Happy new year! So I just realized that omegaalpha is an armorer, as armorsmith doesn't appear to be in the dictionary. And if you need something to be done about heavy armor, then you probably want to ask Cyx, since it's like a tin can to him.
Turn 21I go through the open door.
2+2. You walk through the door cautiously, and check out the room. You're in an arena-like room. Across the room from you are three goblins and behind them is another door, closed.
The head goblin, easily distinguished by his sparkling suit. He's not wielding any weapons or wearing any armor, confident in his debating skills.
To his right is a goblin lawyer, wearing iron chainmail (+1 defense against piercing and slashing) and wielding an iron warhammer (+1 damage, -1 dodge for a turn after every attack).
To his left is another goblin lawyer, wearing iron platemail (+1 defense, -1 dodge) and holding an iron tower shield (+1 defense, -1 dodge, -1 damage) and an iron flail (+1 damage in open areas).
You wonder for a second why there would be an arena in an office building, then realize that goblins work here. It's probably where they decide who gets a promotion.
Using the monk I train myself in the art of soul stealing.
2. You try to figure out how to steal souls, but you can't learn anything, mostly because the monk is trying his hardest go get the hell away from you.
I go to the last known location of the goblin CEO, and for comedies sake I'll do it on all fours like a feral chipmunk. (Why does that last bit sound dirty?)
3. You think that the guys in the secret passage might have found something, so you run past the angry goblin crowd in the auditorium and enter the secret passage. Your feral chipmunk imitation is mediocre.
I heal the head monk, hopefully convincing him that our friend went insane for a moment.
5. You heal the monk completely, though he's still a little afraid of Shadowdump.
I practice precise throwing by picking off goblins with four of my five alchemic pens. Aiming for the heads.
2. You throw two pens and miss, and decide to stop throwing them.
1. The plastic in your skin turns into lead (must roll at -1 for poisoning every turn, -1 movement). The poison won't kill you, at least not right away, but expect some fun brain damage.
I'll assist whoever I would be able to assist best.(from now on, this will be my default action, if I miss a turn)
I don't have a clue how to determine that.
I help heal the head monk, but if he looks like he's doing okay then I preform brain surgery on Shadowdump. Don't worry, I'm a doctor and stuff.
So qwerty gets to assist the next action. Yay brain surgery.
Qwerty: 4
Wooty: 6
Wooty carves into Shadowdump's head, with qwerty helping dress any wounds. After a few minutes, everyone else in the room gets the courage to see how badly Wooty has mangled him. They see shadowdump sitting on the ground, glassy-eyed. Wooty says, "I lobotomized him to make sure he didn't go wacko on us again," and continues doing whatever people do between turns like nothing happened.
Shadow's lobotomy gives him [-1 damage, +1 against fear and mind control, immune to anger, cannot attack allies]. Somehow Wooty gains healing powers from this (optional -1 to sixes without a base roll of six).
If no one need healing then I work completing SHAD0Wdump armour.
5. You manage to find some metal to plate the outside with (the armor now has +1 against blunt and is conductive). You even manage to preserve some computer parts, meaning that you could upgrade it rather interestingly later.
Your armoring skill increases (+1 to armoring).
I'm too lazy to figure out the layout of the whole floor, but I use both my free and my normal action to follow Frelock through the door. If I can't in one turn, I go to the auditorium instead.
1. You manage to walk into the auditorium but are attacked by the goblins, who are scared by your new form. (dodge=4-2, damage=5+1) They hit you a few times but you manage to beat them back, killing a few.
I decrease the density of the floor beneath the goblins, hopefully either crushing them against the ceiling or making them fall thought it because of it being weakened.
5. You expand the floor beneath the goblins, knocking them into the air (damage=6) but they fly at you and (dodge=3, damage=2) beat you, breaking your leg (-1 dodge).
I head into the fighting area, once there, I raise any dead goblins to attack the living ones.
1+1. You walk into the auditorium and have to dodge the goblins that Armok ended up throwing at himself.
I drink my strong healing potion to heal my mangled arm and my heavy bleeding.
I've decided that strong healing potions give a +1 to chugging them.
5+1. You quaff the potion and it heals you completely.
I attempt to head into the auditorium to back up Armok.
However, if there are any hostile targets in the auditorium next turn, I punch the nearest one in the gut.
6. You run to the auditorium and see one of the goblins that hit Armok. You sucker punch him (dodge=5) but he jumps away.
The mimic sees Cyx as a threat and charges at him.
5. It flies right at Cyx (dodge=6-2) but
The goblin CEO and the other two goblins glare at Frelock and prepare for combat.
StatusPlayersWootyOn the third floor, in the meeting room. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has super strong healing powers. A dabbling weaponsmith. Lightly burned.
Sean MirrsenOn the third floor, in the auditorium. 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,
lead-ridden skin,
gold clawed hand,
nerves of steel,
metal-plated feet.
DevathOn the third floor, in the auditorium. Wearing a dark red toga. Is a dabbling wrestler,
specializing in fast strikes. 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.
Has very strong alchemical powers (4/5). Is a dabbling swordsman (1/2).
SHAD0WdumpOn the third floor, in the meeting room. Wearing a black toga.
Six-inch long toes,
two hearts,
lobotomized.
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 (1/2),
specialized in hand-to-hand combat.
Light brain damage.
CyxIs a zombie elephant armadillo centaur,
somewhat compelled to follow Mulch. On the third floor, in the auditorium.
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 (2/3). 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 secret path. Wearing a white toga.
Wielding a flail.
A skilled maceman.
FrelockOn the third floor, in arena.
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 pyrokinetic powers. Has weak hydrokinetic 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).
A skilled armorer (1/4).
ArmokOn the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga. Has density manipulation powers (2/3).
Broken arm.
Broken leg.
Medium bleeding.
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.
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 the arena. Wearing Ongongngukak.
A legendary public speaker.
A broken rib. Lightly bruised.
Elite Goblin Lawyer AOn the third floor, in the arena. Wearing
iron chainmail. Wielding
an iron warhammer.
Elite Goblin Lawyer BOn the third floor, in the arena. Wearing
iron platemail and holding
an iron tower shield. Wielding
an iron flail.
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.
The Arena: A big, indoor arena used to determine who gets promoted. Has a door to the Secret Path and a closed door.
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.