[IC] League of Extraordinary Merchants vs Musical Muscles

Started by Throndir, May 15, 2015, 11:28:57 PM

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Throndir

"I've actually been looking forward for this one." One announcer said.

"Don't you look forward for all the matches? Death, right?"

"Well, no, more refined than that you see. There is just some sort of beauty in fighting with the waters surrounding you. Nothing but you and the seas." He replied.

"... and the death?"

There was a short pause, as if the other announcer was holding something back. But a moment later his voice boomed.

"YES! Musical Muscles and the League of Extraordinary Merchants! This is going to be amazing. So who's your money on?"

"The merchants."

"Why so?"

"They always get the better deal."




With that, the arena shifted and warped. In a few more moments both groups were standing on a small island, with waters surrounding them. A long and large tower stood in the middle of the arena, with a couple other small islands on either side. You couldn't see the enemies, but you knew they were behind the tower in the center of the arena.

QuoteWater arena rules:
  • Swim checks required as normal. Water is treated to be Calm, requiring a DC 10 swim check.
  • When 1 players are unconscious. Water is treated to be Rough, requiring a DC 15 swim check.
  • When 2 players are unconscious. Water is treated to be Stormy, requiring a DC 20 swim check.
  • Balancing on the 7 inch beams require a DC 10 acrobatics check.
  • You cannot 'overtake' another player who is attempting to balance. You can attempt a melee touch attack (to push any ally)/melee attack (to strike an enemy), and if successful opposing player must roll a DC 10 acrobatics check as per the PHB.
  • It generally takes two balance checks to cross the bridge as per the regular movement rules associated with balancing.
  • No risk of dying, the badge your character has will immediately teleport you to the tournament's healers upon any fatal attacks.
  • For once, initiative rules apply. Figured since it's PVP, might as well.
  • Forced movement after 72 hours of inactivity. I'll be reminding people to post. If you don't have the time to write written RP replies, just do your rolls and state your actions in spoilers/quotes.

Roll for initiative!


Linwelin

Shandon looked around once more when they ended up in the arena, and ended up sighing. "Water...sharks...again...?" Regardless of his feelings over this turn of events, Shandon brandished his favored shuriken, preparing to fight.

Quote[blockquote]Initiative:  1d20+3 : 12 + 3, total 15[/blockquote]
GG - Kin Sheel
GG - Vladimir Ludwik
Hero - Viktor Kozlav
SA - Uthaal Nailo
JE - Sebastian Zweigart
SH - Roman Ilya Pajari
EoD - Corey Grieve
EoD - Daniel Rask

[spoiler=Quote Collection]"It could be a rock that was intricately chiseled into...a rock." - Throndir

?Why did your first encounter end up as yourselves?? -Ella

?What'd he drop?? -Lance, asking about loot from a slain enemy.
?Well, he dropped his arms.? -Linwelin, after slicing off said enemy's arms.

Fayleen: "It's my sister..."
Kedric: "Did she fall into a hole? THAT SOUNDS GLORIOUS!"
Fayleen: "No! I mean, what, how did you even-" -Throndir
*Her sister had actually fallen in a hole.

Romanian Dumitri writes "Writing for the sake of writing, Going to beat that Maeve. What is she trying to do writing MORE than me?! I swear she's not going to take my place as the most buff occult reporter. She doesn't hold a candle!"
_
World-renowned author and chronicler, Kryas Windsell, presents: "The Bestiary of Galas'nor"

Quote from the Author:
"Because no one else thought of it." - Kryas Windsell
_

"Oh so there's a wizard? With magic pills? LET'S FEED IT TO RANDOM PEOPLE" -Throndir, refering to 'A Strange Visitor' RP[/spoiler]

Mysticsage

Serena

[spoiler=Initiative][blockquote]Rolled 1d20+4 : 9 + 4, total 13[/blockquote][/spoiler]




Grey

[spoiler=Initiative][blockquote]Rolled 1d20+6 : 4 + 6, total 10[/blockquote][/spoiler]

Bootman

[spoiler] Not going to make a post just yet since things are warming up. I'll go ahead and roll init though :D
[blockquote]Rolled 1d20+3 : 14 + 3, total 17[/blockquote][/spoiler]

Rocky D:Drive

[blockquote]Initiative:  1d20+3 : 16 + 3, total 19[/blockquote]

Throndir

QuoteWaiting on Jin. Will be force posting initiative for Jin tomorrow 9 PM PST.

Lance

The world was no stranger to adversity. For ages past, a great calamity once struck the earth, plunging the world into a state of rigid order. Cities prospered and kingdoms flourished as its scope spread across all creation. As a result, joy and wonder spread towards the common people and the nobility were left with naught but increasingly-extravagant gifts. Jubilation became commonplace and the poor were given the means to elevate themselves from their situation.

...It truly was a dark day for us all.

After all, the merchants had come-and in great number. Their sudden appearance in the world had created a revolution, as countless innovations sprung forth towards developing a fledgling industry. It was the difference between night and day; such was the severity in the changes the merchants had brought into existence. No longer did the poor suffer and the hungry starve. Countless opportunities had arisen and with them came the hope of further growth. Thus, after a period of careful nurture and care, industry advanced and the world was never the same again.

And now, centuries later, the calamity had finally returned.

[spoiler=It was called:]
The League of Extraordinary Merchants

Initiative:
[blockquote]Rolled 1d20+2 : 16 + 2, total 18[/blockquote]
[/spoiler]
"A wish? Okay, genie, make me a ham sandwich."

Throndir

QuoteBattle Log
[spoiler]Round 1 starts.[/spoiler]

Turn order:
[spoiler]Barly (League of Extraordinary Merchants)
Jin (League of Extraordinary Merchants)
Aion (Musical Muscles)
Shandon (Musical Muscles)
Serena (Musical Muscles
Grey (League of Extraordinary Merchants)[/spoiler]

Damage Dealt
[spoiler]Barly: 0
Jin: 0
Aion: 0
Shandon: 0
Serena: 0
Grey: 0[/spoiler]

Grid Map
[spoiler][/spoiler]

Barly or Jin to move

Rocky D:Drive

     As the water flowed through the little islands and beams, Barly stood on the edge of the island, thinking of possible plans he could execute. He twirled his comically sized mustache for a moment before letting out a gasp as though he had thought of a genius idea. "Aha!" He let out, digging through his many potions before pulling out a sage green vial that contains an elixir of the MonkeyFish . He took a quick drink and readied himself. "No such obstacle can contain the wond'wous Bawly!" He exclaimed, excited that he thought of the scheme; the bald merchant plunged himself into the water, swimming fifteen feet toward an island on the side. Now residing on the space J4, Barly is prepared to do his part.

Swim Roll:
Rolled 1d20 : 18, total 18

Throndir

QuoteBattle Log
[spoiler]Round 1 starts.
Barly drinks Monkey Fish extract, and moves to J4.[/spoiler]

Turn order:
[spoiler]Barly (League of Extraordinary Merchants)
Jin (League of Extraordinary Merchants)
Aion (Musical Muscles)
Shandon (Musical Muscles)
Serena (Musical Muscles
Grey (League of Extraordinary Merchants)[/spoiler]

Damage Dealt
[spoiler]Barly: 0
Jin: 0
Aion: 0
Shandon: 0
Serena: 0
Grey: 0[/spoiler]

Daily Usage
[spoiler]Barly: Monkey Fish extract[/spoiler]

Grid Map
[spoiler]Barly to J4
[/spoiler]

Jin or Aion to move

Lance

[spoiler=Actions]
Jin uses a full-round-action to activate Rapid Meldshaping, swapping out his standard Therapeutic Mantle soulmeld for Cerulean Sandals.

Quote from: Current Essentia Allocation
Incarnate Weapon: 4 (Capacity Expanded)
Mantle of Flame: 1
Lightning Gauntlets: 3 (Chakra Bind: Hands)
Cerulean Sandals: 0

Quote from: Maneuvers Granted
-Stone Bones
-Stone Vise
-Crusader's Strike
-Vanguard Strike
-Leading the Attack

[blockquote]Rolled 1d5 : 5, total 5[/blockquote]
[blockquote]Rolled 1d4 : 2, total 2[/blockquote]

Next Round's Maneuver: [blockquote]Rolled 1d3 : 2, total 2[/blockquote]
[/spoiler]
"A wish? Okay, genie, make me a ham sandwich."

Throndir

QuoteBattle Log
[spoiler]Round 1 starts.
Barly drinks Monkey Fish extract, and moves to J4.
Jin activates Rapid Meldshaping.[/spoiler]

Turn order:
[spoiler]Barly (League of Extraordinary Merchants)
Jin (League of Extraordinary Merchants)
Aion (Musical Muscles)
Shandon (Musical Muscles)
Serena (Musical Muscles
Grey (League of Extraordinary Merchants)[/spoiler]

Damage Dealt
[spoiler]Barly: 0
Jin: 0
Aion: 0
Shandon: 0
Serena: 0
Grey: 0[/spoiler]

Daily Usage
[spoiler]Barly: Monkey Fish extract
Jin: Rapid Meldshaping ability
Aion:
Shandon:
Serena:
Grey:[/spoiler]

Grid Map
[spoiler]Barly to J4
[/spoiler]

Aion or Shandon to move

Bootman

Aion tightened his grip on his sword, eyeing Barly as he swam up to the next island, totally ignoring the beam. Seeing it was going to take awhile for the actual fight to start, the Shaman began to relax a bit, looking to Shandon and Serena casually. "Do we have a plan or anything? Looks like we have time." As he was talking, the man was mentally slowly reaching out to the nature around them, until his mind found the veil of time. With a thought he began to distort it, just a little bit for now to give them an advantage, but he had no doubt things were going to get rough.

[spoiler]Fortune and Chant used on Serana. She gets one free reroll each round for two rounds. [/spoiler]

Throndir

QuoteBattle Log
[spoiler]Round 1 starts.
Barly drinks Monkey Fish extract, and moves to J4.
Jin activates Rapid Meldshaping.
Aion casts Fortune on Serena, then uses Chant.[/spoiler]

Turn order:
[spoiler]Barly (League of Extraordinary Merchants)
Jin (League of Extraordinary Merchants)
Aion (Musical Muscles)
Shandon (Musical Muscles)
Serena (Musical Muscles
Grey (League of Extraordinary Merchants)[/spoiler]

Damage Dealt
[spoiler]Barly: 0
Jin: 0
Aion: 0
Shandon: 0
Serena: 0, fortune (2 rounds)
Grey: 0[/spoiler]

Daily Usage
[spoiler]Barly: Monkey Fish extract
Jin: Rapid Meldshaping ability
Aion:
Shandon:
Serena: Affected by fortune
Grey:[/spoiler]

Grid Map
[spoiler]Barly to J4
[/spoiler]

Shandon or Serena to move.

QuoteFortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Chant (Ex): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex.

Mysticsage

Serena sighed upon seeing the same stage all over again. It seemed as if the fates wanted her to battle things out on this stage. Well regardless this time she would force the battle to fit with her tempo. Letting the moist spring air blow through her long locks she smiled. This was the beginning of a new show and the spirits were in her favor. With a quick word to the heavens and a focusing of her spiritual energies she was enrobed in an armor made from her own will.

  casts mage armor on herself

new ac 23