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Thread: Roll to Dodge! V.3

  1. #1576
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to cut Mr. Fluffington up with the Golem Sword.

  2. #1577
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 3]
    You flip the coin. It releases a small blast of luck restoring one turn of good luck to your Super Luck. A club from one of the cavemen barely misses you.

    X3-IJ97 (InfernalBlaze)
    [Roll 6]
    You stand in front of your ally and raise your blade. You swing at the charging ninja monkey, who dodges and jumps around you. You swivel around rapidly and block his own attack with your sword. You swing, but he dodges. This pattern of battle continues with neither of you getting in an attack. Seal'Lur claps at your match as you both decide to stop swinging at each other. He gives you both gifts on your weapons. He grants your Golem Sword piercing (Goes through immunities or drains, can still be reflected or blocked.)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 6]
    You summon your Super Ninja! Skills to their maximum level and attack X3. He swings first, but you easily dodge it. You try to get in close, but his sword is just too large to go around. You fight each other to a standstill, your speed unable to get past his defenses. Seal'Lur claps at your match as you both stop swinging at each other. He decides to grant you a gift on your weapons. Your dagger of attack+ gains critical (Every time you land a blow an rng is rolled from 1 to 2+however many times you attacked that round-meaning you have lowered critical chances as you attack more to keep it in check. If it lands on 1 you get an attack boost and can cause major injuries.)

    The illusion fades and the wheel spins and lands on 6. It reveals the text 'Blink'. Everything fades to black and for the turn everyone has just the stuff they started with.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    10/10
    10/10
    Blinked! (Nothing in this area can be used or even exists for the next round). Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 2 turns) 2 sets of fashionable clothes (Could do something).

    X3-IJ97 (InfernalBlaze)
    5/10
    10/10
    Blinked! (Nothing in this area works or even exists for the next round). Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger))

    Mr. Fluffington the Eighth (Digipoke)
    10/10
    10/10
    Blinked! (Nothing in this area works or even exists for the next round.) Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack, Critical). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

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

    Other (New in blue):
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.

    Comments:
    I am not editing the items when they are going to all change back next turn. The only change directly connected with the items I will mention will be health changes from losing Rings of Health, but understand what everything does and that it is all gone for this round.

  3. #1578
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to fly up very high

  4. #1579
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to jump on Ivan's back as he flies up!

  5. #1580
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to block Ivan from flying.

  6. #1581
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 1]
    You try flying up, but Mr. Fluffington hops onto your back, pulling you down and injuring your wing.
    (-3 health, pulled wing)

    X3-IJ97 (InfernalBlaze)
    [Roll 1]
    You try to jump onto Ivan, but Mr. Fluffington punches you out of the way mid-air. You land flat on your small scout face.
    (-3 health, broken eye)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You jump onto Ivan's back and pull him to the ground.

    The illusion fades and the wheel spins and lands on 15. It reveals the text 'Redo'. It just repeats the previous action, so you are stuck blinked another turn.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    7/10
    10/10
    Blinked! (Nothing in this area can be used or even exists for the next round). Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 2 turns) 2 sets of fashionable clothes (Could do something). Pulled wing (cannot fly)

    X3-IJ97 (InfernalBlaze)
    2/10
    10/10
    Blinked! (Nothing in this area works or even exists for the next round). Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger)). Broken Eye (Lowered accuracy, Not negated by blink.)

    Mr. Fluffington the Eighth (Digipoke)
    10/10
    10/10
    Blinked! (Nothing in this area works or even exists for the next round.) Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack, Critical). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it. The 15 has changed to add the text 'Redo'. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

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

    Other (New in blue):
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit eh same parameters.

    Comments:
    Well that was bad luck.

  7. #1582
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to heal myself

  8. #1583
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Right under 36 hour bump. Please get those commands in within 48 hours.

  9. #1584
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to try and repair yourself somehow.

  10. #1585
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to attack X3 before he heals.

  11. #1586
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 3]
    You summon healing magic. One health restored.
    (+1 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 3]
    You activate a recovery program. You fix your eye and regain one health. But then Mr. Fluffington hits you for a small blow, negating it.
    (+Eye)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 3]
    You attack X3. He jumps out of the way, but you manage to land a small blow on him.
    (-1 health to X3.)

    The illusion fades and the wheel spins and lands on 6. This is the 'Blink' space, so you are stuck blinked for yet another turn.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    8/10
    10/10
    Blinked! (Nothing in this area can be used or even exists for the next round). Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 2 turns) 2 sets of fashionable clothes (Could do something). Pulled wing (cannot fly)

    X3-IJ97 (InfernalBlaze)
    2/10
    10/10
    Blinked! (Nothing in this area can be used or even exists for the next round.) Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger)).

    Mr. Fluffington the Eighth (Digipoke)
    10/10
    10/10
    Blinked! (Nothing in this area can be used or even exists for this round.) Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack, Critical). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Super Ninja! Mode (Increased attack, speed, stealth, and ninja abilities.) Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it. The 15 has changed to add the text 'Redo'. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

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

    Other (New in blue):
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.

    Comments:
    Well that was strange. I can't believe 6 came up again. Well have fun. Bye-bye X3. You will be missed.

  12. #1587
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to repair yourself some more.

  13. #1588
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to use some more healing magicks on self

  14. #1589
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to attack X3 again!

  15. #1590
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You summon healing magic. Two health restored.
    (+2 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You activate the recovery program on full blast. It heals the wound on your body with and gives you a nice shiny finish.
    (+4 health)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 1]
    You go at X3. But you trip and fall flat. You fall on your sword and let out all built up power you have, so when you unblink you will lose your Super Ninja!
    (-Super Ninja!, -4 health)

    The illusion fades and the wheel spins and lands on 1. The space changes to add the text 'Change Number.' Another wheel appears. Seal'Lur mentions that normally it would wait a turn to go off, but he was bored with the repeating of the last four rounds, so he gives it an early spin. It comes up 4. 'Challenger' appears on the text and the ghostly forms of Ogith-Sai and Andrew Borealis appear ready for battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    14/14
    10/10
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next 2 turns) 2 sets of fashionable clothes (Could do something). Pulled wing (cannot fly)

    X3-IJ97 (InfernalBlaze)
    6/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger)).

    Mr. Fluffington the Eighth (Digipoke)
    9/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack, Critical). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 1 has changed to add the text 'Change Number.' The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it. The 15 has changed to add the text 'Redo'. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave.

    Enemies (New in red):
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.
    The ghosts of Ogith-Sai and Andrew Borealis appeared. Unlike other ghosts, they can physically attack and be hurt others. They have ten health and all their starting abilities and equipment.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.

    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.

    Comments:
    Oh come on, RNG. I actually like this because it can give variability in rounds, but repeats are annoying.
    Last edited by CuriousHeartless; 25th April 2013 at 10:39 PM.

  16. #1591
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to infuse the Golem Sword with electricity and attack Mr. Fluffington with.

  17. #1592
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to ressurect the ghosts back to life, with healing magicks

  18. #1593
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Command your Dragon to spew lava at X3 and then attack him the Attack+ Dagger!

  19. #1594
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 2]
    You try to bring them back , but your magic fails. Ogith-Sai attacks you with his ghostly knife and Andrew throws a grenade at you.
    (-4 health)

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    The lava dragon zombie rises up and spews lava at you. The god at your side stands in front of you, stopping the lava. Unfortunately, he can't stop the heat blast which knocks you off your feet. Mr. Fluffington dodges around the god and strikes you in the chest. Despite your armor, you feel a powerful sting. You push yourself up and raise your sword, channeling magic into it. Mr. Fluffington dodges the first strike, but the god-whose name is now God Machine because God of Cybernetics is too long-grabs him and you land a powerful blow on him. The dragon pulls him away before you can land another blow.
    (-4 health to Mr. Fluffington, -3 health)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 5]
    You order your dragon to spew lava at X3. After the lava clears, you rush him with your dagger. As it turns out, the cybernetics god has blocked the lava, but a blast of heat threw X3 off his feet. You strike the downed robot in his chest. It bounces off of his armor, but your very large strength means some still goes through. Then he stands up and charges electricity into his sword. You dodge the initial swing, but the God of Cybernetics grabs you and X3 lands a powerful blow. Your dragon tears the god off of you and pulls you onto his back.
    (-3 to X3, -4 health, +1 health from Ring of Regen)

    The wheels spin and both land on 5. 5 is the Rematch space. This means two bosses reappear. What luck in that this means both the Golem Rider and Lava Dragon can come back at the same time. The GOlem Rider sees X3 wielding his sword while the lava dragon sees that his body has been taken over by a pathetic ghost. Both get rather po'ed and aggressive.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    10/14
    10/10
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). Super lucky (Anything luck or gambling based will go in Ivan's favor, next turn) 2 sets of fashionable clothes (Could do something). Pulled wing (cannot fly)

    X3-IJ97 (InfernalBlaze)
    3/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger)).

    Mr. Fluffington the Eighth (Digipoke)
    6/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack, Critical). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Shield of Regen (Physical attacks heal instead of hurt). Cloak of Regen (Magic attacks heal instead of hurt). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 1 has changed to add the text 'Change Number.' The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it. The 15 has changed to add the text 'Redo'. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave. There are 2 random item boxes.

    Enemies (New in red):
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.
    The ghosts of Ogith-Sai and Andrew Borealis appeared. Unlike other ghosts, they can physically attack and be hurt others. They have ten health and all their starting abilities and equipment.
    Lava Dragon and Rider Golem have reappeared. They are both super-aggressive since there equipment and original body have been stolen. They both have 20 life and boosted power over their last appearances.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.

    Comments:
    Two times in a row that both wheels roll the same thing. At least it worked out in some way here since we did have dual bosses. And when I say that they are aggressive, I mean they won't just attack when you roll a one or two like most other boss appearances in this round.

  20. #1595
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to ignore the bosses and make sure my Shield of Regen and Cloak of Regen are on, and then attack X3 with my dagger!

  21. #1596
    Join Date
    Apr 2011
    Location
    121 Grove Street, Belmont, MA
    Posts
    200

    Default

    Roll to heal the bosses of there evil agressive ways.

  22. #1597
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to evade Mr. Fluffington and attack the Lava Dragon in the process.

  23. #1598
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Ivan Pixicoff (YDT)
    [Roll 4]
    You try to calm the Golem Rider and Lava Dragon of their anger. You use magic to calm their anger about having stuff stolen from them. But their naturally aggressive attitudes still work up.

    X3-IJ97 (InfernalBlaze)
    [Roll 5]
    You dodge the failed strike from Mr. Fluffington. You then throw your Golem Sword attached to your chains at the Lava Dragon. You swing it around, slashing up its chest, before retracting the chains.
    (-7 to Lava Dragon)

    Mr. Fluffington the Eighth (Digipoke)
    [Roll 1]
    You try to adjust your Shield and Cloak, but the Lava Dragon slams your zombie dragon, knocking you off. You drop both and Seal'Lur grabs them, saying that you are boring and he's taking them from you to play with. You try to attack him with your dagger, but he sends you flying with a single slap. He creates a bubble around the shield and cloak, splits it into two bubbles and floats them above the field.
    (-3 health, -Shield of Regen, -Cloak of Regen, +1 health from Ring of Regen)

    The wheels spin and land on 8 and 2. An item box appears for the 8 and the 2 reveals 'Darkness'. A dark fog fills the area.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~

    Ivan Pixicoff (YDT)
    10/14
    10/10
    Sphinx (High defense and attack, is fast, Three health). The powerful Armor of Regen Plus! (Noticable increases to attack and magic attack, regain health when you deal damage to something, +4 mentality and health, +4 max mentality and health, -3 to all damage taken, regain one mentality every turn). A gold coin (increases luck in gambling, no roll modifier). You can call on T.J.'s ghost for help 2 times (He is like a normal ghost but with Earthbending). 2 sets of fashionable clothes (Could do something). Pulled wing (cannot fly)

    X3-IJ97 (InfernalBlaze)
    3/10
    10/10
    Absorbed chains. Staff of Magic (Small boost to magic power). Stone shell (-2 to all damage taken). Staff of Magic+ (Noticable boost to magic power.) Golem Sword (Massive and powerful, Piercing blows). Allies with the God of Cybernetics (powerful and can control machines, cannot enter battle with Seal'Lur). Berserker body (+ to attack and strength, larger)).

    Mr. Fluffington the Eighth (Digipoke)
    4/13
    10/10
    Has a zombie lava dragon under his control (20 health, powerful and can breath lava, can only be hurt by magic or spiritual attacks, can be damaged by physical attacks but doesn't lose health from them.). Dagger of Attack+ (Noticable increase in attack, Critical). Orb of Khan'Lur (Can summon rainstorms). Ring of Health (+3 max health while wearing.). Ring of Regen (You gain one health at the end of every turn). Bag of Holding (Doesn't count towards item count, +1 to max item count).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    You are all trapped in the realm of the mer-god Seal'Lur. It looks like a large purple stage in a massive room. The Gambling god sits on top of his wheel watching. The wheel is mounted on the wall and looks much like a gaming wheel. There are fifteen segments each numbered 1-15. The 1 has changed to add the text 'Change Number.' The 2 has changed to add the text 'Darkness'. The 4 has changed to add the text 'Challenger.' The 5 has changed to add the text 'Rematch'. The 6 has changed to add the text 'Blink'. The 8 space has changed to add the text 'Item Drop'. The 9 has changed to add the text 'No Gravity' next to it. The 12 has changed to add the text 'Bomb Target' on it. The 13 has changed to add the text 'Flashback' on it. The 15 has changed to add the text 'Redo'. Every round, the wheel spins and something happens. The last person standing, or whoever is left when the god gets bored or beaten up enough to leave. There are 3 random item boxes.

    Enemies (New in red):
    Seal'Lur waits on his wheel. He is not the main target, but beating him up can get him to leave. Once he is attacked, he becomes aggressive. While he is aggressive, the wheel always turns to bad outcomes. He has water and luck manipulation and power befitting a god. Fifty health and hard to hit. I'd suggest avoiding him, but I guess you could try to kill him.
    The ghosts of Ogith-Sai and Andrew Borealis appeared. Unlike other ghosts, they can physically attack and be hurt others. They have ten health and all their starting abilities and equipment.
    Lava Dragon and Rider Golem have reappeared. They are both super-aggressive since there equipment and original body have been stolen. The Golem Rider has 20 life and the Lava Dragon has 13 life. and boosted power over their last appearances.

    Other (New in blue):
    'Change Number'-Changes the number of wheels. If there is one out, a second appears. If there are 2 and either hits it, that one disappears. IF both manage to hit it, only one disappears. If the rolls would contradict each other, it splits the field into two parts.
    'Darkness'-A dark fog fills the area until the next round. Accuracy severely falls for anything that cannot see in the dark or is not aiming at something lighted.
    'Challenger'-Ghosts of dead ex-challengers appear to fight.
    'Rematch'-Summons a boss or bonus boss you have to kill again.
    'Blink'-Until the next round, every boost and item you've picked up, including allies, over the game disappears and you are stuck with just what you started with. Everything comes back next reffing. Any time limited boosts are suspended and do not count this round.
    'Item Drop'-A box with a random item appears. The item inside is determined when the box is opened. The item inside acts as a roll, being rolled 1-6. A 1 comes out with a harmful item; a 2 a slightly debilitating item; a 3 a usable item; a 4 a good item; a 5 an amazing item; 6 an absolutely amazing and powerful item. If you do not roll a 5 or 6, the roll only goes up to 4. If you roll a 5 or 6, the roll starts at 3.
    'No Gravity'- The gravity in the room fades until the next reffing.
    'Bomb Target'-A random player of enemy is hit for four damage that cannot be reduced.
    'Flashback'-Creates an illusion of some event from the past. Lasts until either all enemies or all treasures in the flashback are beaten, collected, or destroyed.
    'Redo'-Repeats the previous turns effect. If it creates something random, like in Flashback, it will change but still fit the same parameters.
    [color=blue]A bubble is floating above the field holding the Shield of Regen (Physical attacks heal instead of hurt). Another is floating a bit away holding the Cloak of Regen (Magic attacks heal instead of hurt).[/.color]

    Comments:
    Next round will be fun.

  24. #1599
    Join Date
    Sep 2007
    Location
    I'm on a blimp, mother****er.
    Posts
    382

    Default

    Roll to attack X3 with my dragon and dagger.

  25. #1600
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to use your scouting prowess to find Mr. Fluffington and attack him with health draining magic.

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