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Thread: Roll to Dodge! V.3

  1. #1401
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

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    Roll to get the bag of Magic Resistance from the second floor and look around for anything useful.
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  2. #1402
    Join Date
    Jun 2007
    Location
    HOW DID I GET UP HERE?!
    Posts
    656

    Default

    Roll to levitate to avoid the stone soldiers as they try to attack you, use psychokinesis to tear them apart if it's not too much to focus on, and, if you can, use telepathy and read the minds of the animals in the aquarium or just use clairvoyance to search for the key in it.

  3. #1403

    Default

    roll to grab the bag of attack on the second floor, and then summon your spirit guide to scout ahead.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  4. #1404
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to heal your health using your healing magic

  5. #1405
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to use some of the vases on as a replacement for for your left arm with some of the chains as makeshift fingers then go back to the third floor

  6. #1406

    Default

    Dammit. Whenever people post I think someone has reffed.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  7. #1407
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,358

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    Ivan Pixicoff (YDT)
    [Roll 5]
    You summon your healing magic. It is so strong it sends a small healing wave over the whole building.
    (+3 health to you, +1 health to everyone else.)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You use the chains to absorb the vases as a new arm. THen you climb back up to the third floor. THe stone soldiers try to throw you down again, but you dodge them.

    Andrew Borealis (PokeLegend)
    [Roll 4]
    You levitate over the stone soldiers and rip apart one with your psychokinesis. You read the minds of some of the fish. They mostly just think about food, and a few about how it is mating season. You do hit one thing though, an eel mentioning that the key is on the north wall. You do a quick scan and find it in an oddly colored brick next to the door. You unlock the door.

    Ogith-Sai (Ghosts of the Forum)
    [Roll 5]
    You go upstairs and grab the bag of attack. Out of it you pull the Dagger of Attack. It is a short range weapon that gives a small boost to physical damage. Then you send your spirit scout ahead. He goes upstairs and comes back down telling you that it is dangerous upstairs, but he already unlocked the door up there.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You smoke some from your sword pipe. A random ghost sees you and thinks you look cool, so he joins your forces.

    T.J A.J R.J Backslashinfouth V (Charze)
    [Roll 5]
    You walk upstairs and grab the bag marked Magic Resistance. You pull out the Cloak of Magic and put it on. It reduces magical damage you take.

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

    Ivan Pixicoff (YDT)
    10/10
    10/10
    Shield of Defense (-1 to physical damage taken)

    X3-IJ97 (InfernalBlaze)
    7/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). No left arm.

    Andrew Borealis (PokeLegend)
    13/13
    10/10
    Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal)

    Ogith-Sai (Ghosts of the Forum)
    10/10
    6/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks) Dagger of Attack (A small boost to physical attacks)

    Mr. Fluffington the Eighth (Digipoke)
    5/10
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks)

    T.J A.J R.J Backslashinfouth V (Charze)
    8/10
    10/10
    Earthbender, complete with metalbending. Has a suit of armor (-3 to magic and physical damage). Cloak of Magic (-1 to magic damage taken)

    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: Attack, Defense, Magic Resistance, and 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.'

    Enemies (New in red):
    Nine stone soldiers. They have swords to fight with and eight health each.

    Other (New in blue):
    Nothing yet.

    Comments:
    Well this is odd. All fives (and a four)

  8. #1408
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to go to the third floor and ask you ghost to phase through the third lock to unlock it!

  9. #1409
    Join Date
    Aug 2010
    Location
    Swerve City
    Posts
    85

    Default

    Roll to cast a Fear spell and make everyone run away from you and then hone your swordfighting skills

  10. #1410
    Join Date
    Jun 2007
    Location
    HOW DID I GET UP HERE?!
    Posts
    656

    Default

    Roll to move up to the 4th floor.

  11. #1411
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

    Default

    Roll to go to the 4th floor and find something useful.
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  12. #1412
    Join Date
    Feb 2011
    Posts
    147

    Default

    Roll to destroy all the stone soldiers and absorb their remains as an extra layer of armor.

  13. #1413
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to fly up to the third floor and go unnoticed by the stone guards while headed to the fourth floor

  14. #1414

    Default

    roll to travel to the third floor, and then become ethereal and make a run for the door to the fourth.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  15. #1415
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,358

    Default

    The Meddler (The Meddler)
    [Roll 0]
    You cast a fear spell, but it backfires and hits you instead. You are so scared that you brutally tear yourself apart with your finely honed sword skills, thinking there are spiders and ants crawling along your body slowly eating you. Everyone forgets about your existence immediately.

    Ivan Pixicoff (YDT)
    [Roll 4]
    You fly up to the third floor, dart pass the stone soldiers X3 is currently destroying, and head up to the fourth floor.

    X3-IJ97 (InfernalBlaze)
    [Roll 6]
    You rip apart the stone soldiers. Firstly, you retrieve your original arm and replace it. Then you gather the shards and form it into a large suit of armor that you step into and absorb, making it part of your body. You are physically unharmable for the next two turns, and have increased defense.

    Andrew Borealis (PokeLegend)
    [Roll 3]
    You climb up to the fourth floor. It has a window looking out at a desert (Again, like its at ground level. Magic tower and all) and is much large than the other floors. On the North wall is a ladder which leads up to a locked door. The plaque on the East simply reads 'Don't Die ' . A giant sphinx made of stone appears before the window and shatters it, jumping into the room. She skips the traditional riddle and gets straight to trying to kill you.

    Ogith-Sai (Ghosts of the Forum)
    [Roll 3]
    You go up to the third floor, go ethereal, and make it to the fourth floor.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You climb upstairs. You try to phase through the third lock, and do, but it is already unlocked.

    T.J A.J R.J Backslashinfouth V (Charze)
    [Roll 5]
    You go upstairs. You look for something useful up there, but it is really just thes phinx. You do pick up some sharp glass though.


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

    Ivan Pixicoff (YDT)
    10/10
    10/10
    Shield of Defense (-1 to physical damage taken)

    X3-IJ97 (InfernalBlaze)
    7/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (Immune to physical damage, two turns left. -4 to all damage taken)

    Andrew Borealis (PokeLegend)
    13/13
    10/10
    Ring of Health (+3 to max health while wearing; if it is removed then max health returns to normal)

    Ogith-Sai (Ghosts of the Forum)
    10/10
    6/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks) Dagger of Attack (A small boost to physical attacks)

    Mr. Fluffington the Eighth (Digipoke)
    5/10
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks)

    T.J A.J R.J Backslashinfouth V (Charze)
    8/10
    10/10
    Earthbender, complete with metalbending. Has a suit of armor (-3 to magic and physical damage). Cloak of Magic (-1 to magic damage taken). Sharp glass.

    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: Attack, Defense, Magic Resistance, and 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.'


    Enemies (New in red):
    Nine stone soldiers. They have swords to fight with and eight health each. Sphinx with large claws and teeth, very large, holds the key up inside it, ten live, high defence.

    Other (New in blue):
    Nothing yet.

    Comments:
    Kill the sphinx, or try creative tactics. Either one is fine with me.
    Last edited by CuriousHeartless; 1st March 2013 at 8:10 PM.

  16. #1416
    Join Date
    Feb 2011
    Posts
    147

    Default

    Go to the fourth floor, absorb the Staff of Magic into your body and freeze the sphinx.

  17. #1417

    Default

    Um, curious, I don't see the description of the fourth floor.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  18. #1418
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,358

    Default

    I have no idea what you are talking about Ghosts, it is right there.

  19. #1419
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to heal Sphinx's violent emotions using my magic

  20. #1420

    Default

    Quote Originally Posted by CuriousHeartless View Post
    I have no idea what you are talking about Ghosts, it is right there.
    I see what you did there.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  21. #1421
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to go to the fourth floor and offer the Spinx some crack.

  22. #1422

    Default

    Roll to make and then hurl a big chunk of c4 at the sphinx, detonating it when it gets close to the sphinx.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  23. #1423
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

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    Roll to use MetalBending to make the key come to you
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  24. #1424
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,358

    Default

    Screwed up and accidentally edited the previous reffing into this one instead of posting this one (The old reffing will be fixed soon). Here you go:

    Ivan Pixicoff (YDT)
    [Roll 6]
    You use your magic to calm the sphinx. The aggressive stone beast is calmed. The magic holding it together falls apart, but then reforms witht he power of kindness. The sphinx becomes smaller so it can move to other rooms, but is now your loyal and powerful pet. It also throws up the key so you can use it (Rock being, so covered in dust not throw-up, thankfully)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You climb the ladder with a furied passion. Then you absorb the staff of magic, which stops it from being seperated from you. You level your arm with the sphinx and shoot a blast of ice at it. The blast deals good damage.
    (-5 health from Sphinx)

    Andrew Borealis (PokeLegend)
    [Roll 1]
    You get struck with the banhammer! All your equipment that you've picked up is placed on the ground so others can grab it and you take heavy damage.
    (-5 health, -3 mentality)

    Ogith-Sai (Ghosts of the Forum)
    [Roll 5]
    You make a chunk of C4, but by then the sphinx has been beaten so you store it.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You go upstairs. You offer the sphinx some drugs, but Ivan forces you away from his new pet. It's a stone creature anyways, so not much would've happened.

    T.J A.J R.J Backslashinfouth V (Charze)
    [Roll 6]
    You make the key come to you. But that isn't much so the next eight floor are all unlocked now and you can form keys perfectly.

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

    Ivan Pixicoff (YDT)
    10/10
    10/10
    Shield of Defense (-1 to physical damage taken). Sphinx (High defense and attack, fast, six health)

    X3-IJ97 (InfernalBlaze)
    7/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (Immune to physical damage, two turns left. -4 to all damage taken)

    Andrew Borealis (PokeLegend)
    5/10
    7/10

    Ogith-Sai (Ghosts of the Forum)
    10/10
    6/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks) Dagger of Attack (A small boost to physical attacks). Large amounts of C4.

    Mr. Fluffington the Eighth (Digipoke)
    5/10
    10/10
    Has a ghost under his control (5 health, can't physically harm others, can only be hurt by magic or spiritual attacks)

    T.J A.J R.J Backslashinfouth V (Charze)
    8/10
    10/10
    Earthbender, complete with metalbending. Has a suit of armor (-3 to magic and physical damage). Cloak of Magic (-1 to magic damage taken). Sharp glass.

    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: Attack, Defense, Magic Resistance, and 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.

    Enemies (New in red):
    Nine stone soldiers. They have swords to fight with and eight health each.

    Other (New in blue):
    Nothing yet.

    Comments:
    Creativity beat the sphinx. I like that.

  25. #1425
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    199

    Default

    Roll to use the key and ride the sphinx to the next floor

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