10.04.2012

PLAY-BY-POST: Match 13 Round 5 - SUPER SMASH BROS.






Spamalot maintains a narrow lead heading into the penultimate round. Can WetwORCs surpass them here?

30 comments:

  1. Sir Robin's Minstrel reappears in--surprise, surprise--location 1.

    OOC: Something I've neglected thus far is that the Skald's aura costs a minor action to reactivate after dying. That doesn't effect the two songs in place on it, though.

    ReplyDelete
  2. The Minstrel flutters down from the clouds regaling all with the sordid tale of WetwORC defeats.

    [Tech]
    Minor Action: activate skald aura

    Standard Action: Blunder vs. Urk +6 vs. will, 1D6+5 damage and the Rabbit makes a MBA against him, then slide to H1.

    Move Action: Fly to H3

    ReplyDelete
    Replies
    1. The Minstrel attempts to rouse his ally while discouraging his enemy. Neither worked out very well...

      Tech:

      Blunder: 6+(5)=11 vs Will 15 is a miss. The DM may have jinxed himself on Twitter...

      The Minstrel floats in to Urk's square, who may elect to take a save to shift, though the only option would be above the Angel and Rabbit then into their squares, so let me know if you'd like to attempt that.

      Delete
    2. I meant Urk. Apologies for the confusion.

      Delete
  3. Replies
    1. Thank you. The Minstrel and Urk get cozy together, as Teddy-Sin returns in location 1.

      Delete
    2. Oh, and the whirlwind moves three square to the right. Its base is in L11.

      Delete
  4. Teddy Reappears, SO ANGRY THAT AN ORC BROTHER CAN'T GET A BREAK IN THIS GAME. He flies to the right, then gives Sir Lancelot his best Link impression....

    Tech:
    Move to D5,
    Charge t G5, attacking Sir Lancelot with Ninja-to Rush.
    +10 vs AC, 1d6+10+1d8 from attack finesse, add furious assualt (+1d6)and Assasin's strike (+d10)as needed.

    ReplyDelete
    Replies
    1. AN Orc brother is desperately seeking a break as he charges Lancelot. Also, the rent on that platform is getting too damned high...

      Tech:

      Ninja-to Rush: 10+(17)=27 vs AC 16. Lancelot is hit for 10+(3)+(4)+(2)+(7)=exactly what you effing need. I'd call that a break. Lancelot drops to the ground at zero, and Teddy-Sin takes his place on the exclusive property.

      The Hyrule whirlwind moves left three squares, back to the centre of the platform as Gaarish of the Mighty Hammer Activates.

      http://www.youtube.com/watch?v=gE4GbUSufRU

      OOC: It's Canadian Thanksgiving, so I may not be able to post much this weekend. I'll try to get a map update posted when I can. Also, delay gibs will not be enforced until Tuesday.

      Delete
    2. Oops misread Lancelot's hit points. He's at -5, not zero.

      Delete
  5. With everyone on the dog-pile, Gaarish doesn't see a move that won't take out her boys too. She continues as the undisputed Queen of the Hill, holding down the fort on the upper platform.

    ***Tech***

    Standard: Total Defense.

    Starting to feel like a wallflower at this dance!

    ReplyDelete
    Replies
    1. Gaarish stands tall in the wind, and Ugarth spawns in location 1.

      Map updated.

      Delete
  6. "Ugarth is always falling. Why is Ugarth always falling? Ugarth does not like heights anymore. Oh well. CANNONBALL!!!"

    Ugarth comes rushing down like a meteor of death on his hated foe, the fearsome Bun-Bun of Caerbanog.

    TECH:

    move action: fly to G4

    standard action: Escalating Violence +7(base)+3(Savage Juggernaut)+2(Escalating Violence last turn)=+12 vs. AC. On a hit, 2d12 (brutal 2)+1d12(brutal 2 from Furious Assault)+12 damage. Then trigger ROAR OF TRIUMPH as a free action and all enemies in Close Burst 5 take a -2 penalty to all defenses until the end of my next turn.

    ReplyDelete
    Replies
    1. Ugarth leaps down axe first at the prone Rabbit, continuing the escalation of violence.

      Tech:
      Escalating Violence: 12+2(CA)+(8)=22 vs AC 18. Rabbit is hit for (4)+(7)+(2 rerolled to 3)+12=26 damage.

      Ugarth roars mightily, then falls and is squeezing with the angel, and Rabbit self-gibs and respawns in location 2. The whirlwind moves back to the left.

      Map updated.

      Delete
  7. Kory's out of town and we forgot to get a replacement player, so we all discussed this move:

    Move: Fly to G5
    Minor: Use the Skald's Aura to heal the adjacent Lancelot 7+1d6 hp.
    Standard: Attack Teddy-Sin with a MBA. +10 vs. AC (Heroic Effort if w/i 4). On a hit use Power Strike for 2d8+10 (5 for Death from Above). Also on a hit, use Dual Weapon Attack +9 vs. AC, damage 1d6+10.

    ReplyDelete
    Replies
    1. Oh and use Heroic effort on second attack if available and necessary.

      Delete
    2. Kurt misread the spawn point (who would have thought I'd ever roll a 2 again?), so a revision is pending.

      Delete
  8. sorry super busy at work first day back from holidays
    Tech:
    Minor: assume aspect of charging ram.
    Move: Fly to A11.
    Standard: Charge Gaarish (ending in C9). Attack +13 (+10+1charge+2CA due to dazed) vs. AC, use Heroic Effort is necessary. On a hit use Power Strike and Duel Weapon Attack for 2d8+12 (+5 from death from above and +2 from charging ram), Gaarish is knocked prone (charging ram), and get another attack +11 vs. AC (Heroic Effort is necessary and available) and 1d6+10 damage.

    ReplyDelete
    Replies
    1. The Rabbit charges the willowy form of Gaarish, teeth bared and claws out.

      OOC: The Hammer's aura is ambiguous as written (the attack has no trigger), so I'll rule that Rabbit's attack(s) and Gaarish's happen simultaneously. (It's moot, anyhow...)

      Charge: 13+(1)=FAILURE! The Rabbit starts to fall just as Gaarish draws back and swings...

      Hammer: 7+(19)=26 vs Fort 13. The Rabbit is hit for 20 damage, then pushed 3. He's still in the air, so Gaarish may declare any direction away from him for the push.

      Delete
    2. Dice,

      You are no longer my friends.

      Delete
    3. OOC: No longer?

      Per email, Gaarish pushed Rabbit as diagonally up to A10 to maximize the height of the fall. Rabbit takes (27)-(10/2)=22 damage, leaving him dead at -17.

      YOU HAVE LOST THE LEAD!

      The Whirlwind moves 3 to the left (J4 to L6).

      Lancelot self-gibs and respawns in location 1. Just a reminder that if you want to take death saves instead of respawning, try to tell me before your turn comes up.

      Delete
  9. Map updated, with the Arcane Whirlwind back where it should be.

    ReplyDelete
  10. "Tired of respawning. Must kill...."

    Lancelot moves to G4 and attacks Ugarth with Precise Assault

    Move - To G4
    Minor action - Quarry Ugarth
    Standard Action - +8AC (4d6+6(reroll all ones) + 1d6 hunter's quarry)
    Free - Mark Ugarth




    ReplyDelete
    Replies
    1. Lancelot leaps down, swinging his hammer wildly in Ugarth's general direction.

      Tech:

      Precise Assault: 8+(20)=CRIT! The attack does a maximum 41 damage (including DFA), pounding Ugarth to a paste at -17.

      YOU HAVE LOST THE LEAD!

      The whirlwind falls harmlessly off the edge of the map after affecting precisely nothing.

      Sir Robin reappears within 3 squares of location 1.

      Delete
  11. Sir Robin reappears and sees the platform below him rife with fighting and blood. "Uh, I think I saw some danger over here," Robin says as he slinks away to the other platform.

    Tech:
    Reappear at F5.
    Standard: Curse of Misplaced Wrath on Teddy-Sin. +6 vs. Will. On a hit, he's dazed and slides off the platform (of course he makes his save and is prone). As an Effect he attacks himself with a MBA at +2 damage.
    Minor: sustain the whirlwind and slide myself to G7.
    Move: Fly to H11.

    Sorry about the boring move, I can't think of anything better at this point.

    ReplyDelete
    Replies
    1. Sir Robin flits around taunting his enemies, then runs away to the clear side of the map.

      Tech:

      Charm: 6+(17)=23 vs Will 13. Hit! Teddy is dazed, but does indeed make his save (15) before attempting forced ritual suicide.

      MBA: 8+2(CA)-2(prone)+(8)=16 vs AC 18. Miss!

      Urk and his fiery sidekick may now go.

      Map updated.

      Delete
  12. Urk begins to mumble softly for a few moments, then begins to babble and mock the others on the platform as he moves away.

    [Tech]
    Free: Shroud on Lancelot

    Standard: Whispers of Defeat ... Close Burst 5, hitting Lancelot and Minstrel, +4 vs Will base
    (above does not include CA versus Minstrel and maybe Lancelot... I'm assuming he's squeezing with my angel?)
    Hit: The target takes a -2 penalty to attack rolls until EONT, and if they miss an attack they take 9 damage.
    Will activate shroud on Lancelot for +1d6 damage if the above hits.
    I think I already used Furious Assault, yes?

    Move: Fly to D7 ... Yes, I draw OAs from Minstrel and Lancelot. See above.

    Reminder of the angel's OA attack, if it comes up: Melee 1, +4 vs Reflex, 1d8 +4 fire damage

    ReplyDelete
    Replies
    1. Urk shakes the confidence of his valorous enemies, before standing in place.

      Tech:

      Whispers of Defeat
      vs Minstrel: 4+2(CA)-5(squeezing)+(20) is a CRIT! Minstrel takes no damage, but starts to feel less optimistic about the outcome of this battle.

      vs Lancelot: 4+2-5+(19)=20 vs Will is a hit! Lancelot takes 1 damage from the shroud.

      Since he's prone, Urk can't start flying until he stands up. Per twitter, Urk will stand in place.

      Delete
  13. As round 5 draws to a close, the Homerun Bat falls in L9.

    Final Round posted here:
    http://www.fourthcoreteamdeathmatch.com/2012/10/play-by-post-match-13-final-round-super.html

    ReplyDelete