A Tale of Two Kingdoms

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Re: A Tale of Two Kingdoms

Post  Paper Shadow on Sun Jul 21, 2013 4:01 pm

"But what about Porko?" asks Steam to the ponies rushing into the carriage, before looking at Chitose as he makes his way on the train. "Chitose, if you could find my boar wizard friend and bring 'im here, that'd be bonzer." He steps on the train and prepares to help...

(Initiative Roll: 7)
(Taking Healing Salve, Energize, Amazing Grace, Miracle, and Mend)

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Re: A Tale of Two Kingdoms

Post  Xel Unknown on Wed Jul 24, 2013 5:37 pm

(OOC: Sorry for the wait.)

Wild sighs and gets ready to fight again... Hoping this time things will go better.


Initiative Roll: 11
combat talents:
*[+2] Sportsmare's Taunt (Mocking Melody) - Standard Utility
Target creature is subjected to your Sportsmare's Taunt (save ends). A creature subjected to your Sportsmare's Taunt suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.

*[+1] Stormcloud Blinders (Demand Duel) - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

*[-1] Lightning Chains (Barter in Blood) - Minor Utility
Target creature is subjected to your “Lightning Chains” (save ends). While the creature is subjected to your “Lightning Chains”, it suffers 1d6 damage whenever you are dealt damage.

*[-1] Carbon Monoxide Inhalation (Flaming Arrow) - Standard Attack
Deal 1d8 damage to target creature. That creature suffers 1d6 ongoing damage (save ends).

*[-2] Fighting Again the Wind (Condemn) - Standard Utility
Target creature is subjected to your Painful-Blowback (save ends). While subjected to your Painful-Blowback, you deal 1d8 damage to the creature whenever it attacks.
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Re: A Tale of Two Kingdoms

Post  Z2 on Thu Jul 25, 2013 11:33 pm

As the remainder of the party piles into the train one by one, the tickets vanish. Once all have boarded, the train gets itself underway, steadily accelerating to the mountain. As Wild boards, a second specter comes forth to challenge her, only to get swept up in the encroaching combat.

The first shade stretches itself across the field into a wall of silent blackness. It slowly envelopes those closest to it, trapping them in a cocoon of non-perception.
Data:

Initiative:
15 Capped Shade
14 Wishful Thinking
11 Wild
10 Cassie
7 Steam
6 Tourmaline
2 Whistle Shade

Wish, Wild, and Cassie are now blinded (by an attack)
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Re: A Tale of Two Kingdoms

Post  Colter Bolt on Fri Jul 26, 2013 12:44 am

Wishful stumbles a bit in reaction to becoming blind. Once he stabilizes himself, he takes a defensive pose, rubbing his eyes.
Spoiler:
Used [+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.

Save roll(Blind): 16
HP: 30
Pips: 5
Status: Resist 3


Last edited by Colter Bolt on Fri Jul 26, 2013 1:11 am; edited 1 time in total
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Re: A Tale of Two Kingdoms

Post  Xel Unknown on Fri Jul 26, 2013 1:04 am

Wild Blue laughs. "That the best you got?" Then wraps tjh Capped Shade in some Lightning Chains that she willed into existance form her magical items... Then follows up with cursing the Whistle Shade with a Magically Cursed Winds to blow at the enemy. She keeps to trying to seem sure of herself, not admitting how her eyes couldn't see all that well thanks to that attack.

Combat Turn:
*[-1] Lightning Chains (Barter in Blood) - Minor Utility
Target creature is subjected to your “Lightning Chains” (save ends). While the creature is subjected to your “Lightning Chains”, it suffers 1d6 damage whenever you are dealt damage.

Target: Capped Shade (with a -3 to this save)

*[-2] Fighting Again the Wind (Condemn) - Standard Utility
Target creature is subjected to your Painful-Blowback (save ends). While subjected to your Painful-Blowback, you deal 1d8 damage to the creature whenever it attacks.

Target: Whistle Shade (with a -3 to this save)

Blinding Save: 7... Fail...
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Re: A Tale of Two Kingdoms

Post  tygerburningbright on Fri Jul 26, 2013 11:21 am

Cassiopeia rather purposefully makes a cut on her own arm before wildly striking at the capped shadow.

combat:
Ritual Knife - 2500 Gold
Weapon
Once per battle, you may use the following combat talent.

[0] Bloody Ritual - Free Utility [1/Battle]
Choose one of the following;
A) Pay 2 hp. If you do, you gain 1 pip.
B) Pay 4 hp. If you do, you gain 2 pips.
C) Pay 6 hp. If you do, you gain 3 pips.\
picking C

[-7]Dirty Fighting (Wild Abandon) - Minor Utility
For the rest of the battle you may deal +2d6 damage on one single-target attack each round and you suffer Vulnerability 4.

[+2] Rampage - Standard Attack
Deal 1d4 damage to target creature. If you are bloodied, deal 1d10 damage to that creature instead.
Roll(2d6)+0:
6,1,+0
Total:7

Roll(1d4)+0:
1,+0
Total:1
8 total...

calling one to hit
Roll(1d2)+0:
1,+0
Total:1
and I hit.
save
Roll(1d20)+3:
12,+3
Total:15
made it

Stats:
HP 24
Pips 2
Status vuln 4
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Re: A Tale of Two Kingdoms

Post  Paper Shadow on Fri Jul 26, 2013 2:27 pm

Steam watches Cassiopeia's assault. "Good job mate!" yells the bat pony to the naga, before then turns to Tourmaline and asks "Ready to give 'em trouble?"

(Study Spell: Cassiopeia (Procs Inspiring Word))
(Inspiring Word: Cassie rolls 2d8. For each 8 rolled, both she and I gain a pip...)
(Energize: Note gains 1 Pip (Procs Inspiring Word))
(Inspiring Word: Note rolls 2d8. For each 8 rolled, both she and I gain a pip...)

HP: 30
Pips: 5
Status: Okay

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Re: A Tale of Two Kingdoms

Post  Ramsus on Fri Jul 26, 2013 2:47 pm

"You betcha!" Note replies, excitedly. Then she throws her hooves in the air and dances a dance nopony was meant to know (causing the capped shadow to take san damage) and a squid-like thing appears in the air, looking very much like the thing she had summoned up for their meal earlier (sesame seeds and apple-eyes included), which then tries to eat the capped shadow. "You get 'im Apple-of-My-Thousand-Eyes!" Note calls after it, encouragingly.

Combat Data:

Inspiring Words 2d8: 4, 6. Drat.

Start of Turn: HP: 30/30, Pips: 5, Status: Shiny

[+1] Thriller (Noxious Mixture) - Standard Attack
Deal 2d4 damage to target creature. If the creature is suffering from a (save
ends) condition, deal 1d12 damage to the creature instead.

Capped Shadow is dealt 3 damage.

End of Turn: HP: 30/30, Pips: 6, Status: Shiny

Conjurer's Pet uses Bite on Capped Shadow and deals 6 damage.
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Re: A Tale of Two Kingdoms

Post  Z2 on Mon Jul 29, 2013 2:56 am

The whistle bearing shade moves slowly, choosing to flick itself about rather than attack. Doing so leaves it appearing a bit larger, and dissipates the wind surrounding it.

The train lets out a nigh deafening hoot, and the capped shade advances again. Once more it tries to engulf the party, this time stretching itself thin with an eerie screech. Nonetheless, the move is effective and the ENTIRETY of the gathered travelers find themselves blinded... In the eerie murk sounds can be heard, but no motion seen. A pressure spreads over the party before: harmlessly fading away. What sounds remarkably similar to a hat being stomped in frustration is heard, but a slightly hopeful low whistle hides behind it.

Stuff:

Entire party blind (save ends)
Whistle status: cleared with an action
Capped Shade: save succeeded
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Re: A Tale of Two Kingdoms

Post  Caden2112 on Mon Jul 29, 2013 4:03 pm

Caden temporarily ghost-playing Wishful wrote:Wishful decided to try and weaken the whistle-carrying shade to try and get it out of the way...

Combat data:

Action chosen:
[-2] Feedback Wave - Standard Attack
Deal 1d12+X damage to target creature, where X equals the number of pips that creature has.
Blindness check: 1= success, 2= failure 1d2 = 1
1d12 = 8+its pips damage to Whistle Shade.

Saving Throw vs. Blindness: 1d20 = 11. Success!

HP: 30
Pips: 6
Status: Good
((...It's not my character, you don't get a paragraph of fluff. Sorry.))
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Re: A Tale of Two Kingdoms

Post  Xel Unknown on Thu Aug 01, 2013 7:12 pm

((OOC: Derp, I've not noticed it was my turn, and when it was first pointed out to me I got lazy... REALLY SORRY ABOUT THAT! Embarassed ))

Wild Blue tries to attack with a stormcloud... But that disoration from that screen the shade made made her attepts at building such a cloud fail before she could even attack with it.

combat talent:
*[+1] Stormcloud Blinders (Demand Duel) - Standard Attack
Deal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

missed so no d8 roll, and the target doesn't matter either... (if you really care I was trying to hit Whistle Shade)

Also failed my blinding save...
status:
HP: 30
Pips: 2
Condition: Blinded (save ends)
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Re: A Tale of Two Kingdoms

Post  tygerburningbright on Thu Aug 01, 2013 7:23 pm

Once again Cassiopeia wildly lashes out unfortunately she only manages to hit thin air. She then begins to entirely give up on defense and focus solely on attack. Thankfully her eyes become accustomed to the darkness at this time as well...

Combat:
Rampage
one is hit
Roll(1d2)+0:
2,+0
Total:2
miss...

[-1]Blood in the air (Blood Pact) - Minor Utility
For the rest of the battle, at the beginning of your turn, you gain 1 PiP and then lose 1
HP for each PiP you have.

save
Roll(1d20)+3:
18,+3
Total:21
Stats:
HP 24
Pips 3
status Blood Pack Vuln 4
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Re: A Tale of Two Kingdoms

Post  Paper Shadow on Thu Aug 01, 2013 8:15 pm

The darkness was of no concern to the bat pony. While he could not pinpoint exactly where the shades were now, he could hear his allies, allowing him to see them thanks to his echolocation, and proceeded to help. He gives some words of confidence to Cassie again as he heads to Tourmaline, pulling out a bottle of a homemade natural cure-alls, assuming that it would help Note see in the dark. It was a pretty potent medicine after all, even if it wasn't curing anything. "Here, get this down ya," whispers Steam to the crystal pony as he gives her a quick sip of the mixture. It has an incredibly bitter taste to it, followed by an incredible strong after-taste, which can make weaker stomachs turn. Steam himself enjoys a quick sip himself because he enjoys the taste of the mixture, although not enough to cure him of his blindness. However, his eyes begin to adapt to the darkness as well...

(Study Spell: Cassiopeia (Procs Inspiring Word))
(Inspiring Word: Cassie rolls 2d8. For each 8 rolled, both Cassie and Steam gain a pip)
(Curse Eater: Note is cured of all save-ends (Procs Inspiring Word))
(Curse Eater: Steam gains 3 HP)
(Inspiring Word: Note rolls 2d8. For each 8 rolled, both Note and Steam gain a pip)
(Saving Throw against Blindness: 16)

HP: 30
Pips: 1
Status: Okay

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Re: A Tale of Two Kingdoms

Post  Ramsus on Thu Aug 01, 2013 8:29 pm

"Bluh!" Note complains after swallowing whatever it was she was just given. While Apple-of-My-Thousand-Eyes squirmed around blindly trying to find a target, Note pointed her thauramin at the whispering shade and waved her fore-hooves past each other sharply, which produced a high pitched whistling sound that faded in and out of the audible range of most of the participants of the battle and caused cracks to appear in the shade as if it was glass that was being broken.

Combat Data:

2d8: 2, 1. Nothin.

Start of turn: HP: 30/30, Pips: 6, Status: Ewww.
[-6] This One Goes to Eleven (Daggerstorm) - Standard Attack
Roll d12s until you either get a result of 3 or lower or have rolled 5 times. Deal damage to target creature equal to the total die results you rolled this way
7, 7, 7, 2
Whispering Shade takes 23 damage.
End of turn: HP: 30/30, Pips: 0, Status:

Conjurer's Pet status: Blind (save ends)
Bite: Miss.
Save vs Blind: 17, success.
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Re: A Tale of Two Kingdoms

Post  Z2 on Fri Aug 02, 2013 6:53 am

The Whistle-bearing shade hovers stock still, doing nothing yet beginning to emit a MASSIVE quantity of unsettling dark light.

The second shade's hat seems to spin, making the lot of you momentarily dizzy. Those currently capable of sight can see that those near you are not where they were before.

Spoiler:
No damage or save ends, this was something of a preparatory turn.
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Re: A Tale of Two Kingdoms

Post  Colter Bolt on Sat Aug 03, 2013 9:01 pm

Wishful's eyes begin to swirl, becoming a hypnotic spiral directed at the whistle-bearing shade.
Spoiler:
Used [-3] Confusion - Standard Attack
Target creature suffers confusion (save ends). A creature suffering confusion flips a coin when it attacks. If it loses the flip the attack targets a random enemy instead. Target: Whistle Shade

HP: 30
Pips: 3
Condition: Good
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Re: A Tale of Two Kingdoms

Post  Xel Unknown on Tue Aug 06, 2013 8:41 pm

Wild Blue quickly summons her best hex and attacks at the Whistle Shade with it... Hoping to choke the thing till it passes out, or at least damage it before whatever oddity it seems to be building up to do happens.

Combat Talent:
*[-1] Carbon Monoxide Inhalation (Flaming Arrow) - Standard Attack
Deal 1d8 damage to target creature. That creature suffers 1d6 ongoing damage (save ends).

1D2 => 1 is a hit! Target is Whistle Shade; 1D8 => 6 damage ; 1D6 => 4 Ongoing (Save ends@-3)

Save Throw: 1d20 => 3... (grumbles over blinding)
status:
HP: 30
Pips: 1
Condition: Blinded (save ends)
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Re: A Tale of Two Kingdoms

Post  tygerburningbright on Tue Aug 06, 2013 9:50 pm

Cassiopeia charges straight at the Whistle Shade ignoring everything in her path. She the grabs ahold of the shadow and and bends backwards slamming it 'head' first into the floor of the train. Then she follows up with a brief series of scratches to the area directly above the whistle.

Combat:

[-3]Cobra clutch suplex (Furious Rage) - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.
adding 2d6 from Berserk .
Roll(2d10)+0:
3,8,+0
Total:11
Roll(2d6)+0:
4,5,+0
Total:9
total 20 damage

Stats:
HP 20
Pips 1
Blood pact vul 4
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Re: A Tale of Two Kingdoms

Post  Paper Shadow on Tue Aug 06, 2013 9:59 pm

Steam lets out more motivation calls...

(Study Spell: Cassiopeia (Procs Inspiring Word))
(Inspiring Word: Cassie rolls 2d8. For each 8 rolled, both she and I gain a pip...)
(Healing Salve: Note gains 1 HP (Procs Inspiring Word))
(Inspiring Word: Note rolls 2d8. For each 8 rolled, both she and I gain a pip...)

HP: 30
Pips: 3
Status: Okay

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Re: A Tale of Two Kingdoms

Post  Ramsus on Tue Aug 06, 2013 10:15 pm

In the middle of Apple-of-My-Thousand-Eyes attempting to crush one of the shades, Note telikenetically throws it at the other one with a shout of, "Tag! You're it!"

Combat Data:

Inspiring Word: 6, 8
d8 crit: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.
Target: Whispering Shade

Start of turn: HP: 30/30, PiPs: 1, Status: Resist 5
[+1] Thriller (Noxious Mixture) - Standard Attack
Deal 2d4 damage to target creature. If the creature is suffering from a (save
ends) condition, deal 1d12 damage to the creature instead.

Whispering Shade takes 7 damage.

End of turn: HP: HP: 30/30, PiPs: 2, Status:

Conjuer's Pet uses Bite and deals Capped Shade 4 damage.
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Re: A Tale of Two Kingdoms

Post  Z2 on Wed Aug 21, 2013 12:00 am

The rapidly weakening shadow beasts combine themselves for one last desperate maneuver; they throw themselves onto the party, dealing massive damage before they themselves vanish...


Spoiler:
The party takes 39 damage apiece... but the combat's over, maybe a little hurried but not cheated - if your characters have anything to say post it now, because the train will soon arrive in the crystal empire; where I try to get this campaign moving again and put this ill-advised Dream World nonsense behind us...
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Re: A Tale of Two Kingdoms

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