Turn 14Since I didn't do that great of a job with the head monk, I try to heal him the rest of the way, or if he succumbs once again, I'll try to resurrect him again. Hope he doesn't mind too much..
5. You use your weak healing patterns and manage to heal his ribs, although his arm and leg are still broken. Your healing powers level up.
I fly up the stairs on a cushion of air. weee!
2+1. You try to summon a cushion of air to fly up on, but can't manage to create anything, as Vibgyor flashes and changes to a pale pink color (healing powers) before you can do anything. You then just walk up the stairs normally, with your golem following you.
I'll practice my swordsmanship skills on a goblin lawyer.
4. You stab at Goblin Lawyer B with your sword, (dodge=2-1, damage=6-5) chopping him into two pieces, killing him.
I try my best to make my Skelephant stop using itself as fuel. I tell my elephant to get in a defensive position next to me so if me or him get attacked he can defend (hopefully giving him a bonus? )
You order your elephant to get into a defensive position, and it does so (+1 defense, -1 attack until the end of this turn).
2+1. You charge it slightly with your necromancy but cannot manage to stop its decay much, though it will not decay this turn.
Gaah! I quaff the healing potion!
In the meantime I yell at everyone to call 911.
4. You chug the potion and your heavy bleeding heals up. You become less pale, and you'll have all your color back next turn.
3. Nothing happens.
5. Your body absorbs some metal from the room and plates the soles of your feet with it (+2 defense against attacks involving properties of the ground, such as it heating up or being covered in acid. Giant spikes are not covered).
I attempt to grab Goblin C by the throat and break his neck. Brain damage me, will you?!
2. Goblin C evades you, laughing at your slightly slowed reflexes from brain damage.
I attempt to completely pierce through the chest of goblin A
As opening the umbrella is a free option, I open the umbrella inside his body, exploding the goblin into gore.
Opening the umbrella is only a free action when you're not using it as an attack or anything that will have a large effect on anything but you and the umbrella. Otherwise that kills the point of free actions. It can still be used as part of an attack, which you'll do occasionally (look a line or two down for an example of this happening).
6. You charge at Goblin A, with the tip of the umbrella pointed right at his chest (dodge=1-1), and you pierce him through completely, opening the umbrella with such force that you tear him apart, killing him painfully. The umbrella is now open.
I start teleporting around the third floor in search of the artifact.
6+1. You teleport, and suddenly find yourself in a large room filled with dozens of goblins. You prevent yourself from screaming, and hide behind a chair. You check your body to make sure you're still intact because you feel odd after the teleportation (ill effects=5, none).
You look around and notice that all the goblins are pictures on the walls, though they are all convincingly realistic. Each one has a little plaque beneath it, so you assume that these are goblin employees of the month or something.
You stand up and look towards the front of the room, where you see a huge chest, with a design on it to make it look like a ferocious beast. You see a faint glow from under its lid.
There is a closed door on the wall opposite of the giant box.
I heal next player or Allie that is most hurt or damage which is the head monk obvously.
1+2. You walk over to Jetman and attempt to heal his brain injuries, but you can't manage to do much. You manage to heal him a little, though (
light brain damage, -1 thought, -1 magic).
b)If he is able to quaff it alone, I instead try to make another healing potion by transmuting some coffee from the coffee machine
6+1. You manage to find some coffee in the machine and transmute it into high-strength healing potions. You grab one, but see that there's still some left (enough for 3 potions left).
Grabbing them doesn't require the alchemy skill like making them does, so you non-alchemists might want one.
I try to learn the art of mimicking.
4. You give a passable impression of a sudowoodo and meditate in that position on the art of magically mimicking. You now have weak mimicking powers. They're not very effective, as you can only copy for 1/4 of the level of the person you're mimicking.
I attempt to affect a region of space with gravity(generally making everything fall upwards slowly, if possible), or, if I can't yet, I slam a gravity powered kick into the most deserving goblin(then stop safely, I hope)
Considering you can't really affect multiple targets yet, I won't do the region of space thing.
4+1. You use gravity manipulation to make yourself fall at Goblin Lawyer A, simply and almost effortlessly extending your leg. (dodge=2) You hit him square in the chest (damage=5) but don't damage him much.
Your gravity manipulation powers increase (+1 gravity manipulation).
I heal (1) Sean (2) Head Monk (3) Young Monk, Depending on which one needs it the most after the turns before mine.
You decide that the young monk hasn't gotten healed at all so you run over to help him.
5. You heal his back up and he stands, thanking you and preparing to fight. You now have strong healing powers (+1 healing).
2ba. If goblins are still not gone, I use thermal manipulation to turn one into an ice cube.
1. You turn to Goblin Lawyer A and prepare to thermally manipulate him, but Goblin C charges at you from behind, punching you (dodge=5) but you jump out of the way quickly.
I push goblin C off balance. If he falls, I use my free action to laugh at him.
2. You try to get near goblin C to push him, but he evades you.
The goblins stand around, as if they're waiting for something.
5. An announcement comes out of various speakers in each room that tells all goblins to report to the large meeting room. All the goblins slowly amble out of the various rooms as you watch, confused.
StatusPlayersAkromaOn the third floor, in the meeting room.
Wielding an opened umbrella. Wearing a black, red laced toga. Bruised back.
WootyOn the third floor, in the meeting room. Wearing a white toga.
Wielding a makeshift amulet dagger and a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has strong healing powers (1/4). A dabbling weaponsmith.
Sean MirrsenOn the third floor, in the meeting room. Wearing a color-changing toga. Has basic bowmaking skills.
Has strong alchemical powers (2/4).
Silver-plated hands,
sparkly crystal eyes,
diamond bones,
launchable diamond spiked limbs,
joints of water,
plastic-enhanced skin,
iron-covered blind spots,
gold clawed hand,
nerves of steel,
metal-plated feet. Rapidly turning into various materials.
Slightly pale.
DevathOn the third floor, in the meeting room. Wearing a dark red toga.
Fast fists. Has pyrokinetic powers (2/3). Has thermal manipulation powers (2/3). Bruised back and nose.
PoltifarOn the third floor, in the meeting room. Wearing a white toga. Holding a strong healing potion. Bruised head.
Has strong alchemical powers (3/4). Bruised chest.
SHAD0WdumpOn the third floor, in the computer room. Wearing a black toga.
Six-inch long toes,
two hearts. Has electricity manipulation powers (1/3).
Has strong teleportation powers (2/4).
Jetman123On the third floor, in the break room. Wearing a bright red toga. Bruised head.
Light brain damage.
Hand-to-hand combat skills.
CyxOn the third floor, in the meeting room. Wearing a black toga.
Wearing the Fortuna Aurea.
Has weak mimicking powers.
GolgathOn the third floor, in the computer room.
Wielding a titanium alchemy staff. Wearing a green toga. Has resurrection powers. Has healing powers.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand.
Has strong gravity manipulation powers. Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. A maceman.
FrelockOn the second floor.
Softwood razor-sword. Wearing a navy blue toga.
Yoga master. Has weak healing powers.
Three legs.
A skilled swordsman.
JackrabbitOn the third floor, in the meeting room. Wearing a very dark purple toga.
Wielding a small mace.
Elemental wizard. Has earth manipulation powers.
Wearing Vibgyor.
Mulch DiggumsOn the third floor, in the meeting room. An untrained lich.
Undead. Wearing an orange toga.
Has sneaking abilities.
Has strong necromantic powers.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the third floor, in the meeting room. Wearing
a heavy titanium cuirass and
heavy titanium greaves.
Has super strong healing powers. An armorsmith (1/3).
AlliesHead MonkOn the third floor, in the computer room. Wearing white robes.
Broken arm.
Broken leg.
In pain.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Akroma.
Cyx's ArmadilloNatural stats. On the third floor, in the meeting room. Loyally following Cyx.
Poltifar's Giant BatNatural stats. On the third floor, in the meeting room. Loyally following Poltifar.
Jackrabbit's Earth GolemNatural stats. On the third floor, in the meeting room.
Rocky covering. Begrudgingly following Jackrabbit.
Mulch's Skeletal ElephantSkeletal. Rapidly deteriorating. Mindlessly following Mulch.
EnemiesThey've all run away.
ArtifactsHe opens the box and pulls out a golden amulet, shaped like a horseshoe magnet. One end of the magnet shines brightly and the other end seems to emanate darkness. "Give it to your luckiest person. This amulet will make their good luck better and their bad luck worse. It is called Fortuna Aurea."
In this form, it gives the wearer +1 to all rolls with a final roll of 4 or 5 and a -1 to all rolls with a final roll of 2 or 3.
You stare at the amulet, meditating over its powers for a bit. You figure out that by sheer force of will, you can get the amulet to transform into the shape of a + instead of a horseshoe, and in this form it has an entirely different set of powers, healing you on positive rolls and hurting you on negative rolls.
It has another form, currently unknown.
You focus on the amulet again and find that its new form is pretty much the opposite of its original magnet form. The amulet's form is a boring square shape that gives you +1 to rolls with a final roll of 1 or 2 and -1 to rolls with a final roll of 5 or 6.
It is currently in circle form. Changing its form is a free action.
You put on the ring with such determination due to your previous failures that you learn its powers. The ring, called Vibgyor (a very creative name, I assure you), temporarily gives you a power every turn, and gives you a general +1 to using magic. If you already permanently have the power it gives you then you permanently get a bit of experience. The ring changes after every one of your rolls.
LocationsThe First Floor: A lavishly decorated temple to the god Ecid. Monks are walking around busily. The monks are suspicious of you, so all characters on this floor get -1 to stealing.
The Second Floor: A dense jungle filled with many slightly hostile plants and animals. There is a small stone temple somewhere among the trees. The stairway to the next level has been revealed in a tall tree.
The Third Floor: What appears to be an office building, filled with all sorts of office stuff including computers, but there is no sign of electricity except the eerie fluorescent lights.
The Meeting Room: An open room with many chairs, several desks, and a couple computers. Contains the stairs down, and the (magically blocked) stairs up, and the entrances to the computer room, the break room, and hallway A.
The Computer Room: A room filled with unplugged and unpowered computers and desks. There is a note in goblinese on the wall, but you can't read it. Contains a door to the Meeting Room and another to Hallway B.
The Break Room: Has a minifridge and a coffee machine, as well as a few tables. Has doors to the Meeting Room and a closed door. Burned by an explosion.
The Artifact Room: Contains pictures of various important goblins and a huge box painted to look like a ferocious monster. Has a closed door.
Hallway A: Long and featureless. Contains entrances to three unknown rooms and the Meeting Room.
Hallway B: Long and featureless. Connects the computer room to an unknown room.