"The worst" was a bit of an exaggeration. An uneventful turn, really.
I've updated the rules post with some location stuff and some targeting stuff. It behooves you to read it, if only because I used the word "behooves".Turn 9Oooooooooh..I study the flesh elephants body in preperation to Bring it to undeath.
3. You stare at the elephant and prepare yourself to turn it into a zombie, but you don't do enough to get a bonus.
I suppose I'll try to better my healing skills by working on Sean's bleeding and pain.
1. You walk up to Sean, preparing to heal him, and tap him on the shoulder, breaking his focus on the stairway. Assuming that you're an enemy (although enemies don't usually tap you politely on the shoulder) he turns around and kicks at your face. (dodge=3) You move your face out of the way, but he still hits your arm, (damage=4) lightly cutting it. You are now lightly bleeding.
Sean apologizes and heads towards the stairs with several other people.
Anywho, I walk up the stairs to the next level.
I head up the stairs.
I'll let my wounds heal by themselves and ascend to the next floor.
I go up a floor, doing cartwheels and stuff so that my action is a bit more unique.
I grab a small handful of plants as I head for(and up) the stairs.
Wiping my scalpel on my toga (gotta keep that thing sanitary), I ascend to the next level.
ok, I go up to the next room.
1. I go up to the next level
I believe this wins the "largest group action" award. 8 people!
Golgath: 2+1
Jetman: 2+1
Sean: 6
Chaoticag: 2+1
Qwerty: 3
Wooty: 2+1
Poltifar: 2+1
Devath: 2+1
My god. That's
a lot of threes. I'm not kidding. These were seriously the rolls. You guys are really lucky that you were just going up some stairs, because this round would have been shitty if you had tried to do anything interesting.
Most of the group is reluctant to go up the stairs, but Sean encourages them as best as he can and charges towards the stair-tree. Most of the group follows him (i.e. everyone that decided to this turn) and the come up to the third floor in the meeting room, greeting everyone already there.
Poltifar's giant bat follows him up eagerly, hoping for more fruit. Qwerty tries to grab some plants as he leaves, but doesn't have time as he doesn't want to get left behind. Chaoticag tries to pull off some fancy somersaults but doesn't for fear that he'll hurt himself.
Sean's mutations:
6. The areas of your body around your joints turn to water, allowing you much greater flexibility and easy healing but allowing your joints to be pulled apart more easily (+1 movement, +1 to dodge except ones, -1 to damage rolls of 2 or less, ripped off limbs can be reattached).
5. The spikes on your arms alter how they're attached to your body so that they have muscle wrapped around them, allowing you to launch them out for a ranged attack at the cost of some bleeding.
I hear that next floor need my help so I go up to next floor to help heal those that need healing.
You run up to the second floor in time to see everyone run up to the third floor.
At last! I use my new earth powers to create an earth minion! (I am loath to call it a golem because of the terror they caused last time)
5+1=6. A huge earth golem rises out of the ground, and you are slightly startled because it's not exactly what you wanted. It looks at you obediently, but you see a spark of disobedience in its eyes. It will do as it wants, following you mostly, but don't be surprised if it doesn't end up doing what you want.
Your ring flashes and turns blue. It now gives you water manipulation powers.
I develop the ability to sense life-signs,allowing me to pinpoint there locations and then even lock on to them for teleportation if I so wish.
1. You attempt to develop the ability to sense distant life, and walk up to one of the doors, preparing to detect signs of life through it. You lean against it but it flies open and you fall into another room. You look up and see (luck=5) a room of unoccupied computers and desks. None of them are plugged in, and, once again, there aren't any plugs to connect them to. There is one other door in this room, closed.
(Observation=5) On the wall you see a note in some other language. Looks like goblin. The doodle of a dwarven baby on a dinner plate helps you guess. You can't hope to read what it says, though.
Locations have been updated.
I listen to my feelings on what room of these is the most interesting
2. You listen to your feelings for a bit, but can't figure out anything useful.
I try to figure out what the others amulet's powers are.
4+1. 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 stays in its current form for now.
StatusPlayersAkromaOn the third floor, in the meeting room. Wearing a black, red laced toga.
WootyOn the third floor, in the meeting room. Wearing a white toga. Has healing powers (2/3).
Wielding a makeshift amulet dagger.
Wearing a leaf-umbrella-hat.
Sean MirrsenOn the third floor, in the meeting room. 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,
launchable diamond spiked limbs,
joints of water. Rapidly turning into various materials.
Medium bleeding.
In pain.
DevathOn the third floor, in the meeting room. Wearing a dark red toga. Has pyrokinetic powers (2/3). Has thermal manipulation powers.
PoltifarOn the third floor, in the meeting room. Wearing a white toga. Bruised head. Has alchemical powers (1/3).
SHAD0WdumpOn the third floor, in the computer room. Wearing a black toga.
Six-inch long toes. Has electricity manipulation powers. Has weak teleportation powers (1/2).
Jetman123On the third floor, in the meeting room. Wearing a bright red toga.
CyxOn the second floor. Wearing a black toga.
Wearing the Fortuna Aurea.
GolgathOn the third floor, in the meeting room. Wearing a green toga. Has weak resurrection powers (1/2). Has weak healing powers.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand. Light bleeding. Has weak gravity manipulation powers. Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. 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. Lightly bleeding.
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 second 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 third floor, in the meeting room. Loyally following Poltifar.
Jackrabbit's Earth GolemNatural stats. On the second floor.
EnemiesNone that you can see
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 is currently in horseshoe form.
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 entrances to two closed rooms and the computer room.
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 closed door and a door to the Meeting Room.