12.02.2012

Play-by-Post Match 15 | Round 05


DOOM COMES TO ALL.

Recommended Listening:
Metallica - Battery

58 comments:

  1. The miniature clay deer runs his eyes up the mountain of a man standing next to him. As his eyes reach the top of this gargantuan warrior, a spritely smile crosses his face and the nose glows red. Lowering his horns, Rudolph feints with his horns left and right and rears back majestically. With a flash of his nose horn, a gilded crown appears around his neck and Rudolph comes crashing down on the mountain.

    "All Hail to the King, Baby."

    TECH:
    Standard: Open the Gates of Battle, +5 vs. Gregor's Reflex, 2d10+5 damage. Then trigger Eternal Tide for 5 damage.
    Minor: Thri-Kreen Claws, +8 vs. Gregor's AC, 1d8+6 damage.
    Move: If Gregor drops, Open the Gates of Battle to move 9 squares: I2, jump to G2, F1, B2-B5 with a jump. If Gregor lives, Open the Gates of Battle to move 9 squares: J3, jump to J5.

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    Replies
    1. See also,
      http://www.flickr.com/photos/liquidsouldesign/6033226512/lightbox/

      Delete
  2. BARATHEON STAG SKEWERS CLEGANE.

    [TECH}
    OtGB: (18)+5 vs. Reflex 13; hit!
    for (6)+(7)+5 +5 damage but the Mountain still keeps going! Indomitable!
    Claws: (12)+8 vs. AC 13; hit!
    for (7)+6 damage; the Mountain goes down!!!
    Rudolph has declared a total movement of 10 squares (difficult terrain!), so he will run!
    With the running start, all Athletics checks autosucceed.

    Jon, Grinch me!

    ReplyDelete
    Replies
    1. OOC: Does jumping over acid still factor difficult terrain or only walking through it? I ask just because I was trying really hard to make sure I got my move right.

      Delete
  3. From Cage one the Grinch looked at the score and was miffed
    "I know!" cried the Grinch "I'll give my team a lift!"
    With a quick word to Santa to heal the 'bot's scars
    and to the other cage the Grinch leaped past the bars

    With a grunt, the Grinch smashed in the head of Jaqen
    and a light issued forth on those in the bile ringed pen
    His allies were stronger and less reliant on luck
    as the Grinch jumped through the portal to avoid being struck.

    Tech
    Minor: Healing Word on Santa, HS+1d6
    Move: To A5 (drawing the OA)
    Standard: Nimbus of Holy Light on Jaqen +10 vs AC (+8 +2 CA), 1d8+5 damage. Effect - my allies gain a +2 to all defenses til the end of the encounter
    Action Point: Move through the portal, step away, back through the portal, and end up in square I5, staring down Pyat

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  4. The evil Santa awakens in the snow.
    As the Grinch passes, Jaqen lands a blow.
    But the favor's returned
    And an action point is burned
    And the allies are left with a menacing glow.

    Tech:
    Santa healed to (2)+6=8 hp
    With no running start the Grinch's athletics is (9)+5=14 which makes it.
    Jaqen rolls (13)+8=21 vs. 15 hit for (6)+5=11 damage (Grinch @ 12 hp).
    Grinch rolls (6)+10=16 vs. 15 hit for (1)+5=6 damage (Jaqen @ 18 hp).
    Grinch moves to I5 and all other of team Slay Bells has +2 to defenses.

    Gregor self gibs and ties the score. But he smiles as he appears at spawn point 5 right next to the Grinch.

    ReplyDelete
    Replies
    1. Ok, I've been looking all night, and I can't find any attack called Nimbus of Holy Light. If it's Nimbus of shielding, pretty sure that only grants bonus to defenses when adjacent to the Grinch. If it's something else, I dunno.

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    2. Nimbus of Holy Shielding
      A nimbus of radiant energy flashes from your weapon, creating a pattern of gleaming runes that offer protection to your allies and agony to your enemies.
      Daily Divine, Radiant, Weapon
      Standard Action Close burst 1
      Target: Each enemy in the burst
      Attack: Wisdom vs. Will
      Hit: 1[W] + Wisdom modifier radiant damage.
      Effect: Each ally within 2 squares of you gains a +2 power bonus to all defenses. The bonus lasts until the end of the encounter.

      Delete
    3. I had always assumed that to mean that you have to currently be within two of the cleric to gain the +to defenses.

      Dang.

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    4. Upon further review, the Dungeon Master agrees with Team ASoB&A. If the Nimbus had intended to give the +2 defenses bonus permanently at the time of casting, the prayer's effect would have read: "Each ally within 2 squares of you gains a +2 power bonus to all defenses until the end of the encounter."

      Allies within 2 squares of the Grinch gain the bonus while they are within 2 squares of the Grinch. This bonus that I just said stays on the Grinch forever.

      Delete
    5. Woah, hang on. Give me a chance to defend this one (I've got a good argument). I'll do it via email that will be sent to the DM permanently.

      Delete
    6. (not sure why I added on the word permanently. Sorry, it's still early)

      Delete
    7. It was pointed out that the -5 penalty for being blind in a cloud of darkness had not been applied to The Grinch's Nimbus attack, turning it into a miss. Thus, Jaqen gets refunded his 6 damage.

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    8. The attack is a close burst. Doesn't that negate the blindness?

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    9. Damnit Jon! Right again!

      Jaqen is back to taking damage.

      Delete
  5. TIE SCORE. YOU HAVE LOST THE LEAD.

    THE DUNGEON MASTER DISAPPROVES OF THY FAILURE.

    OOC: Thanks, Kurt! Map updated.

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  9. OOC: btw, if you didn't see yet, the information for the upcoming play-by-post tournament just got posted up.


    http://www.fourthcoreteamdeathmatch.com/2012/12/recruitment-play-by-post-tournament.html

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  10. dM magic put on 3 I play from 3

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  11. RAGE QUIT TABLE FLIP!!!

    GREGOR AND SANTA'S TURNS MUST BE REDONE.

    ARGUMENTS ARE BEING MADE ON NIMBUS OF LIGHT, AND THE DUNGEON MASTER WILL WEIGH HIS DECISION ON THE NONCE.

    SEE MAP FOR CURRENT STATS AND LOCATIONS.

    ReplyDelete
    Replies
    1. (╯°□°)╯︵ ┻━┻

      Delete
    2. ┬─┬ノ( º _ ºノ) CHILL YO

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    3. OOC: I apparently missed out on some heated debate with all of the "this post has been deleted by..."

      Delete
  12. OOC: This Daily power is poorly written, but my legal team (meaning me) has concluded that it should fall in favor of The Grinch and give a big ol' +2 bonus to allies until end of encounter, specifically due to the repeated wording "blah blah power BONUS. This BONUS lasts until the end of encounter."

    GAME ON! Gregor starts at Platform #5.

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  13. Kevin's having problems accessing Blogger on mobile, so he emailed in his turn.

    Burn resistive formula to gain 11 thp then swing at Grinch with dagger, hitting myself for 4. +8 vs. AC 1d4 +11.

    Action point magic weapon with Dread Smite to throw dagger at Rudolph. +3 at long range 1d4+5 +6 auto damage +5 ongoing.
    Rudolph dies regardless if hit.

    Then Shift to J5.

    ReplyDelete
  14. From an email directly to me (which is what I prefer):

    "Wait, my turn is the same except I use my dreadsmite on grinch. Move through teleports and to center of stage 1 and throw my dagger magic weapon at Rudolph from there. +5 vs. Ac"

    [TECH]
    (18)+8 vs. AC 15 +1; hit!
    for (3)+11 +6 damage and ongoing 5(save ends); resistive formula burned as a Free Action to gain 8 temp hp .... JUST AT 0 HP ON THE NOSE!
    RBA: (5)+5 {no cover} +2 {CA from being blind} vs. AC 19; miss!

    Robot-Santa is blind and on his back, but still alive!

    ReplyDelete
  15. Santa must have some soot in his eyes, because he's having a hard time seeing!

    TECH
    Move - Stand.
    Standard - Thundering Armor on myself. Attack Jaqen, +5 vs Fort (power is a close burst, negating blindness effect). 1d8+5 damage and push to A6.

    If Thundering Armor hits - AP, move to F9 via telefragging Jaqen. Minor action to Magic Missile the Mountain. 7 Damage.

    If Thundering Armor misses - Minor action to Magic Missle Jaqen. 7 Damage.

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    Replies
    1. Out of the office right now, so we're going bare bones and no map update till later.

      Thundering Armor hits with a (10)+5 vs. Fort 13; Action Point for the telefrag, 7 damage to the Mountain's temp hp

      Slay Bells pulls ahead to the lead!!!

      Beric Dondarrion respawns at Platform #3.

      Delete
    2. Except for the kill count. :D

      Delete
  16. "This Bumble does not fear death. Once you have left the Seven, and the Old Gods, you will see that you don't have to fear Bumbles, or Snarks, or Grumkins. You have only to fear the dark god."

    [Move] Open the Gates of Battle to jump to platform 2, and then from platform 2 to platform 4, making the jumps as necessary, trudging through the acid if needed. End at B6, no OAs.
    [Standard] Weapon of Astral Flame on Yukon. +8(6+CA)vsRef, 2d10+4. Flurry onto Rudolph for auto 8.

    If Yukon is not at or below 0, sustain minor (+8vsRef, 1d10) and Flurry Rudolph if available.
    If by some miracle they live, AP to Weapon of Divine Protection (+8vsRef, 1d10+1d6+4) on Yukon and Flurry Rudolph.

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    Replies
    1. If I am forced to run because of a shitty jump, I will instead charge and I will post my turn if that happens.

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    2. OOC: It would seem that all of Yukon's trash talking has paid off poorly for him!

      Delete
  17. OOC: Even with infinitely high jump checks, you're calling out 9 squares of movement (a theoretical move to C6) and only have 8 movement to spend. Charge?

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    Replies
    1. OOC: Gah, got my characters speeds mixed up. Ok, here's my revised turn.

      [Move] Open the Gates, moving the same route, but landing somewhere in the drink (as close to platform 4 as I can get)
      [Charge] to Yukon with Assault, +8vsAC, 2d10+4, and Flurry Rudolph.

      If I miss or Yukon is somehow alive

      [AP] Weapon of Astral Flame with Assault on Yukon, +8vsRef, 2d10+4. Flurry on Rudolph.

      Delete
    2. OOC: Thanks for the quick reply!

      DONDARRION STUMBLES IN THE DARK, RELYING ON NAUGHT BUT HAPPENSTANCE TO GUIDE HIS BLOWS.

      [TECH]
      Athletics +10, first jump auto-succeeds.
      Jumping from F3 to D6 with a running start (DC 15), (18)+10 success! take 5 acid damage
      Charging is gonna provoke from Rudolph: (4)+5 -5 {blind} +2 {CA} vs. AC 17; miss!

      CHARGE!: (14)+6 +1 -5 {blind} +2 {CA} vs. AC 19; MISS

      ACTION POINT: (16)+8 -5 {blind} +2 {CA} vs. Reflex 16; hit!
      for (3)+(5)+4 and Rudolph takes 8 damage

      BTW I used the correct melee basic stats listed on Beric character sheet :P
      Pyat Pree is up!


      !!! KILLING SPREE !!!

      Delete
  18. His enemies have been clever in making themselves harder to hit, so Pyat Pree will show them how fruitless such measure are against the full force of his power. Raising his arms, he commands his Whirlwind to destroy Robot Santa for daring to slow his corporeal form.

    Tech:

    Minor: Sustain Whirlwind, slide Santa onto F11 (but not through the archway).
    Move: Center Whirlwind in C5.
    Minor: Slide Yukon through the archway for the telefrag on Santa.

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  19. SHAME FALLS UPON THE HOUSE OF JOY.

    !!! YOU HAVE LOST THE LEAD !!!

    YUKON CORNELIUS DIES AND SEEKS REDEMPTION UPON PLATFORM #8.

    ReplyDelete
  20. "Not even a man scared of the dark can keep a good Bumble hunter down! I'm coming for your Clegane! I've climbed many mountains in my time, and just like them, I'll make short work of you!"

    [TECH]
    MINOR: Battle Wrath Stance (+2 damage)
    MOVE: Run to the portal on Platform 5 (I6) (Athletics +9) and arrive at A1, using final square of movement to B1 (+2 to all Defs vs OAs)
    STANDARD: MBA vs the Mountain (+9 vs AC; 1d10+10 damage)
    NO ACTION: Power Strike (+1d10 damage)
    FREE ACTION: Furious Assault (+1d10 damage)

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  21. DISRUPTIONS IN THE FABRIC OF REALITY BRING PAIN AND BLOOD TO THE MOUNTAIN.

    JAQEN EMERGES AS THE PREVIOUS DARK CLOUDS CONDENSE AROUND HIM.

    [TECH]
    RUN indeed, as that is (after the difficult terrain of the portal) 7 squares of movement on a Speed 6 character.
    Which then draws an OA: (5)+4 +2 {CA} vs. AC 19 +2; miss!
    MBA: (15)+9 -5 {run} vs. AC 13; hit!
    for (6)+10 +(9) +(2) = 27 damage! Boom! Bloodied!

    Is the portals' difficult terrain that onerous? Should it be removed on the next iteration?

    ReplyDelete
    Replies
    1. [OOC] The portal's difficult terrain is a bit annoying, but I think it fits the map well. My only suggestion would perhaps be another 3x3 platform in the center of the map. That's a lot of dead space that could be utilized for SLAUGHTER!

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    2. I propose a single tile with a 'port to any other 'port on the map, chosen by the active player.

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    3. Perhaps in the proposed center 3x3 platform. "The portal that connects them alllllll!"

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    4. I disagree. I like having the center open and disconnected portals. My last turn was all about "dang, I am in the worst possible spot, what am I gonna do? I know, I'll JUMP THE CENTER."

      And I did. And I think it was awesome.

      Having a center platform would mean everyone can auto-jump everything. And that sucks.

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    5. I agree with Bears. There needs to be a risk/reward element. The same goes for the difficult terrain. It's easier/slower to move through a portal, but riskier/possibly more direct to jump the acid.

      I do think the cage openings should be soft corners, though.

      Delete
    6. [OOC]
      I can see removing the difficult terrain, but as per the maps inspiration, no central platform is a good idea. OR, the central platform is slippery/dunks the dungeoneer into the acid at the end of the turn...adds an element of risk/reward.

      Delete
    7. OOC - I think that there's too much emphasis on telefragging because of the ease of use of the teleporters. Allowing a save to not be teleported against your will would allow controllers (and the monk) to be powerful but not as crazy powerful as they are now. There aren't a lot of ways for 1st level characters to avoid forced movement. That 3 of 8 characters chose the exact same class AND encounter power (when there are dozens of character choices and hundreds of encounter powers) speaks to something.

      Delete
  22. The faceless man runs past the body of the broken reindeer, his sights set upon Yukon.

    Tech:
    Move and jump to C2
    Minor action to drop the cloud of darkness
    Std: open the gate of battle vs Yukon, +7 vs Reflex. 3d10+9 and then flurry for an extra 5. Too bad there is no extra bonus for running the in dark...

    ReplyDelete
  23. JAQEN PROVES UNSTOPPABLE, AS THE DARKNESS THAT CONSUMES ALL.

    [TECH]
    Athletics (15)+7, cleared!
    OGoB: (12)+5 +2 vs. Reflex 16; hit!
    for (1)+(8)+(9)+9+5 = 32 damage!!! Dropped!

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

    THE ETERNAL DOCTRINAL CONFLICT CONTINUES IN ROUND 06.

    http://www.fourthcoreteamdeathmatch.com/2012/12/play-by-post-match-15-round-06.html

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