Grand Line Adventures IC - Part 2

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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Tue Jul 02, 2013 11:03 pm

Spoiler:
Urgh.

Would it be possible at this point to break off from battle somehow; get into some range where I could utilize my utility talents safely?

...or, potentially, since the rulebook makes mention of allowing utility talents to be used to escape from battle, is there any chance I could utilize Magecraft right now to get us the Snoop Dogg outta here?
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Tue Jul 02, 2013 11:40 pm

Spoiler:
I think we're better off just attacking them and winning the fight - they are glass cannons. If we need an escape, there's always Zenith/Konorad (assuming they finish their own fights), although just running away won't help us much - we're still in hostile grounds due to the bog, the plants are blocking our path, and our destination is likely equally hostile grounds anyway. There's also the fact that we'd need to carry off two KO'd ponies. We could only retrace our steps out of the bog and pretty much waste the entire trip into the bog. Might as well kill these off so we can un-KO our guys in a modicum of peace.
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Wed Jul 03, 2013 11:47 pm

Sixty-Two took another breath in, slowly raising his hoof. Arcing Bolts!" he cried, and several burning bright beams lanced from someplace behind him - someplace nopony could see. They lanced through the swamp, curving almost gently through the air and setting the woods ablaze. His book glowed and, unbidden by words, winds started circulating around him in a cyclonic sort of affection.

Spoiler:
Sorry this took so long. I did 6 damage to the bloodied one and two others I'll let tyger select at random.

Status:
HP: 3
PiPs: 4
Status: Dying Over Here
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Thu Jul 04, 2013 9:28 am

The bolts burn one plant down to ash and set another two ablaze.

Data:
Petey is dead Audrey and Seymour are bloodied
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Thu Jul 04, 2013 10:19 am

Shallow's grin vanishes into a stern expression, as he sees his friends fall one by one. "Yah' been cradled by motha' nature for long. Time ta' send yah' down to da' bottom of da' food chain!", he yells in anger, as he lands a powerful buck into one of the plants, its force increased by the layers of dirt surrounding his body and hooves.

Shallow's combat:

+1 Pip from Rapid Recovery

[+1] Strength of Stone – Standard Attack
Deal 1d8+X damage to target creature, where X is the number of temporary hit points you have. 

1d8 = 7 + 3 = 10 damage to Audrey

End-of-turn status
HP:14 + 3 temp hp
Pips: 3 (+1 next turn)
1 Resist

(OOC: Hmmm... I can either use up one reaction attack if one of you gets attacked, or I can wait and use earthquake to make you guys safe another round, and hopefully end the fight entirely...)
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Thu Jul 04, 2013 11:10 am

Shallow's blow is strong enough to make the plant fly back and explode after hitting a tree.

Data:
Audrey is dead
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Re: Grand Line Adventures IC - Part 2

Post  Curunir on Fri Jul 05, 2013 12:22 am

Tortoise nods as Shallow takes out one of the plants.  With half of his companions down, he would have to go on the offensive.  

"YAAAAGGGH!" He didn't come up with anything clever to say, like Shallow did- he just yelled, slamming into the damaged plant, and bouncing right in front of the last plant.

Combat:

Minor action to switch [+3] Sturdy (Way Too Tough) - Standard Utility
You may make a saving throw. for, and then do:

[+3] Shell Slam (Supercharge)- Standard Attack
Deal 1d8 damage to yourself and flip a coin. If you win the flip, deal 1d10 damage to target enemy.

1d8= 4 damage to self.

Coin Flip= 1, heads

10 damage to Seymour

10: Up to two target allies cannot be attacked until the end of your next turn.

62 and Shallow can't be attacked until the end of my next turn.

[-1] Recover (Healing Tincture) - Free Utility
You gain 5 hp.

Spending 2 Pips for 10 HP
Status:
HP 26
PIPS 4
Status: About to be attacked by a plant, but that's okay.
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Fri Jul 05, 2013 11:34 am

The charge is enough to snap the already damaged plant in two. The last plant standing shoots out a point blank blank of fire at Shell.

Data:
Seymour goes down
Roll(8d6)+0:
2,3,1,1,3,4,4,1,+0
Total:19
19 damage to Shell.
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Fri Jul 05, 2013 1:07 pm

With the plant distracted with attacking Shell, Shallow easily approaches the plant, and firmly grabs one of its bottom roots. "Yah' may be a mean green motha', but I dig up stubborn grave grass an' roots every day. Yah' just need ta' be uprooted.", he calmly says, before lifting and smashing it against the ground.

Shallow's reaction:

[-2] Grasping Granite - Reaction Attack
Trigger - An enemy deals damage to an ally,
Effect - Deal 2d8 damage to the triggering enemy and that enemy is weakened (save ends).

2d8 = 7 + 2 =  9 damage to Larry (or whichever plant is still left alive) + weakness (save ends) inflicted
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Fri Jul 05, 2013 4:22 pm

Shallow's slam is enough to destroy the final plant. A few moments later Zenith and Konrad mange to finish off the last of the giant leaches.

Data:
Plant dead combat is now over.
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Fri Jul 05, 2013 5:12 pm

Sixty-Two took a few shallow breaths as he sat down, looking exhausted. "Parameter: Myself, Continuing Allies. Codeword: MEDICATION," he intoned almost numbly as he slowly put his book back away from wherever it came from. The A.R.C. 'booped' over, green beams of light pulsing from its eyes, scanning his grey-coated master for injuries. Then, finally, Sixty-Two managed a weak grin. "Good job, team!"

Heal checks::
We're gonna assume that I Heal check everypony here. That should be six rolls, unless I'm missing something. My bonus will be 10(Bonus) + 1(Party of One) = 11, so I'll be adding that to all of my rolls. If possible, I'd like to apply my best rolls to the worst-wounded.
One: +11 = 22
Two: +7 = 18
Three: +7 = 18
Four: +9 = 20
Five: +4 = 15
Six: +10 = 21.

If anyone can do better, I'm willing to change one or all or in-between into assist rolls.
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Fri Jul 05, 2013 5:49 pm

"Erie!", Shallow yells in victory, doing a little tribal dance to top it off. He then ties the remains of the last murderous plant to his tail, so that it drags along behind him, as a trophy and demonstration of threat, to any other predators that might dare attack. "Good ting we be surrounded wit' plants: Dere's bound ta' be some good medicine ta' forage.", he says, as he inspects what remains of the defeated plants, as well as the other nearby foliage, to see if any of it is non-toxic or medicinal, preparing to use his Voodoo skills and a bit of basic mixing to make everyone hale and hearty.

Knowledge/Heal:
Checking plants (the ones we just defeated, and any that are in safe reach nearby) to see if there are any medicinally sound herbs (or at the very least, non-toxic ones), and applying them into making a healing salve/paste/tincture/bandages with Voodoo skills, with which I then heal whoever I can. Also using magical tricks to make the resulting plant-based mixtures non-disgusting for consumption/application, via color/taste alteration.

Heal
9 + 8 + 4 (IP, H) + 5 (FK - Voodo) + 5 (FK - Uplifting Creatures) = 31

( OOC: Think that should do it as far as heals go, if the bonuses apply.

So, who wants to eat the remains of our fallen plant-based adversaries, so as to gain their courage/tenacity/energy? They're plants, so it's not creepy. Their rich, tasty courage... Very Happy)
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Fri Jul 05, 2013 6:50 pm

AProcrastinatingWriter wrote:
Heal checks:
We're gonna assume that I Heal check everypony here. That should be six rolls, unless I'm missing something. My bonus will be 10(Bonus) + 1(Party of One) = 11, so I'll be adding that to all of my rolls. If possible, I'd like to apply my best rolls to the worst-wounded.
One: +11 = 22
Two: +7 = 18
Three: +7 = 18
Four: +9 = 20
Five: +4 = 15
Six: +10 = 21.

If anyone can do better, I'm willing to change one or all or in-between into assist rolls.

Zarhon wrote:
Spoiler:

Heal
9 + 8 + 4 (IP, H) + 5 (FK - Voodo) + 5 (FK - Uplifting Creatures) = 31

Working together you mange to get everyone back into at the very least walking condition.

Anyone that wishes to can roll 2D20 +5 for healing or can be set to 15.
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Fri Jul 05, 2013 8:21 pm

Healing:
2d20+5 = 18 + 7 + 5 = 30, so pretty much topped up.

"So, now dat' da' local flora is out of da' way, yah' want ta' continue? Or do we grab some of dem' ironwood trunks first? Or maybe try an' find someplace ta' bind our wounds?"

( OOC: So, whats the answer in regards to the bear? )
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Sat Jul 06, 2013 12:01 am

Healing:
12 + Nat 20 + 5 > 30, full health

"Blasted plants, I should have used my smoke bombs on them instead of just trying to charge up my tesla coil. Still, your healing seems to have worked wonders on me; I feel up to 100%. While I am rather eager to get out of here, I am a bit curious to see if there is any ironwood trees around." Torque looked around to see if there were any ironwood trees nearby.

Perception:
4(1d20) + 8 + 3 (Sharp Eyes) = 15
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Sat Jul 06, 2013 10:30 am

The only iron wood you can see is in the water...
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Mon Jul 08, 2013 1:13 am

"Oh, well, let's see what I can reach from the shore, then we'll just go through the cleared path. After that whole mess with the power-plants, I'd prefer to get out of this swamp as quickly as possible." Torque used his Ponykinesis to get as many pieces of the ironwood as he could reach (making sure to wipe the acid off before physically touching it).
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Mon Jul 08, 2013 8:48 am

"Want me to magic up some sort of transportation for the ironwood?" Sixty-Two asked.

Spoiler:
+10 HP, 13 Total.
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Mon Jul 08, 2013 11:42 am

Torque is able to recover some of the smaller logs and a lot of former planks about seventy-five pounds in total. However there is still a large amount in the water that is just too heavy for Torque to pick up.
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Re: Grand Line Adventures IC - Part 2

Post  Lyntermas on Tue Jul 09, 2013 1:57 am

"Blast, can't seem to get the last of it. Boomer, you're a bit better at telekinesis than I am. Would you be willing to give it a try?" He looked over at 62. "If you could arrange a way to transport the ironwood (at least up to the mansion) I would greatly appreciate it."
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Re: Grand Line Adventures IC - Part 2

Post  AProcrastinatingWriter on Tue Jul 09, 2013 8:07 am

"I shall, at least, make the attempt," Sixty-Two said, pulling out his magical book.

Spoiler:
I'm going to attempt to utilize my all-purpose magical book(Magecraft) in order to conjure a form of transportation for at least one of us and all the ironwood, however temporary such may be.

Arcana roll to do so: 18 + 13(Bonus) + 1(Party) = 32
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Tue Jul 09, 2013 12:30 pm

AProcrastinatingWriter wrote:
Spoiler:
I'm going to attempt to utilize my all-purpose magical book(Magecraft) in order to conjure a form of transportation for at least one of us and all the ironwood, however temporary such may be.

Arcana roll to do so: 18 + 13(Bonus) + 1(Party) = 32

62 is able to create a pony drawn cart that is large enough to fit the wood but small enough to easily get through the bog.

OOC someone needs to make a perception check to navigate.
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Re: Grand Line Adventures IC - Part 2

Post  Zarhon on Tue Jul 09, 2013 1:32 pm

"Erie! Nice set of wheels yah' made dere'! Let's hope it can on da' boat wen' we get back. I'll pull da' cart. Onwards!", Shallow says, strapping the harnesses and pulling the cart with all his might.

Perception, Athletics:
Navigating / watching for dangers, same stuff as before.

Perception
8 + 6 + 4 (IP, H) = 18

Dragging along the giant enemy plant remains and pulling the cart/cargo/passengers.

Athletics
17 + 14 + 4 (IP, H) = 35
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Re: Grand Line Adventures IC - Part 2

Post  Curunir on Tue Jul 09, 2013 3:27 pm

"Woah, hold on ther'!" Tortoise says as the wood cart lurches forward from Shallow's mighty tug. "I'm sur' we all wan'a get outa here quickly, but tha' doesn' mean we shouldn' be careful. Sure those plants aren' the only thin's to be worryin' about. Here, I'll help ya keep'n eye out f'r trouble."

Tortoise pushes himself ahead of Shallow, helping him look ahead, and checking the footing for anything that might slow up the cart.

Assist Perception:

Perception Roll: 18 + 8 Perception = 26

Or if that's not enough, will use Generosity to boost Shallow's roll by 15 (out of 4 possible uses per day, between Magic Point, Derp, Herp Derp, and Spellchild)
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Re: Grand Line Adventures IC - Part 2

Post  tygerburningbright on Tue Jul 09, 2013 8:58 pm

Zarhon wrote:
Perception, Athletics:
Navigating / watching for dangers, same stuff as before.
Perception
8 + 6 + 4 (IP, H) = 18
Dragging along the giant enemy plant remains and pulling the cart/cargo/passengers.
Athletics
17 + 14 + 4 (IP, H) = 35
Curunir wrote:
Assist Perception:

Perception Roll:  18 + 8 Perception = 26

Or if that's not enough, will use Generosity to boost Shallow's roll by 15 (out of 4 possible uses per day, between Magic Point, Derp, Herp Derp, and Spellchild)
Shallow along with Shell's help and after numerous close calls successfully manages to lead everyone to the rear end of a rather large mansion. The only things separating you all from the mansion are what appears to be a ring on large metal pillars.
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Re: Grand Line Adventures IC - Part 2

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