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Thread: Roll to Dodge! V.3

  1. #1526
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    Bump for digi.

  2. #1527
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    Sep 2007
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    I'm on a blimp, mother****er.
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    382

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    Roll to use your ghost to posses the Dragon.

  3. #1528
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    Ivan Pixicoff (YDT)
    [Roll 5]
    You use restorative magic to meld back together your sphinx while X3 is distracting the golem.

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You swing the sword at the golem. It catches the first swing, but you yank it out of his hands and swing back around, hitting its back.
    (-4 health from Golem Rider)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 3]
    Your ghost enters the dragon's body. Even though it is dead, the dragon's ghost is still chained to the tower like anything else that dies in it. The two ghosts start a fight, emerging from the dragon's body and floating above the battleground.

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

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, 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 20 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.
    The dragon's ghost is fighting Mr. Fluffington's ghost. Both are immune to physical attacks but can be hurt by magic or ghostly attacks. If the lava dragon's ghost is killed, Fluffington's ghost takes over its body. If Mr. Fluffington's ghost is killed, the lava dragon will take back its own bod and come back as a zombie. Mr. Fluffington's ghost has 5 health, the Lava Dragon ghost has 10 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. And now it looks like there is a diversion with the ghost fight.

  4. #1529
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    24 hours without anything, so a reminder bump. Forty-eight more inactive hours, and we WILL have a tri-one reffing.

  5. #1530
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    Sep 2007
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    I'm on a blimp, mother****er.
    Posts
    382

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    Roll to root for your ghost to win.

  6. #1531
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    Apr 2011
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    121 Grove Street, Belmont, MA
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    200

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    Roll to purify the dragon's corpse of any lost souls (ghosts)

  7. #1532
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    Feb 2011
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    148

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    Roll to use your magic to drain health from the Golem Rider.

  8. #1533
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    Ivan Pixicoff (YDT)
    [Roll 3]
    You cast a calming spell which settles the dragon's ghost some, but it is still being beaten up and you can't touch Mr. Fluffington's ghost for some reason. The Golem Rider grabs you in his fist and almost dunks you in the lava. You wriggle away from his wrists, but you get too close to the lava for the magic to fully protect you.
    (-1 health from heat)

    X3-IJ97 (InfernalBlaze)
    [Roll 6]
    You send a magic blast at Golem Rider. Along with doing a quick health drain (-4 health from Golem Rider, +1 to you), four cracks appear in his body filled with white magic orbs. These orbs will deal three damage to him one at a time over the next four turns, and restore one health to everything else in the room.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You cheer for your ghost to win. Suddenly, you hear some semi-generic but still pretty rocking music kick in from nowhere and the ghost starts glowing. Stereotypical anime power-up time! Your ghost changes from a generic blobby ghost form into a large green-blue dragon ghost. The dragon's ghost shoots some ghostly fire at your ghost, but he dodges and attacks back. The dragon's ghost takes the blow hard and your ghost keeps on the onslaught. The dragon's ghost goes down. It calms down and backs away. The ghost you control goes into the lava and retrieves the (actually mostly uninjured since you mostly killed it with magic) body of the lava dragon and flies out of the lava.

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

    Ivan Pixicoff (YDT)
    13/14
    14/14
    Sphinx (High defense and attack, is fast, 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)
    10/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    12/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them, missing an eye.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Dragon's Eye (No effect, prize from the boss. Keep it as a show of your awesomeness.)

    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 16 health. He is currently angered and standing in the lake of lava. Has four drain magic orbs in him. One per turn for the next four turns, they will set off. They deal three damage to the Golem Rider and restore 1 health to everything else in the room.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.

  9. #1534
    Join Date
    Apr 2011
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    121 Grove Street, Belmont, MA
    Posts
    200

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    Roll to do a magic stab on the Ghost Rider

  10. #1535
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    Sep 2007
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    I'm on a blimp, mother****er.
    Posts
    382

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    Roll to get on your dragon, and command him to breath fire at Ivan.

  11. #1536
    Join Date
    Feb 2011
    Posts
    148

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    Roll to infuse the Golem Sword with strength magic and swing it at the Golem Rider.

  12. #1537
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    Nov 2010
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    Where I live.
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    Ivan Pixicoff (YDT)
    [Roll 4]
    Well there is no ghost rider here, so I'm guessing you meant Golem Rider. Since I'm nice (and you got a four) I'll act like you gave a valid command. You take the dagger from your Armor of Plus and charge the Golem Rider. You bury the thing in one of his cracks and release a magic blast. It sends him staggering back some and damages him.
    (-4 health from the Golem Rider)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You let strength magic into the Golem Sword, making the monstrous weapon even more powerful. You swing it twice, cutting both of the Golem Rider's arms clean off.
    (-9 health from Golem Rider)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 3]
    You climb onto your dragon and order him to breath fire at Ivan. He lets out a great roar and tries to breath fire, but it seems that his body's fire-breathing organ was injured by the magic water blast someone gave it.

    The extreme damage it has taken causes all of the magic orbs in the Golem Rider to go off at once. He dies and everything else gains three live. With the bosses both dead, a magic door appears allowing entrance to floor 15.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, 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)
    10/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    13/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them, missing an eye.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Dragon's Eye (No effect, prize from the boss. Keep it as a show of your awesomeness.)

    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.

    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.

    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. Went ahead and killed off the Golem Rider when his health got low. I had an excuse and wanted to get this moving.

  13. #1538
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to go through the magic door on your dragon.

  14. #1539
    Join Date
    Feb 2011
    Posts
    148

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    Roll to go to the 15th floor and look for anything useful.

  15. #1540
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to go through the magical door on the sphinx and comically trip Mr. Fluffington on the banana

  16. #1541
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 5]
    You go into the fifteenth floor on yous sphinx and throw your banana away, deciding not to eat it. It has felt like weeks since you got it, and you don't feel safe eating it. Mr. Fluffington slips on it.

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You go up to the 15th floor, but all the treasures are gone and you find nothing else of use.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 3]
    You fly into the room. You climb off your dragon once inside and look around. It looks like the first and eighth rooms, but here the bags are all cut and their treasures are missing. You walk towards them when you slip on a banana and fall.
    (-2 health)

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

    Ivan Pixicoff (YDT)
    14/14
    14/14
    Sphinx (High defense and attack, is fast, 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)
    10/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-4 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive, awkward but powerful, slows down movement.)

    Mr. Fluffington the Eighth (Digipoke)
    11/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them, missing an eye.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Dragon's Eye (No effect, prize from the boss. Keep it as a show of your awesomeness.)

    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. I wonder what did it. There are also no bodies here.

    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.

    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.

  17. #1542
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to try and find what took the items in the bags.

  18. #1543
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to make fashionable clothes out of the bags for X3 and Mr. Fluffington

  19. #1544
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to throw your hands in the air and shake them like you just don't care.

  20. #1545
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You turn the bags into fashionable clothes, but the ninja and robot don't put them on.

    X3-IJ97 (InfernalBlaze)
    [Roll 4]
    You are wondering what happened to the treasures, so you look for what took them. It doesn't take long to decide to go up to the next floor and find it to be a small armory. A magical golem stands in the middle made of all the parts of armor that were in the bags.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You throw your hands in the air and shake them like you just don't care. And that's it.

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

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

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

    Mr. Fluffington the Eighth (Digipoke)
    11/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them, missing an eye.). Dagger of Attack+ (Noticable increase in attack.). Orb of Khan'Lur (Can summon rainstorms). Bag of holding (Doesn't count towards item count, Item Count+1). Ring of Health (+3 max health while wearing.). Dragon's Eye (No effect, prize from the boss. Keep it as a show of your awesomeness.)

    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. I wonder what did it. There are also no bodies here.

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

    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.
    The second bonus boss has arrived (Even if he isn't much of a bonus). It is the Golem of Regen (This would've been a regenerative set of armor). It has four live only, but is healed by Magic and Physical attacks, and is healed whenever it deals damage in any way. It is composed of: The Staff of Regen (Heals health equal to damage dealt with magic), the Dagger of Regen (Heals health equal to damage dealt with physical attacks), the Cloak of Regen (Absorbs magical attacks and is healed instead of hurt), Shield of Regen (Absorbs physical attacks and is healed instead of hurt), Glasses of Regen (Regains one mentality every turn), and the Ring of Regen (Regain one health every turn).

    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. Good luck with the boss. He is immune to Magic and Physical attacks, so be creative.

  21. #1546
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to use your magic to unequip the golem's equipment.

  22. #1547
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to go to the next floor and degenerate the regeneration armour of the golem's

  23. #1548
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to go to the next floor and use your ninja skills to steal the Shield Of Regen from the Golem!

  24. #1549
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 3]
    You cast a degenerative spell. The golem blocks with its cloak to stop the magic, but the ground around it is weakened.

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You use magic to unequip the golem's equipment, but it blocks the magic with its cloak.

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You use your ninja skills to grab the shield of regen from the golem. You also reenter Super Ninja! Mode.

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

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

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

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

    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. I wonder what did it. There are also no bodies here.

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

    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.
    The second bonus boss has arrived (Even if he isn't much of a bonus). It is the Golem of Regen (This would've been a regenerative set of armor). It has 5 live only, but is healed by Magic and Physical attacks, and is healed whenever it deals damage in any way. It is composed of: The Staff of Regen (Heals health equal to damage dealt with magic), the Dagger of Regen (Heals health equal to damage dealt with physical attacks), the Cloak of Regen (Absorbs magical attacks and is healed instead of hurt), Glasses of Regen (Regains one mentality every turn), and the Ring of Regen (Regain one health every turn).

    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.

  25. #1550
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to use the Golem Sword to crack the ground around the golem

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