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Thread: Roll to Dodge! V.3

  1. #1601
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to heal my wing

  2. #1602
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You use healing magic to heal your wing. You feel some fighting going on and a fireball flies near you, but it misses.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You go into scout mode, allowing you to see in the darkness. Mr. Fluffington's dragon tries to attack you, but you use your chains to swing onto it and dodge being crushed. Then you send a draining magic blast at Mr. Fluffington. It drains the last bit of his life force and heals you.
    (+3 health, -3 health from Mr. Fluffington)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 2]
    You order your dragon to attack X3. It lets out a fireball, allowing it to detect the robot. The dragon brings its claw down straight near the robot but you can't tell if it actually hits. But you can't see him in the darkness. The Golem Rider brings down its sword near you. You aren't hit, but it is a massive blade so the force shakes you up. You are hit by a magic blast and feel your life energy sucked out. The ghost following you feels your soul leave your body and leaves the dragon's body. Seal'Lur allows the two of you to leave the area. Your body disappears and your equipment falls on the floor.
    (-4 health)

    The fog clears. You see that Mr. Fluffington has lost and his and his dragon's bodies have disappeared. Seal'Lur has a brief moment for them before continuing on. The wheels spin and land on 4 and 3. Since T.J.'s soul has allied with one of you and Mr. Fluffington just passed on, the 4 fails and Seal'Lur decides to reroll it. The thirteen changes to 'Clear All'. This clears everything made by the wheels. The second wheel, the ghosts, and the golem and dragon all fade. The first wheel rerolls now and comes up as 11 'Item Bubble'. Unlike the Item Boxes, these take items from you. Two bubbles appear, one taking Ivan's sets of clothes and X3's Golem Sword.

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

    Ivan Pixicoff (YDT)
    10/14
    10/10
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    6/10
    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, Piercing blows). 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)
    0/10
    0/10
    Dead!

    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 3 random item boxes.

    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):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt).
    The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are ont eh ground since Mr. Fluffington lost them.

    Comments:
    Sorry digi.

  3. #1603
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to pop the bubble with the Golem Sword in it and squish Ivan beneath it's blade.

  4. #1604
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to cry very emotionally because of Mr. Fluffington, while flying away from X3 as fast as possible

  5. #1605
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 6]
    You mourn the loss of your fellow traveler. You fly away so fast that it creates a sonic boom and a powerful gust of wind, knocking everything over.

    X3-IJ97 (InfernalBlaze)
    [Roll 1]
    You try to pop the bubble with your Golem Sword in it. You swing your chains at it, but miss and instead hit Seal'Lur. Angered, he sends a blast of water down the chain. Then a sonic boom and blast of wind blows you over.
    (-3 health)

    The wheel spins and lands on 13. This is 'Flashback'. You go to a battlefield hundreds of years ago surrounded by French and British soldiers.

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

    Ivan Pixicoff (YDT)
    10/14
    10/10
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    3/10
    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, Piercing blows). 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)
    0/10
    0/10
    Dead!

    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 3 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are ont eh ground since Mr. Fluffington lost them.

    Comments:

  6. #1606
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to heal any injured soldiers

  7. #1607
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to attack Ivan with shadow magic.

  8. #1608
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You send out a healing wave healing some soldiers. They, however, look past the fact you helped them and see that you helped heal their enemies. And the fact you used magic powers. You have now become a target. A shadow blast hits you.
    (-1 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You summon shadow magic to cloak yourself from the illusions then you send a shadowy blast at Ivan.
    (-1 health from Ivan.)

    The wheel spins and lands on 8. Another item box appears, making 4.

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

    Ivan Pixicoff (YDT)
    9/14
    10/10
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    3/10
    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, Piercing blows). 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)
    0/10
    0/10
    Dead!

    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 4 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way. They are aggressive towards Ivan.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are on the ground since Mr. Fluffington lost them.

    Comments:

  9. #1609
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to open up one of the item boxes.

  10. #1610
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to use Fairy Magicks to destroy everything

  11. #1611
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 2]
    You try to summon fairy magic, but you start getting shot. You armor takes most of the force, but you are knocked to the ground and can't summon eh proper spell.
    (-4 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You go up to one of the boxes and opens it. The small wheel on the box rolls and comes up a 4 meaning you get a good item. You pull out the Shroud. You cannot be hurt by illusions.

    The wheel spins and lands on 8. Another item box appears, making 4 again.

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

    Ivan Pixicoff (YDT)
    5/14
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    3/10
    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, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger)). Shroud (Illusion's cannot hurt you).

    Mr. Fluffington the Eighth (Digipoke)
    0/10
    0/10
    Dead!

    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 4 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way. They are aggressive towards Ivan.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are on the ground since Mr. Fluffington lost them.

    Comments:

  12. #1612
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to use your magic to freeze Ivan.

  13. #1613
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to use your magicks to Flame X3

  14. #1614
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 5]
    You summon fire magic and send it at X3. You hit, unlike him. He takes damage and then your healing staff restores your health.
    (+1 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 2]
    You summon ice magic and send it at Ivan, but misaim and miss by a mile.
    (-1 health)

    The wheel spins and lands on 7. The space changes to add the text 'Minefield'. There are now twenty mines buried around the field. When you move or attack, you have a 1-in-10 chance of setting off a bomb and taking 4 damage.

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

    Ivan Pixicoff (YDT)
    6/14
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    2/10
    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, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger). Shroud (Illusion's cannot hurt you).

    Mr. Fluffington the Eighth (Digipoke)
    0/10
    0/10
    Dead!

    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 7 has changed to add the text 'Minefield'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 4 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way. They are aggressive towards Ivan.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Minefield'-Places twenty bombs around the field. You have a 1-in-10 chance of stepping on one when moving.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are on the ground since Mr. Fluffington lost them.

    Comments:

  15. #1615
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to repair yourself.

  16. #1616
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to lace the repairing with electricity to hurt X3

  17. #1617
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 3]
    You send an electrical blast that disrupts a bit of the healing process, but not much.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    Wary of the mines, you decide to heal yourself. The healing program restores you up some and heals 3 health.
    (+3 health)

    The wheel spins and lands on 10. The space changes to add the text 'Heal Lock'. No healing allowed for this next round.

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

    Ivan Pixicoff (YDT)
    6/14
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    5/10
    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, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger). Shroud (Illusion's cannot hurt you).

    Mr. Fluffington the Eighth (Digipoke)
    0/10
    0/10
    Dead!

    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 7 has changed to add the text 'Minefield'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 10 has changed to add the text 'Heal Lock' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 4 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way. They are aggressive towards Ivan.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Minefield'-Places twenty bombs around the field. You have a 1-in-10 chance of stepping on one when moving.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Heal Block'-Health cannot be restored in any way until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are on the ground since Mr. Fluffington lost them.

    Comments:

  18. #1618
    Join Date
    Feb 2011
    Posts
    147

    Default

    Okay, screw it.

    Roll to go in some sort of robotic overdrive mode and kill Ivan.

  19. #1619
    Join Date
    Aug 2011
    Location
    on stage
    Posts
    32

    Default

    Can I have this reffing? Am I even still a licensed ref?

  20. #1620
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Sure Mug. Go ahead. Seems like things will be winding down soon. You are a co-owner and all, so I doubt you'd have lost your status as a ref.

  21. #1621
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to turn X3 into a real boy

  22. #1622
    Join Date
    Aug 2011
    Location
    on stage
    Posts
    32

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You interrupt X3's attempt at your destruction by using fairy magicks to turn him into a kid. Well.

    X3-IJ97 (InfernalBlaze)
    [Roll 1]
    In your attempt to destroy Ivan, you overheat and almost explode. Luckily Ivan turns you into a human so you only take damage. Well, I guess lucky isn't a good word. You're a human now.
    (-3 health)

    The wheel spins and lands on 5. The word "Rematch" appears, along with another kraken. Whoopee.

    --------

    Ivan Pixicoff (YDT)
    6/14
    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). 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    2/10
    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, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger). Shroud (Illusion's cannot hurt you). Human (now lacks all of his robotic components)

    Mr. Fluffington the Eighth (Digipoke)
    0/10
    0/10
    Dead!

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    0/10
    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 7 has changed to add the text 'Minefield'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 10 has changed to add the text 'Heal Lock' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 4 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way. They are aggressive towards Ivan.
    A kraken has appeared from the Rematch spin. 13 Health. Angry. I suggest not bothering it, this late in the game.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Minefield'-Places twenty bombs around the field. You have a 1-in-10 chance of stepping on one when moving.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Heal Block'-Health cannot be restored in any way until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are on the ground since Mr. Fluffington lost them.

    Comments: Well. Sorry X3. It's not even that 4 was such a good roll, but 1 was such a bad one.
    Last edited by Mug; 7th May 2013 at 12:47 AM. Reason: touch-ups

  23. #1623
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to throw pixie poison from the forest at X3

  24. #1624
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to get the God of Cybernetics (whose name escaped me at the moment) to turn you back into a robot before the poison affects you.

  25. #1625
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,345

    Default

    Ivan Pixicoff (YDT)
    [Roll 1]
    You try to summon pixie poison and get together a ball but sneeze and drop it. You being a pixie weakens the magic poison, but you start throwing up and fall tot eh ground sick. Some of the illusory soldiers are about to shoot you, but the kraken grabs and eats a bunch of them.
    (-2 health. Poison)

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You have the god of cybernetics restore you. As it turns out, it was more of a magical glamor charm then an actual change and it was easy enough for the god to dispel.

    The wheel spins and lands on 8. Another item drop comes in.

    --------

    Ivan Pixicoff (YDT)
    4/14
    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). 2 sets of fashionable clothes (Could do something). Poisoned (-2 health each turn)

    X3-IJ97 (InfernalBlaze)
    2/10
    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, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger). Shroud (Illusion's cannot hurt you). Human (now lacks all of his robotic components)

    Mr. Fluffington the Eighth (Digipoke)
    0/10
    0/10
    Dead!

    T.J A.J R.J Backslashinfouth V (Charze)
    0/10
    0/10
    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 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 3 has changed to add the text 'Clear All' to it. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 7 has changed to add the text 'Minefield'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 10 has changed to add the text 'Heal Lock' next to it. The 11 has changed to add the text 'Item Bubble' 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. The 15 has changed to add the text 'Redo'. 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. There are 5 random item boxes.

    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.
    Hundreds of French and British soldiers from 'Flashback'. They are more concerned fight each other then you, but don't get in their way. They are aggressive towards Ivan.
    A kraken has appeared from the Rematch spin. 13 Health. Angry. I suggest not bothering it, this late in the game.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Clear All'-Clears everything summoned so far by the wheel.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Minefield'-Places twenty bombs around the field. You have a 1-in-10 chance of stepping on one when moving.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Heal Block'-Health cannot be restored in any way until the next reffing.
    'Item Bubble'-A bubble appears for each player and steals one of their items.
    '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.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt). The Dagger of Attack+ (Noticable increase in attack, Critical), Orb of Khan'Lur (Can summon rainstorms), Ring of Health (+3 max health while wearing.), Ring of Regen (You gain one health at the end of every turn), and Bag of Holding (Doesn't count towards item count, +1 to max item count) are on the ground since Mr. Fluffington lost them.

    Comments: Mug, remember to do all logical changes. X3 should've lost his chains, shell, sword, berserker body, and allegiance with the god of cybernetics when he became a normal human.

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