11.27.2012

Play-by-Post Match 15 | Round 03

A brutally tense match, very low death count, but that is because we have graduated to Expert Level deathmatch play and understand a deeper level of strategy here: don't die. Some amazing builds and, as always, the Dungeon Master is blown away by how absolutely sharp you guys are!

Recommended Listening:
Brujeria - La Migra

43 comments:

  1. OOC: Sadly, the cloud of darkness should be gone now.

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  2. OOC: I love that you switched to the same version of the map as in the MAPS section of the site. I know it's only cosmetic, but really...it's pretty.

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    Replies
    1. OOC: Yeah, I was trying to stick with using a minimal of images to keep my Excel work easier, but with having to use OpenOffice at home (THAT PIECE OF SHIT!), it proved way better to use Rob's gorgeous artwork.

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    2. That's it, I'm sending you my version of Office 2007. Well, at least when the 700MB of files are uploaded.

      Delete
  3. OOC: Y'all ready for this?

    A claymation snowdemon rises from the dracolisk bile and pulls out an electric guitar axe. He opens his mouth and the most haunting melody rises over the chamber whipping the Slay Bells into a killing frenzy.

    "Well you know Dasher and Dancer and Prancer and Vixen. Comet and Cupid and Donner and Blitzen. BUT DO YOU RECAAAAALLLLL?! THE MOST DEADLY REINDEER OF ALL?!?!?!?!"

    Rudolph takes the cue and goes rampaging across the platforms like a shot, whipping his antlers about like a dervish.

    With a casual strum of electric death, the snowdemon melts away into christmas oblivion.

    TECH
    Standard: WHIRLING MANTIS STEP! Shift my speed (7 squares) and when I enter a square adjacent to any enemy I may slide them one square. At end of shift, may attack up to three adjacent enemies. Shift to I9, shift Jaqen to H10 (hopefully into acid and negative hitpoint town), Shift to J9, J8 (OW!), J7, J6 Slide Mountain into I6 teleporter, Shift to J5 and slide Pyat into I6 teleporter for telefrag, and end my Whirling Mantis Step of destiny wondering where everyone went.
    Move: Steel Wind, move my speed(7)+2=9 squares. I6 for the telefrag (7 move remaining), B2 (6 remaining), A1 (4 remaining), J2 (3 remaining) and stop.
    Free: Rest.

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  4. Sleepy time for the DM? The game must go on!

    Jaqen's save vs hindering terrain: (1) - IN THE DRINK!! His face is burned off by the acid, rather appropriately! Jaqen is in H-10 at -1 HP!

    Athletics can be rolled as part of any action that involves moving. Rudolph explicitly said "OW!" though, so I'll let Ross rule on that in the morning. It shouldn't change Grinch's actions.

    Gregor, are you a dwarf? Pree, are you? No? No? DOUBLE TELEFRAG!!

    YOU HAVE LOST THE LEAD!!

    Rudolph ends his turn in J-2. The Grinch self-gibs to respawn at (4) - B-6. Score is tied at 3/3.

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  5. Note: Jaqen is NOT burned by acid, as the dracolisk bile only damages upon ENTERING each square, which does not affect those thrown in by forced movement. Otherwise, everything is legit. STELLAR TACTICS, JOE!!!

    Game is tied at 4:4 as the Westeros Boys have indeed LOST THE LEAD!!!


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    Replies
    1. But Rudolph was burned by acid, correct? The Wizards server is down (oh noes!) but I saw a line under shift saying you can't use a type of movement involving skill checks during a shift.

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    2. Yes quite! I think Joe was very aware of such, as he writes to us "OW!". The current map image should have his updated HP of 4.

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    3. Ha! Knew I'd miss something!

      *turns in dice and wizard hat*

      *not really, but tempted*

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    4. Lol.

      Great move Joe, but revenge is a dish best served over and over again...

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    5. OOC: oooh, is that a pun on the use of my only-once-an-encounter-daily in this mega rounds deathmatch! because if it is, SICK BURN!

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    6. http://i22.photobucket.com/albums/b343/NovaReon/blog/coolface.jpg

      That, and I hope to have plenty of opportunities to kill you.

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  6. With a flash and a bang the Grinch comes back to life
    "I think it's high time that I caused Team Blue strife.
    I'll heal my allies and shoot acid boy with a bolt
    then I'll bide my time for the next Blue Team dolt."

    [b]Tech[/b]
    Move to E2, jumping where needed
    Minor Healing Word on Rudolf, Healing Surge+1d6
    Standard Grappling Spirits on Jaqen, +8 vs. AC, 1d8+5 damage, slowed & can't shift til End of his Next turn.

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    1. A COLD UNFEELING HEART STRIKES THE FACELESS WHILE HE IS DOWN IN UNNECESSARY BRUTALITY.
      THY DISPLAY OF ANIMOSITY IS REWARDED.

      THE MOUNTAIN THAT RIDES CARES NAUGHT FOR SUCH TRIVIAL MATTERS AS DEATH. HIS HATRED IS UNBOUNDED, FUELING A RESURGENCE UPON PLATFORM #1.

      [TECH]
      Rudolph heals (1)+5 HP
      Spirits: (11)+8 {ignores cover} vs. AC 15; hit!
      for (3)+5 damage, slowed, can't shift

      Delete
  7. Gregor steps out of the teleporter and goes to town as one would with a battleaxe on a horse.

    Minor: Icebound Sigil on the Maul
    Move: Step off teleporter then back into teleporter to appear next to rudolph and move to I2 provoking an opportunity attack I am guessing.
    Standard: Virtuous Strike on Rudolph: +7 vs. AC 2d6+7
    Heroic effort if needed

    AP: if rudolph dies Charge the grinch using virtuous strike and dread smite +8 vs. AC 2d6 + 13 + 5 ongoing Heroic effort if needed and available


    If he does not die hit him again with virtuous strike.

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  8. Okay, everyone ready for the dreaded dice of Kurt:

    Rudolph's OA: (6)+5=11 vs. 13 miss.
    Gregor's attack: (18)+7=25 vs. 17, hit for (6)+(3)+7=16, Rudolph goes down to -6.
    Using his action point, Gregor charges the Grinch. Gregor takes 5 damage for going over the bile so he's at 29 hp. His attack is (1)+8=9 vs. 15. Heroic Effort won't save you from HUMILIATION.

    It appears that you've all been naughty as Robo Santa comes out shooting.

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  9. FALSE.

    [TECH] Gregor should have been given an Athletics check to jump the bile (also a roll for Humiliation), so I am decreeing that the natural 1 SHOULD HAVE gone to the check and thus WILL go to the Athletics check. With an effective standing jump, that is still a miss [(1}+7] and he takes 5 acid damage during the charge.
    The attack itself: (15)+8 vs. AC 15; hit!
    for (3)+(4)+13+6 = 26 damage and ongoing damage


    !!! KILLING SPREE !!!

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  10. At least all of my 1s are out of the way early on.

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  11. Robot Santa says "Where are all the bad little boys hiding? Must be all dead! Oh wait, there's one! HO HO HO, into the chimney you go!"

    TECH
    Minor: Magic Missle the mountain. (7 damage)
    Move: Walk to F3
    Standard: Thundering Armor on myself (+1 to my AC until end of next turn), secondary target the mountain, +5 vs Fort, 1d8+5 damage, and push to F1.

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  12. [TECH]
    Robot-Santa may have a ceramic coating protecting him from harm from the acid, but it's still choppy, sludgy waters and difficult terrain. Even with jumping (see below), the Move only gets him to Square F6 {dead center of map}, and square F5 on a run. Please post your remaining standard action.

    Athletics (8)-1; After a proper running start, only 1 square jumped!

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    1. Corrected Turn:
      Move Action - Acid Surge to J10, Running over Jaqen on the way - +6 vs Reflex (+2 for CA for prone and -5 defenses on an unconscious target, coup de gras much? 11 damage on critical hit). Gain 8 THP.
      Standard - Magic Missile the Mountain (7 damage)
      Minor - Magic Missile the Mountain (7 Damage)

      Delete
    2. JAQEN, HIS BODY MELTED.
      SER GREGOR, HIS WOUNDS SHOWING BLOOD.
      SER BERIC, HIS FACE BLACK, HIS EYES RED. RESPAWN AT PLATFORM #2.

      [TECH] Coupe de grace can only be done by MELEE attacks, and acid surge is a little vague on what it is, but I do believe the intent is for it to be a Melee 0 attack (it couldn't be a 'Personal' attack, since that would imply attacking oneself). I'll allow it!
      Acid Surge: (18)+6 +2 vs. Reflex 15 -5; CRITICAL HIT!
      for (8)+3 damage; GIBBED!!!

      Delete
    3. NOTE: Team Blue has challenged the application of coup de grace, citing it as a specific standard action type. The Dungeon Master agrees, however fate does not and has given the die roll a "ghetto crit" of (8).

      Delete
  13. New marks mar the Lightning Lord's skin, the only indication of the wounds from his fresh death. Seeking out the one who killed him, he passes two dying members of his opposition.

    "You had best hope your bright nose will continue to shine into death, for if it goes out, darkness will consume you, and the night is dark and full of terrors."

    [TECH]
    [Move] Walk to J5, taking the necessary jumps.
    [Standard] Open the Gates of Battle on Yukon, with Assault and Flurry. +6 vs Ref, 4d10 + 11.

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    Replies
    1. OOC: Too bad no one needed your minor action to get healed, Andy. Or do you just not care about Kevin's well-being? :P

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    2. OOC: He's not dying. MEN FIGHT UNTIL THEY ARE DYING.

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  14. ARCANE CLOUDS OF BLACK DEATH SWIRL OVERHEAD PRESAGING THE DOOM BROUGHT BY THE LIGHTNING LORD.

    DESPITE THE MIGHTY RAGE, SER BERIC PROVES INCAPABLE OF DEFEATING HIS FOE AND IS AS A RAT IN THE CAGE.

    THE HOUSE OF THE UNDYING BURNS, PYAT PREE FLEEING TO THE SAFETY OF PLATFORM #7.

    [TECH]
    Both jumps (even from standing) autosucceed.
    Gates of Battle: (9)+6 vs. Reflex 14; hit! close call!
    for a very good, but not quite enough, (7)+(1)+(4)+(3)+11 = 26 damage!
    It's no fun 'till you're down to 1!

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  15. Pyat is angered that the four-legged, deviously cute enemy has already fallen. His vengeance will have to await the death of his two conscious contenders. He jaunts across the map and blasts them with illusions there worst fears in a gambit to confuse them and have them destroy each other.

    Tech:

    Move: Shadow Jaunt to K5 (with Devious Jaunt feat). Gain insubstantial EoNT.

    Standard: Beguiling Strands. Close Blast 5 targeting enemies, vs Cornelius and Robot Santa.
    +5 vs Will
    Hit: 5 psychic damage, and push 5.
    If I hit both, push both to K11 and forced teleport, Santa first, Cornelius's unconscious form for the telefrag.

    Note: under Forced Movement and Terrain, DMG p44, it says: "A DM can allow a power that pushes a target more than 1 square to carry the target completely over hindering terrain," implying I can push Cornelius over the acid without a chance of harm, and thus without a saving throw.

    Minor Action: Sustain the Whirlwind. If the above misses Cornelius, slide him to J8.

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  16. THE DEATH TOLL CLIMBS INTO DOUBLE-DIGITS AND THE DUNGEON MASTER IS PLEASED.

    BUT ONLY FOR THE MOMENT.

    COLD VENGEANCE AWAITS WITH THE RESPAWN OF DYING YUKON CORNELIUS UPON PLATFORM #4.

    [TECH] Beguiling Strands
    Cornelius: (12)+5 vs. Will 11; hit!
    Robot-Santa: (13)+5 vs. Will 12; hit!

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  17. "I've hunted many Bumbles in my time... And a good hunter knows when to wait for his prey! LIGHTNING LORD!" Yukon bellows across the field, "You say the night is dark and full of terrors? I'm that terror!"

    [Tech]
    MOVE: Through the portal at A6 to Platform 7 and end movement on J10.
    STANDARD: Total Defense
    FREE: Call out Beric for being scared of the dark like a child.

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  18. Yukon Cornelius jumps through portals and steals himself for a fight, ready for even the most abominable of yeti.

    Jaqen starts at platform #6.

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  19. Yukon calls out for Beric, but instead, finds himself again in the dark.

    Tech:
    Move to B10 then jump my way to I-10. Athletics +7

    Assuming I make both jumps needed, minor action to activate my cloud of darkness
    then standard action to open the gate of battle: +7 vs Reflex 16. 3d10+9 damage on a hit, then activate flurry of blows for another 5 damage.

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    Replies
    1. FOR PUNISHMENT OF THY HEINOUS SINS, THOU ART TAKEN TO PLATFORM #3, WHEREUPON THOU MIGHT WITNESS THE FULL HORRORS OF A DYING MAGICAL REINDEER.

      [TECH]
      I'm assuming you'r using OGoB move action to get the needed speed. Which makes both Athletics checks autosucceed (DC 5 on both).
      Gates of Battle: (1) HUMILIATION!!!!
      ffuuuuuuuu, sorry man!

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    2. http://www.youtube.com/watch?v=bGMzm60tN0U

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    3. OOC: Mother-truckers! Since when did you start using Kurt's dice, Ross?!?!!

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    4. Mwah, ha, ha... I have placed the curse of DOOM on all of your dice.

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    5. This would make for an awesome meta-adventure.

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  20. THUS ENDS ANOTHER EXCITING ROUND OF FOURTHCORE TEAM DEATHMATCH!!

    Round 4 heats up with Team ASB&A pulling ahead on the lead.

    http://www.fourthcoreteamdeathmatch.com/2012/11/play-by-post-match-15-round-04.html

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