WELCOME TO THE CUBE:- The cube is a series of extremely complex, shifting rooms that continue to move one after the other. Though the
rooms may be similar, though players may overlap sometimes in room numbers, unfortunately, even if they intend to move to the same room together, space seems to have no meaning here as the slightest budge could send anyone hurtling five or ten rooms down.
- There are
five keys. You may collect them on the way, they serve as a small bonus.
- You have UNLIMITED turns until you hit tile 28. If you hit it.
RULES:- This is a BOARD GAME. Each player starts at
TILE ONE. You may take as many turns as you need to get to
TILE NUMBER 28. On the way you may also pass by KEYS. Once you are at tile 28, well, you better beat the boss there first...
- Make sure to BOLD at the top of your post which ROOM NUMBER you are in. Anyone in your room number posting next to you can rp with you, but not if you are in different rooms.
- You do not NEED to get to the end, but there is a special reward for those who do...
- EACH TILE HAS A SPECIAL EFFECT. If you land on that tile, you must follow the effect of the tile, and also quickly rp out any rp related effects
- You start by starting, once again, at tile ONE. Roll a 6-sided dice. This dictates how many tiles
you can move forward. So if you are on TILE ONE and you roll a 4, then you are on TILE 4 (you include the tile you are stepping on). If you are on tile 4 and you roll a 6-sided dice and get a 2, you are on tile 6. Make sure to read BELOW the effect on tile 6 before rolling.
- There are some tiles that will TELEPORT/ shift you to random room tiles. If you are shifted, you just continue rolling from the shifted position.
- You DO NOT count the effects of any rooms you PASS over ie: if you are at tile 1, and you move to tile 4, you DO NOT count anything that happens in tile 2 or 3, you simply SKIP OVER them, that includes any keys in those past two tiles. You ONLY count the effect on tile 4. HOWEVER, if tile four requests you move to tile eight, you also count the effect on tile 8 for that turn.
- The rooms
oddly regenerate. That means everything in the rooms regenerates even if broken including the stairs, ladders, furniture, doors, and of course, the keys. That means that more than one person can obtain a key from the same room.
- Once you hit the FINAL ROOM
tally up how many keys your character has obtained. If you are in for example, room 27, and you roll a 6, that still brings you to the FINAL ROOM (room 28 )
- If you PASS OUT, you end up
back at room 1 with full health.
Room 1: STARTING ZONE. Roll your 6-sided dice. Move as seen above
Room 2: Nothing special is here...
Room 3: A large saw is closing in on this room! You need to run for your life! You take -2 damage as you barely skim out of this room.
Room 4: You smell a strange noxious gas and feel extremely tired.... Roll a 10-sided dice. If you roll odd, you fall asleep. If even you wake up and move on. You need to CONTINUE rolling until you wake up.
Room 5: It seems like a dead end, until you see an unusual cord hanging a little below you. Oh hello, what's thi- ACK. You feel an electric shock, and suddenly you are in another room. YOU HAVE BEEN TELEPORTED TO ROOM NINE.
Room 6: You see a rather large room, and within it something shimmering a soft silver. You get
A SILVER KEY.
Room 7: You find a door! As you walk into it you suddenly find yourself...back where you began. OOC: This is a TRAP DOOR. Roll a 100-sided dice. If you roll 90 or higher, you are now at tile/room TWENTY-FOUR. If you roll lower, nothing happens
sad (keep on rolling from room 8 )
Room 8: A large boulder of rocks blocks your path! You need to plow through them first (instead of rolling a 6-sided dice to move on, you can only roll a 4-sided dice just for this room/tile)
Room 9: What is that weird cord from above? As you stare at it you feel a strange electric tingle. Roll a 100-sided dice. If odd you end up in another coloured room. (You are now in tile/room number TWENTY-ONE). If even, nothing happens
sad Room 10: ARGGGGG LARGE EVIL PLANTS ARE TRYING TO KILL YOU. You take - 5 damage!
Room 11: Fortunately this room seems safe...
Room 12: You see a strange cord when suddenly - ZAP. You end up back on tile/room 3
sad Room 13: A
swish noise is all you hear before a series of axes descend upon you in a semi-circular motion. You run for your life, but not before you take -5 damage!
Room 14: Oh hello! this seems to be a dead end, until you go up the stairs and end up in another room. (YOU END UP IN ROOM 10)
Room 15: You see something glinting GOLD, and manage to pick up a key. YOU FIND
A GOLD KEY.Room 16: Nothing too special about this room...
Room 17: You are suddenly stopped by a strange cobweb, and look up... to see a pair of large red eyes staring down at you. Somehow, this spider doesn't look very friendly... and it becomes evident as it skitters towards you. You take - 5 damage from its poison saliva dripping off its mandibles.
Room 18: You find a really nifty door and walk in. Ooh another room! (You end up back in ROOM 1)
Room 19: Tentacles suddenly appear out of nowhere, terrifying you so much you have no choice but to flee down the stairs. You end up in another room, where are you exactly? (You are in room 27).
Room 20: A small trove of bats seem to be guarding something inside... it glistens a strange glassy colour. You find
A GLASS KEYRoom 21: Nothing particularly special about this room.... that is until you fail to see that this room has no floor. OH NO. You end up back in room 16.
Room 22: You manage to barely avoid the giant saw in the room to see a key! It glistens a bloody red. YOU FIND
A BLOOD KEY.
Room 23: Spears suddenly appear from the ceiling and floor nearly impaling you! You barely escape with your life! You take -5 damage
Room 24: Nothing too special about this room... the door leads to a dead end. That is until you examine it again and oh no! You end up back in room 16.
Room 25: You notice something on the ground when ZAP! You end up in another room (You are now in room 22)
Room 26: You find a small laboratory, and on top of the counter, a strange toxic-green coloured key. YOU FIND
A TOXIC KEY. Better not hold it too closely...
Room 27: Nothing particularly special in this room....
Room 28: SQUID BOSS ROOM. A giant wet tentacle attempts to grab you and carry you into the shadows, but only quick reflexes can save you. This boss does -3 auto damage, and is a WATER elemental monster. You MAY use special effects on it
- Make sure to post the cumulative HP of the boss at the bottom of your post, attacks are unlimited until it does. Everyone fights the SAME squid boss, so check the past pages for prior SQUID BOSS HP posts.