Turn 2 OceanSoul:Try to go through the door behind me.
You enter a long room. On the walls you can see murals of beautiful objects. A
sword, a
wand, a
book, and many others are depicted with beautiful colors and designs. Other than them, there is nothing else of interest in this room.
FallacyofUrist:Clarence rhythmically moves between her current location and the square above her. Some music might help her rhythm.
You step to the rhythm of your own design. Back and forth and back and forth.
I_Like_Pi:Go to the door in front and inspect it for traps.
You go up to the door, and are about to inspect the lock when the wood bursts into flame! The door cracks in half under its own weights, and through a burst of sparks, you see a strange looking room beyond.
Dustan Hache:try to squeeze past the others to the northern door, then try to open it.
You walk to the door, but Typhos has gotten there first. You eye the smoldering flame that's left of the door. Not much left to open, but at least you can see the peculiar room beyond it.
Person:Walk down the hallway I'm in.
40 feet down, it turns a left corner. Down that passage, you can see more branching corridors, and two doors on your left.
RAM:Androwyn kicks some of the fire at the door to burn it down.
You move to kick it, but it slides away as Typhos moves to the door. It then burns right through the door, uncovering the strangely designed room it lead to.
DolosusDoleus:Kick down the southern door. Swagger into next room.
Someone has beat you to entering, but they didn't open the other door. You give it a good kick, and it flies open to reveal a long room with beautiful pictures painted onto the walls. The paintings are of fine quality, but most are of fairly mundane things: A
book, a
lyre, a
rose, and other seemingly unconnected objects.
roseheart:Set to follow 2 spaces behind on person with most hp.
Do this unless it would surely result, in damage.
W
(if even hp, most leathal)
You decide that the best person to follow would be the Lancer, and you run down the corridor after them. After you turn a corner, you see them standing there, looking down the corridor. It seems that a few more hallways branch off of here, and there are also two doors on your left.
Doubloon-Seven:Go through the double doors.
You follow the Psychic and the rowdy Captain into the room beyond. The room is not very wide, but is quite long. On the walls are painted murals of various objects, all differing except in their exquisite beauty.
tntey:You feel your mind wander.
There is something else you could be doing, you think to yourself,
Something other than walking around this boring dungeon... Your eyes glaze over, and you derail the game.
See below.
##+
##..?
#...?
##..?
##.#
#.#
####^#
#..AT#
#...B#
###########C...######
#....................?
#W##########''#######
#V+ #....#
?..# s.R..f
##.# #....#
?.+ b....c
#.# #..J.#
?.# k....m
#?# #.G..#
w....l
#....#
h....r
#....#
######
A = Androwyn Vaugless
B = "Bard"
C = Clarence
G = Garden Evoire
J = Captain Jock Kestrel
R = Chancellor Rolf
T = Typhos
V = Reginald Valentine
W = White Rabbit
b = book
c = crown
f = flute
h = hourglass
k = key
l = lantern
m = mirror
r = rose
s = sword
w = wand
^ = fire
+ = door
+ = door
# = wall
. = floor
tntey, Liberonscien, Rethi-Eli & crazyabe:Villains: Age of Darkness A d100 based tabletop roleplay game. Every character is a supervillain in a crime-ridden city. Each action has a percentage success chance, and the more you succeed/fail by, the more extreme the success/failure. Characters with powers are already fairly resistant to damage (about 3 times that of a normal person), but otherwise your powers are up to you. Your goal is to amass $100,000 by any means possible.
Real Name:
Villain Name:
Gender:
Active Powers (175% to spend, 95% max per power, 5 max powers):
Passive Power:
Skills (30%,20%,10%; these are bonuses, not the flat number):
Description:
((Note: New players always start on the latest-created game.))