Turn 8I do want to go up. Instead of my above post I meditate and try to pray to the necromancy god for guidance.
6. You close your eyes, kneel, and pray. Suddenly, your soul is wrenched from your body and taken to the evil realm of the god of Necromancy. He stares at you, and suddenly you feel incredibly intense pain, and scream. The pain lasts forever, then suddenly you feel nothing. You look around and find that you have teleported to the second floor of the tower, and everyone is staring at you like they just saw a ghost.
Looking at yourself, you realize that thought wasn't too far from the truth. Your skin is gray and colorless, and you can't feel anything. You are now an untrained lich, with the potential to learn necromancy far greater than any mortal could learn. Being undead, you get [immune to pain, immune to bleeding, -2 to all positive magic attempted on you or by you eg. healing and ressurection, -1 dodge as you've become a bit stiff with death, healed slightly by successful necromancy].
Heh, anyway, I try to work on my resurrection powers some more. Preferably by myself, as Ecid seems to be tempermental.
3. You work on your resurrection and gain a little experience, but not enough to gain a level.
I ditch omega,just me and mulch,if we fuse,mmk that will actually make us quite powerful(i think...),if not,then original success!
I simply walk up the stairs to the next level
Oh yeah, I'll have to make a note here: all attempts to transport to a level before the entrance to that level has been revealed will certainly fail, due to the same mysterious force that stopped the stone elephant breaking through the ceiling.
Shadowdump:4
You grab Mulch and teleport to the next floor. Looking around, you don't see mulch. He's still on the floor below you.
You look around and see a generic office building, with carpet in a dull maroon color and gray chairs and desks. Computers sit on some of the desks, but none of them are plugged in. Looking around more, you can't find anything to plug them in to. The only signs that this place has electricity are the fluorescent lights above you, illuminating everything and giving you the feeling that they're blinking on and off annoyingly, but very fast.
Looking around, you don't see anything alive. And you can't hear anything except a faint humming that you attribute to the lights. You see you're in a sort of meeting room, and there's an open door leading to a stairway that goes both up and down. Looking down the stairway, you see that the stairs eventually turn into a spiral stairway carved out of wood. Looking up, the stairs end at a white wall, which you sense emanates strong magical energies.
There are several doors leading out of the room. This floor is more complex than the others, as there are many rooms.
Akroma: 4
Akroma walks up the stairs and greets you, examining the area herself.
I'll try to work on my swordsmanship, perhaps using a tree as a target dummy.
5. You practice swordsmanship on a tree and gain swordsmanship skills (next level gets you bonuses, it's similar to powers).
I look in the general direction of the stair-tree, using my enhanced magi-vision to determine any magical danger the tree or the path to it might impose on us.
5. You look at the path to the tree with your magical vision and determine that the only danger is a few thorny plants, and instruct everyone on how to get there safely (+1 to a roll of 1 or 2 when going upstairs next turn).
3. You feel your transformations calm down slightly (you will no longer transform on threes).
2. The fireproof fibers are absorbed back into your body.
I PUT ON THE GOD DAMMED RING! WHAT IS THIS RINGS PROBLEM?
6. 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.
The ring turns a dull brown, and you feel the power of the earth flowing into your body.
I ask the monk who grinned at me earlier if he knows much about fighting, and if he can teach me some basic combat skills. I also drop my rock.
That's two actions. They're not even linked cleverly.
4. You drop your rock because it's weighing you down, but you can't catch the head monk because he's already heading to the next floor.
Okay, so, if heavy bleeding means I can die from it at any moment, and if I'm not healed when I get to act, then I try to stop the bleeding by squeezing my arm between my body and legs. Else, see my other post.
6. You hear a click as you squeeze your arms together and a small burst of pain as your bones snap back into place. The blood clots up and you stop bleeding, and the pain starts fading. Your arms are now only
heavily bruised, though that means that breaks are more likely.
Anyway, I think I will go in an entirely diffrent direction and learn to manipulate and create plants...
(But keeping the gravity one for sure)
6. You go over to a plant and start learning how to manipulate it, when it suddenly grows huge thorns and one of its thorns falls right on you (dodge=1, damage=6-1) hitting you right in the face, but you manage to knock it back before it hurts you too much. You then force the plant to stop growing with your new plant manipulation powers.
I practisce using my flail.
5. You now have mace skills (bonuses at next level, like powers, you know?).
I transmute Sean's brittle glass bones into diamond!
6. You successfully alchemize sean's bones into diamond, but you find it hard to control the transformation and spikes of diamond burst out of his skin on his arms and legs (does damage on successful blocks, causes bleeding with successful melee unarmed attacks, cannot wear sleeved shirts or pants). He now has
medium bleeding and is in pain (-1 thought).
I wipe my scalpel on my toga and start to heal Cyx.
5. You go over and heal his bruises with your knife and healing skills.
3bc. If I have learned the skill, and it has been disposed of, I practice freezing things and heating things up, transferring the energy between two or more objects as practice.
6. You look at a large rock, attempting to melt it by stealing the heat from everything surrounding it. A fog rises around it as the water in the air cools and condenses, then it falls to the ground as a frost. The plants around it look brittle and the rock glows red, then melts.
The heat from the rock heats up the area around it so fast that the frozen ground explodes, sending razor-sharp chunks of frozen dirt in your direction! (dodge=1, damage=6-1) They hit you but you manage to warm them up and soften them before they get to you so they're harmless clods of dirt. You gain the next level in thermal manipulation.
If I have strong enough healing powers then I work gain Regenaration power. But if my healing power is not strong enough then I will work on impoving healing powers so more.
1+1. You try to work on regeneration powers (which I assume is the power to enchant creatures so that they regenerate wounds slowly over time, correct?) but can't manage to learn anything.
The head monk heads to the next floor, along with the apprentice monk, who wants to make sure Akroma is fine.
Head monk: 2+1=3
Apprentice Monk: 3
They both slowly head up the stairs, not knowing what awaits them. They walk up behind Akroma and the younger monk greets her. The head monk mutters something about celibacy and the apprentice jabs him in the ribs with his elbow, insisting that they're only allies in the pilgrimage to Ecid.
StatusPlayersAkromaOn the third floor, in the meeting room. Wearing a black, red laced toga.
Exhausted.
WootyOn the second floor. Wearing a white toga. Has healing powers (2/3).
Wielding a makeshift amulet dagger.
Wearing a leaf-umbrella-hat.
Sean MirrsenOn the second floor. Wearing a color-changing toga. Wielding a
large golden sword. Holding an anything-to-flesh potion. Has basic bowmaking skills. Has strong alchemical powers.
Silver-plated hands,
sparkly crystal eyes,
diamond bones,
diamond spiked limbs. Rapidly turning into various materials.
Medium bleeding. [acrony=-1 thought]In pain[/acronym].
DevathOn the second floor. Wearing a dark red toga. Has pyrokinetic powers (2/3). Has thermal manipulation powers.
PoltifarOn the second floor. Wearing a white toga. Bruised head. Has alchemical powers (1/3).
SHAD0WdumpOn the third floor, in the meeting room. Wearing a black toga.
Six-inch long toes. Has electricity manipulation powers. Has weak teleportation powers (1/2).
Jetman123On the second floor. Wearing a bright red toga.
CyxOn the second floor. Wearing a black toga.
Wearing the Fortuna Aurea.
GolgathOn the second floor. Wearing a green toga. Has weak resurrection powers (1/2). Has weak healing powers.
qwertyuiopasOn the second floor. Wearing a blue toga. Injured hand. Light bleeding. Has weak gravity manipulation powers. Has plant manipulation powers.
ChaoticagOn the second floor. Wearing a white toga.
Wielding a flail. Has mace skills.
FrelockOn the second floor. Wearing a navy blue toga.
Wielding a dented short sword.
Yoga master. Has weak healing powers.
Three legs. Has sword skills.
JackrabbitOn the second floor. Wearing a very dark purple toga.
Wielding a small mace.
Wearing Vibgyor.
Mulch DiggumsAn untrained lich.
Undead. On the second floor. Wearing an orange toga.
Has sneaking abilities.
Has strong necromantic powers.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the first floor. Wearing a yellow toga.
Has very strong healing powers.
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff.
Wearing a small backpack.
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 second floor. Loyally following Cyx.
Poltifar's Giant BatNatural stats. On the second floor. Loyally following Poltifar.
EnemiesNone still living
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."
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.
It has some greater, unknown and untapped power.
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, along with three doors.