Turn 009
Do ALL the science!
This is one (reasonably) educated individual that will require greater atrocities yet to join THAT conga!
Ahh the art of saying random words and hoping for something useful to appear, isn't it relaxing? Well, when you don't get your face exploded, of course.
[Pot:3
+1=4]
You can see a golden glow coming out of your left foot. Huh.
[Pot:4
+1=5]
[Dex:3]
A burst of magma appears and falls to the ground in front of you. You manage to step back a little, but your left foot is caught in it, suffering important burns.
[Burned][Pot:1
+1=2]
A drop of acid appears in front of you and falls to the ground, tearing a little hole in it.
That was a dangerous magic session.
Well then. Time to visit the greenhouse and get out of this creepy ass death-house.
Let's inspire more educated people to kill themselves!
Woo, more magic! You delight yourself thinking on the logic defying actions you can do with this piece of paper. You are interrupted by another thing, unfortunately. It is another golden semi-transparent form which contains a crystal pyramid totally devoid of octariney shades. It just spits it gently towards the wall and the crystal pyramid slowly floats towards it, and becomes attached to the wall in the exact location the octariney one used to be. The semi-transparent creature then splits on two pyramids and they float to the hole in the ceiling.
Well, let's to this.
[Pot:3]
Some chitin appears in front of you.
[Pot:4]
Some golden lines erupt from a floor inside a determined radius around you and then become drawings of goblins. All the goblins look at you, then smile and charge at you. Luckily they just go through you and disappear.
No people were added to the suicide conga line. It has stopped before anyone could jump from that skyscraper.
You then shrug and go to the room to the East. You go across two weirdos with a lot of garbage lying around and you reach a zone with lots of plants most of them being weird plants that are growing in size.
PM sent. Time for science!
Exit stage left, pursued by a bear. Out the entrance I'm by, which seems to be the only way out.
"Hey Zentol!"
Derm's face twists into a caricature of pure malevolence.
"Dodge."
Bluh, take 2
[Bear Spd:1
-1=0]
[Flimsy Spd:2
-1-1=0]
[DK Spd:2]
[Derm Spd:1]
[Zentol spd:5
-1=4]
Zentol leaves the room and is followed by Derm and The Dragon Knight.
As everybody is crossing the stone bridge over the bottomless pit, Derm, some distance away, shouts his warning at Zentol, who turns back and readies himself for whatever is going to happen.
[Derm pot:2
+1=3]
[Derm dex:2]
[Zentol dex:3] ((Plus all of his insane stats))
Derm points at Zentol, who evades both his finger and his sight in the exact moment the spell is fired. A portion of the bridge which was being watched by Derm as he failed to see properly Zentol is then transformed into fire. oddly, it keeps its shape.
[Zentol dex:6] ((plus everything))
Zentol just keeps walking away, not even losing his foot. Not that the gap was under him, but the act of evading someone's sight while standing on a bridge is something that can make you lose the equilibrium, but that definitely won't happen to Zentol. The Dragon Knight goes through the small gap of the bridge that is still stone and goes to the Grand Room.
Derm meanwhile, stays staring at the rest "B-But i was going to throw a fireball at you!"
In the Portal room, the bear was too distracted with things only fire bears know to chase The Dragon Knight. But The Flimsy Wizard is here, though. He, on the other hand is casting some spells:
[Pot:6
+2=8]
A pile of wax appears in front of you. That's whole lot of presumably useless stuff.
The bear notices you, and lazily walks towards you.
[Pot:6
+2=8]
A thick golden line appears and forms a huge cage. You will need one to contain that bear, it seems.
[Pot:3
+2=5]
[Bear dex:4
-1=3]
A sizable amount of water appears in front of you, then begins to just flow. The fire bear is too distracted with you to evade it, and stomps on it with its frontal fire paw. Some water is evaporated, and the bear is left with another paw less. It doesn't want to get near you now, mainly because of the water. Also, its fire is now more orange and less red.
Hmm. Well, that's gotta be useful, right? A hat is basically a head container.
Look for a piece of whatever it is that could work as a helmet/hat/head covering. Also find a nice femur for a bone club. Suitably attired, say some more WERDS, yo.
You grab one of the many bones lying around. Most of them seem useful as clubs, actually, or at least the elongated ones. You grab a femur, whose upper part (the one that is near the joint) makes for a surprisingly good handle.
You also grab one of the many black containers, put a bit of pressure to widen its opening and put it around the top of your head. It actually makes difficult for blood to reach the upper parts of your head, but as you can't see your forehead turning whiter, you don't pay attention to it. The container also has little conduits coming out of it. It seems now that you have murdered a squid and you are using it as a hat. Overall, your current outfit could make tinfoil hat crazy people appear as perfectly normal and sane citizens.
Improvised black bio-metal hat:
[Soft]Does not work with most aimed attacks.
You also practice some magic, to complete the weirdo look:
[Pot:2]
A golden line appears twists uncomfortably then jumps after you. It disappears afterwards.
[Pot:3]
A bit of obsidian appears in front of you. It is an standard little chuck that could fit your hand, but also looks pretty sharp to handle you your bare hands.
Zentol then appears, looks at you, and decides that he is the Prime crazy dude, here, so he walks to the bone pile and grabs another bone club.
Improvised bone club:
[Blunt weapon]((For both Thrakor and Zentol))
PM sent.
You shrug and try more magic:
[Pot:3
+1=4]
A golden line appears and forms a drawing of a goblin. The goblin then starts to move and grins widely. After making yourself uncomfortable, it jumps after you, his hands aimed at your neck, hoping to choke you. Fortunately, it just goes through you, and disappears afterwards.
Derm is no loger burned
Flimsy's pain II is now pain I
Character sheetsName:Flimsy Wizard
Appearance:A frail-looking man in generic wizard robes.
Stats:Str:0
Dex:0
Spd:0
Wil:0
End:0
Pot:6
Pol:3
Status effects:-Left arm:
[Burned]-Right arm:
[Pain I][Burned]-Torso:
[Burned]Transformation status:Inventory:Location:Portal room. East entrance.
Name:Derm
Appearance:I put on my robe and wizard hat.
Stats:
Str:0
Dex:1
Spd:1
Wil:0
End:1
Pot:1
Pol:5 (1)
Status effects:
Transformation status:
Inventory:
Location:Wester hallwaym. Center.
Name:Dragon Knight
Appearance:"Who calls the Dragon Knight?"
Stats:
Str:3
Dex:1
Spd:1
Wil:0
End:3
Pot:0
Pol:1
Status effects:
Transformation status:
Inventory:
Location:Portal room. East entrance.
Name:Zentol Zzeralthonth Appearance:An unnerving man, with a perpetual wide grin on his face
Stats:+1
Str:1
Dex:8
Spd:0
Wil:0
End:1
Pot:0
Pol:0
Status effects:-Right arm:
[Burned]Transformation status:Inventory:-Improvised bone club:
[Blunt weapon]Location:East hallway. Center.
Name: Bigf01t
Appearance: Generic science dude with a white robe resembling a lab coat.
Stats:Str:0
Dex:1
Spd:0
Wil:1
End:1
Pot:3
Pol:3
Status effects:Transformation status:Inventory:-Chitin armplate on right arm:
[Smooth surface]-Cloth rags: Will not make a tag for this, you know their uses.
-Right leg:
[Burned]Location:Portal Room. West side.
Name:Thrakor
Appearance: A short guy with an attitude problem. Has a scraggly beard he should probably shave, unremarkable brown eyes, and receding hair that's going grey early. A bit slender.
Stats:Str:0
Dex:2
Spd:2
Wil:0
End:1
Pot:2
Pol:2
Status effects:Transformation status:Inventory:-Improvised black bio-metal hat:
[Soft]Does not work with most aimed attacks.
-Improvised bone club:
[Blunt weapon]Location:East hallway. Center.
Name: Jenn, Eric
Appearance: Dark hair, indistinguishable ethnicity, trousers and a tunic. His plainness is, in fact, the strangest thing about him; just how ordinary he is, and his face that always seems familiar.
Stats:
Str:1
Dex:1
Spd:1
Wil:1
End:1
Pot:1
Pol:3
Status effects:
Transformation status:
Inventory:
Location: Greenhouse Room. West entrance.
Name:Romek Durad
Appearance:Short, bald, with a very long beard. He doesn't wear clothes since his beard is so long it wraps around his body like a robe.
Stats:
Str: 1
Dex: 1
Spd: 0
Wil: 2
End: 1
Pot: 3
Pol: 1
Status effects:
Transformation status:
Inventory:
Location: Grand Room. Center.
GM commentsI want to thank Mastahcheese for nominating me for the Christmas Giveaway. Thanks to him I won a game! (Which means less updates for you, so you can all go and break his legs).
Nah, just kidding.
Anyway, I send him a big Waddle-Dee Hug