The artifact will be claimed at the end of the turn to increase dramatic tension.
Also I've decided that Sean's eyes give him +1 to detecting magical effects or energies, since just being able to see them isn't too helpful.
Turn 25Well, I'll put my name in for the artifact (free action), and spend the turn trying to understand its powers.
2. You look at Ongongngukak and see that it is made of the finest gold fibers, completely unobstructive to the wearer's movement. Giant cave spider silk threads are sewn in with the gold threads, and simple patterns are made on the outside in giant cave spider silk. The buttons and the zipper on the pants are carved from diamond and decorated with smaller gems. There's a tag at the back of the collar that says "Made in the Kingdom of Anuses. Dry-clean only."
Despite your attention to detail, you can't manage to discover its powers.
I perform healing to anyone that needs it.
2+1. You walk into the meeting room and heal Sean's brain damage slightly (
light brain damage: -1 thought, -1 magic).
I fly to the arena.
4+1. You practice with your wings for a second, then lift off and dramatically fly through the hallway into the arena, hovering around above the mimic.
1. Your blood turns into syrup, slowing your body as it takes longer to do anything (-2 movement, -2 damage, -1 accuracy, -1 dodge, -1 thought).
CRUSH THE MIMIC!!!111one111eleven11!!1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
6+1=6. You run into the arena and slam the mimic into the ground with your gravity manipulation, since you've decided that you like slamming things into the ground or something. (damage=2+1) The mimic's body is lightly cracked, and it is enraged at actually being harmed. You hear a rumble and look up in time to see the weakened ceiling falling towards you. (dodge=6, mimic dodge=2-1, damage=4+1-1, Sean dodge=6+1, Cyx dodge=1-2, damage=1+1-1, Mulch dodge=4+1-1, Jackrabbit dodge=3, damage=3) You dodge perfectly, along with Sean, who has a fun time practicing dodging with his flight. Mulch managed to dodge pretty well as well. You see that the mimic was hit by some debris but hasn't been harmed anymore. Cyx wasn't so lucky, getting two of his legs crushed by debris (
two broken legs, -1 dodge, -1 movement,
heavily bruised,
broken arm).
"Cyx! Kill that damned mimic thing" I tell him, I also continue trying to improve him using my special brand of magic. With my free action spell thingy.. I'll charge my hat with my magic.
5+1. You decide to heal Cyx now with necromancy, so you repair him completely. You went a little overboard with the necromancy and forgot to not try to control him, so he loses the bit of independence he gained along with his new form. You charge your hat to help defend you for a bit (control=5) and it does so.
For my action, I heal the young monk (you forgot to update his status by the way).
1+2. You run into the auditorium and head towards the young monk, and you manage to slow the bleeding some. Thoughts of interesting prosthetic limbs for him pop into your head.
Actually, I just realized we've been leaving Armok lying there with broken limbs. I'll change my action to healing him, heh.
4. You heal Armok completely. Your healing powers level up (+1 healing).
Well,I then attempt to learn the art of soul stealing again by trying to coax the lawyer's (B) into my control.
6. The room darkens as you walk slowly towards the dying goblin, moving your hands around in some mystic-looking patterns that just popped into your head. You then punch him in the chest, tearing a hole in his platemail and crushing his heart. His eyes roll back in his head and a white glow moves up your arm, disappearing after a second.
You now possess the goblin's soul and have soul-stealing powers. Souls have a variety of effects depending on the creature that they came from. They can either be sacrificed to increase certain powers (requires the powers the soul is associated with) or used to enchant equipment (requires enchanting). Goblins' souls are mainly associated with hatred, sadism, and darkness and their souls are used for that (check the statuses for the effects). The soul doesn't exist physically, though you can gain the ability to physically manifest souls to let other people without soul-stealing use them.
Soul stealing can only be used on creatures that are almost dead or on creatures that have recently died (in the previous turn). Robots and golems or other magically animated creatures do not have souls unless they were animated from being possessed by something.
I try to take the artefact.
oh, ok... I try to learn... supernatural decoration! the ability to change colour and texture and slightly even shape to make stuff or creatures look different.
5. You gain appearance alteration powers, because that sounds slightly less silly than supernatural decoration, which makes me think of a ghost telling another ghost where to hang the cobwebs in his tomb.
I use gravity to my advanatge as I swing my flail by winding it behind my back then arching it at any hostile NPC in the room.
2+1. You're scared by Shadowdump's show of his soul-stealing skills, but you strike at the remaining goblin anyways (dodge=6), who sees your strike and kicks you in the shins before you can hit him (dodge=6) but you dodge that and continue swinging at the goblin (dodge=2, damage=4+1-1) hitting him but doing no additional damage.
I attack any remaining lawyers.
5+1. You see Goblin Elite Lawyer A being distracted by chaoticag and go to attack him (dodge=1-2, damage=2-1) stabbing him in the back and killing him. Someone mutters something about someone stealing all the kills.
I attempt to strangle Goblin Elite Lawyer A. For once, I'm actually kicking ass in unarmed combat!
Since the lawyer is dead, you decide to run into the auditorium and attack the mimic.
5. You punch at the living chest (dodge=1-1, damage=2+1-1) and strike it, cracking it more (
medium cracks, -1 defense, -1 damage).
I drop part of the roof on the mimic so long as it does not hurt anyone else.
1+2. You manage to get the last remaining chunks of the ceiling to fall on the mimic (dodge=1-2, damage=1+2-2), cracking it heavily (
heavily cracked, -2 defense, -2 damage, -1 movement, -1 dodge).
Your ring turns light blue and grants you air manipulation powers. You feel it pulsing on your finger and feel that air manipulation powers will be useful soon.
I attack the Giant Mimic again.
1+1. You see the falling rocks and karate skills going on near the mimic and can't find a way to get your large body towards it that wouldn't be blocking one of your teammates.
2d. If I make it to the arena, and there are no targets and someone has claimed the suit, I practice pyrokinesis.
4. You practice pyrokinesis and learn a bit more, leveling up (+1 pyrokinesis).
The elder monk charges at the weakened mimic, intent on killing it.
3. He swings at it weakly (dodge=6-3, damage=2+1-3), smashing it to pieces. In the meeting room, omegaalpha hears something and looks to see the magical shield on the stairway up disappearing.
Armok and Frelock reach for the artifact (armok=6, frelock=3) but Armok grabs it first.
StatusPlayersWootyOn the third floor, in the auditorium
. Wearing a white toga. Wielding a makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has super strong healing powers (2/6). A dabbling weaponsmith. Lightly burned.
Sean MirrsenOn the third floor, in the auditorium. Wearing the remnants of a color-changing toga. Holding three alchemize-to-water pens. A dabbling bowyer.
Has strong alchemical powers (3/4). 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,
gold-enhanced skin,
gold clawed hand,
nerves of steel,
metal-plated feet,
large aluminum butterfly wings,
syrup for blood.
Light brain damage.
DevathOn the third floor, in the arena. Wearing a dark red toga. Is a dabbling wrestler,
specializing in fast strikes.
Has pyrokinetic powers (1/4).
Has very strong thermokinetic powers.
PoltifarOn the third floor, in the arena. Wearing a white toga.
Wielding a light iron sword.
Has very strong alchemical powers (4/5).
Is a skilled swordsman (2/4).
SHAD0WdumpOn the third floor, in the arena.
Wearing metal-plated insulating computer armor.
Six-inch long toes,
two hearts,
lobotomized.
Has very strong electricity manipulation powers (1/5).
Has strong self-teleportation powers (3/4). Has soul-stealing powers, souls captured:
one goblin soul.
Jetman123On the third floor, in the arena. Wearing a bright red toga. Is a wrestler (2/3),
specialized in hand-to-hand combat.
Light brain damage.
Holding down the goblin CEO.
CyxOn the third floor, in the auditorium.
Wearing the Fortuna Aurea.
Has weak mimicking powers. Has weak necromantic powers.
Is a zombie elephant armadillo centaur,
bone claws and armor.
Compelled to follow Mulch.
Has died once.
GolgathOn the third floor, in the arena. Wearing an orange toga.
Wielding a titanium alchemy staff.
Transforming chameleon skin,
currently stone. Has resurrection powers (2/3).
Has strong healing powers. A dabbling staff-user.
qwertyuiopasOn the third floor, in the auditorium. Wearing a blue toga.
Has super strong gravity manipulation powers (2/6). Has plant manipulation powers.
ChaoticagOn the third floor, in the arena. Wearing a torn white toga.
Wielding a flail.
A skilled maceman (1/3).
FrelockOn the third floor, in arena.
Softwood sword. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
An adept swordsman (1/4).
JackrabbitOn the third floor, in the auditorium. Completely covered in dark purple bandages.
Wielding a small mace.
Elemental wizard.
Has strong earth manipulation powers (3/4). Has weak pyrokinetic powers. Has hydrokinetic powers (1/3).
Four arms.
Wearing Vibgyor.
Mulch DiggumsOn the third floor, in the auditorium. Wearing an orange toga.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
Has sneaking abilities.
Has incredibly strong necromantic powers (6/7). Has weak enchanting powers (1/2).
Is a lich.
Riding Cyx.
omegaalphaOn the third floor, in the meeting room. Wearing
a heavy titanium cuirass and
heavy titanium greaves.
Has super strong healing powers (4/6).
A skilled armorer (1/4).
ArmokOn the third floor, in the arena. Wielding
a closed umbrella. Wearing a black, red laced toga. Holding
Ongongnugak.
Has strong density manipulation powers (3/4). Has appearance alteration powers.
AlliesHead MonkOn the third floor, in the auditorium. Wearing white robes.
Wielding a quarterstaff.
Has died once.
Apprentice MonkOn the third floor, in the auditorium. Wearing a white tunic.
Wielding an iron dagger.
Wearing a small backpack. Listening to Armok.
Missing an arm.
Poltifar's Giant BatNatural stats. On the third floor, in the meeting room. Loyally following Poltifar.
Mulch's Zombie GoblinZombified. On the third floor, in the meeting room. Mindlessly following Mulch.
NeutralNone
EnemiesNone
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.
You look at Ongongngukak and see that it is made of the finest gold fibers, completely unobstructive to the wearer's movement. Giant cave spider silk threads are sewn in with the gold threads, and simple patterns are made on the outside in giant cave spider silk. The buttons and the zipper on the pants are carved from diamond and decorated with smaller gems. There's a tag at the back of the collar that says "Made in the Kingdom of Anuses. Dry-clean only."
Its powers are still unknown.
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 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.
The Fourth Floor: Unknown.