I'd have this done earlier but I was busy reading My Immortal.
Turn 26Anyway, I channel the air powers into me. So I basically practise air control with help from the ring.
5. You gain air manipulation powers.
Your ring turns green and gives you plant manipulation powers.
I search the arena for exits to areas we haven't found yet, now that the mimic got taken down.
3. You walk back into the arena and discover nothing but the closed door. You open it and find a hallway leading to the computer room.
Take lawyer's armour, then use action to open closed door.
Since it already got opened, you'll put the armor on.
5. You take the chainmail of one of the goblin elite lawyers and put it on (+1 defense against piercing and slashing).
Using my fearsome dabbling weaponsmith skills, I carve a table leg (or piece of the podium that's probably in the assembly room, or a chunk of ceiling, or something in another room that I move to using my free action...there's got to be something) into a wooden prosthetic arm with a claw (a claw that's big and made more for gripping things than pinching or stabbing people) on the end and spikes on the sides.
5. You take a chunk of the wood from the mimic and create a prosthetic arm with spikes, though not too many to inhibit functionality (+1 to unarmed damage). You look from your "scalpel" to where the young monk's arm is and grin.
Might as well stock up,I proceed to rob Lawyer A of his soul as well.
You know,something bad might happen,but I'd like to check what is behind that closed door in the arena.
Since the door has already been opened, you'll go to the secret passage.
6. You walk over to Goblin Lawyer A's body and send out some bolts of soul-stealing darkness-looking stuff, coaxing his soul out of his body. A bolt misfires and hits his hammer, enchanting it with soul-stealing magic. You wonder how you pulled off enchanting something without any powers, but decide that it doesn't matter. You pick up the hammer (+1 damage, -1 dodge for a turn after attacking with it, rolls for soul-stealing if someone with soul-stealing makes a kill with it) and walk into the secret passage, eying the remaining door with interest.
I'll clear the debris off to the side.(guess how?)
3. You clear some of the debris in the auditorium and gain a little experience from it.
I'll make a new sword (unless someone with more experience would want to help me out?).
I use alchemy to help Frelock make a better sword for himself.
I just realized that Frelock should be a weaponsmith from making the softwood razor sword, so I'll add that to the statuses.
Frelock: 2
Poltifar: 1
Neither of you can find anything to make the sword out of except Goblin Elite Lawyer B's platemail, which you don't want to touch since it's covered in blood from when Shadowdump jammed his hand in. Poltifar decides to examine Frelock's old sword and bends over too much (totally not dirty), falling on it, breaking the sword, (damage=2) and cutting himself (
medium bleeding).
Ok, I take on the suit and examines it's powers.
6. You put on the suit and discard your toga, instantly realizing all of Ongongngukak's powers. It doesn't just look nice, it's magically enchanted to look nicer and to make people think it and its wearer looks nicer, giving you +3 charisma. It's also completely immune to being stained, but also attempts to prevent situations where it could be stained, giving you +1 to all bleeding survival rolls. Finally, it's made to address large audiences, and since it's made by goblins it's made to address them in many different ways, allowing you powers to affect two more targets and allowing you to attack two different enemies in a turn when dual wielding.
Since everyone is done maiming themselves (Right?) I'll practice my sneaking a bit more.
5. You practice sneaking some more, and you can now sneak with only shadows to hide in. Combined with your chameleon skin, this can make you nearly invisible when you want to be.
Let see go heal one need healing most which be Armok(since want heal some legs ) or if when gets to my roll and his legs are completely heal then I heal some one else instead.
2+1. You run into the auditorium and completely heal Sean of his brain damage.
I concentrate very hard and try to bring my alchemic mutations under complete conscious control.
5-1=4. You now can choose to mutate as a free action, and will not mutate every turn. You still need to roll for it.
3da. I look for stairs. If stairs already found, I go up.
3. You manage to run all the way to the meeting room, but decide that you'd rather wait until some other people can go up the stairs with you.
I practice fighting with my claws. Also, I go somewhere if Mulch wants me to.
3. You are now a dabbling wrestler.
The head monk heads into the meeting room, preparing to go up with the rest of you.
StatusPlayersWootyOn the third floor, in the auditorium. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has very strong healing powers (2/6). A weaponsmith.
A skilled surgeon (1/4).
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.
Controlled alchemy mutations.
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.
DevathOn the third floor, in the meeting room. 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).
Medium bleeding.
SHAD0WdumpOn the third floor, in the arena. Wielding
a soul-stealing warhammer. 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 (2/3), souls captured:
2 goblin souls.
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.
CyxOn the third floor, in the auditorium.
Wearing the Fortuna Aurea.
Has weak mimicking powers. Has weak necromantic powers. Is a dabbling wrestler.
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.
Has sneaking skills.
qwertyuiopasOn the third floor, in the auditorium. Wearing a blue toga.
Has super strong gravity manipulation powers (3/6). Has plant manipulation powers.
ChaoticagOn the third floor, in the arena. Wearing a torn white toga. Wielding
an iron flail. Wearing
iron chainmail.
A skilled maceman (1/3).
FrelockOn the third floor, in arena. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
An adept swordsman (1/4). Is a weaponsmith.
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). Has air manipulation powers.
Four arms.
Wearing Vibgyor.
Mulch DiggumsOn the third floor, in the auditorium. Wearing an orange toga. Wielding
a weak necromancy staff.
Wearing a zombie top hat.
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
Ongongngukak.
Has strong density manipulation powers (3/4). Has appearance alteration powers.
AlliesHead MonkOn the third floor, in the meeting room. 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.
You put on the suit and discard your toga, instantly realizing all of Ongongngukak's powers. It doesn't just look nice, it's magically enchanted to look nicer and to make people think it and its wearer looks nicer, giving you +3 charisma. It's also completely immune to being stained, but also attempts to prevent situations where it could be stained, giving you +1 to all bleeding survival rolls. Finally, it's made to address large audiences, and since it's made by goblins it's made to address them in many different ways, allowing you powers to affect two more targets and allowing you to attack two different enemies in a turn when dual wielding.
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 and the other to the Arena.
The Arena: A big, indoor arena used to determine who gets promoted. Has a door to the Secret Path and to Hallway B.
Hallway A: Long and featureless. Contains entrances to the meeting rooms and the bathrooms.
Hallway B: Long and featureless. Connects the computer room to the arena.
The Bathrooms: Ordinary and boring bathrooms. Connected to hallway A.
The Fourth Floor: Unknown.