Turn 11I try to reverse my resurrection magic and tear the lifeforce of the goblin out of its filthy, heathen body. If possible, I augment my own strength and stamina with it.
EDIT: For the sake of obviousness, I mean goblin C who is the current threat.
I, being a nice chap, channel (using magic) the powers of resurrection into Golgath to augment his powers. Also, I chat to the Golem about how it is being a Golem (thats free right? If not, scratch that)
Jackrabbit, autofail because you're doing it over a long range when your abilities do not allow you to do so. As I said
in the rules.
Golgath: 1
You prepare to use magic on the goblin but it charges you before you can do anything. (dodge=4) You sidestep its attack and it misses you.
Jackrabbit chats with his golem, (char=2) which stares at him with cold, golemy indifference.
Vibgyor turns into a mottled rainbow of colors, giving self-transformation powers to Jackrabbit.
I order my elephant to let itself be a sparring partner for who ever wants to practice (free action?) and walk up the stairs
Your elephant agrees, and you both walk up the stairs. It deteriorates some more (-1 defense).
Well shoot. I run down the stairs back to that bin of swords and pick one up (+1 for movement this turn from yoga master, right?). If anyone tries to stop me, I tell them goblins are attacking from upstairs (technically not true, as we are attacking them), and we need to fight them off before they descend to kill off all the unarmed pilgrims.
2+1-1. You can't get downstairs because when you start down the stairs, you notice that the monks glare at you and guard their stuff. You decide you're better off getting something from Wooty and turn around.
Also, stop trying to weave two actions into one just to sneak in a bonus. I'm going to start saying that anything I perceive as two actions sneakily combined will receive no bonuses if you keep it up.
hmm, I can't fight that many at once....
I try to imitate the sound of a goblin coffe break bell. The moment they hear it, they should think "oh meh, it's my break, I won't fight, I will get me some cofee"
2. You make a bell-like sound, but none of the goblins are convinced. Besides, they probably go and beat innocent people up during their break, so this wouldn't be much different.
I transmute the coffee in any full coffee cup I can find into trinitroglycerine. If there are no full ones, I transmute the coffee in the coffee machine.
6+1=6. You walk into the break room and transmute all the coffee in the vending machine into nitroglycerin (that's how we spell it in america), but overdo it, causing it to immediately explode!
(sean dodge=2+1, golgath dodge=5, goblin F dodge=2) Fiery explosion and shards of coffee machine fill the room, but Golgath ducks behind goblin F, who gets hit by a full blast. Sean managed to cover himself a little.
(sean damage=5, goblin F damage=4) Goblin F is burned, but Sean managed to come out relatively unscathed. The furniture in the room is tossed about and burned a bit.
5. Small plates of iron cover your skin in strategic areas, covering your blind spots (puts off the swarm attack for one more enemy).
4. Your body absorbs your golden sword and transforms your left hand into a large scythe-claw (+1 attack, cannot hold items in that hand).
I run over, yell at Shadowdump to help the others, and attempt to break Goblin F's arm (With an armlock, making it unarmed combat)
You enter the break room, shouting at shadowdump to help fight.
1. You charge at goblin F, but she grabs Golgath and throws him at you. (dodge=3, damage=6) He hits you, but you grab him, spin him around, and smack the goblin with him (dodge=5), but it dodges with ease and Golgath goes flying, (luck=6) but grabs onto the goblin before he gets too far away and slams it down on the floor, (damage=1) breaking its spine (-2 movement, -2 dodge, -1 accuracy, -1 thought from pain).
I yell."Be in a moment"
I use my teleportation powers to re-arrange goblin G's vital organs.
You respond that you're a bit busy with one of your own goblins.
6. You focus your teleportation powers on the goblin, and it implodes as all its internal organs are teleported out of it. You feel strange, and, after a brief check of your body and what organs are scattered about, find that you now have two hearts (+1 to bleeding survival rolls).
Your teleportation powers level up.
I swing at goblin A. I also say "Damn goblin lawyers..."
The goblins blink and look at you as you say it, as if you've said something horribly dangerous.
5. They're interrupted from their shock as you punch goblin A in the face, (dodge=3, damage=6) but he bites your fist, cutting it, and you back off.
I change the amulet's shape and go up the stairs.
The amulet changes into a plus shape, glowing green then red.
5. You walk up the stairs, and your amulet glows a dull brown as you reach the third floor. You sense another power. Your armadillo follows you up.
I practice with elephant to help gain my fighting skills better.
2. The elephant ignores you and walks up the stairs after Mulch.
I use gravity to push the goblins against a wall, reducing their ability to get close enough to land a successful attack(I am hoping to give them a negative penalty).
If I can't affect them all, I target the strongest or least hurt one(s).
You see that goblin A attacked chaoticag, so you target it.
4. You push it against a wall (-1 accuracy, -1 dodge for one turn)
Cursing angrily, I use some of the leftover wood from the table and table leg to replace my broken rib with a wooden one.
2. You try to make a makeshift rib out of the table, but can't manage because you're interrupted by your pain. You decide that getting a healer on that would be a good idea.
Since I can't transmute living things without getting a penalty, I instead transmute the nearest goblin's cloths into lead (with no joints, so he can't move and its very heavy too )
4. You transform Goblin C's clothes into lead (-1 movement, -1 dodge).
3aa. If hostiles are not dead, I try a different approach.
1. You are about to attack a goblin, but are interrupted by goblin B's fist. (dodge=4) You manage to sidestep it, but...
Goblin B charges at Devath again.
2. Devath trips him as he charges, and laughs.
Goblin A shouts for more help.
2. His shouts are unanswered.
Goblin C attacks Devath, continuing the goblin tradition of getting cheap blows in on an opponent through unfair tactics.
4. He sends a decent punch into Devath's back, (dodge=4-1) and devath gets hit, but nowhere dangerous, (damage=3) but is bruised anyways.
Goblin E also continues the tradition, aiming his foot at Devath's head.
5. The kick flies straight at Devath's face, (dodge=5-2) and Devath loses his smile at tripping goblin B as the kick connects with his nose, (damage=3) bruising it as well.
Goblin F attacks Golgath for using him as a shield.
4. He scratches at Devath's face, (dodge=5) but Golgath just backs up and the goblin stumbles embarrassingly.
The apprentice monk tells the older monk to go in another room and explore some more, and attacks goblin B, continuing the monk tradition of killing filthy goblins.
1. Goblin B easily counters and kicks him, (dodge=1, damage=2-1) snapping his spine and a couple ribs (-2 movement, -2 dodge, -1 accuracy, -1 thought from pain). Goblin B laughs over his crippled body.
The elder monk hears the younger monk but does not see him, and rushes into the computer room. He opens the door.
5. He opens it and sees (luck=3) a hallway with a goblin in it (goblin H). There is a door at the end of the hallway.
Goblin H attacks the monk, charging into the computer room.
3. He punches the monk in the arm, (dodge=3, damage=1) breaking it. The monk loses the ability to attack effectively with his quarterstaff effectively (no bonuses) and cries out in pain.
The earth golem tries to absorb rocks out of the ground.
4. He absorbs them and gains weak rock covering (+1 defense against blunt and slash).
StatusPlayersAkromaOn the third floor, in the meeting room. 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 healing powers (2/3). Has basic makeshift weaponsmithing skills.
Sean MirrsenOn the third floor, in the meeting room. Wearing a color-changing toga. 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,
plastic-enhanced skin,
iron-covered blind spots,
gold clawed hand. 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. Bruised back and nose.
PoltifarOn the third floor, in the meeting room. Wearing a white toga. Bruised head. Has alchemical powers (2/3). Bruised chest.
SHAD0WdumpOn the third floor, in the computer room. Wearing a black toga.
Six-inch long toes. Has electricity manipulation powers (1/3). Has teleportation powers (1/3).
Jetman123On the third floor, in the break room. Wearing a bright red toga.
Hand-to-hand combat skills.
CyxOn the third floor, in the meeting room. Wearing a black toga.
Wearing the Fortuna Aurea.
GolgathOn the third floor, in the break 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 (1/2). Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. Has mace skills. Light bleeding.
FrelockOn the second floor. Wearing a navy blue toga.
Yoga master. Has weak healing powers.
Three legs.
Has competent sword skills. Light bleeding.
JackrabbitOn the second floor. Wearing a very dark purple toga.
Wielding a small mace.
Elemental wizard.
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 second floor. Wearing a yellow toga.
Has very strong healing powers (2/4).
AlliesHead MonkOn the third floor, in the computer room. Wearing white robes.
Wielding a quarterstaff.
Wearing a small backpack.
Broken arm.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Akroma.
Broken back.
In pain.
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 second floor.
Rocky covering. Begrudgingly following Jackrabbit.
Mulch's Zombie ElephantZombified. Rapidly deteriorating.
Somewhat deteriorated. Mindlessly following Mulch.
EnemiesGoblin AOn the third floor, in the meeting room. Wearing business clothes.
Pinned to the wall by gravity.
Goblin BOn the third floor, in the meeting room. Wearing business clothes.
Goblin COn the third floor, in the meeting room.
Wearing lead business clothes.
Goblin DDead.
Goblin EOn the third floor, in the meeting room. Wearing business clothes.
Goblin FOn the third floor, in the break room. Wearing business clothes.
Broken back.
In pain.
Goblin GDead.
Goblin HOn the third floor, in the computer room. Wearing business clothes.
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.
It is currently in horseshoe 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.
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.