Page 63 of 96 FirstFirst ... 135359606162636465666773 ... LastLast
Results 1,551 to 1,575 of 2397

Thread: Roll to Dodge! V.3

  1. #1551
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to call upon T.J. A.J R.J's ghost to tear apart the golem (assuming its made of stone or earth)

  2. #1552
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to steal the Golem's Cloak Of Regen and Ring of Regen with my mad super ninja skills!

  3. #1553
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    Ivan Pixicoff (YDT)
    [Roll 5]
    You use one summon of T.J.'s ghost. Since it's attack si spiritual not magic, it hits the golem. It is torn apart and the five remaining pieces sit on the floor below.

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You swing the sword down on the ground near the golem. The ground falls apart and it falls. It holds on with one health and you must now go down to hit it.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You jump down a floor after the golem is killed and grab the cloak of regen and ring of regen. Congrats, you are now stupidly powerful. You now have seven of six items allowed so drop something.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). 2 sets of fashionable clothes (Could serve some purpose). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    10/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    11/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them, missing an eye.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Dragon's Eye (No effect, prize from the boss. Keep it as a show of your awesomeness). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn).

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts. The magic has been restored.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. Mr. Fluffington won the battle.

    The fourteenth floor is the second boss room. You are on a stone plateau in the center of an dead volcano. A field of lava rock spreads out thirty feet below your plateau. The duo bosses have been killed, making a magic door appear and allowing you to move on. The lava dragon shattered a piece of the rock. The edge is jagged and rises up in chunks. There is an exposed lake of lava.

    The fifteenth floor is another copy of the first floor, but the bags here are cut and the treasures are missing. The Glasses of Regen, Staff of Regen, and Dagger of Regen, along with the key for the sixteenth floor are sitting on the ground.

    The sixteenth floor is a small weaponry. A sign saying 'No Stealing' hangs on the wall and if you grab any of the weapons lying about, ghosts will start haunting you. The way up is locked and the key is hidden inside the boss here. There is a hole in the ground.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive.

    Other (New in blue):

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info. Well, you are all powerful, but just some ones and twos can kill you, so don't get too full of yourselves.

  4. #1554
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    I drop the Dragon's eye.

    Roll to pick up the key and go to the sixteenth floor, unlocking the door, and throwing away the key.

  5. #1555
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to equip the regen items the golem dropped

  6. #1556
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to use your chains to get the regen items.

  7. #1557

    Default

    Bump. You're welcome.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  8. #1558
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    Ivan Pixicoff (YDT)
    [Roll 6]
    You grab the Glasses of Regen, Staff of Regen, and Dagger of Regen. The magic acts with you just like in the second level and creates replicas on the other equipment, all of which bonds to your previous armor. You now have the armor of Regen Plus. Suddenly, the space around you distorts.

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You swing your chain to grab the items, but you are too slow as Ivan gets them instead. The space around you distorts.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You look over your stuff and throw out the dragon's eye. Your dragon reattaches it into the socket and uses its ghostly power to heal the eye connection. You pick up the key, unlock the door, and then throw away the key. Suddenly, a colorful being looking kind of like a mixture of a seal and a man appears in front of you. He introduces himself as Seal'Lur, merperson god of luck and gambling. He was attracted by the Orb of Khan'Lur's use and wants to play a game with the people within the tower. Without even giving you a chance, the door disappears and the space around you distorts.
    (+1 health)

    You all three wake up in a new space. It is just a large, purple stage. A giant wheel is mounted on the wall with multiple segments. Each is empty, but has a number on it. The god, Seal'Lur, appears and laughs. He greets you all and welcomes you to his game. Survive and you can win fabulous prizes...and escape. Lose, and you die. He gives the wheel a spin. It comes up 5. The fake water fills the room and a replica of the kraken comes out.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). 2 sets of fashionable clothes (Could serve some purpose). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    10/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn).

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts. The magic has been restored.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. Mr. Fluffington won the battle.

    The fourteenth floor is the second boss room. You are on a stone plateau in the center of an dead volcano. A field of lava rock spreads out thirty feet below your plateau. The duo bosses have been killed, making a magic door appear and allowing you to move on. The lava dragon shattered a piece of the rock. The edge is jagged and rises up in chunks. There is an exposed lake of lava.

    The fifteenth floor is another copy of the first floor, but the bags here are cut and the treasures are missing. The Glasses of Regen, Staff of Regen, and Dagger of Regen, along with the key for the sixteenth floor are sitting on the ground.

    The sixteenth floor is a small weaponry. A sign saying 'No Stealing' hangs on the wall and if you grab any of the weapons lying about, ghosts will start haunting you. The way up is locked and the key is hidden inside the boss here. There is a hole in the ground.

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. It is filled with fake water from the kraken's chamber. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

    Enemies (New in red):
    The kraken replica in Seal'Lur's chamber. It is identical to the original kraken. Hundreds of deadly tentacles, nasty personality, damage resistant skin, and twenty health. He is also faster and more aggressive.
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.


    Other (New in blue):

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info. This has been for a while now, trying to pull this closer to a conclusion.

  9. #1559
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to flip the Gold Coin

  10. #1560
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to use magic to make the kraken choke on it's own tentacles

  11. #1561
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    Bumping for Digi since its been over 36 hours.

  12. #1562
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to attack the Kraken with my mad ninja skills!

  13. #1563
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    Ivan Pixicoff (YDT)
    [Roll 6]
    You flip your golden coin. You feel a wave of pure energy go out when you grab it from the air. The space has been distorted making all luck go in your favor.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You use magic to force bundles of the kraken's tentacles into its mouth-beak-thing. It tears them off in its rage and starts bleeding.
    (-4 health from Kraken)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You summon your mad skills and attack the kraken. You chop off the remaining tentacles and cut up the monster's thick skin.
    (-8 health from kraken.)

    The wheel spins again. It comes out to 12. The text 'Bomb Target' appears on it. A magical target appears on the three players and the kraken. The ones on the players fade and the one on the kraken glows brighter. A magical blast comes out of nowhere and hits the kraken. -4 health from kraken.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 4 turns) 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    10/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts. The magic has been restored.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. Mr. Fluffington won the battle.

    The fourteenth floor is the second boss room. You are on a stone plateau in the center of an dead volcano. A field of lava rock spreads out thirty feet below your plateau. The duo bosses have been killed, making a magic door appear and allowing you to move on. The lava dragon shattered a piece of the rock. The edge is jagged and rises up in chunks. There is an exposed lake of lava.

    The fifteenth floor is another copy of the first floor, but the bags here are cut and the treasures are missing.

    The sixteenth floor is a small weaponry. A sign saying 'No Stealing' hangs on the wall and if you grab any of the weapons lying about, ghosts will start haunting you. There is a hole in the ground.

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. The 12 has changed to add the text 'Bomb Target' on it. It is filled with fake water from the kraken's chamber. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

    Enemies (New in red):
    The kraken replica in Seal'Lur's chamber. It is identical to the original kraken. A nasty personality, damage resistant skin, and 4 health. He is also faster and more aggressive.
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.

    Other (New in blue):
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.

    Comments:

  14. #1564
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to use your magic to summon the God of Cybernetics to your aid.

  15. #1565
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to randomly attack a part of the Kraken with Fairy magicks

  16. #1566
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to say "Screw it!" and attack X3 with MAD NINJA SKILLS!

  17. #1567
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    Ivan Pixicoff (YDT)
    [Roll 5]
    Yu send magic blasts which hit the kraken at random points. They cause shockwaves in it which tear it apart.
    (-s health from the kraken)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You pray to yourself and summon the God of Cybernetics. He decides that he likes your build so he will help you for a while. Mr. Fluffington hits you once before the god gets between you two.
    (-1 health)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You try to attack X3. You land one good hit, but the God of Cybernetics blocks the rest.
    (+1 health)

    The wheel spins again. It comes out to 12. The text 'Bomb Target' appears on it. A magical target appears on the three players and the kraken. The ones on the players fade and the one on the kraken glows brighter. A magical blast comes out of nowhere and hits the kraken. -4 health from kraken.

    The wheel spins and lands on 9. It reveals the text 'No Gravity'. Everything except the wheel starts floating for the next turn.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 4 turns) 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    9/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.) Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur)

    Mr. Fluffington the Eighth (Digipoke)
    13/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts. The magic has been restored.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. Mr. Fluffington won the battle.

    The fourteenth floor is the second boss room. You are on a stone plateau in the center of an dead volcano. A field of lava rock spreads out thirty feet below your plateau. The duo bosses have been killed, making a magic door appear and allowing you to move on. The lava dragon shattered a piece of the rock. The edge is jagged and rises up in chunks. There is an exposed lake of lava.

    The fifteenth floor is another copy of the first floor, but the bags here are cut and the treasures are missing.

    The sixteenth floor is a small weaponry. A sign saying 'No Stealing' hangs on the wall and if you grab any of the weapons lying about, ghosts will start haunting you. There is a hole in the ground.

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. It is filled with fake water from the kraken's chamber. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

    Enemies (New in red):
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.

    Other (New in blue):
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'No Gracity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.

    Comments:
    Anyone has any suggestions for the God of Cybernetics? I don't like leaving him without a name.

  18. #1568
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    24 hours with no commands, so a BUMP.

  19. #1569
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to ask the God of Cybernetics to give you a powerup.

    And as for it's name. How about Sup-Reme V.1?

  20. #1570
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Attack X3 again with my skills and Dagger!

  21. #1571
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to use fairy magicks to steal Mr.Fluffington's permanant Health Points

  22. #1572
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You use magic for something. Unfortunately, I do not understand what you mean permanent health points, he can lose any of them to damage really. Even if he can be healed, there is other ways to kill him. As such., you don't actually steal any health.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You ask the tech god to give you an upgrade. A few quick upgrades to your slim, built for traversing not fighting scout body (I think we all forgot that technically you aren't meant for fighting) turns you into a berserker bot with increased strength. Enough strength to make your Golem Sword no longer feel heavy and clumsy (Not that you were having those problems to begin with. I really think I'll pay more attention to specifics of the character next round I ref in.) Your body also grows and is tighter in your stone shield, so more force can get through, slightly lowering its defensive powers. Mr. Fluffington charges you and gets in a few hits that you are unable to dodge due to being slower than him.
    (-4 health)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You go after X3 again. You dodge around the God of Cybernetics and get in a few good hits, but they are all weakened by his armor.
    (-4 health to X3)

    Gravity kicks back in and the wheel spins and lands on 13. It reveals the text 'Flashback'. The room temporarily turns into a cave and Seal'Lur laughs as a family of aggressive cave people appear. "Don't worry," the god assures, "they're just magical holographs. They can still kill you though."
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 2turns) 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    510
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger))

    Mr. Fluffington the Eighth (Digipoke)
    13/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    10/10
    Dead!

    Ogith-Sai (Ghosts of the Forum)
    0/10
    0/10
    Dead!

    Andrew Borealis (PokeLegend)
    0/10
    0/10
    Dead!

    Location (New in green):
    Everyone was chained to the east wall. A window rests in the west wall, letting in light. There is a wall on the north door. On the south wall is a ladder you can climb up to the second floor The only decoration in the room is a compass pattern on the floor, which is also how you know the direction of each wall. The door is locked and the whole building has an aura of magic which makes the walls and doors hard to destroy

    The second floor looks similar to the first, also having a compass pattern on the floor. There is a door on the north wall which leads to a small room with the ladder up to floor three. The west wall has a window looking out into a forest, strangely enough like you are at ground level. The south wall has the ladder back down and a large pedestal with six vases. The east wall has four bags on it. They each have a label, there is: Mentality. You can take only one, and there is only one of each, so it is first come and gets a good roll, first serve. There's also a plaque explaining your situation: 'Congratulations, you have passed the first test. Welcome to the Tower of God. As you go higher, things get harder. Reach the top and you can get a limitless power. Die, and your soul will be trapped here forever. You may choose one bag from the wall to help. Take more than one, and the magic will attack you. Good luck '

    The third floor. The west wall is actually a side of a lighted aquarium. North leads back down ot the second floor, South leads up to the fourth floor. On the east wall is six ornamental locks and a plaque reading 'Good job getting up here. Now use your gifts to find the key to the door. By the way, none of the keys on this wall are the right one.'

    The fourth floor is mostly empty, but many times larger than the previous floors. The north leads up to the fifth floor, but is currently locked. South leads back down. On the east wall is a simple plaque reading 'Don't Die '. The west wall looks out at a desert, pyramids in the far distance being the only thing standing out in the ocean of sand. The window is shattered, but a magic barrier makes it so things can only come in, not leave. The Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal) is lying on the ground to grab.

    The fifth floor. It looks like the great hall of a castle. To the north is back down, south leads up and is already unlocked. West and east are identical walls decorated with shields and swords. The plaque here is next to the ladder up. 'This is the castle of the king. Many guards are also here. Try not to get noticed (Sorry if you were noticed crossing the room to read this).'

    The sixth floor is a large room with a zoo. No plaque here or anything. South leads down, north leads up. Various exhibits.

    The seventh floor is filled with a sort of faux water. You can swim around , it looks like water, and you can still breathe in it. This is the Kraken's den, the first boss room in the tower.

    The eigth floor is a replica of the second, including the wall of bags. The only noticable difference is that it looks out onto a bustling metropolis, and hte plaque which instead reads 'Welcome to teh prize room. Take one bag for beating the kraken. But just one, or the magic will kill you.' The bags are all gone.

    The ninth floor is utterly destroyed by a mass explosion. It looks like the charred remains of a castle and some heavily burnt armor and ashes lay about. Ghosts litter the room for anyone who can interact with them. Some are aggressive, some are confused, a few are just plain broken.

    The tenth floor is identical to the first floor, including chains, but has skeletons attached to the walls. Six of them. The first one, the Mermaid Shana, has already been searched and her soul is now at rest.

    The eleventh floor is an empty bakery with different magical platters that create different desserts. The magic has been restored.

    The twelth floor is a return to locked doors. It is a gallery with statues of every contestant from all rounds so far. A plaque reads 'Thirteen unlucky keys are needed from this blast from the past. Only the winners can show the way forward. 13/13 keys found. Door unlocked.

    The thirteenth floor is a large arena. Mr. Fluffington won the battle.

    The fourteenth floor is the second boss room. You are on a stone plateau in the center of an dead volcano. A field of lava rock spreads out thirty feet below your plateau. The duo bosses have been killed, making a magic door appear and allowing you to move on. The lava dragon shattered a piece of the rock. The edge is jagged and rises up in chunks. There is an exposed lake of lava.

    The fifteenth floor is another copy of the first floor, but the bags here are cut and the treasures are missing.

    The sixteenth floor is a small weaponry. A sign saying 'No Stealing' hangs on the wall and if you grab any of the weapons lying about, ghosts will start haunting you. There is a hole in the ground.

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it.. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

    Enemies (New in red):
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.
    A group of angry cave people. They are magical illusions so beating them makes them fade. Kill the five of them to end the flashback.

    Other (New in blue):
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'No Gracity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.

    Comments:

  23. #1573
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to attack X3 yet again with my crazy mad skills and dagger.

  24. #1574
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to flip the coin again

  25. #1575
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,411

    Default

    24 hour bump for InfernalBlaze. Not sure how long until I cut off the round, but you have at least 20 hours. Still try to hurry up.

Page 63 of 96 FirstFirst ... 135359606162636465666773 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •