11.26.2012

Play-by-Post Match 15 | Round 02


The magic of the portals is everchanging, shifting to new destinations.
The match has been ultra-fast, but is seeing a lot of defensive plays. The Dungeon Master looks forward to more aggression as the tactics of the dungeoneers and the interactions with the terrain becomes more apparent.

Recommended Listening:
Slayer - Angel of Death

38 comments:

  1. Rudolph sees his new playmate standing next to him. "Just you wait Mister Mountain! I'm not scared of you. I'm not scared of anything!" With a leap and a bound, Rudolph skips away and leaps into the air. His mighty reindeer magics launch him through the air and he lands with a thud and charges straight through the teleporter to splatter the Mountain everywhere. "WAHOOOOO!" Stepping back, Rudolph continues his bloody crusade and steps off the teleporter only to go raging through after Beric the "lightning lord." His nose a glowing beacon, Rudolph proudly kicks his hooves at Beric and attempts to cut through the thick fog of darkness with his bright nose!

    TECH
    Move: Open the Gates of Battle. Move speed +2 and not provoke from first enemy I move away from. Move to B5 then jump to B3 (Athletics +12 running start) and continue move to teleporter for the telefrag. Step off Teleporter then back on to teleport to K11 then finish move to J9. Whew!
    Standard: Open the Gates of Battle. +5 vs Reflex, 3d10+5 damage and trigger...
    No Action: Eternal Tide Flurry of Blows against Jagen! 5 damage and slowed and pull 1 square into ACID!
    Minor: Thri-Kreen Claws (or Rudolph's horns!) +8 vs AC on Beric and Jagen (too) if he is pulled into acid. 1d8+6 (or 7 if Jagen targeted too).

    ReplyDelete
    Replies
    1. [TECH] Teleport Archways are difficult terrain, so there's no way for this to all happen. You can't even Run, since Rudolph's move action is spent using a power and not spent "running".

      Please revise!

      Delete
    2. OOC: OH NOES!

      TECH:
      Standard: Crane Wings against Beric, +5 vs. Fortitude, 1d10+5 damage and push 1 square. Then use Eternal Tide Flurry to deal 5 damage and slow him and pull him on to teleporter. (if missed, action point and redo to try this again).

      Provided I can get The Mountain through the teleporter

      Move: A5 for the telefrag, J11, I10, J9.

      (if Action Point remains, use that to Open the Gates of Battle, +5 vs Reflex and 3d10+5 damage against Beric.)

      Minor: Thri-Kreen Claws on Beric +8 vs. AC for 1d8+6 damage.

      Delete
    3. RUDOLPH TAKES FLIGHT ON AN UNHOLY MURDEROUS RAMPAGE THROUGH THE SNOWY NIGHT.

      [TECH] Oh my god, OpenOffice just chewed up my arrows and spit out an unholy mess. Sorry! Working on a fix as best I can.

      Crane's Wings vs. THE MOUNTAIN: (2)+5 vs. Fortitude 15; miss!
      Action Point: (10)+5 vs. Fortitude 15; hit!
      some damage and a bing-bang-boom telefrag!
      Rudolph steps through to Platform #8
      Claws vs. Beric: (16)+8 vs. AC 17 +2; hit!
      for (8)+6 damage; ghetto crit! leaving him bloodied at 8 HP


      !!! TELEFRAG !!!

      THE GRINCH RISES FROM THE BLOOOD-SOAKED ALTAR OF HIS DEMISE, PLATFORM #1.

      Delete
  2. Rising up from the Grave, the Grinch seems quite cross
    "I don't want to spawn here! Damn you Dungeon Master Ross!"
    From across the arena, the Grinch shoots into the dark
    "I'll kill everyone in that book with House Stark!"

    With a jump through the portal, the Grinch crosses the map
    "This entire crucible feels like one big Deathtrap!"
    For Yukon Cornelius, the Grinch sends healing words
    For the blue team the Grinch hopes they'll eat giant turds.

    [Tech]
    Standard Action Flickering Arrow vs Jaqen +3 vs AC (+8 -5 concealment). Damage: 1d8+1d6+5 damage, Jaqen loses cover & concealment til the end of my next turn, enemies within 5 squares of Jaqen take a -2 penalty to attacks.
    Miss:Use Inevitable Shot on Beric +8 vs. AC, 1d8+5 damage & Beric can't shift & is slowed til the end of my next turn
    Move action: Run to square I11 (step off teleport square in Cage 1, step back on, step off teleport square in Cage 4, step back on, finish movement at I11. 8 squares total movement).
    Minor Action use Healing word on Yukon Cornelius, Healing Surge+1d6

    ReplyDelete
  3. ARROWS AND MAGIC SPELLS RAIN DOWN FROM THE GRINCH. CLEGANE RETURNS, HOT ON HIS TRAIL AT PLATFORM #1.

    [TECH]
    (15)+3 vs AC 15; hit!
    For (1)+(4)+5 damage
    heal for 6+(3) hp

    ReplyDelete
  4. Gregor hates to be Telefragged! He charges

    Tech:
    Spawn with a dagger
    Minor: resistive formula
    Move: go to G2 jumping merrily
    Standard: Virtuous Strike charge Yukon, Heroic efforting if needed
    Free action: gain 11 THP
    Free action: deal 4 damage to myself to gain bonus to damage
    +8 vs. AC 1d4+8

    On a hit and kill:

    AP: Magic weapon to throw my handaxe at Rudolph with dread smite attached.
    +6 vs. AC 1d4 +7+5 ongoing damage and pyat pree will gain +1 to attack rolls and +3 to damage rolls until the end of my next turn.

    Heroic effort again if available and needed


    ReplyDelete
    Replies
    1. Sorry it took so long to post. The stated actions are illegal, as they would require an L-turn to charge and charging must be in a straight line. That is defined by "every move of a charge must bring you closer to your target". Moving from G2 to H2 does not bring Gregor Clegane any loser to Yukon, he is 4 squares away at both points.

      Delete
    2. THE INDOMITABLE MOUNTAIN'S WEAKNESS HAS BEEN FOUND. HE HAS BEEN WORK OUT UNTIL HE CAN BARELY LIFT A SWORD. SOON, HE SHALL BE UPON HIS BACK, AND THEN HE SHALL BE FINISHED.

      THE TINNY, MECHANICAL 'HO-HO-HO' HERALDS THE ARRIVAL OF ROBOT-SANTA RESPAWNS AT PLATFORM #6.


      Duh, nevermind. This can be sorted out by a run, so I will force it to happen.

      [TECH]
      Gregor's Athletics allows auto-jumping with a running start, no rolls needed to get past the acid.
      Charge: (8)+8 -5 {run} -2 {flickering arrow} +2 {CA} vs. AC 17; miss!
      Heroic Effort will be no help here

      Delete
  5. Robot-Santa's grating mechanical voice booms a baleful laugh, "HO HO HO! I see bad little boys who have not provided Santa with sufficient cookies! TIME TO DIE!"

    Move: to G9
    Standard: Chill Strike on Jaqen. +5 vs Fort 2d8+5 and he's dazed until end of next turn. (on miss Jaqen will be slowed).

    If Jaqen is hit but not killed by Chill Strike -
    Minor: Magic Missle on Jaqen.

    If Jaqen is hit and killed by Chill Strike -
    Minor: Magic Missle on Beric - 7 damage.
    Action Point: Magic Missle on Beric - 7 damage.
    KILLING SPREE!

    If Jaqen is missed by Chill Strike:
    Minor: Magic Missle on Beric - 7 damage.

    ReplyDelete
    Replies
    1. THE HAZARDS OF THE MORTAL WORLD WEIGH NOT UPON THE BROW OF ROBOT-SANTA. BOLTS OF DEATH RAIN DOWN FROM ABOVE AND ARE FOUND TO BE LACKING.

      [TECH]
      Robot-Santa has acid resist and enough movement to trudge through the bile without a jump, so a jump he shall not have.
      Chill Strike: (5)+5 {all cover negated by flickering arrow} vs. Fortitude 13; miss!
      The Lightning Lord hangs on by a thread at 1 HP. A ballsy move, going for a Killing Spree in lieu of a sure thing single kill. I fucking LOVE IT!!!!

      Delete
  6. "The Lord of Light protects me and mine, you hollow construct of a man."

    [Tech]

    [Minor] Healing Word on Pyat Pree. 1 surge +1d6 and +2 to attacks.
    [Move] Shift to J10
    [Standard] Open the Gates of Battle on The Grinch. +6 vs Ref, 3d10+5. If that somehow kills him, Flurry of Blows on Rudolph for 8. If that does not kill him, Furious Assault on Grinch (+1d10) and Flurry on Rudolph. If Grinch is still not killed by Assault, Flurry him for 6.
    [Action Point] Weapon of Astral Flame on Rudolph (if the previous attack hit) or Grinch (if it was a miss). +6 vs Ref, 1d10+3 fire damage. If either Furious Assault or Flurry are available, apply them as well.

    ReplyDelete
    Replies
    1. Changed my mind, if the attack misses, I do not AP.

      Delete
  7. PIERCING WHITE LIGHT BLINDS THE SENSES OF THE LIGHTNING LORD, THAT WHICH HE MISTAKENLY BELIEVES IF HIS BELOVED FIERY GOD. HIS MISTAKE PROVES ALL TOO COSTLY.

    [TECH] A point of note, Furious Assault triggers on a hit, so one must declare the extra damage not knowing if it's needed to drop a dude or whatever it is you're trying to do. This is in stark contrast to the commonly seen Power Strike (or whatever the fuck it's called. The Essential Fighter encounter power). The Dungeon Master assumes Beric is going BALLS OUT!

    Pree heals to (6)+6 HP
    He Who Opens Gates: (9)+6 -2 {flickering arrow} vs. Reflex 14; ooooooooooohhhhhhhhh miss! By 1! If only you had an At-Will vs. Fortitude attack!
    Hold onto your Furious Assault, for what it's worth. Seeker is slapping down some harsh penalties. Never thought I'd see the day.

    Pyat Pree is up!

    ReplyDelete
  8. Pyat Pree is unfazed by the damage and near-death experience. Multiple copies of his form await summoning if needed. He is more shocked by the apparent compassion from this unlikely ally. Sides have been drawn, and the festive ones have made it clear who they consider a threat in the race to discover the dragon kins' secrets.

    With disdain at the ease, he flicks his hand to summon his whirlwind of illusion, and pushes the treasure hunter through the nearby portal, with his cursed shadowy ally soon to follow.

    Tech:

    Move: center Whirlwind in square H7
    Minor: Sustain Whirlwind and slide Cornelius to I6 and forced teleport him to C11.
    Minor: Use Whirlwind to slide Jaqen 2 to I6 for the telefrag, and then to C10.

    ReplyDelete
  9. THE BODY OF CORNELIUS EXPLODES IN A SPRAY OF GORE, COATING STEEL BARS FOR A MOMENT BEFORE BEING DRAWN BACK TOGETHER IN CRUEL TORMENT UPON PLATFORM #8. ALL WHO WITNESS REMEMBER THE EXQUISITE AGONY OF DEATH AND RESIGN THEMSELVES TO THIS HELLISH EXISTENCE OF UNENDING PAIN.

    ReplyDelete
    Replies
    1. The teleporter archway is difficult terrain, Jaqen used up the entire slide on entering the teleporter square, and should still be on C11

      Delete
    2. Forced movement is unaffected by difficult terrain; see Rules Compendium

      Delete
    3. Yes, but I don't want that rule to count because it doesn't work as well for my team.

      Delete
    4. Jon, I appreciate your honesty, candor, and unstoppable drive to 'cheat' to win. If the DM doesn't catch it, it's fair game!

      Delete
  10. "You think you can be rid of me so easily? I've gone toe to toe with the Bumbles! I've seen many Bumbles in my time and can observe their weaknesses easy, and you Lightning Lord are no Bumble!"

    [TECH]
    MOVE: Shift to J11, getting CA on Beric with Rudolph
    STANDARD: MBA vs Beric (+9 vs AC +2 from CA = +11 vs Beric's AC. 1d10+8 damage, +2 from Battle Wrath stance = 1d10+10 damage total.)

    IF BERIC IS SLAIN OUTRIGHT:
    MINOR: Shift into Berserker's Charge Stance
    ACTION POINT: Charge to J6 and MBA vs Pyat Pree (Charge Speed = 9 squares)
    MBA vs PYAT: +9 vs AC, +2 from CA from Prone, +2 from Berkerser's Charge Stance = +13 vs AC; 1d10+8 damage
    NO ACTION: Power Strike on a hit for an additional 1d10 damage.

    ReplyDelete
    Replies
    1. OOC: Can I do an Athletics check during my Charge to avoid the Acid damage? If so, my Athletics is a +9. I'm unsure about the Charge rules, which is why I ask.

      Delete
    2. OOC: You can, and the +9 will auto-succeed at the check.

      Also, please clarify: "slain outright"?

      Delete
    3. OOC: "Slain Outright" in this case means Gibbed. I see no reason to dance around it, I'm going for a KILLING SPREE.

      Delete
  11. HUBRIS HATH BLINDED THY STRIKE!

    [TECH]
    Smash: (7)+11 vs. AC 17; hit!
    for (4)+10 damage; slain outright!
    Charge: (3)+13 -5 {blind in the cloud of darkness} vs. AC 15; miss!

    ReplyDelete
    Replies
    1. OOC: "Fffffffuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu" - Yukon

      Delete
    2. OOC: Jaqen was slowed from the missed Chill Strike.

      Delete
    3. All that glitters is not gold...

      Delete
    4. OOC: Robot-Santa, you and your crazy wizard antics! Slowed indeed.

      Look at the passion and fury of Blob. THIS is what I'm talking about!

      Delete
    5. OOC: Fortune favors the bold, gentlemen. I had to go for it. FTDM DOESN'T HAVE A PLACE FOR MEEK PLAY! YUKON CORNELIUS WILL SWIM IN A SEA OF BLOOD AND AS THE FROTH RISES UP AROUND HIM HE WILL PROCLAIM IT GOOD!

      Delete
  12. "Some lost their health, some lost their wealth, of all war took its toll, some lost their life with blood strife, The grinch only lost his soul"


    Tech:
    So, I am slowed. No Problem.
    Move action from the Open the gate of battle = 4 sq, should allow me to telepad hop to K11.
    Then another slowed move action for 2 sq to get me to I10 via J11...so one OA from the grinch.

    Action Point!!!!!

    Unleash the Masterful Spiral against The Grinch and Rudolph and Robot-Santa; CB 2, +5 vs Reflex (+7 vs the running Grinch), 3d8+5 damage. My reach becomes 2 until this stance ends, which means from the corner I can hit any and either with flurry of blows. If I only hit Rudolph, flurry him for 5 damage. if I hit both, flurry the grinch unless Rudolph could be dropped by the 5 damage. If I hit the grinch only, flurry him. If I hit Santa, good. Next year maybe he'll remember to give me that rocket launcher I've always wanted (see: 16, Match)!

    Let's go for the triple kill!

    P.S. On a side note, can't wait to writeup an episode 0 on this build. SUCH POTENTIAL. I expect the same for Jon's seeker and Gregor!

    ReplyDelete
    Replies
    1. A STORM OF BLOODSHED PRESAGES THE ARRIVAL OR JAQEN, A GRUESOME SIGHT THAT OVERWHELMS THE GRINCH!

      [TECH] 6 squares of movement total gets Jaqen only to square J10 (not I10) due to all the difficult terrain. As is the precedent with illegal moves; if I CAN run you, I WILL run you. See, Jon, difficult terrain is your friend!

      The Grinch: (18)+5+2 -5 {run} vs. Reflex 14; hit!
      for (8)+(4)+(5)+5+5 = 27 damage! Dropped!
      Rudolph: (10)+5 -5 {run} vs. Reflex 16; miss!
      for 13 damage! Bloodied!
      Robot-Santa: (2)+5 -5 {run} vs. Reflex 15; miss!
      Roll a 2, drink the hooch!
      But Santa still takes 13 damage!

      OA from Rudolph: (20)+5+2; CRITICAL HIT!!!
      for (6)+3 damage! Bloodied!

      Delete
    2. This comment has been removed by the author.

      Delete
    3. Wait, nevermind... I'd have forgone moving to target Robot Santa if I needed to run to get there.

      Delete
    4. But as I dealt damage to all, keep the move as is.

      Delete
  13. I think it's 5 squares of movement to get on the telepad at A6 since it's difficult terrain. You may need to redo your move.

    ReplyDelete
  14. THUS ENDS ANOTHER EXCITING ROUND OF FOURTHCORE TEAM DEATHMATCH!!!

    A Song of Bile & Acid is squeaking out a 1 point lead in this ultra-tense, ultra death-denying duel of the masters!

    The struggle continues here:
    http://www.fourthcoreteamdeathmatch.com/2012/11/play-by-post-match-15-round-03.html

    ReplyDelete