Merry Christmas! If you guys can get to the next floor by January 4, then you get a
special surprise.
And anyone who doesn't post will do vital actions. Also, healers will heal and... there isn't a word for people who resurrect stuff. Resurrectionist means graverobber. Anyhow, people with resurrection powers will use them if necessary.
Turn 19I take a random object and enchant it with "alchemize into water".
4+1=5. You grab a handful of pens and enchant them. You now have five alchemize-to-water pens.
Your enchanting increases. One more level for bonuses and all that.
2. Your diamond bones and spikes become heavy steel (pretty much the same bonuses but with -1 movement).
If there are any hostile zombies left, I tackle them.
2. You see that there are only two left and decide to let everyone else handle them.
I run into the meeting room and hack at an ennemy zombie with my light iron sword. If none are left, I train my alchemy on random objects.
6. You charge in, attacking goblin zombie B from behind. (dodge=5-3, damage=3) You slash at it and cut its hand off.
Ok, for my first turn I try to lern density manipulation powers. (examples: make air condense into liquid despite temperature, make an object shrink while remaining the same weight, make an object huge and lighter-than-air, etc. )
6. You think up an idea of how to learn density manipulation and test it on a goblin in the auditorium. (dodge=5) The goblin's arm feels funny, and it sees you and steps aside. Several seconds later a tiny block of air hits the ground, escapes your magic, and explodes into regular-density air.
You now have density manipulation powers.
I poke some of the zombie corpses with a stick/dissect them, hoping to find the properties of and the cure for the mysterious infection (spooky)
1. You decide to poke the living zombies instead, and zombie F doesn't react kindly to you fiddling with it, biting at you. (dodge=3, damage=3) You get bitten a bit but only scratched, and decide that healing magic will probably cure the spooky mysterious infection if Mulch doesn't get to them first.
I punch Zombie B.
If that fails, I punch any other hostile targets in the meeting room.
2. You see Poltifar slashing at Zombie B and decide that you'd just get in the way.
I try to heal our resident mummy (Jackrabbit) of his mysterious infection.
1+1. You head towards Jackrabbit but goblin zombie F, angered by Wooty's meddling, moans at you and you have to back away from it.
I burn the ever loving hell out of the zombie who bit me if he isn't already dead hopefully giving me at least slight fire manipulation powers
5. You manipulate some fire towards zombie B. You're not sure if it bit you because
I'm too lazy to check they all look the same, (dodge=2-1) but you hit it easily and (damage=2-1) burn it to ashes. You now have weak pyrokinetic powers.
Your ring turns pure white and gives you light manipulation.
I tell my elephant thingy to attack any zombies that we dont controll, then I use my necromantic powers to inhance the mysterious infection cryx got, and turn him into a zombie/lich thing, like myself. That is if he agrees, If he doens't want that I can redo my post
6+1. Oh damn. You funnel tons of necromantic magic into Cyx, but you're not sure how much is needed to manipulate the mysterious infection in your favor. Cyx shudders and falls to the ground, and you get several glares, especially from the people who helped heal and revive him. His body turns grey and dead unnaturally fast. Suddenly Cyx rises again, trying to speak but only moaning. You try to control him, but see that his mind is still intact, if somewhat weakened.
He's now a semi-sentient zombie (-2 thought, -3 charisma, -1 magic, -1 dodge, immune to pain and bleeding, -2 to positive magic used on or by him). In addition, Mulch now controls him. Cyx still has some free will so he can still do things, but if Mulch wants him to do something that he doesn't want to do then they both roll and Cyx follows whoever got the highest roll.
Ethier I help Wooty frigure out how cure mysterious infection(seem something that healing powers would help to figure out how cure) or I heal someone that in need healing more then being cure of mysterious infection.
You'll heal Jetman of his brain damage.
1+1. You can't manage to do much.
I make the CEO fall back here, or if that is impossible, I make sure that the mimic has a new home on the roof, where it won't be able to hurt us.
You're not quite sure where the CEO is or how far away he is by now, so you settle for slamming the mimic into the ceiling.
4+1. You begin lifting the mimic (dodge=6) but it sees you and decides to stop you by force, (dodge=4) but you manage to dodge its charge.
I learn armor smithery.(I Want ARMOR!)
2. You just can't figure out how to make armor. Maybe you should ask omegaalpha or someone.
In any case, I charge after the CEO.
2. You peer at the wall and give it a couple good whacks with your sword but can't figure out how to open the door.
I attempt to freeze the goblin CEO solid.
You can't see him so you'll just run in and try to open the door.
1. The goblin crowd decides to stop you from getting at their boss (dodge=5) but you keep to the edge of the room and run quickly so they can't get near you. You don't have time to get near where the CEO disappeared.
I live !
I try to ease my pain.
You realize that you feel no pain, so you decide to attack the remaining goblin zombie.
2. You're still getting used to being a zombie, so you can't manage to get near it.
The mimic continues attacking qwerty.
2. It trips however a living box can trip, disoriented from the gravity manipulation.
The crowd attacks Devath.
5. They surge out of the seats, (dodge=1, damage=3-1) beating Devath severely (
broken arm, broken rib, -1 thought due to pain).
Mulch's elephant-thing attacks goblin zombie F.
1. The goblin zombie sneaks up behind the elephant and bites it, (dodge=4-2, damage=1+1) tearing into its rear leg (-1 movement).
Perception check!
4. Those of you in the computer room hear faint noises, but can't figure out what they are or where they're from.
StatusPlayersWootyOn 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 very strong healing powers (3/4). A dabbling weaponsmith.
Sean MirrsenOn the third floor, in the break room. Wearing a color-changing toga. Holding five alchemize-to-water pens. A dabbling bowyer.
Has strong alchemical powers (2/4). Has enchanting powers. Turning into various materials.
Sparkly crystal eyes,
extra sparkly crystal eyes,
iron bones,
launchable iron limb spikes,
joints of water,
extra joints of water,
plastic-enhanced skin,
gold clawed hand,
nerves of steel,
metal-plated feet.
DevathOn the third floor, in the auditorium. Wearing a dark red toga.
Fast fists. Has pyrokinetic powers (2/3).
Has strong thermal manipulation powers (1/4). Bruised back and nose.
PoltifarOn the third floor, in the meeting room. Wearing a white toga.
Wielding a light iron sword. Holding a strong healing potion.
Has very strong alchemical powers (4/5).
SHAD0WdumpOn the third floor, in the computer room. Wearing a black toga.
Six-inch long toes,
two hearts.
Has very strong electricity manipulation powers.
Has strong self-teleportation powers (3/4).
Jetman123On the third floor, in the meeting room. Wearing a bright red toga.
Hand-to-hand combat skills.
Light brain damage.
CyxOn the third floor, in the meeting room.
Is a mostly sentient zombie,
compelled to follow Mulch. Wearing a black toga.
Wearing the Fortuna Aurea.
Has weak mimicking powers.
Has died once.
GolgathOn the third floor, in the meeting room. Wearing an orange toga.
Wielding a titanium alchemy staff.
Transforming chameleon skin,
currently carpet. Has resurrection powers (2/3). Has healing powers. A dabbling staff-user.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand.
Has very strong gravity manipulation powers (2/5). Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. A maceman (1/3).
FrelockOn the third floor, in the auditorium.
Softwood razor-sword. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
A skilled swordsman (2/4).
JackrabbitOn the third floor, in the meeting room. Completely covered in dark purple bandages.
Wielding a small mace.
Elemental wizard.
Has strong earth manipulation powers (1/4). Has weak fire manipulation powers.
Four arms.
Wearing Vibgyor.
Mysterious infection.
Mulch DiggumsOn the third floor, in the meeting room. An untrained lich.
Undead. Wearing an orange toga.
Has sneaking abilities.
Has very strong necromantic powers (3/5).
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 (4/6). An armorsmith (1/3).
Armok On the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga. Has density manipulation powers.
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff. Lightly burned.
Has died once.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Armok.
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. Lightly burned.
Mulch's Elephant AbominationAbomination-ified. On the third floor, in the Meeting Room. Mindlessly following Mulch.
Torn rear leg.
Mulch's Zombie GoblinZombified. On the third floor, in the meeting room. Mindlessly following Mulch.
NeutralNone
EnemiesVarious and Sundry GoblinsOn the third floor, in the auditorium. A few are dead.
Goblin CEOOn the third floor, in an unknown location.
Riding the Giant Mimic. Wearing Ongongngukak.
A legendary public speaker.
A broken rib. Lightly bruised.
Giant MimicNatural stats. On the third floor, in the artifact room.
Goblin Zombie FZombified. On the third floor, in the meeting room.
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.
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.
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.
Currently being worn by the Goblin CEO. Has unknown powers.
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 the CEO office. Burned by an explosion.
The Artifact Room: Contains pictures of various important goblins, and used to contain a slumbering mimic, though it has been awakened. Joined to the auditorium by a gaping hole in the wall.
The Auditorium: Can contain almost a hundred individuals, with a place for a speaker to stand and give speeches. Has a door to Hallway A and is connected to the Artifact Room by a gaping hole in the wall. Contains a hidden door to an unknown location.
The CEO Office: Incredibly fancy. Connected by a small staircase to the break room.
Hallway A: Long and featureless. Contains entrances to the meeting rooms and the bathrooms.
Hallway B: Long and featureless. Connects the computer room to an unknown room.
The Bathrooms: Ordinary and boring bathrooms. Connected to hallway A.