The Colonel's gonna chance the Maelstrom! FREE TELEPORT!
He doesn't say a word as he carries out his action, just munches on a fat juicy leg from his sister chain, EFK (Eberron Fried Kobold).
[Tech] 'Port 1: Move to H-4 and activate the trap. 'Port 2: Double move to G-11 and activate the trap. 'Port 3: Move to G-11 and activate the trap. Either use Second Wind, or (if it's allowed) ready an action to charge with Luring Focus any enemy that appears on 'Port 3. Attack: +10 vs Fort (w/CA if target's blind, w/Heroic Effort if necessary) Hit: 1d8+5 damage, and pull a different enemy w/in 5sq 1sq to an appropriate dangerous place. 'Port 4: Move to B-10, and either use Second Wind, or (if it's allowed) ready an action to Intuitive Strike any enemy that appears on the 'Port. Attack: +9 vs Will (w/CA if target's blind, w/Heroic Effort if necessary) Hit: 1d8+1 damage, and allies w/CA against target get an extra +2 to hit
A double stack of beef attack!!! Twin Strike: (7) +8 -2 [ranged vs. prone] vs. AC 14 - 4 [acid] -5 [unconscious]; HIT!!! (2)+6 vs. AC 5; HIT!!! for (9)+(4)= 13 damage!
Zeus reappears and, despite not having clear vision, scales the side of the stairs in order to plant several bolts in to Caesar.
Tech: Move: Scale the wall to get to C9 My Athletics check to climb is actually +12 - I forgot about my dagger boots - and you roll twice (Powerful Athlete). If I have movement left after the climb, move as close to C9 as I can.
Minor: I don't remember who's quarried. If it's not Caesar (I think I did quarry him last when he was atop the column), Hunter's Quarry on him. If Caesar is already quarried, use Stone's Endurance instead ... Resist 5 all until EONT.
Standard: Disruptive Shot vs Caesar ... +3 vs AC 17 (+7 base, -5 blind, +1 Prime Shot) Hit: 1d10+5 damage and he's dazed until EONT. Apply HQ damage as well (+1d6). Miss: Half damage and he's slowed until EONT.
If I have the AP from the killing spree last round (you never confirmed it), hit him again with Careful Attack ... +5 vs AC 17 (+9 base, -5 blind, +1 Prime Shot), possibly with +2 CA if prior attack hit (he'd be dazed). 1d10 +5 damage, and apply HQ damage (+1d6) if first attack missed.
Climbing is at half speed, so you can make it to the top at C9. Hunter's Quarry lasts until the target is "defeated", which I've been interpreting as dying. The current map image is accurate as to who has what conditions, so no one has a Hunter's Quarry on them ... until now! Caesar is quarried.
Disruptive Shot: (15)+3 vs. AC 17; HIT!!! for (4)+(6)+5= 16 damage and dazed! Little Caesar is bloodied!
Careful Attack: (1) HUMILIATION! Zeus is slid to the nearest spiked pit. Thor starts his turn blind and next to the necklace of fireballs.
Mighty Thor stands tall on the ramparts, a glistening smile on his face. He stoops down and loops the necklace of fireballs about his mighty hammer, Mjolnir. He strides down the length of the stony wall holding his head high, a single tear falling down his perfect Nordic face for his fallen comrades.
"Thus goes the way of the gods. We are forgotten in the world today. Though we were once the only hope of humanity, their only solace in a world of fear, now they turn to quick and easy food stuffs. Thus is the way of our deaths."
Thor turns and faces his foes with his hammer held high in the air!
"BUT WE WILL NOT GO QUIETLY INTO THE LONG ODINSLEEP! NAY, WE SHALL STAND AND YOU WILL REMEMBER OUR PASSING AS ONE REMEMBERS THE GREAT CATACLYSMS OF OLD! FOR THE GLORY OF VALHALLA AND RAGNAROK!!!!!!!"
With his last shouting words, Thor bursts into flames as his form gives way to the visage of Surtur, the great ender of the world and hefting his mighty hammer into the air he turns and lobs a ball of flame at his foes!
TECH Minor action: Pick up necklace of fireballs Move action: Move to N8 Standard action: Burning Weapons at Wendy, +3 (+8 normally -5 for blinded) vs AC, 1d10+6 fire damage +3 cold damage on a hit and my weapon and fire attacks do +3 damage until end of my next turn. (SET AND ZEUS also gain bonus, not that it matters) ACTION POINT: FIREBALL centered on the Colonel. +6 vs Reflex, 4d6+8 fire damage. Miss: Half damage. Free action: End the World. It's a racial power for Surtur, you can look it up.
Burning Weapons: (2)+3 vs. AC 18; MISS!!! Necklace of Fireballs: (15)+6 vs. Reflex 14; HIT!!! for (3)+(6)+(1)+(6)+8= 24 fire damage! The Colonel is badly bloodied.
THOR HAS UNLEASHED GOETTERDAEMMERUNG!!! The end of the world is nigh, perhaps at the start of the next turn.
Set isn't going to leave in a whimper, but in a GLORIOUS ROAR OF THUNDER AND LIGHTNING!
الموت الدنيئة أنتم كلاب الطاعون!!!!!!!
Tech: Fey Step to A13, Warlocks Curse on Ronald, Lightning Strike vs Ronald and Caesar.
If I live and Ronald drops below 0, use misty step to teleport to D14. If I gain a killing spree (after I teleport via misty step), use diabolic grasp on the colonel, +1 vs Fort and I'll slide him into the central pit on a hit.
Ronald McDonald's unarmed opportunity Attack: (3)+2 vs. AC 14; MISS!!! Call Lightning (Ronald McDonald): (14)+6 vs. Reflex 14; HIT!!! Call Lightning (Little Caesar): (18)+6+2 vs. Reflex 18; HIT!!!
Little Caesar takes (3)+(8)+(5)+5= 21 lightning damage and is permanently blind for ALL ETERNITY!!! Ronald McDonald takes 21+(2)= 23 lightning damage and is permanently blind for ALL ETERNITY!!!
A very bold move, potentially getting the coveted TRIPLE KILL! I applaud your daring, sir!
Ronald, bleeding out his eyes, shakes his head sadly. "I had so much hope for you, Set. Now you're dead to me. Just like Grimace."
Taking a step back, he lines up a shot towards where he remembered Thor being, and sends an arrow flying to make Thor jump off the ledge. "Dance on his head, you Asguardian bastard!"
[tech] Shift to C14 Clever shot +5 vs AC (+8 - 5(blind) +2 CA because Thor is blind) 1d10+5 damage Thor slides off the ledge onto Raiden's Head!
Clever Shot: (9)+5 vs. AC 17; MISS!!! DM Fiat: I don't think we ever established whom on Team Out to Lunch was pegged by Zeus' Guardian Arrow. For funsies, I will say that it is Ronald McDonald. Guardian Arrow: (15)+7 -5 +2 vs. AC 17; HIT!!! for (5)+5 damage; Ronald is dazed at -4 HP!
THUS ENDS THE ETERNAL STRUGGLE FOR SURVIVAL WHICH PITS MAN AGAINST MAN!!!
FINAL SCORE 12:08 - Out to Lunch wins!
Thank you all, gentlemen, for playing so excellently in this match of Fourthcore Team Deathmatch! A truly memorable display of guts and glory from both sides. I look forward to seeing you all in a future match!
Comments are being turned off here, but you can look forward to seeing a Blood, Sweat and Tears article from the map's author, Robert Waluchow, as he discusses the lessons learned from the play-by-post and how the map will be changing.
The Funnel CLoud swoops in, moving (3) squares.
ReplyDeleteRaiden Respawns at Sigil (3). The Dungeon Master assumes he takes the No Action to teleport again, placing him at Sigil (1).
24 hours are up! Raiden takes a defensive position on Sigil 3.
ReplyDeleteThe Colonel dies and Respawns at Sigil (4).
Score is 11:8 (map updates later).
The Colonel's gonna chance the Maelstrom! FREE TELEPORT!
ReplyDeleteHe doesn't say a word as he carries out his action, just munches on a fat juicy leg from his sister chain, EFK (Eberron Fried Kobold).
[Tech]
'Port 1: Move to H-4 and activate the trap.
'Port 2: Double move to G-11 and activate the trap.
'Port 3: Move to G-11 and activate the trap. Either use Second Wind, or (if it's allowed) ready an action to charge with Luring Focus any enemy that appears on 'Port 3.
Attack: +10 vs Fort (w/CA if target's blind, w/Heroic Effort if necessary)
Hit: 1d8+5 damage, and pull a different enemy w/in 5sq 1sq to an appropriate dangerous place.
'Port 4: Move to B-10, and either use Second Wind, or (if it's allowed) ready an action to Intuitive Strike any enemy that appears on the 'Port.
Attack: +9 vs Will (w/CA if target's blind, w/Heroic Effort if necessary)
Hit: 1d8+1 damage, and allies w/CA against target get an extra +2 to hit
An action matched in boldness only by the 12 secret spices of his original fired chicken recipe, The Colonel makes a run at a possible telefrag.
ReplyDeleteTeleport to Sigil (2)!
The trap is activated and Set is scalded by the acidic trap's spray, horribly burning his face!
Wendy Respawns, also appearing at Sigil (2).
Map is updated.
Fluff
ReplyDelete“WHERE IS THE BEEF”
Crunch
Standard
Twin Strike vs. SET
Two Attacks
+8 vs. 12 AC [please check this I think it is 14 – 4 + 2]
1d10
OOC: To save some time in posts, do I have an extra AP from the killing spree last round?
ReplyDeleteA double stack of beef attack!!!
ReplyDeleteTwin Strike:
(7) +8 -2 [ranged vs. prone] vs. AC 14 - 4 [acid] -5 [unconscious]; HIT!!!
(2)+6 vs. AC 5; HIT!!!
for (9)+(4)= 13 damage!
I break my old kill-record as Set is GIBBED!!!
Zeus REspawns at Sigil (4).
Fluff
ReplyDeleteWendy giggles with Gibbing Glee!
Crunch
move
Fey Step
M:06->N:04
Zeus reappears and, despite not having clear vision, scales the side of the stairs in order to plant several bolts in to Caesar.
ReplyDeleteTech:
Move: Scale the wall to get to C9
My Athletics check to climb is actually +12 - I forgot about my dagger boots - and you roll twice (Powerful Athlete).
If I have movement left after the climb, move as close to C9 as I can.
Minor: I don't remember who's quarried. If it's not Caesar (I think I did quarry him last when he was atop the column), Hunter's Quarry on him.
If Caesar is already quarried, use Stone's Endurance instead ... Resist 5 all until EONT.
Standard: Disruptive Shot vs Caesar ... +3 vs AC 17 (+7 base, -5 blind, +1 Prime Shot)
Hit: 1d10+5 damage and he's dazed until EONT. Apply HQ damage as well (+1d6).
Miss: Half damage and he's slowed until EONT.
If I have the AP from the killing spree last round (you never confirmed it), hit him again with Careful Attack ... +5 vs AC 17 (+9 base, -5 blind, +1 Prime Shot), possibly with +2 CA if prior attack hit (he'd be dazed).
1d10 +5 damage, and apply HQ damage (+1d6) if first attack missed.
Athletics: (4) or (10)+12; SUCCESS!!!
ReplyDeleteClimbing is at half speed, so you can make it to the top at C9.
Hunter's Quarry lasts until the target is "defeated", which I've been interpreting as dying. The current map image is accurate as to who has what conditions, so no one has a Hunter's Quarry on them
... until now! Caesar is quarried.
Disruptive Shot: (15)+3 vs. AC 17; HIT!!!
for (4)+(6)+5= 16 damage and dazed!
Little Caesar is bloodied!
Careful Attack: (1) HUMILIATION! Zeus is slid to the nearest spiked pit.
Thor starts his turn blind and next to the necklace of fireballs.
Mighty Thor stands tall on the ramparts, a glistening smile on his face. He stoops down and loops the necklace of fireballs about his mighty hammer, Mjolnir. He strides down the length of the stony wall holding his head high, a single tear falling down his perfect Nordic face for his fallen comrades.
ReplyDelete"Thus goes the way of the gods. We are forgotten in the world today. Though we were once the only hope of humanity, their only solace in a world of fear, now they turn to quick and easy food stuffs. Thus is the way of our deaths."
Thor turns and faces his foes with his hammer held high in the air!
"BUT WE WILL NOT GO QUIETLY INTO THE LONG ODINSLEEP! NAY, WE SHALL STAND AND YOU WILL REMEMBER OUR PASSING AS ONE REMEMBERS THE GREAT CATACLYSMS OF OLD! FOR THE GLORY OF VALHALLA AND RAGNAROK!!!!!!!"
With his last shouting words, Thor bursts into flames as his form gives way to the visage of Surtur, the great ender of the world and hefting his mighty hammer into the air he turns and lobs a ball of flame at his foes!
TECH
Minor action: Pick up necklace of fireballs
Move action: Move to N8
Standard action: Burning Weapons at Wendy, +3 (+8 normally -5 for blinded) vs AC, 1d10+6 fire damage +3 cold damage on a hit and my weapon and fire attacks do +3 damage until end of my next turn. (SET AND ZEUS also gain bonus, not that it matters)
ACTION POINT: FIREBALL centered on the Colonel. +6 vs Reflex, 4d6+8 fire damage. Miss: Half damage.
Free action: End the World. It's a racial power for Surtur, you can look it up.
Qapla!!!
ReplyDeleteBurning Weapons: (2)+3 vs. AC 18; MISS!!!
Necklace of Fireballs: (15)+6 vs. Reflex 14; HIT!!!
for (3)+(6)+(1)+(6)+8= 24 fire damage! The Colonel is badly bloodied.
THOR HAS UNLEASHED GOETTERDAEMMERUNG!!!
The end of the world is nigh, perhaps at the start of the next turn.
Little Caesar starts his turn dazed.
"Veni, vidi, vici!"
ReplyDeleteLooking about for enemies and seeing none, Little Caesar dons the cloak of the Winter Witch, a fitting spoil of war.
[tech]
Minor action: grab the cloak of the winter witch.
freee action: "Pizza Pizza!"
Little Caesar tries to shake off the funk with a sparkling new coat; Saving Throw (9); FAIL!!!
ReplyDeleteThe telefrag tension is relieved as Set Respawns at Sigil (4).
Set isn't going to leave in a whimper, but in a GLORIOUS ROAR OF THUNDER AND LIGHTNING!
ReplyDeleteالموت الدنيئة أنتم كلاب الطاعون!!!!!!!
Tech:
Fey Step to A13,
Warlocks Curse on Ronald,
Lightning Strike vs Ronald and Caesar.
If I live and Ronald drops below 0, use misty step to teleport to D14.
If I gain a killing spree (after I teleport via misty step), use diabolic grasp on the colonel, +1 vs Fort and I'll slide him into the central pit on a hit.
Ronald will forego spending his immediate action to heal if he's knocked under 0HP, in respect of his opponent's glorious final turn!
ReplyDeleteHUZZAH!!! The Arabic is a nice touch, lol
ReplyDeleteRonald McDonald's unarmed opportunity Attack: (3)+2 vs. AC 14; MISS!!!
Call Lightning (Ronald McDonald): (14)+6 vs. Reflex 14; HIT!!!
Call Lightning (Little Caesar): (18)+6+2 vs. Reflex 18; HIT!!!
Little Caesar takes (3)+(8)+(5)+5= 21 lightning damage and is permanently blind for ALL ETERNITY!!!
Ronald McDonald takes 21+(2)= 23 lightning damage and is permanently blind for ALL ETERNITY!!!
A very bold move, potentially getting the coveted TRIPLE KILL! I applaud your daring, sir!
Ronald finishes the match!
what, no killing spree?
ReplyDeleteRonald's still at positive HP :/
ReplyDeleteOh well.
ReplyDeleteRonald, bleeding out his eyes, shakes his head sadly. "I had so much hope for you, Set. Now you're dead to me. Just like Grimace."
ReplyDeleteTaking a step back, he lines up a shot towards where he remembered Thor being, and sends an arrow flying to make Thor jump off the ledge. "Dance on his head, you Asguardian bastard!"
[tech]
Shift to C14
Clever shot +5 vs AC (+8 - 5(blind) +2 CA because Thor is blind)
1d10+5 damage
Thor slides off the ledge onto Raiden's Head!
Asgardian bastard.
ReplyDeleteClever Shot: (9)+5 vs. AC 17; MISS!!!
DM Fiat: I don't think we ever established whom on Team Out to Lunch was pegged by Zeus' Guardian Arrow. For funsies, I will say that it is Ronald McDonald.
Guardian Arrow: (15)+7 -5 +2 vs. AC 17; HIT!!!
for (5)+5 damage; Ronald is dazed at -4 HP!
THUS ENDS THE ETERNAL STRUGGLE FOR SURVIVAL WHICH PITS MAN AGAINST MAN!!!
ReplyDeleteFINAL SCORE 12:08 - Out to Lunch wins!
Thank you all, gentlemen, for playing so excellently in this match of Fourthcore Team Deathmatch! A truly memorable display of guts and glory from both sides. I look forward to seeing you all in a future match!
Comments are being turned off here, but you can look forward to seeing a Blood, Sweat and Tears article from the map's author, Robert Waluchow, as he discusses the lessons learned from the play-by-post and how the map will be changing.
Until next time!