Turn 30As a free action, I obsorb the tiny dead squid, healing me, giving me the power to talk to the squids, ect, for the next action I eat all the damned jello
1-1. You try to absorb the little squid but the bigger ones seem to be territorial and charge you. (dodge=5-1) You quickly swim out of the way, thankful for your new form.
2. You look at the jello angrily but don't bite it.
I free action up the stairs and help carve away the jello.
3. You manage to cut a small hole in the jello (one person can free action through per turn).
Oh boy. I'll do basically the same thing as Wooty.
6. You run up the stairs and start hacking through the jello. You lose control and angrily cut huge chunks of it away (everyone can free action through now) but the squid saw your attacks as threatening to them. The big one smacks at you with the young monk (dodge=6) but you grab him out of the squid's arm and set him down on the stairs, dazed.
I focus on the giant squid and attempt to freeze the water around him (hydrokenisis can do that right?)
If not the I focus on expanding the air bubble
Cryokinesis for freezing. Still counts as elemental because I'm nice, so you might want to learn it.
4. You expand your air bubble (one person can be inside with you).
4. You manage to keep the bubble up.
I grow wings, 4 huge falcon wings, to be specific.
2. You're not accustomed to your new powers, so you can't manage to get them to work yet.
As much as I'd like to help the others (there's a healing potion somewhere around here), I'll help myself first. I transmute my syrupy blood back to the normal plasma+erythrocytes. Hopefully that'll allow me more success with helping.
3+2. You transmute it back into normal blood and stretch a little to get your blood flowing normally.
I'll try to heal Devath.
4+1. You completely heal Devath.
I'll pull everyone back into the bubble, and even if that fails, head there myself.
5+1. You alter gravity to bring everyone in the bubble (luck=2), but the giant squid holds onto Devath and doesn't let him escape. Everyone is moving towards the bubble quickly, but you don't realize until it's too late that they're flying
too quickly and everyone flies into the people already in the bubble (Wooty dodge=6, Frelock dodge=5+1, Poltifar dodge=2, damage=2, Jackrabbit dodge=6) and everyone except Poltifar manages to avoid damage. Someone slams into him and manages to break his arm.
I then attempt to overcome the pain.
3-2. You focus on the pain, putting it at the front of your mind, eliminating all other thoughts. You scream as you realize that this only managed to cause more pain (incredible pain, -3 thought, -2 magic, -1 defense).
As my action, i am going to try something crazy: I spit at one of the ennemies through the bubble and into the water, preferably at one of the giant squids. If i succeed the roll, i want the spit to become a water-proof chunck of explosive that explodes on impact.
6. You spit at one of the squid and it fires out of your mouth like an explosive bullet, slamming into one of the larger squids. (damage=6-1) There is large and dramatic underwater explosion, but the squid swims out unharmed.
Actually, seeing the malus, I think I will swim back to the bubble if I'm not already there. If I am, I still use necromancy to heal myself with a squid.
3. You can't manage to coax a squid into getting near you, so you just heal yourself a little bit (reduced to
badly burned, -1 dodge, -1 damage).
Action,crawl my way back into the bubble.
Since you're already in the bubble, you'll train your soul-stealing powers.
6. You concentrate and learn a lot about soul stealing, leveling up your powers (+1 to soul stealing).
Fine change action to craft some type storage backpack to store material in so I can make things from what I collect.
4. You grab some cloth and stuff to make a medium backpack (can hold up to 3 items). You put it on over your armor.
I attempt to retreat back down the stairs, if that's possible.
Since that's a free action now, you'll also train your wrestling skills.
4. You gain a little wrestling experience.
1. I burn the squid to make it drop me.
1+1. The giant squid is shaking you around too much and you can't perform any magic.
The squid seem to want to fight you on their territory and don't attack. The biggest one shakes Devath around menacingly.
Devath's drowning roll:
4. He manages to hold his breath.
StatusPlayersWootyOn the fourth floor. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has very strong healing powers (4/6). A weaponsmith.
A skilled surgeon (2/4).
Sean MirrsenOn the third floor, in the meeting room. Wearing the remnants of a color-changing toga. Holding three alchemize-to-water pens. A dabbling bowyer.
Has very strong alchemical powers (3/5). Has enchanting powers.
Controlled alchemy mutations.
Many sparkly crystal eyes,
aluminum bones,
aluminum limb spikes,
aluminum skin,
aluminum clawed hand,
aluminum nerves,
aluminum-plated feet,
large aluminum angel wings.
DevathOn the fourth floor, in the water. Wearing a dark red toga. Is a dabbling wrestler,
specializing in fast strikes.
Has strong pyrokinetic powers (1/4).
Has very strong thermokinetic powers (1/5).
Held by the giant squid.
PoltifarOn the fourth floor. Wearing a white toga.
Wielding a light iron sword.
Has super strong alchemical powers (2/6).
Is a skilled swordsman (2/4).
Alchemy mouth,
elbow spikes.
Broken arm.
SHAD0WdumpOn the fourth floor, in the water. Wielding
a soul-stealing warhammer. Wearing
metal-plated insulating computer armor.
Has very strong electricity manipulation powers (3/5).
Has strong self-teleportation powers (3/4).
Has strong soul-stealing powers (2/4), souls captured:
2 goblin souls.
Six-inch long toes,
two hearts,
lobotomized.
Jetman123On the third floor. Wearing a bright red toga.
Is a skilled wrestler (2/4),
specialized in hand-to-hand combat.
Light brain damage.
Horribly burned.
In intense pain.
CyxOn the fourth floor. Naked.
Wearing the Fortuna Aurea.
Has weak mimicking powers. Has necromantic powers. Is a dabbling wrestler (1/2).
Is a zombie elephant armadillo centaur,
bone claws and armor,
extra-frightening appearance,
bat wings.
Compelled to follow Mulch.
Has died once.
Damaged wings.
Badly burned.
GolgathOn the fourth floor. Wearing an orange toga.
Wielding a titanium alchemy staff. Has resurrection powers (2/3).
Has strong healing powers (2/4). A dabbling staff-user.
Has sneaking skills.
Transforming chameleon skin,
currently water,
alchemy lungs.
Badly burned.
In pain.
qwertyuiopasOn the fourth floor. Wearing a blue toga.
Has incredibly strong gravity manipulation powers (3/7). Has plant manipulation powers.
Badly burned.
In pain.
ChaoticagOn the fourth floor. Wearing a torn white toga. Wielding
an iron flail. Wearing
iron chainmail.
A skilled maceman (1/3). Has weak air manipulation powers.
Horribly burned.
In incredible pain.
FrelockOn the fourth floor.
Wielding a sawtooth shark-sword. Wearing a navy blue toga and a fancy belt with the shark-sword's scabbard attached.
Yoga master. Has weak healing powers.
An adept swordsman (3/4). Is a weaponsmith.
Three legs.
JackrabbitOn the fourth floor. 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 (1/3).
Wearing Vibgyor.
Speaks goblin.
Four arms.
Surrounded by a large air bubble.
Mulch DiggumsOn the fourth floor. Wielding
a weak necromancy staff. Naked.
Wearing a zombie top hat.
Has sneaking abilities.
Has masterful necromantic powers (1/8). Has weak enchanting powers (1/2).
Is a sharkman lich,
bones converted into an exoskeleton.
omegaalphaOn the third floor, in the meeting room. Wearing
a heavy titanium cuirass,
heavy titanium greaves, and
an empty medium backpack.
Has incredibly strong healing powers.
A skilled armorer (2/4). A dabbling weaponsmith. Light bruising.
ArmokOn the third floor, in the auditorium. Wielding
a closed umbrella. Wearing
Ongongngukak.
Has strong density manipulation powers (3/4). Has appearance alteration powers (2/3). Has mutation control powers (1/2).
Open mind.
AlliesHead MonkOn the fourth floor. Wearing white robes.
Wielding a quarterstaff.
Has died once.
Horribly burned.
In intense pain.
Apprentice MonkOn the fourth floor. Wearing a white tunic. Wearing
metal body-neck plating and
spiked arm armor. Prosthetic crossbow-arm (11 sharpened pens). Listening to Armok and Wooty. Medium bruising.
Horribly burned.
In intense pain.
NeutralNone
EnemiesGiant SquidNatural stats. On the fourth floor, in the water.
Very Large Squid A
Natural stats. On the fourth floor, in the water.
Very Large Squid B
Natural stats. On the fourth floor, in the water.
Very Large Squid C
Natural stats. On the fourth floor, in the water.
Large Squid A
Natural stats. On the fourth floor, in the water.
Large Squid B
Natural stats. On the fourth floor, in the water.
Large Squid C
Natural stats. On the fourth floor, in the water.
Large Squid D
Natural stats. On the fourth floor, in the water.
Large Squid E
Natural stats. On the fourth floor, in the water.
Blue Squid A
Natural stats. On the fourth floor, in the water.
Strong healing powers.
Blue Squid B
Natural stats. On the fourth floor, in the water.
Strong healing powers.
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 one more target for free and two at a -1 penalty 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 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 and by a secret door to the Secret Path.
Secret Path: Three doors connected by a dark, Y-shaped hallway. They lead to the CEO office, the Arena, and the Auditorium.
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:
Filled with water, except for a tubular bubble of that contains the bottom of the staircase and the trapdoor to the Third Floor.