw caution to the wind and attempt to clear out both of these challengers for the knowledge of dragons this room so clearly possesses. Too bad; in another time and place he could have sympathized with their desire to end all merriment.

    Tech:

    AP: Hypnotism vs Robot Santa
    +5 (ranged) vs Will 12+2 (cover)
    Hit: Slide him 5 squares, I3>J6>I6

    Minor: Use the Whirlwind to slide Grinch 2 onto F1 for the telefrag.

    ReplyDelete
    Replies
    1. FATE HAS SMILED UPON THY QUEST. ENJOY YOUR REPRIEVE, FOR IT SHALL BE SHORT-LIVED.

      YUKON CORNELIUS SEEKS VENGEANCE FOR SUCH A SLIGHT, ARRIVING AT PLATFORM #5.

      [TECH]
      (20) CRITICAL HIT!!!
      I've thought long and hard on this one, and I believe this still requires a saving throw to force-move a creature THROUGH hazardous terrain. Speak up if you think you can point to an example to the contrary.
      Save vs. Hazard: (8) FAILURE!


      !!! TELEFRAG !!!

      Delete
    2. Saving throws are typically granted if the square is hindering terrain which "which punishes creatures that are in it or try to enter it". The archways have no classification and don't punish the targets being moved, but rather the target on the other side of the portal.

      Those are my two cents, but I'll concede to whatever ruling you have.

      Delete
    3. Yes, quite; but what about the acid that Robot-Santa was slid over, but not into?

      Delete
    4. I assumed the teleportation would bypass the acid, and thus the hazard.

      Delete
    5. Oooohhhh I see what you did there. I have a bad habit of reading WHAT I WOULD HAVE DONE instead of what you actually typed. I had thought you were trying to move Robot-Santa across the acid to Platform #2 for the telefrag. Much more clever your way, definitely requiring ZERO saving throws.

      Good point of discussion in case it comes up, though!

      Delete
  19. OOC - Can you sustain a power after you've died and respawned?

    ReplyDelete
    Replies
    1. Generally yes, but of course one must have the actions available to do so.

      Delete
  20. ADDENDUM: ARCANE WHIRLWIND ATTACKS ALL CREATURES AND BITES THE HAND THAT FEEDS.

    [TECH] (13)+5 vs. Reflex 15; hit!
    Pyat Pree takes 17 damage, now bloodied at a mere 7 HP

    ReplyDelete
  21. Appearing upon the platform, Yukon is momentarily in shock before a wicked grin appears on his face. "This isn't a night fit for man or best. Here's the man," Yukon says pointing at Pyat Pree with his pick-axe and then motioning to himself," AND HERE'S THE BEAST!"

    [tech]
    MOVE: Shift to J6
    MINOR: Activate Battle Wrath Stance (+2 to damage rolls)
    STANDARD: MBA vs Pyat Pree (+9 vs AC, 1d10+8 damage, +2 damage from Battle Wrath)

    OOC: I'm an idiot and forgot to swap out the Berserker's Charge stance. That's fine, death and destruction will still rain down upon the non-believers of SLAY BELLS!

    ReplyDelete
    Replies
    1. MERCY, DECLINED.
      VENGEANCE, GRANTED.

      JAQEN ADHERES TO THE CAGE OF CONFORMITY, RESPAWNING AT PLATFORM #5.

      [TECH] (19)+9 vs. AC 15; hit!
      for (7)+10 damage

      Delete
  22. "You are very loud Sir Yukon. You boast in fear of having to face the faceless god? I will bring you silence, and the bells your bells will ring no more..."


    Tech:
    Shift to J7
    Minor action to drop my cloud of darkness
    Std to open to gate of battle against Yukon Corneluis: +7 vs Reflex 14, 3d10+9 damage and if I hit activate flurry of blows to add another 5 damage.


    The faceless god be praised.

    ReplyDelete
    Replies
    1. A DAGGER IN THE DARKNESS IS WORTH 1,000 IN THE LIGHT.
      CORNELIUS CRUMPLES TO THE FLOOR, HIS NECK BROKEN, HIS EYES WATERY AND UNSEEING.

      [TECH]
      The Cloud effectively blinds Cornelius.
      (19 yet again)+5 +2 {CA} vs. Reflex 14; hit!
      for (2)+(7)+(10)+9+5 = 33 damage!


      THUS ENDS ANOTHER EXCITING ROUND OF FOURTHCORE TEAM DETHAMATCH!
      The battle continues in Round 02. The cards have been laid on the table, the tricks have been discovered. Now is the time to unleash the fury within.

      http://www.fourthcoreteamdeathmatch.com/2012/11/play-by-post-match-15-round-02.html

      Delete