The Overseer's Challenge IC

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Re: The Overseer's Challenge IC

Post  SilentBelle on Thu May 09, 2013 5:11 pm

Heading onward, past the now-opened door, you see a room before you. It's a somewhat stouter room and all its walls are rusted metal. The roof is only a few feet above your head numerous dripping sounds come from all directions within the room. Small water droplets seem to fall from all around, creating what looks to be rusty stalagmites. At the center of the room, there's a big red button on a control panel, though the whole thing seems to have suffered much from water damage. There appear to be no other doors in the room, or any living creatures for that mater. Just the sound of water droplets in their never-ending fall.
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Re: The Overseer's Challenge IC

Post  Lyntermas on Fri May 10, 2013 12:15 pm

Blitz looked at the button on the control panel. "...On the one hoof, this is an obvious trap. On the other hoof, there is most likely no other way to proceed. Brace yourselves, comrades. If I had to guess, our next foe will be water-based." Blitz winced a bit as he pressed the button.
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Fri May 10, 2013 1:03 pm

"A big red button, how classic," was all Wandering Eye managed to say before Blitz pushed the button.
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Re: The Overseer's Challenge IC

Post  tygerburningbright on Sun Jun 02, 2013 9:02 am

Pressing the button causes an area around the control panel to raise extremely slowly. Everyone has more than enough time to get on and it is large enough to accommodate everyone. At the same time the sound of old rusted valves being opened fills the room and moments later water starts to fill up the room lucky it never surpasses the height of the platform. When both the water and the platform reach their maximum levels a hatch opens in the ceiling dropping a cube of dried material into the water. Its effects are immediately evident the water turns a putrid purple and becomes as thick as tar also in a few places eyes and mouths can be seen forming.

OOC roll for initiative
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Sun Jun 02, 2013 11:57 am

"Oh great!" Wandering Eye said, backing away from the edge. "This is ringing some bells, and not good ones! Let's just hope they're not funeral bells..."

Spoiler:
Initiative: 13
Talents:

[+3] Dark Pact (Draw Blood) [Standard Utility]
Target creature suffers 1 ongoing damage (save ends).

[+1] Syphon Life [Standard Attack]
Deal 1d8 damage to target enemy. You or target ally gains that many hp.

[+1] Hemophiliac Hex (Kindle Pain) [Standard Utility]
If target enemy is suffering ongoing damage, increase that damage by 5.

[-9] Caprice (You Will Die) [Standard Utility]
Target creature is weakened, blinded, dazed, suffers vulnerability 3, 5 ongoing damage and a -3 penalty to saving throws (save ends all).

[-10] Nightmare Eruption (Form of the Reaper) [Immediate Interrupt]
Trigger - You would be reduced to 0 hp or less.
Effect - Your hp total becomes 13 instead. You may use Death’s Scythe immediately without spending the pip cost, even if you do not know that talent.

The following talent is also given thanks to an item:

[0] Soulworm (Blood Drain) [Minor Action, 1/Battle]
Target creature suffers 4 ongoing damage (save ends). Whenever it takes damage from this effect, you gain 4 hp.

The Hound, meanwhile, as the Conjuror's pet, merely gains the following:

Hound of Recurring Nightmares (Conjurer’s Pet) - 20 hp

[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to target creature.

[0] Mine and Mine Alone (Defend the Master) - Interrupt Utility
Trigger - An enemy targets you with a single target attack
Effect - The attack targets the Conjurer’s Pet instead.
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Re: The Overseer's Challenge IC

Post  Curunir on Sun Jun 02, 2013 11:20 pm

"Ah, if only everything here wasn't trying to eat us or poison us or goo all over us. What else can you expect from a mad scientist? What I wouldn't give for more straightforward traditional combats, like with those 'kobold' creatures!"

Hussar paced around the platform, trying to keep an eye on the oozing water around them.

Spoiler:

Initiative: 18 - 3 = 15

[+4] Flashy Target (Trance) - Standard Utility
You suffer vulnerability 4 until the end of your next turn.

[+2] Offensive Formation (Crazy Concoction) - Standard Utility
You suffer vulnerability 2, a -5 penalty to saving throws and gain a +2 bonus to damage (save ends all).

[-2] Charge down the line (Chain Lightning) - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may copy this effect, choosing a new target for the copy.

[-2] Trample (Slashback) - Interrupt Attack
Trigger – A creature hits you with an attack.
Effect - Deal 1d12 damage to the triggering creature.

[-6] “Poland is not yet lost!” (Never Stay Down)- Interrupt Utility
Trigger - You fall unconscious
Effect - At the beginning of your next turn, if you are still alive, you regain 2d8 hit points and may take an extra standard action
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Mon Jun 03, 2013 12:23 am

Proto just readies itself for combat...

combat data:
Initiative: 1D20+8-3 => [ 13 ] +8(trait)-3(item) = 18

Combat Talents:
[+3] Magical Reload (Form of the Serene Armadillo) - Standard Utility*
You gain 1d4 temporary hp.

[-1] Spellshield Spikes (Caltrops) - Minor Utility*
Until the end of your next turn, any creature that attacks you suffers 1d4 damage.

[-3] Time-Jump Shot (Blast From The Past) - Standard Utility*
You cease to exist and can take no actions until the start of your next turn. While you do not exist, you cannot affect any creature and no creature can see or affect you in any way. At the start of your next turn, you reappear and deal 1d12 damage to target creature and all creatures adjacent to it.

[-3] Explosive Arrow - Standard Attack*
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

[-3] Magic Arrow (Furious Rage) - Standard Attack*
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.
stats:
HP: 30
PiPs: 4
Condition: Spell Shield (Resist 2) Adaptive Spellmatix (+3 to saves)


Last edited by Xel Unknown on Mon Jun 03, 2013 12:33 am; edited 1 time in total
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Re: The Overseer's Challenge IC

Post  Lyntermas on Mon Jun 03, 2013 12:31 am

Combat:
Initiative: 13

[-7] Hammer of Thunder - Minor Utility
You conjure a Thunder Hammer in your hands.[*] You can dismiss the Thunder Hammer as a free action. While you are wielding a Thunder Hammer, you cannot use your other combat talents. Instead you may use the combat talents below.

[+2] Perfect Focus - Standard Utility
You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more pips.

[-9] Conjure Fire Giant - Standard Utility
Conjure an allied Fire Giant. It has the following stat-block.

[-2] Blink - Interrupt Utility
Trigger - An enemy targets you with an attack.
Effect - Flip a coin. If heads, you are not affected by the attack. If tails, gain 5 temporary hp

[-4] Misdirection – Interrupt Attack
Trigger – An enemy damages you with a combat talent.
Effect - A random enemy takes the damage instead.

Stats:

HP: 30
Pips: 4
Status: None
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Re: The Overseer's Challenge IC

Post  Brony 7 of 9 on Sat Jun 08, 2013 11:58 am

Maretoko suddenly starts glowing before he disappears. In his place stands a brown-furred earth pony, wearing a yellow uniform and, perhaps more noticably, a visor covering his face. He pulls out a strange device and holds it up to his head.

"Captain, if the transporters are malfunctioning, you know you're supposed to call me first."

No response.

"Captain?"

There doesn't appear to be any reception. The pony pulls out a laser gun and sets it to "stun".

"If this is a holodeck prank it is not very amusing."

Combat:
Initiative: 4

Enter La Forge!

[+2] Mocking Melody - Standard Utility
Target creature is subjected to your mocking melody (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.

[+1] Inspire Courage - Standard Utility
Target Ally gains 1d12 temporary hp.

[+1] Set Phaser (Gather Energy) - Standard Utility
On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[+1] Phaser Blast (Stab) - Standard Attack
Deal 1d10 damage to target creature.

[-7]: Reprogram (Domineer) - Standard Attack
Target creature is Dominated (save ends).

Items

Set to Kill (Wand of Fireballs)
Weapon
Once per battle, you may use the following combat talent.

[+1] Explosive Fireball - Standard Attack [1/Battle]
Deal 2d8 damage to target creature and all enemies adjacent to it.

GOGGLES (Ring of Resilience) - 500 Gold
Trinket
You gain a +3 bonus to saving throws.

Beam Me Up! (Ring of Strategic Withdrawal) - 1500
Trinket
Once per battle, you may use the following combat talent.
[0] GAH! - Interrupt Attack
Trigger - An enemy would deal damage to you.
Effect - You take no damage from the attack and deal 1d10 damage to the triggering enemy.
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Sat Jun 08, 2013 3:41 pm

Proto fires an arrow with a magical bomb attached to it.

statandard action:
[-3] Explosive Arrow - Standard Attack*
Deal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

Roll(1d8)+0:
2,+0
Total:2 damage...

AT START OF SMOOZE TURN:
Roll(1d10)+0:
6,+0
Total:6 extra damage + dazed (save ends)
Next the auto-ballista works on some defensive spikes.

minor action:
[-1] Spellshield Spikes (Caltrops) - Minor Utility*
Until the end of your next turn, any creature that attacks you suffers 1d4 damage.
status:
HP: 30
PiPs: 0
Condition: Spell Shield (Resist 2) Spellsheild Spikes (1d4 damage to any attacker: last till end of next turn) Adaptive Spellmatix (+3 to saves)
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Re: The Overseer's Challenge IC

Post  Curunir on Sat Jun 08, 2013 11:48 pm

Hussar saw Maretoko disappear- hopefully back to wherever she came from. Who knew what prompted the scientist to switch her out, but luckily for them- unluckily for whoever replaced her- there was indeed a replacement to fight alongside them. He jumped in front of the newcomer, exposing his whole body, with still-shining armour covered in red and white cloth, adorned by the large wings, presenting himself as a target to whatever was going to appear from out of the oozing water (or the water itself) so that the newcomer could get their bearings. Luckily, they seemed to have the presence of mind to ready a weapon of some sort.

"Not much time to explain- you've been abducted by a mad scientist who seeks out powerful adversaries to test his twisted creatures against. Something unpleasant is surely about to attack us momentarily. We can talk more after we win this fight."

Spoiler:

[+2] Offensive Formation (Crazy Concoction) - Standard Utility
You suffer vulnerability 2, a -5 penalty to saving throws and gain a +2 bonus to damage (save ends all).

Saving Throw: 14-5= 9

Spoiler:

HP: 30
PIPS: 6
Status: (Vuln 2, -5 Saving Throws, +2 Damage, 4 regen (trait))- Save Ends
Resist 2 (item)
Improved Defence (trait)
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Sun Jun 09, 2013 12:55 am

"What?! Where did..." Wandering Eye shook his head. No time for confusion. "Never mind, introductions can come later! Like Hussar said, we may be under attack at any moment." Hopefully the new arrival could handle himself as well as Maretoko.

Meanwhile, he concentrated, drawing the power of the Beyond into his horn and into himself - and from whatever was in the water.

Spoiler:
[+3] Dark Pact (Draw Blood) [Standard Utility]
Target creature suffers 1 ongoing damage (save ends).

Targeting... the thing in the water. I think.
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Re: The Overseer's Challenge IC

Post  Lyntermas on Sun Jun 09, 2013 8:51 pm

"More poor souls stuck in this maze? Gah, let's just kill this thing!" Blitz summoned the Thunder Hammer and gaze the purple goo a mighty blow.

Combat:
[-7] Hammer of Thunder - 3(Talisman of Weapons) - 1(Nothing up my Sleeve)=

[-3] Hammer of Thunder - Minor Utility

[+1] Ringing Blow - Standard Attack
Deal 2d10 damage to target creature, and that creature is dazed until the end of your next turn.
Target: Smooze
Rolling...2+9 = 11

Stats:
HP: 30
Pips: 2
Status: None
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Re: The Overseer's Challenge IC

Post  tygerburningbright on Sun Jun 09, 2013 9:17 pm

When Blitz hits the Smooze the portion of the goo that was hit by the energy of the beyond gets set flying onto the platform. Right before the entiry starts to move the previous bolt that Proto shot explodes. Then as if in retaliation for the strong hammer blow it shoots a blob of acidic goop onto Blitz's face. Somehow the pool is still rippling from the explosive bolt.

data:
Trait activation
saveing throw vs ongoing
total 10
Attacking Blitz for 3 ongoing damage (save ends)
coin flip results heads Blitz is now blind (save ends)
save vs daze
total 2
Forge's turn
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Mon Jun 10, 2013 7:07 pm

[Ack, I toooootally forgot both the hound, and the posting of stats after my action!]

From seemingly out of nowhere, the twisted, eyeless black hound appeared, taking a nip out of the group's foe before retreating to a defensive position.

Pet's Action:
[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to target creature.
Damage dealt - 5
Not sure how many foes we're facing, I think it's just the one? Same target as before, nonetheless.

Status:

Wandering Eye:
HP: 30
PiPs: 7
Condition: Good

Hound of Recurring Nightmares:
HP: 20
Condition: Good
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Re: The Overseer's Challenge IC

Post  Brony 7 of 9 on Mon Jun 10, 2013 7:58 pm

"I'm reminded of my crew's dealings with the being known as DisQord."

LaForge sets his phaser up a level, to Kill.

"I always hated DisQord."

Combat:
Gather Energy.

LaForge: 30 HP, 5 PiPs, Status: Gather Energy
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Re: The Overseer's Challenge IC

Post  Xel Unknown on Tue Jun 11, 2013 2:26 pm

The Auto-Ballista gets to reloading itself.

combat talent:
[+3] Magical Reload (Form of the Serene Armadillo) - Standard Utility*
You gain 1d4 temporary hp.

Roll(1d4)+0:
2,+0
Total:2
status:
HP: 30 + 2
PiPs: 3
Condition: Spell Shield (Resist 2) Adaptive Spellmatix (+3 to saves)
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Re: The Overseer's Challenge IC

Post  tygerburningbright on Sun Jun 16, 2013 10:49 am

Hussar charges into the pool stabbing with his lance. When he tries to make a second strike he is forced back to the platform.

Move:
[-2] Charge down the line (Chain Lightning) - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may copy this effect, choosing a new target for the copy.
Roll(1d10)+2:
9,+2
Total:11
no new targets so no copy
save vs Crazy Concoction
Roll(1d20)-5:
8,-5
Total:3
stats:
HP: 30
PIPS:4
Status: (Vuln 2, -5 Saving Throws, +2 Damage, 4 regen (trait))- Save Ends
Resist 2 (item)
Improved Defence (trait)

The after effects of the explosive shot have finally stopped.
Data:
Trait activation
saveing throw vs Daze
Roll(1d20)+0:
13,+0
Total:13
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Re: The Overseer's Challenge IC

Post  Lyntermas on Thu Jun 20, 2013 1:09 pm

Blinded by the Smooze, Blitz tries to hit the large blob again, but only manages to slam the ground next to it. However, he is able to wipe the gunk off of his face, and his lightning shield would hopefully make the Smooze think twice before attacking him.

Combat:
[+3] Thunderous Blow - Standard Attack
Deal 1d8 damage to target creature and you gain a lightning shield until the end of your next turn. Whenever a creature attacks you with an attack while you have a lightning shield, that creature suffers 2 damage. 
Rolling...7

Rolling to hit (1d2, 1=hit, 2=miss) ...2 (miss)

Stats:
Rolling saves...3 ongoing (15), Blindness (10)
HP: 27
Pips: 5
Status: Lightning Shield
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Re: The Overseer's Challenge IC

Post  Dusk Raven on Thu Jun 20, 2013 9:31 pm

Wandering Eye repeated the process he'd begun before, building up yet more energy...

Action:
[+3] Dark Pact (Draw Blood) [Standard Utility]
Target creature suffers 1 ongoing damage (save ends).

Target: Smooze

The Hound, meanwhile, darts to the Smooze and bites it... as best it can.

Action:
[0] Bite - Standard Attack
The Conjurer’s Pet deals 1d6 damage to target creature.

5 damage dealt to Smooze.

Status:
Wandering Eye:
HP: 30
PiPs: 10
Condition: Good

Hound:
HP: 20
Condition: Good
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Re: The Overseer's Challenge IC

Post  tygerburningbright on Fri Jun 21, 2013 8:28 pm

Unfortunately the goo manages to redirect the energy into the area bitten by the hound. Then it manifests a fist and slams it into Wandering Eye.

Data:
Trait activation
saveing throw vs ongoing
total 18
attacking Eye
Damage 9
Coin flip tails... no effect

turn LaForge
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Re: The Overseer's Challenge IC

Post  Brony 7 of 9 on Sat Jun 29, 2013 12:40 pm

Sorry I forgot about this!


LaForge aims his strange laser gun at the goo and blasts it twice.


Phaser 1: 1d10 = 7 damage
Phaser 2: 1d10 = 6 damage

LaForge:
30 HP, 7 PiPs, Condition: Good
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Re: The Overseer's Challenge IC

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