Turn 13I brew a potion of greater healing from the anything-to-flesh potion, and quaff it.
Well the staff seems nice on me, being alchemically powered and all, but I guess I don't really need it, and I can count on Golgath to fight somegoblins with it, so I give the staff to him (free action, I think).
I don't want Sean or anyone to die, so I help him making his potion.
Sean: 2+2-1=3
Poltifar: 2+1=3
Though neither of you perform your alchemy well, you both cover each other's mistakes and make a medium healing potion.
Sean's mutations:
3. Nothing happens.
5. You sigh with relief as you feel the explosive stuff disappear from your bloodstream.
I take the staff from Poltifar if A:He wants to and B: If it is a free action.
If it is a free action, I resurrect the head monk
You walk over to Poltifar and grab the staff.
4. You lean through the doorway and can see the head monk's body. You cast a resurrection spell and he shudders, then wakes. He screams in pain as he feels the shards of his ribs cutting into his organs, almost enough to kill him (-2 thought due to great pain, broken arm, -1 to survival rolls due to many broken ribs).
Your resurrection powers increase.
I insult the goblins in any way I can (free action ) and fuse the dead goblins body with my elephant in hopes of making my elephant stop deteriorating.
You shout insults at the goblins. They shout insults back.
1+1. The goblins' insults were superior to yours, so you couldn't concentrate on your spell.
I uppercut goblin C, as he is very annoying.
5. You fly at him with a powerful uppercut, (dodge=4) but he manages to jump away just in time.
Well then I just head up the stairs with my golem
2. You lose your way in the forest, but manage to find your way back on the path. You look towards the tree-stairway and sigh.
Vibgyor changes into light blue and gives you air manipulation.
I try to find something sharp and pointy, and somehow attach it to the tip of the umbrella
3. The only things you manage to find are pens, which wouldn't really be any different than the tip of the umbrella.
Imitating Theodor, I run up the stairs to the battle.
CHAAAAAAAARGE!!!!!!!
6+2. You charge up the stairs with the sword in your hands and leap out at Goblin Lawyer A, (dodge=5-1) who dodges your attack. The goblins begin to look worried at their predicament.
I switch to the third form of the amulet and tell my armadillo to distract one of the goblin when he tries to attack a player.
No action for yourself, Cyx?
The amulet flashes and turns into its third form.
Your armadillo prepares itself to interrupt the first attack it can find.
I walk into the meeting room and use my teleportation powers to fuse several goblins to each other by the hands.
5. Walking into the meeting room, you zap goblins C and A with teleportation magic (dodge=2), which they don't notice until they're joined by the hands (-1 to non-thought actions unless performing them on the same target). Your teleportation powers level up (+1 to teleportation).
But I practice making armour since it help reduce damage done.
Weaponsmithing, Armorsmithing, and Bowyering are three different skills. I borrow lots from DF.
6. You furiously study armorsmithing, then black out. You wake up and find yourself in the break room, and look around you. There are scraps of metal lying about. You go to move your arms and find it difficult. Looking down, you see you're wearing a suit of heavy titanium plate mail (heavy titanium cuirass for +1 defense, -1 dodge and heavy titanium greaves for +1 defense, -1 movement).
You're dazed from the event (-1 thought for two turns). You now have armorsmithing skills and a little experience on top of that.
I change my action to practicing hand to hand combat on the remaining goblins.
6. You enter a martial trance and charge at the goblins in a rage (no accuracy bonus, but you'll keep attacking until you miss), starting with goblin A, (dodge=2) who you hit in the chest (damage=5) but can't manage to harm, so you turn to goblin C (dodge=6) who swings goblin A at you (dodge=3) and you get hit, (damage=5, goblin A's damage=1) but goblin A's bones crack as he hits you (
broken arm,
broken leg for -1 movement,
broken rib).
You now have the ability to attack an extra enemy with hand-to-hand combat as if you were dual-wielding (-1 accuracy to the second attack). Basically you're dual-wielding your hands.
I try REALLY HARD to make 2 goblins fall towards a wall instead of the floor.
You can only target one now. Stop being so greedy, everyone.
5. You slam goblin E into a wall (damage=2), breaking his arm (
broken arm). Your gravity manipulation powers increase (+1 to gravity manipulation).
I stab any goblin that tries to attack the remaining monk, If none of them do I go after Goblin E.
5. You prepare to defend the younger monk.
Goblin Lawyer A decides to finish off the younger monk.
6. With a bloodthirsty look in his eyes, he flies toward the monk (armadillo=5, method=5) but the armadillo rolls into a ball and trips him. He glares at the armadillo and barks some orders to the other goblins.
Goblin Lawyer B decides to take over where the other lawyer left off, leaving whatever orders goblin lawyer A gave to the other goblins.
3. He kicks the young monk lightly (-1 damage), (dodge=2-2, damage=4+1-1) and the young monk gets bruised.
Wooty stabs goblin lawyer B (dodge=2), hitting him in the chest with the metal dagger,(damage=3-1) cutting the goblin's chest (
medium bleeding).
Goblin E hears the orders and pulls a phone out of his pocket with his good arm.
2. It was heavily damaged by the slam into the wall, so he tosses it onto the ground.
Goblin C desperately reaches for his phone, and you begin to fear what they're trying to call.
6. He grabs his phone and dials a number. He frantically begs whatever's on the other line. When he hangs up, he shouts at the other goblins and they all look relieved.
Goblin H retreats hastily.
6. He runs through the door into hallway B and enters one of the other doors, although you can't tell which.
Mulch's elephant attacks goblin C.
6. It charges at it with just as much terrible fearsomeness as the first time (dodge=6-1), and the goblin escapes once again.
The elephant's rotten flesh falls completely off, revealing rotten bones consuming themselves to function with dark magic.
Sean bleeds heavily.
1. With a gasp, he falls to the ground, pale from blood loss (-1 attack, -1 defense), but the heavy bleeding only increases (-1 to survival rolls).
StatusPlayersAkromaOn the third floor, in the meeting room.
Wielding an unopened 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 healing powers (2/3). A dabbling weaponsmith.
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 (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. Rapidly turning into various materials.
Very heavy bleeding.
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. Bruised head.
Has strong alchemical powers (1/4). 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.
Jetman123On the third floor, in the break room. Wearing a bright red toga. Bruised head.
Moderate brain damage.
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.
Wielding a titanium alchemy staff. Wearing a green toga. Has resurrection powers. Has weak healing powers.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand. Has gravity manipulation powers (1/3). Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. A maceman. Light bleeding.
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 second floor. 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.
Many shattered ribs.
Broken arm.
Broken leg.
In great pain.
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 Skeletal ElephantSkeletal. Rapidly deteriorating. Mindlessly following Mulch.
EnemiesGoblin AOn the third floor, in the meeting room. Wearing business clothes.
Broken rib.
Broken arm.
Broken leg.
Goblin COn the third floor, in the meeting room.
Wearing lead business clothes.
Goblin EOn the third floor, in the meeting room. Wearing business clothes.
Broken arm.
Goblin FOn the third floor, in the break room. Wearing business clothes.
Broken back.
In pain.
Goblin Lawyer AOn the third floor, in the meeting room.
Is a lawyer. Wearing a black suit.
Goblin Lawyer BOn the third floor, in the meeting room.
Is a lawyer. Wearing an expensive suit.
Medium bleeding.
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.
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.