Rep ******** loved drama and there was nothing more dramatic than leaping into the smoking echoes of a grenade - despite that he still couldn't ******** hear because using a grenade in a cave had consequences.
Mark pulled out and item of extremely questionable content, why it almost looked like a pair of-
I am on the train ololol
Boss Hp: 9
Toshihiko Two rolled 2 4-sided dice:
2, 4Total: 6 (2-8)
Posted: Sat Jun 08, 2013 4:46 pm
Harrison had been taking damage from the lizard. Okay. Fine. But getting whacked by Al's staff was too much.
He turned to give him a brief are you serious look. He wasn't even ******** trying at this point. Except maybe trying to get Harrison killed.
He was just trying to work, here.
He just ducked and let the lizard work it out with Al. Maybe it would keep the kid occupied for five seconds while they polished the ******** off.
Tracey and B0nez were both pulsing with energy.
"You're covered. Gonna try something new," Harrison told Rep, encasing himself in a pink, electric hamster ball of energy. He tried another shot at Mark, but it went wide. Eh. Then he bounded forward to absorb a crashing hit of energy for Jordan.
Rep felt the barrier flare around him and Tracey flared with the energy of two twined charges, crimson electricity sparking and earthing from his runes.
He leapt.
And hit the ******** ceiling.
HP: 60 DMG: Miss (WOULD HAVE BEEN 82, WHY REP WHY)
Jordan gave Al a brief really? look as Al whacked Harrison with Nuru. That was not how you healed people. Mark, in turn, got a second and more concerned iteration of the really? look, because whatever that runic item was, it was not something that one would generally expect to be explosive.
He winced in sympathy with the crash of the monster's attack against the ball of energy that contained Harrison, and then again as Tracey and Rep hit the ceiling. Keeping the limitations of the space in mind, he stepped forward and brought Ferros around in a sweeping sideways arc that smashed right through the stone dragon, sending it cracking and flying apart again.
Inside the Cavern, it's dark and difficult to see, and it smells strongly of brine and fish. You're standing at the beginning of what looks like a center room, with several other rooms split off of it, but it's too dark to see what exactly they are.
- Use the diagram in the spoiler tags below to move around the room! You start at the heart square. - You will be rolling 1d4 ten times. - The key is: 1 = up, 2 = down, 3 = left, 4 = right - If you're at the edge, and you roll in that direction, you don't move, and stay on that square - i.e. if you're on the heart square, and you roll a 1, you don't move anywhere, because you can't move upwards. - All players must roll 10 times. They must record each tile they have been on. If blank, it is a blank space.
BONUSES: - Life Hunters: At any point you may FORFEIT your roll to choose any tile that is NOT a tile with a glyph on it to move to. You can only use this once. Note which tile you are moving to. - Death Hunters: You may choose EITHER directions horizontal or vertical from each other equal to your dice roll. So if you roll a 4 (right), you may choose instead to go (left). If you roll 1 (up), you may choose instead to go down. This is unlimited. - Moon Hunters: Whenever you OVERLAP and step on a tile with a glyph you have already stepped on, you may choose instead, to immediately teleport to a tile with a glyph you have not stepped on. This is applicable two times MAX. - Sun Hunters: Your may move UP TO 2 tiles at once in your direction! (You choose how many 1 or 2)
- The goal after all the rolls is to have the players cross at LEAST once all of the tiles cumulatively (at any point in the 10 rolls, they must have landed on these tiles). This means if player A crosses the heart tile and player B crosses Square and X tiles and player D the moon tiles, you are safe! The heart tile is a freebie (counts from the go!) - Once again any player can cross these tiles at any point in time, but somewhere along the 10 rolls they are granted all the players COMBINED must touch all 5 tiles. - If these conditions are NOT filled after 10 rolls then you must try again - a large vortex opens up in front of all players and swallows them whole
Baneful rolled 1 4-sided dice:
4Total: 4 (1-4)
Posted: Tue Jun 11, 2013 7:57 am
Jordan finished off the monster with no less efficiency and style than Rep expected, making him smile toothily in approval. Then it was time to move on, deeper into the dark and musty ruins.
Once again on reaching the maze of rooms, Rep wandered out carefully into the unknown, they had to split up to manage it he figured at this point so was slightly less terrified to leave the guys behind.
The room he found himself afterwards was different. Different but still completely missing the ******** symbols on the floor he knew he needed to find somehow. Everyone else's voices were distant already and it set him on edge.