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Thread: Roll to Dodge! V.3

  1. #1501
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 3]
    You go up to the thirteenth floor. Once there, you use a restorative spell to return some of the warriors' armor to metal chunks. Those competitors are removed. Then a wave of fire spreads, giving you a slight burn.
    (-1 health from burn, +Small burn, will take one damage next turn.)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You send a blaze through the crowd. Many warriors die or are injured enough to be removed. Only ten, counting yourself, remain after the attack.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 3]
    You rush in swinging. You take out some enemies before being caught in the wave of fire. It hurts, but you are still standing.
    (-4 health, +Temporary burn.)

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

    Ivan Pixicoff (YDT)
    13/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending). Temporary burn (Will lose one health next turn.)

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.)

    Mr. Fluffington the Eighth (Digipoke)
    5/13
    10/10
    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+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.) Temporary burn (Will take one damage next turn.)

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

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

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

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

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

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

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

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

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

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

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

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

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

    The eleventh floor is an empty bakery with different magical platters that create different desserts.

    The 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. You must fight a varied group of many different fighters trying to claim the way up.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive. A large group of warriors on the 13th floor. They are very heavily diversed.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  2. #1502
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to smoke some crack to heal and to possibly cause the fighters to mellow out.

  3. #1503
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

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    Roll to use pixie healing magick to steal health from everyone else in the room except my sphinx

  4. #1504
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to freeze everything in the room except for myself.

  5. #1505
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

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    Ivan Pixicoff (YDT)
    [Roll 2]
    You try to use magic, but the smoke from Mr. Fluffinton's smoking causes you to start coughing and then get really relaxed. You forget to do your spell and the burn kicks in, hurting you and then going out. You are so relaxed that you can't move through floors next turn.
    (-1 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 2]
    You start to summon an ice spell when you get hit by a waft of smoke. You are a robot so it doesn't cause too much, but it is so thickt hat it clogs some of your joints and audio parts so you are silenced.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You light up a large amount of crack. You get so relaxed that you fall asleep and wake up fully restored. Also, it billows out and makes everyone else really calm too. Everyone except you and the other two players leave the arena. You are granted the key for the floor up and unlock it.
    (+8 health, -Temporary burn)

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

    Ivan Pixicoff (YDT)
    12/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending). Super relaxed (Cannot move between floors next turn)

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Silenced (Filled with smokes, can't talk. Will clear up in two turns).

    Mr. Fluffington the Eighth (Digipoke)
    13/13
    10/10
    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+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.)

    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 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.

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

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  6. #1506
    Join Date
    Feb 2011
    Posts
    148

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    Roll to go to the 14th floor.

  7. #1507
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to go to the fourteenth floor which is a MYSTERY!

  8. #1508
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

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    Roll to use pixie healing magick to steal health from everyone else in the room except my sphinx before they go up the stairs

  9. #1509
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You stop coughing and stand up. You are a bit lightheaded, but you cast a life drain spell. It drains one from each opponent and gives you two total.
    (+2 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You head up to the next floor. You find yourself of a stone area in a sea of lava. The magic in the air feels very strong here and you can tell it is the only thing stopping the heat from the lava from killing you. An absolutely gigantic red dragon rises out of the lava and starts flying around. Then a massive stone soldier jumps off of the wall of the volcano and lands on the dragon's back, riding it. The golem pulls a sword out of the lava and the dual bosses face you, ready to kill or be killed.
    (-1 health from Ivan's spell)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You head upstairs at the same time as X3 and witness the same dragon and golem spectacle. Be prepared for the possibility that you will die.
    (-1 health from Ivan's spell)

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

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    5/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Silenced (Filled with smokes, can't talk. Will clear up in one turn).

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    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+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.)

    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 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 active volcano. Luckily the tower's magic is stopping you from dying of heat exhaustion, or really getting more than a little hot. You must kill the duo bosses, Lava Dragon and Golem Rider, to move on.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive.
    The second boss, or bosses really, have appeared. They are the Lava Dragon and the Golem Rider. The Lava Dragon is a giant dragon that is highly resistant to most damage, and flat-out immune to anything fire or heat based. He has thirty health and if it stays in the lava for too long, it gets fully healed. The Golem Rider is a large golem warrior riding the lava dragon. He is immune to any physical attacks and resistant to magic. He also has thirty health. They both have major weaknesses, but you must figure those out for yourselves.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info. Well we seem to be going into the endgame. And only two-fifths of the way up too (I made the tower very large for in case you guys never got around to actually killing each other until late).

  10. #1510
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Use the Orb of Khan'Lur to summon a rainstorm to turn the lava into stone, and maybe weaken the dragon/golem.

  11. #1511
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to use the Orb of Khan'Lur to summon a rainstorm to turn the lava into stone, and to weaken the dragon/Golem.

    Derped with the previous command, please use this one instead.

  12. #1512
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to drain life from the bosses using your magic.

  13. #1513
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

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    Roll to go to the eleventh floor bring a bunch of pastries to life and have them attack the dragon on the fourteenth floor

  14. #1514
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 2]
    You go down to the bakery to try and make an army of pastries, but you find that none of the platters work. Something drained the magic, something which soon returns to the room. Meet the first bonus boss, Fog Destroyer. It is a bluish-grey Xenomorph made of a magic mist.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You cast a health drain spell on the bosses. You are still silenced, but the smoke is cleared some so you can get out a weak spell. The Golem Rider is unaffected but his steed, now weakened by the rain, takes the hit. Then the last of the smoke clears from you.
    (-4 health from Lava Dragon, + 4 health)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You hold up the Orb of Khan'Lur and it starts glowing. A raincloud appears above the volcano and lets in a massive deluge of cold water. The lava is cooled by the mighty torrent and lets off a steam that fills the room. You hear the lava dragon let out roars of pain and crash into the wall multiple times. When the steam clears, the lava sea that was about thirty feet down from the rock plateau is now a field of rock. The lava dragon is flying lower and looks sluggish, the rain and new lack of heat having really weakened it. The Golem Rider now has water in him, but is otherwise unharmed.
    (-11 health from Lava Dragon)

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

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    9/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.)

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    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+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.)

    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 drained by Fog Destroyer.

    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. You must kill the duo bosses, Lava Dragon and Golem Rider, to move on.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive.
    The second boss, or bosses really, have appeared. They are the Lava Dragon and the Golem Rider. The Lava Dragon is a giant dragon that is highly resistant to most damage, and flat-out immune to anything fire or heat based. He has 15 health and if it stays in the lava for too long, it gets fully healed. He is very sluggish and has lost most of his massive defense and speed from the volcano going dead and the loss of his lava. The Golem Rider is a large golem warrior riding the lava dragon. He is immune to any physical attacks and resistant to magic. He also has thirty health. They both have major weaknesses, but you must figure those out for yourselves.
    The first bonus boss, Fog Destroyer, has appeared. It is a bluish-grey magical mist in the shape of a Xenomorph. Being a mist, it can't take or give physical damage. It is fast and uses life draining magic to heal itself, but is weak. It has 20 health.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  15. #1515
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to Combine the Orb of Khan'Lur and your Dagger of Attack+ to make a stronger water weapon, and attack the Lava Dragon with it.

  16. #1516
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Well this fell fast. Just a small bump. Seems like the Lava Dragon will be going down soon, but that still leaves the other boss.

  17. #1517
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to clear the smoke out of your system and blow it towards the bosses in an attempt to blind them.

  18. #1518
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to blast the Fog Destroyer with Pixie non-healing Magicks, and dodge its attacks using the Sphinx's speed

  19. #1519
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 6]
    You open a can of Woop'Butt on the Fog Destroyer. You face it bravely and calmly, and unleash a barrage of lightning spells. It tries to dodge, but the magic fills the room too much. As it is cringing from the powerful spell, your Sphinx uses its small amount of sand-based magic to absorb the fog into sand and seals it within the damp sandy body. You then dry it out with a massive amount of heat and then apply far more heat to turn it into a blue-tinted glass statue. The magic fades out of the glass Destroyer and back to the platters. Then you tip over the glass statue, killing the boss. As your reward, you get a new weapon: The Draining Staff. It replaces the staff in your Armor of Plus and has the same stats, but you now get healed whenever you deal damage to something.

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You try clearing the smoke out of your system, but it kind of cleared up last time. The golem brings down its sword near you. You are not hit, but the sheer force of it hitting knocks you over. No damage though because of your shell.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 4]
    You press the hilt of the Dagger of Attack+ to the Orb of Khan'Lur and try to siphon magic into the blade. It works as a blue aura cloaks the blade, imparting it with water magic. You thank the merfolk god since his relic will probably help you survive and then you jump at the sluggish dragon. You stab it in the eye and drag down its face.
    (-Lava Dragon's eye, -8 health from Lava Dragon)

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

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, fast, six health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    9/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.)

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    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+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.)

    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. You must kill the duo bosses, Lava Dragon and Golem Rider, to move on.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive.
    The second boss, or bosses really, have appeared. They are the Lava Dragon and the Golem Rider. The Lava Dragon is a giant dragon that is highly resistant to most damage, and flat-out immune to anything fire or heat based. He has 7 health and if it stays in the lava for too long, it gets fully healed. He is very sluggish and has lost most of his massive defense and speed from the volcano going dead and the loss of his lava. He has lost an eye. The Golem Rider is a large golem warrior riding the lava dragon. He is immune to any physical attacks and resistant to magic. He also has thirty health. They both have major weaknesses, but you must figure those out for yourselves.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  20. #1520
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to kill the dragon with the Dagger and obtain it's other eye!

  21. #1521
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to go to the fourteenth floor and put up two magical protective barriers around me and my sphinx and around the dragon

  22. #1522
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to magically strengthen your chains and use them to grab the sword from the Golem Rider.

  23. #1523
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 2]
    You go upstairs and try to put a barrier around yourself and your sphinx, and a barrier around the dragon. But Mr. Fluffington kills the dragon first and its body is destroyed as it plummets into the lava. And since the two spells were tied together, the barrier around you and your sphinx fizzles. The angered golem brings its sword down right onto your sphinx, breaking apart its back half. If it wasn't a living statue, it would be dead.

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You let magic into your chains, making them stronger and magical. You grab the sword from the golem and swing it back around, severely harming and chipping the golem.
    (-6 health from Golem)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You raise the dagger and grin at the dragon. You jump at it, holding your blade and ready to strike. The golem tries to stop you, but the word misses you and you grab onto the back. You climb onto the sword and run up the back edge to the golems hand. You jump onto the dragon's head from there. It tries to shake you off, but you hold on tightly. The golem tries to get you off again, but you dodge and dig the dagger into the dragon's forehead. The water magic shoots through the dragon's system, killing it. You cut out the dragon's eye, stick it into your bag of holding, and jump down to the ground. The dragon plummets into the ground, falling with enough force to shatter the ground where it lands and open up a lake of lave. The Golem Rider, now super angry, rises out of the lava and swings its sword at you. You dodge and grin at your new prey.

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

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, back half missing, Three health). Banana (+1 health when eaten). The powerful Armor of Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 3 times (He is like a normal ghost but with Earthbending).

    X3-IJ97 (InfernalBlaze)
    9/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    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+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Dragon's Eye (No effect, prize from the boss. Keep it as a show of your awesomeness.)

    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. You must kill the duo bosses, Lava Dragon and Golem Rider, 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.

    Enemies (New in red):
    Nine stone soldiers on the third floor. They have swords to fight with and eight health each. Many hundreds of guards in the fifth floor. They have various weapons and armors and health. They are currently on high alert and aggressive.
    The second boss, or bosses really, have appeared. They are the Lava Dragon and the Golem Rider. The Lava Dragon has been killed. The Golem Rider is a large golem warrior who rode the lava dragon. He is mostly (as you found) immune to any physical attacks and resistant to magic. He has 24 health. He is currently angered and standing in the lake of lava. They both have major weaknesses, but you must figure those out for yourselves.

    Other (New in blue):
    A bear is available since their owner died.

    Comments:
    If any other refs want to do anything, there is some information you need to know about the stage, so send me a PM and I'll send you the info.

  24. #1524
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to swing the Golem Sword at the Golem Rider once more.

  25. #1525
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to Heal my Shpinx, using healing magic

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