I fixed the
rules post a little bit, cutting down on its size and organizing it a bit. I'm pretty sure I missed some statuses.
Turn 20I break the door down to get to the CEO!
5. You easily beat down the door and enter an odd hallway. It has a fork, with each branch leading to a door. The door down the left branch is ajar.
I hold one pen, ready to throw it at the first attacker, and walk to the room with all the fighting going on.
4. You walk into the auditorium and prepare to fight.
EDIT ONCE MORE: The more cavalier everyone seems to get, the more nervous I get. I practice sneaking some more, instead.
2. You can't manage to learn any more about sneaking.
I strip some wiring and wrap it around my wooden dagger, and then jam the dagger into an electrical outlet. Hopefully science will happen and the mothership will beam me I'll get a copper dagger.
1. You remember that there are no electrical outlets, so you jump up on a desk and stab at one of the fluorescent lights, (damage=3) getting shocked. You are lightly burned and your dagger is destroyed, so you toss it in a trash can.
I attack any remaining enemy zomby with my sword again. If none remain, I train my alchemy on random items. (Yes its similar to my last action, but its about time we got rid of all these annoying zombies)
3. You look for a zombie and find Zombie F charging at you. You quickly draw and attack (-1 damage), (dodge=3-1, damage=6+1) hitting the zombie in the arm, but it knocks the sword aside and (dodge=2, damage=2) gnaws on your arm (
mangled arm,
heavy bleeding, -1 thought from pain). You push it away and grab your sword with your other arm.
Alright, I tell cryx to get on my zombie elephants back, and tell my zombie elephant to obsorb cryx. I also use my powers to fuse cryx and my elephant.
For now I climb, with the amulet in its third form around my slowly rotting neck and a bad feeling about this.
Mulch: 6+1
Cyx: 5-1
Elephant: 6
The elephant grabs Cyx and sits him down roughly on its back. It begins to absorb Cyx, when Mulch fires magic at the pair, enveloping them in an aura of generic darkness, consuming Goblin Zombie F and all the dead bodies in the room. Cyx's armadillo jumps in, fearing for its master's safety. They become a writhing hunk of flesh, then they take form. Out of the darkness steps what can only be described as a giant elephant-centaur made out of rotting flesh. The lower half is an elephant body minus the head with armadillo armor on its back, and the upper body is humanoid, minus the legs, and stands six feet tall by itself.
Cyx takes control of the body. Its stats are [+2 damage, -1 accuracy, +1 defense, -2 dodge, +1 damage and -1 accuracy against smaller targets, +1 defense against piercing attacks, -2 thought, -1 to using non-dark magic, -3 to positive magic used on or by him, immune to pain and bleeding]. Cyx also became more in tune with dark magic and now has weak necromancy powers.
Yes, he has a -4 to using positive magic. And a -4 to being revived, though he could be revived by Mulch now that he's a zombie, although that would increase his loyalty to Mulch. He's still controlled by Mulch, though he's slightly more independent since he's more powerful (+1 to resist Mulch's commands).
With this huge success, Mulch has gained lots of experience with necromancy, increasing his powers (optional -1 to all sixes without a base roll of six, can use necromancy on up to two targets, extra controllable minion). Mulch also has unlocked some powers from his lich-ness, giving him one extra minion and the ability to cast an extra necromancy spell as a free action, but it rolls at -1 and disregards all necromancy bonuses.
I roast the goblin crowd.
4. You send out a blast of fire at the crowd of goblins, (dodge=3, damage=1) burning up quite a few of them. Your pyrokinetic powers increase (+1 to pyrokinesis).
I learn cryo-genisis.
1. You get scared by Cyx's new form, take a couple steps backwards, and trip over a conveniently placed telephone cord, (damage=6) but you quickly grab a desk and pull yourself back up before you hit anything.
That gave me a though
pyro-genisis
but to do this, I need water. I learn to manipulate water, including water in the air
Also, if we leave the infection will it kill me or seriously harm me?
Pyrogenisis/pyrokinesis is fire. If you're thinking about water then it's hydrokinesis. And yes, if the infection is left alone then it will kill you. But you still have a few turns until it starts doing bad things to you.
3. You gain weak hydrokinetic powers.
If this isn't a bulge I feel in my temple...
I enter the meeting room. Then... I devour the head monks soul.
Yes I've lost my mind!
4. You charge at the head monk, chomping your teeth madly. (dodge=4-1, damage=1) You rip out his throat (
torn out throat,
very heavy bleeding). You sadly realize that you can't steal his soul because you don't have any powers that would let you.
I practice my unarmed combat skills on the wall.
3. You are now a dabbling wrestler.
Guess change my action to make armour for shadowdump.
4. You run into the computer room and make some insulating computer armor for Shadowdump (+1 defense against electricity). The electricity defense would apply to the damage Shadowdump gets from his powers, but the armor isn't exactly conductive. Some upgrading will be required for that.
I increse the density of the roof above the goblins.
I'll change my action to assist armok.
Armok: 4
Qwerty: 1+1=2
Armok uses his density manipulation on the ceiling, sending several small, high density chunks of ceiling into the goblin crowd (dodge=3, damage=1) killing several goblins. Qwerty tries to help with his gravity manipulation, but is distracted by Armok's powers. He applauds Armok, then realizes that he was supposed to be helping.
The mimic charges at Armok.
2. The angry goblin crowd gets in the way.
The crowd of goblins attacks Armok.
5. They charge at him, weilding various office supplies very menacingly. (dodge=2, damage=3) Armok gets caught in the crowd and beaten some (broken arm,
medium bleeding).
StatusPlayersWootyOn the third floor, in the meeting room. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has very strong healing powers (3/4). A dabbling weaponsmith. Lightly burned.
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).
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). Is a dabbling swordsman (1/2).
Mangled arm.
Heavy bleeding.
In pain.
SHAD0WdumpOn the third floor, in the meeting 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. Is a dabbling wrestler,
specialized in hand-to-hand combat.
Light brain damage.
CyxOn the third floor, in the meeting room.
Is a zombie elephant armadillo centaur,
somewhat compelled to follow Mulch.
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.
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 (2/3).
FrelockOn the third floor, in the secret path.
Softwood razor-sword. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
A skilled swordsman (3/4).
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.
A lich.
Undead. Wearing an orange toga.
Has sneaking abilities.
Has incredibly strong necromantic powers (3/5).
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the third floor, in the computer room. Wearing
a heavy titanium cuirass and
heavy titanium greaves. Holding
conductive computer armor.
Has super strong healing powers (4/6). An armorsmith (2/3).
ArmokOn the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga. Has density manipulation powers. Broken arm.
Medium bleeding.
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff. Lightly burned.
Has died once.
Mangled neck.
Very heavy bleeding.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Armok.
Poltifar's Giant BatNatural stats. On the third floor, in the meeting room. Loyally following Poltifar. Lightly burned.
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. Quite 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 auditorium.
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 doors to Hallway A and the Secret Path, and is connected to the Artifact Room by a gaping hole in the wall.
The CEO Office: Incredibly fancy. Connected by a small staircase to the break room.
Secret Path: Three doors connected by a dark, Y-shaped hallway. One of the doors leads to the Auditorium.
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.