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[ICON] Game Start! - The Ruined Tower

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    kimekime Queen of Blades Registered User regular
    edited October 2022
    Cid's attack against the Tomb Guard strikes true! The Tomb Guard is too slow to react to the attack from behind, and let's out a deep bellow as it is hurt.

    It is not bloodied yet, to be clear.

    As Cid reached down to the symbols on the mound, there's a brief flash of light. Suddenly, their meaning becomes clear, transmitted by technology so ancient and advanced it's akin to magic. The shifting and creaking sound you've been hearing stops, suddenly. The lack of that background noise is jarring.

    The mound is attuned to your presence. "Your" here being "not the Relicts," so Kay and Zin do not need to do the same thing. The mechanism beneath the mound was connected to the closed door. It is in the process of locking that door in such a manner that no normal action could unlock it.... at least for some time. As long as you explorers standing anywhere on the mound equal or outnumber the number of Relicts on the mound, the mechanism will not continue. Otherwise, it will continue to lock the door. It was maybe ~halfway done when you stopped it.

    Now back to Cidryn to finish up their turn!


    1fhgq04eapod.png

    kime on
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    discriderdiscrider Registered User regular
    What happens if Cid hits 0 HP on the mound?
    Does that still count?

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    kimekime Queen of Blades Registered User regular
    discrider wrote: »
    What happens if Cid hits 0 HP on the mound?
    Does that still count?

    Yes, that still counts. If you were to die there, that would be different, but you're not close to death yet.

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    discriderdiscrider Registered User regular
    When did Cid receive the info? After moving?

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    kimekime Queen of Blades Registered User regular
    discrider wrote: »
    When did Cid receive the info? After moving?

    The Interact action is what did it.

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    discriderdiscrider Registered User regular
    edited October 2022
    So, did Cid use that action then? Because if so, the only thing left is Cid boosting his attack (as opposed to.. two damage (5 - 3 armour?))
    Geth roll 1d8+4 for total piercing bonus damage after using the blessing

    total piercing damage after using the blessing:
    1d8+4 10 [1d8=6]

    discrider on
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    kimekime Queen of Blades Registered User regular
    discrider wrote: »
    So, did Cid use that action then? Because if so, the only thing left is Cid boosting his attack (as opposed to.. two damage (5 - 3 armour?))
    Geth roll 1d8+4 for total piercing bonus damage after using the blessing

    Yes, the action was used to Interact. 10 damage is a whole bunch more damage than your attack was originally doing, nice! If Cid's done, an enemy is next!

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    discriderdiscrider Registered User regular
    Yeah, Cid has moved, light attack and interact

    Cidryn glances up from the ground, done musing and returning to face the Guard.

    "Guys, this mound seems to be locking the door.
    If we can all stand on this, we can keep the door open."
    He looks at the hulk in front of him,
    "Although I wouldn't blame you for holding off for the moment"

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    kimekime Queen of Blades Registered User regular
    edited October 2022
    The healthy Arc Spectre floats around to get a better angle at Zin, then shoots Chain Lightning! The lightning bolt flies towards Zin!

    Geth roll 1d20+1d6 for Chain Lightning attack with Height boon

    Geth roll 2d8+4 for damage if it hits (only 4 damage otherwise)

    Regardless, Zin is (finally) electrified.


    The bolt of lightning gathers up into a ball, then shoots out again towards Cid on the mound!

    Cid is still within range 3 of Zin, so takes 4 damage and must save. Since Cid is already electrified iirc, you gain 1 Curse on the save. Fail the save and it bounces back to Zin, who will take 4 damage again. Either way after that, the attack ends and it's y'all's turn.

    yeo0w9k37t7q.png

    Chain Lightning attack with Height boon:
    1d20+1d6 15 [1d20=10] [1d6=5]
    damage if it hits (only 4 damage otherwise):
    2d8+4 11 [2d8=4, 3]

    kime on
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    discriderdiscrider Registered User regular
    edited October 2022
    Geth roll 1d20-1d6

    Saves, 7HP remaining, don't think Cid can resist this?
    Aetherwall might .
    The attack originated outside range 2, so I believe it does.
    9 HP remaining.

    1d20-1d6 11 [1d20=17] [1d6=6]

    discrider on
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    AustinP0027AustinP0027 Registered User regular
    These spectres are wrecking me. Down to 3 hp.

    @Elvenshae should probably go first since the other spectre hasn't gone yet.

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    ElvenshaeElvenshae Registered User regular
    Isn't it your turn now, @AustinP0027 ?

    I went first to start the round, then @discrider just did his Cid's turn.

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    kimekime Queen of Blades Registered User regular
    edited October 2022
    Kay killed the Automata this round, yeah. It hasn't had a chance to Rise Again yet.

    I'll doublecheck my notes when I get back to my computer, but iirc after that the bloodied Spectre gets to go, then it's the top of the round where the enemies will take another turn.

    kime on
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    AustinP0027AustinP0027 Registered User regular
    Whoops, sorry, for some reason thought that was last round.

    Zin twitches as the latest blast leaves him hurt. "Can't take much more of this!" he yells.

    He flings out his hand, opening it to reveal a poison seed that he flings at the Tomb Guard. He spins quickly and brings down his greatscythe, slashing at the air, but the green smoke slash also appears across the Tomb Guard's body, before drifting away into Cid.

    He slips away behind the pillar after he does, hiding himself from the Spectre that just attacked him.


    Action 1: Sow on Tomb Guard
    Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
    After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)

    Action 2: Reap on Tomb Guard
    Auto Hit for 1D + fray dmg.
    After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
    Also, because he is marked, Cid gets a blessing token (Mark of Tsumi)

    Geth, roll 1d6+3 for Reap Dmg

    Reap Dmg:
    1d6+3 6 [1d6=3]

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    AustinP0027AustinP0027 Registered User regular

    So that's 7 regular damage, plus 7 piercing damage.

    Also, since he was already poisoned and I hit him with Sow which is poison, do I get bonus damage roll for that?

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    discriderdiscrider Registered User regular
    You can only make one attack a turn..
    But poison?

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    kimekime Queen of Blades Registered User regular
    edited October 2022
    Reap and Sow are the same action, right? You can't do the same action twice in the same turn. If you've used Sow already this battle, it will be Reap this time. But you'll still have another action to do. Looks like you have some Medicant things that are one action? Or a basic action. Or you can re-think your whole turn.

    Edit: Also what disc said, only one Attack per turn.

    Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?

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    discriderdiscrider Registered User regular
    edited October 2022
    Yeah and the blight (Poison) will get you bonus damage

    (.. we've somehow all managed to specialise in a different blight, granting us no synergy whatsoever)

    discrider on
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    AustinP0027AustinP0027 Registered User regular
    Clearly I don't understand the rules for Combos.

    I see that I already used Sow, so it turns to Reap.

    New Turn:

    Move 4 to be N of pillar (opposite side of where I am now)

    Reap on Tomb Guard
    So that's 6 dmg, plus two piercing.
    Cid still gets his blessing token.

    Cast Heal on Cid. Cid can clear a status or blight, and also since he is bloodied, gets a 10HP shield.

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    AustinP0027AustinP0027 Registered User regular
    kime wrote: »
    Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?[/i]

    Yes, Sow does Poison dmg each time, so if they are already poisoned, does that gain bonus dmg for doing the same dmg again (pg 84 says attacks gain bonus dmg if they are done again, but I'm not sure if that applies to an autohit 1dmg attack

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    kimekime Queen of Blades Registered User regular
    Any time you use an ability with the "Combo" tag for the first time in a battle, it flips a flag, basically. Then next Combo ability uses the "Combo" version of the ability instead of the basic version. Then the next "Combo" ability uses the basic version. Then the Combo version. Then the base version. It doesn't matter which ability you use, they all share the same Combo "flag", the only caveat being you can't attack or use the same ability twice in the same turn.

    It's a bit rough because the ability tag is called "Combo," and also second version of the ability is called "Combo," and you also have to remember it's the same ability :lol:

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    kimekime Queen of Blades Registered User regular
    kime wrote: »
    Edit2: Poison is a Blight that Zin's attacks can apply, is that what you're asking about?[/i]

    Yes, Sow does Poison dmg each time, so if they are already poisoned, does that gain bonus dmg for doing the same dmg again (pg 84 says attacks gain bonus dmg if they are done again, but I'm not sure if that applies to an autohit 1dmg attack

    I am.... not sure how Sow would handle bonus damage. I'll have to check. My best guess is nothing happens since you aren't rolling dice. You're using Reap this time, which would get bonus damage. You didn't do that yet, right?

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    kimekime Queen of Blades Registered User regular
    And oooooone last thing, I think. Reap is a melee attack with no Range, so you cannot move opposite of where you are now and Reap the Tomb Guard. Unless you have Sow'd the Tomb Guard, in which case you can Reap it from anywhere, but I don't think you've done that?

    You can get adjacent to the Tomb Guard with 4 movement though.

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    discriderdiscrider Registered User regular
    You have not used Sow yet this battle @AustinP0027 , just the Arc attack twice

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    AustinP0027AustinP0027 Registered User regular
    Yeah I was just coming back to check that. I haven't used Sow. (I'm a mess.....)


    So we're back to 1st action being Sow
    Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
    After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
    Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)

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    discriderdiscrider Registered User regular
    where's the 3 Pierce coming from?
    Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
    Damage
    - When attacks or abilities deal damage, they
    deal your job’s damage die, which is written as
    [D], or fray damage, which is a flat number
    - For example, if you’re a Freelancer, [D] is
    1d10, and fray damage is 3. An attack that
    deals [D]+fray would deal 1d10+3 damage.
    - You might also gain bonus damage or critical
    hit. Bonus damage means roll one more die
    than normal, then pick the highest

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    kimekime Queen of Blades Registered User regular
    Yeah I was just coming back to check that. I haven't used Sow. (I'm a mess.....)


    So we're back to 1st action being Sow
    Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
    After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
    Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)

    Same Movement and Heal and whatnot?
    discrider wrote: »
    where's the 3 Pierce coming from?
    Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
    Damage
    - When attacks or abilities deal damage, they
    deal your job’s damage die, which is written as
    [D], or fray damage, which is a flat number
    - For example, if you’re a Freelancer, [D] is
    1d10, and fray damage is 3. An attack that
    deals [D]+fray would deal 1d10+3 damage.
    - You might also gain bonus damage or critical
    hit. Bonus damage means roll one more die
    than normal, then pick the highest

    That's.... a reasonable interpretation, sure. We can do that until/unless we find a rule saying contrary.

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    AustinP0027AustinP0027 Registered User regular
    edited October 2022

    Yes, same movement, same Heal. Only Sow instead of Reap.


    Pierce is from the talent

    I. Sow deals piercing fray damage against poisoned foes.
    I really need to dig more.

    No 3 pierce dmg, I don't have that talent yet.

    If I get bonus dice, then

    Geth, roll 1d6 for Sow Dmg

    Sow Dmg:
    1d6 3 [1d6=3]

    AustinP0027 on
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    discriderdiscrider Registered User regular
    edited October 2022
    kime wrote: »
    Yeah I was just coming back to check that. I haven't used Sow. (I'm a mess.....)


    So we're back to 1st action being Sow
    Auto Hit for 1 Dmg. Because he is already poisoned, it also does 3 piercing damage.
    After that resolved, because he is marked, it does another 2 piercing damage (Mark of Tsumi)
    Also, because he is marked, Cid gets a blessing token (This is actually from Sow itself)

    Same Movement and Heal and whatnot?
    discrider wrote: »
    where's the 3 Pierce coming from?
    Also thinking bonus damage applies to attacks without dice, by adding a die, based on the below, but it's not spelled out explicitly:
    Damage
    - When attacks or abilities deal damage, they
    deal your job’s damage die, which is written as
    [D], or fray damage, which is a flat number
    - For example, if you’re a Freelancer, [D] is
    1d10, and fray damage is 3. An attack that
    deals [D]+fray would deal 1d10+3 damage.
    - You might also gain bonus damage or critical
    hit. Bonus damage means roll one more die
    than normal, then pick the highest

    That's.... a reasonable interpretation, sure. We can do that until/unless we find a rule saying contrary.

    Big question about bonus damage on flat amounts, is whether adding a D of damage puts damage on zero damage blight-adding non-attack abilities like Electromagnetism.
    I would assume non-attacks shouldn't be dealing damage

    And Cid clears his electrified

    discrider on
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    kimekime Queen of Blades Registered User regular
    edited October 2022
    Alrighty then. Zin moves up to the north of the column, and uses Sow (Range 5) on the Tomb Guard. It deals 1 damage from the auto-hit, plus 3 damage from the Bonus Damage from marking Poison on something already Poison'd (you already rolled a 1d6 for this, so we would take that, but they were the same thing anyways). With the 3 Armor, it takes 1 damage from this.

    The Tomb Guard is Marked from Sow, which Blesses Cid.

    Mark of Tsumi means it takes 2 piercing damage. No other foes are marked by you, and no allies are either (I don't think you have a way to mark allies yet).

    Cid uses the Cure to clear Electrified, and gains an 8 damage shield. I'm assuming y'all are keeping track of your own HPs and such.

    OK. I think that's it :lol::lol:


    As Zin throws the ball of poison onto the Tomb Guard, it hisses in anger, sparks flying from its mouth! A light blue glow rises up momentarily around Cidryn as he is protected from new sources of incoming damage.

    The bloodied Arc Spectre hovers slowly over to the front of the closed gate. It points out it's gauntleted hand towards Cidryn, on the mound and stopping the mechanism, and shoots out a bolt of Chain Lightning!

    Geth roll 1d20-1d6 for Chain Lightning hit

    Geth roll 2d8+4 for Chain Lightning damage if it hits

    If it misses, Cid only takes 4 damage.


    Then, the lightning rebounds, as you've seen before! It shoots towards Zin!

    Zin takes 4 damage immediately, and must make a Save. That would be at +1 Curse for being already Electrified, which cancels out with your normal Medicant bonus, so it's a flat d20 roll.

    azul5u2lwuvo.png

    Chain Lightning hit:
    1d20-1d6 3 [1d20=9] [1d6=6]
    Chain Lightning damage if it hits:
    2d8+4 11 [2d8=2, 5]

    kime on
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    AustinP0027AustinP0027 Registered User regular
    4 damage puts me down. Do I still need to save?

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    discriderdiscrider Registered User regular
    edited October 2022
    9HP 6 shield and electrified again :(

    And yeah, I think you need to save otherwise it arcs
    (Clearly you get +1 boon because you're not electrified any more :P)

    Also not sure if you have cover from the arc, as I think you have cover from Cid, maybe
    Definitely from the spectre but I don't think that's the source of the arc
    Not remembering anything about standing on top of cover
    It would make sense to not have cover

    discrider on
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    discriderdiscrider Registered User regular
    edited October 2022
    @kime the Spectre is blinded and can't attack Cid from there.

    discrider on
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    kimekime Queen of Blades Registered User regular
    Oh, that may change everything. Thanks. I'll revise soon ish

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    kimekime Queen of Blades Registered User regular
    Kay has definitely been my bane this combat....

    OK, while the Spectre would have wanted to hit Cid, I can't think of any way that the Spectre would be allowed to do that. Since nothing has happened since the Spectre's turn, just gonna redo the turn. Instead, it goes for the only person it can hit without a penalty, Kay!


    The Spectre floats up the incline to be even with Kay, then shoots Chain Lightning!

    I'm not going to reroll since it's the same attack. No Curse, but it still misses Kay. No damage is done due to dodge. Cid and Zin are both +4 HP/shield because it wasn't actually able to hit y'all.

    z80i0ibsu7ia.png

    The two Arc Spectres flare up with new energy. Thankfully, though, there is still no new churning of the mound.

    We are entering the 4th round! The Arc Spectres hit Overdrive, which means they automatically score critical hits if they hit you at all.

    Next turn is coming from an enemy, but will have to wait as it's the kiddo's bedtime.

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    kimekime Queen of Blades Registered User regular
    edited October 2022
    Geth roll 1d6 for Automata Rise Again

    The Automata sparks back to life, damaged but active!

    Automata Rise Again:
    1d6 5 [1d6=5]

    kime on
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    discriderdiscrider Registered User regular
    edited October 2022
    kime wrote: »
    Cid and Zin are both +4 HP/shield because it wasn't actually able to hit y'all.

    ???
    Because it's blinded?

    discrider on
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    kimekime Queen of Blades Registered User regular
    discrider wrote: »
    kime wrote: »
    Cid and Zin are both +4 HP/shield because it wasn't actually able to hit y'all.

    ???
    Because it's blinded?

    Yes? It previously did 4 damage to you, but then you pointed out that it was blinded. So it can't have done that 4 damage to you.

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    discriderdiscrider Registered User regular
    kime wrote: »
    discrider wrote: »
    kime wrote: »
    Cid and Zin are both +4 HP/shield because it wasn't actually able to hit y'all.

    ???
    Because it's blinded?

    Yes? It previously did 4 damage to you, but then you pointed out that it was blinded. So it can't have done that 4 damage to you.

    As in, pretty sure Zin is still KO.
    geth roll 1d20t10 for Spectre blind

    Spectre blind:
    1d20t10 0 [1d20t10=6]

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    kimekime Queen of Blades Registered User regular
    edited October 2022
    Oh dang you all are in range still. Yeah, good point. I swear one of these turns I'll keep track of all the moving pieces.

    Austin, you'll need to make a save still, yeah. Then we'll see if it bounces...

    kime on
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