Turn 126Fairly close to the objective. Silly green words. Anyways, continue testing!
[Pot:3]
Nothing happens. Again.
[Pot:3]
A golden line appears and draws a rectangle.
[Pot:3]
Now a triangle is drawn.
[Pot:6]
A thick line appears, and draws a huge starfish, the size of your chest.
[Pot:6]
Now you get a pile of sand in front of you.
[Pot:2]
You get a golden line, which doesn't do anything.
[Pot:4]
Yet another golden line, this time drawing a bunny. Daawww... isn't that cute?
The dragon would respond if his mouth wasn't so full.
Murder
"AHHHHHHHH!!!"
Cast a spell using two random words from the book, while thinking about (and pointing my limbs at) NAV. Then crawl away.
ATHATH desperately tries to break free!
[End:6
-1-1=4]
And he manages to bypass the pain and the loss of blood, and so tries to get freem from the dragon's grasp:
[ATHATH str:1
-1-1=-1]
[TNI str:4
-1=3]
But he is too flimsy to even attempt to get the vicious jaws away from his flesh! The dragon just shakes him around from his wound:
[TNI str:3
-1=2] ((Again half damage, not enough to do anything))
But the beast just manages to barely move the helpless ATHATH around.
[ATHATH spd:2
-1=1]
[TNI spd:5
-1=4]
The dragon, before the poor bitten fellow can even attempt to do something, casts a spell:
[TNI pot:1]
[TNI dex:3
-1=2]
[Beat your pot dex:6
-1=5]
And he finds that he has done something wrong, really wrong. He feels uncontrolled energy in his mouth, going
the wrong way. He quickly tries to do something, releasing his grip on the wounded ATHATH. A desperate struggle inside his mouth ensues, until a bunch of octariney light escapes through his mouth and explodes against the wall, not without dissolving a small part of his jaw.
Head lacks a little mass, but it doesn't have any penalties yet.
ATHATH then uses this opportunity to do something against the dragon. He quickly reads the first words that he can find in his set of papers, not even remembering which ones they are, because that is what happens when you are lazy and can't even choose random words for yourself:
[ATHATH pot:6]
A thick, golden line appears and draws a big dog, one that could easily be confused with a wolf. It disappears afterwards, without doing anything. Fuck.
At least he can still try to run away, he attempts to go towards the northern exit:
[ATHATH spd:2
-1=1]
[TNI spd:6
-1=5]
But the dragon quickly blocks his exit. Shit.
And the bleeding is getting worse each time, he feels that he is not going to make it.
Bleeding is now at
[Heavy bleeding 1/3]Drag the hippo to lava. Throw it in. Rejoice. Then give up magic for a more physically oriented combat.
Cranky still tries to push the thing around:
[Cranky str:2]
[Hippo str:1]
He manages to slightly push it towards the Magma Room. A pity that he still has to cross half the Grand Room and the whole Southern Hallway to get there.
"Heh. Hehehe. I can feel it! The the molten rock and the flowing water, I can feel it all! TOASTER! Heed my words, for I speak as your lord! FALL."
"I am... the... SPAAAAAAAACE WIZZAAAAAAAAARD!!!!"
End this charade.
[Derm spd:4
+1=5]
[Thrakor spd:2
-2=0]
Derm attempts again to hurl water at his opponent:
[Derm will:1]
[Derm str:3
-1=2]
But he only manages to push the water of the pool onto himself, something which he was not expecting at all! The water pushed him further into the pool, and he is totally submerged, realizing that the pool is way deeper than what he thought. He can feel the water around him, how it collides with his body, and how it is disturbed by a presence other than himself:
[?? dex:4
+1-1=4]
[Derm dex:6
+1-2-1=4]
Derm's reflexes are sharp enough to feel two things trying to envelop him. He quickly stops them before they can hug him, and he notices that they are both hands, stone hands, with what seems to be a little bit of grass.
Shit, not that thing again. Its hands grab his, and it seem to want to push him around:
[?? str:4
+1=5]
[Derm str:2
-1=1]
And the thing easily pushes Derm out of the water. He can now clearly see the frowning stone face of The Keeper, two eyes made of a green sepal each. The thing is angry, and seems to remember him. Still it is not immediately hostile.
What will Derm do in this situation?
Thrakor, meanwhile, does some magic:
[Thrakor pot:3
+1=4]
And a carpet of magma appears in a radius of a couple meters around him. A hissing sound reveals how all the plants are getting burned to the ground. He revels in the heat produced by the magma, in that it allows him to save energy and rub himself against the repair wall, until he finally recovers his legs and feet.
The stone giant lets Derm go after seeing this. His frowned face turns into a worried one, and he almost attempts to reach for the burned plants with his arms from the distance, but then his face becomes angry. It does a battle cry, the sound produce akin to an avalanche:
[Keeper will:6
+2=8]
The creature jumps and falls with a perpendicular punch towards the ground, and a perfect cylinder of stone the size of the giant emerges just in front of it, as the floor around the impact is heavily cracked. Its free hand is immediately raised to hold the cylinder, making a grasping motion yet not touching it. As the cylinder levitates, the hand that punched is raised, and begins to make a swirling motion. Immediately, all the molten rock around, excluding Thrakor and the repairing wall, begins to levitate and float towards a point upon which it all accumulates in a big sphere of molten rock and carbonized plants. The creature quickly gestures, and the plant matter is separated from the magma sphere, which is quickly willed to enter into the crack where the cylinder came from. The stone giant then fuses the burned matter with the cylinder, shaping it into a staff with thickened extremes, and giving the charred plants life again, in the form of vines around it. He finally grasps his weapon. A tiny pebble that became loose is willed to levitate by one of the Keeper's fingers, and with the same finger it points Derm, the pebble being shot against him and landing squarely in his chest, with noticeable force. The creature then points towards Thrakor too, and he feels as if the Keeper's finger had physically touched, stabbed him in his chest. After choosing his rivals, the giant assumes a battle stance, his staff tightly grasped between his thick hands.
Optional boss engaged: The Keeper of the GrovePM
While a stone giant with metaphysical control over plants and stones was threatening people a scant meters away from him, the Tribal fiend continued with his science:
[Pot:5
+1=6]
A thick golden line appears, and then begins to draw some series of what seems to be stingers, attached in a way that they form a huge humanoid form: chained stingers making fingers, legs, arms. Masses of them constituting the body and the head. Overall, it looks like hugging this thing would hurt really bad. With a flash of light, it materializes into solid obsidian. Yet, for some reason, it seems to emit heat, like if it was hot inside. The cavities in the face of the creature are red hot, with some movement, like if something was
flowing inside.
The first thing the humanoid creature does is to look around, trying to grasp all the information the universe is giving to it. Oddly enough, it fixates its sight on the magma man on the other side of the Greenhouse Room, watching it perplexed.
The tribal fiend interrupts its thoughts with a booming voice:
"
YOU BELONG TO ME NOW! OBEY MY COMMANDS! I ORDER YOU TO STAND NEAR ME!"
"
Why?" It asks, perplexed, and a little frightened. "
Wha- What am I?", the stinger man says.
Robert is not really sure what to answer to him.
((*Sigh*. You want to control someone's mind? Well, get mind control. You want to play the puppeteer with something and manually move it? Get control for that material.))
If assistance explicitly not desired then ascend the stairs to fight one of the souled monsters/experiments/prisoners/whatevers
You slowly go through the long stone stairway. On top of it, there appears to be a line, dividing a circle. As you come close, is automatically opens, the line separating the two halves becoming the opening as each half recedes into the wall. You follow the steps further up, and you arrive to a chamber, made of stone, but with its walls covered in that repulsive golden energy. There is a bright floating sphere in the center of it, bringing light to the whole room.
"
Welcome to Challenge Mode" You hear in your head, the monotonous voice of the guide sounding at the same time its head phases through the ceiling.
"
Please, choose one of the following alternatives to start. Alternatively, you have a brief time to prepare. Indecisive participants will be forcefully expelled towards the ground. All of the following challenges award five souls."
You then find that a bunch of golden lines have appeared and became three different charts:
Name: "The Hydra"
Code: 1.1.1.0.1.0.10
Class: Biological experiment type O.F. codename: "Entropy"
Environment: Standard containment facility floating over negative matter
Precautions: Completely hostile. Not resilient but regenerative. Risk of regeneration becoming "entropic", causing unpredictable results.
Name: "SmartLight v0.1"
Code: 0.1.0.1.0.9.3
Class: Sentient device
Environment: Obstacle course floating over negative matter
Precautions: Eye-protection is advised to prevent disorientating flashes of light. The subject appears to deliberately cause them to provoke accidents, so handlers should never be confident. Quick reflexes, flexibility and maneuverability are recommended to bypass the tests of the obstacle course.
Name: "Mind disruptor v0.3"
Code: 0.3.0.9.0.1.1
Class: Biological/psychic weapon. Insubstantial.
Environment: Standard containment facility floating over negative matter
Precautions: It is imperative to wear headgear that cancels psychic waves, otherwise only strong-willed individuals may rival its power. It is a requisite for handlers to use specific gear designed to manipulate insubstantial beings.
Character sheetsName: Bigf01t
Appearance: Generic science dude with a white robe resembling a lab coat.
Stats: +8
Str:2
Dex:2
Spd:1
Wil:2
End:1
Pot:3
Pol:5
Status effects:Transformation status: Steel-controlling Ghost Rider
[Smooth surface][Yields]You can control steel!
Inventory:-Silver-biometal gloves:
[Soft][Smooth surface]-Big light diamond armor:
[Crystaline structure]You receive no damage in your hands until they break. Blunt damage just goes through.
-6 Pot Repair flesh chunk:
You may rub it against a damaged flesh part, healing it for a total of 6 damage. Doing this requires spending the physical action for the turn.
-Demonic unholy steel rapier:
[Piercing weapon][Unholy:7]Location:Grand Room. East entrance.
Name: Robert Todford Williams
Appearance: Around 6 feet tall, with an average build. He has a full beard that has grown long enough to reach the bottom of his neck. He wears a trucker cap, red plaid shirt, jeans, and boots.
Stats: +21
Str:3
Dex:6
Spd:3
Wil:3
End:6
Pot:3
Pol:6
Status effects:Transformation status: small voodoo platinum dragon with darkness and repulsive energy covering!
[Small][Naturally sharp][Yields][Smooth surface][Repulsive energy 6/6]Enveloping darkness 6 (Random)Inventory:Location:NE Hallway. South entrance.
Name:Derm
Appearance:I put on my robe and wizard hat.
Stats: +4
Str:1
Dex:1
Spd:1
Wil:1
End:1
Pot:3
Pol:5 (2)
Status effects:Crystalline nails on arms and chest.
Transformation status: Biometal orc!
[Light][Yields][Soft][Naturally sharp]Inventory:-Iron Hand&Arm guards: Not currently worn
[Smooth surface]-1 to dex to arms when wore, because it is big and heavy.
-Iron/silver steampunk crossbow: [0/6]
You can roll every turn for strength to charge it, until you cumulatively get a 6 or more. Once then, it can be fired as a 6-strength shot. You can only try to charge it once per turn.
2 Steel shaft bolts with acid filled crystal tips
3 acid/miasma/darkness filled glass crossbow bolts.
-Steel staff that controls water and magma
[Blunt weapon]Can control water and magma!
Location: Greenhouse Room. East Side. In shallow water.
Name:Magical researcher who is not Igor
yetAppearance:Completely generic wizard
Stats:Str:0
Dex:0
Spd:0
Wil:0
End:1
Pot:1
Pol:7 (1)
Status effects:Transformation status: Big biometal drake
-Head lacks 1 mass
[Big][Yields][Soft][Naturally sharp]Inventory: Can't grab stuff
-Big diamond glove:
[Heavy][Crystaline structure]You receive no damage in your hands until it breaks. Blunt damage just goes through.
Location:Magma Room. North entrance.
Name: Thrakor the Space Wizard!
Appearance: A scraggly guy who has a big SPACE tattoo across his chest. Is a Space Wizard! Insists on the exclamation point.
Stats:Str: 0
Dex: 1
Spd: 1
Wil: 1
End: 1
Pot: 2
Pol: 3
Status effects:Transformation status: Magma Man which lacks legs:
[Gooey structure][Energy based:5/7] Damage is calculated through dex-based exposure.
Inventory:-Steel chest armor:
[Smooth surface]Location: Greenhouse Room. North entrance.
Name: Ali
Appearance: On the taller side, with light green robes.
Stats:
Str: 0
Dex: 1
Spd: 0
Wil: 0
End: 0
Pot: 1
Pol: 7
Status effects:
-Blood aura
Transformation status:
Left arm is inert candy:
-1 to wrestling
Inventory:
Location: Portal Room. Center.
Name: ATHATH
Appearance: Generic dude until specified
Stats:Str: 0
Dex: 0
Spd: 0
Wil: 6
End: 0
Pot: 1
Pol: 2
Status effects:[Heavy bleeding 1/3]Transformation status:Lacks left arm: -1 to wrestling.
Inventory:Location: Magma Room. Center.
Name: Cranky the Tanky
Appearance: A tall man, very bulky with fiery red hair. His fists glow with blood.
Stats:
Str: 1
Dex: 1
Spd: 0
Wil: 1
End: 3
Pot: 1
Pol: 2
Status Effects:
Transformation Status:
Inventory:
Location: Grand Room. Center.