EVERY DAY THEY ENTER THE MAZE IN SEARCH OF CHEESE

Discussion in 'Another Basement' started by atomic, Feb 27, 2012.

  1. atomic

    atomic ⓛ̸ⓘ҉̀͝ⓣ̸҉ⓔⓡ͜ⓐ̸ⓛ͞ⓛ͡͏ⓨ ͏͡͠ ̀

    They stand facing each other in the tight confines of the sacristy. They glare and scowl and posture, eyes wide with anxious fury. They make no move toward or away from each other, all waiting for the starting flare. A dull red glow shines down from the open roof of the cathedral.

    The seer's voice booms loud. The chosen are to find the prized amulet of the vicious gorgon known as Zola. It will bestow power that they may rise far above their station and lead the hordes in battle. Vicious grins spring to life at the thought of conquest.

    As they stand now, no one of them could overcome the binding magic that prevents them from tearing the others' throats out where they stand. Once in the labyrinth, however, there lie sigils and tomes of dark power, vagaries of spells to use for overpowering the competition. Old magic weapons and enchanted armour await in the depths of the maze. When each competitor possesses at least one of any of these, the binding will be broken and the combat can begin in earnest.

    The competitors are drawn from three castes:

    Those drawn from the holy dungeons are assassins, fast and cunning. Their training is purely physical, and their innate magical ability atrophies. One may pass through a room and never know an assassin lurked inside.

    Those drawn from the slaughterhouses are repulsive abominations. They are powerful forces on the battlefield. They have been grafted with cruel machinery that, while augmenting their strength, makes them cumbersome and slow. The sight of them may send the mazebeasts fleeing deeper into the labyrinth, or command them to do bidding.

    Those drawn from the temple are mazepriest acolytes. Their knowledge of the maze is incomplete, but far greater than the others. They are weak from years of ritual decadence. They may interact with the workings of the maze and use the traps and puzzles to their advantage and they are skilled in the magical arts.

    Though they may share common backgrounds, the competitors hold no allegiance to each other. Even as the glow surrounds them, taking them to the center of the maze, they spit and curse at the others.

    They land in the heart of the maze. They stand silently for a moment, surveying their surroundings. The walls are stone, old and glistening. There are eight torches lighting the room, two by each of the four doorways pointing in (what is assumed to be) the four cardinal directions. Light can be seen at the end of each. One by one, the mazerunners slink off down the corridors.

    pick a class and a direction and we'll go from there
    Last edited by a moderator: Feb 27, 2012
  2. Tesseract

    Tesseract Regrets Choices Thus Far

    Acolyte, north
  3. Bandages

    Bandages Dr. Stringz

    Mammon, the acolyte, is the second to advance. His eyes glimmer in the torchlight, dark portals into a mind consumed by hatred and a devotion to upholding the natural order of things.

    I am strong, thinks Mammon, they are weak. The dichotomy is clear.

    With a grimace of duty and excitement, he hurries off down the western corridor.
  4. Triangle Man

    Triangle Man Cautiously Optimistic

    As an assassin, I am somehow obligated to head Eastwards.

    Let's see how this goes!
  5. catGenes

    catGenes Got a spooky feline

    So, just to be fair, one southbound monstrosity.
  6. Varkarrus

    Varkarrus I have class

    Varkarrus, the Assassin. South.
  7. atomic

    atomic ⓛ̸ⓘ҉̀͝ⓣ̸҉ⓔⓡ͜ⓐ̸ⓛ͞ⓛ͡͏ⓨ ͏͡͠ ̀

    [​IMG]

    [Tesseract] (@) heads north.

    They find themselves in a long chamber with a vaulted ceiling. The room has five doors and little else of interest. Their footsteps reverberate through the silent hall. (NORTHWEST, NORTH, NORTHEAST, WEST, EAST, RETREAT SOUTH)

    [TriangleMan] (^) exits through the east passageway.

    A mysterious chime plays, and he is confronted with three switches. The switches are aligned with three symbols on the wall. The first switch is locked into place by a small metal bar. Upon trying the second two switches, you find that they open the doors to the east and south, but close quickly without bars to lock them in place. As an assassin, you may be quick enough to slide through before it closes. The north door is unguarded. (NORTH, PUZZLE EAST, PUZZLE SOUTH, RETREAT WEST)

    Mammon leaves through the west door.

    He finds himself staring down the talons of three small chaos-spawn. They stand between him and a door on the west side of the room. Such small creatures would pose no challenge, were you armed in any way. As is, the fight may prove rather difficult. The south door is unguarded. (FIGHT WEST, SOUTH, RETREAT EAST)

    [Varkarrus] (V) and [catGenes] (&) venture south.

    They encounter a corridor with seven pedastals. On each pedestal is a golden ring, each ring encrusted with runes. On the base of each pedestal is a message enscribed in a long dead language. The floor is spotted with long dried blood. There are doors to the east, west and south, all unguarded. (RINGS, EAST, SOUTH, WEST, RETREAT NORTH)

    i'll be quietly rolling for actions behind the scenes. speed, magic, strength will be the governing stats. each class has a ~75% chance to succeed in their strong stat, ~25% chance of succeeding in their weak stat, a ~50% chance in their remaining stat, unless otherwise stated, with almost every roll having about a 2% chance of killin yo ass.

    y'all can change classes once if you want, since i didn't have this totally planned out before

    bold is strong, italics are weak
    assassin - speed spellcasting strength
    acolyte - speed spellcasting strength
    abomination - speed spellcasting strength
    (alliteration)

    JSYK
    Last edited by a moderator: Feb 29, 2012
  8. catGenes

    catGenes Got a spooky feline

    Eye up the sneaky person following me, ignore for now. =P Examine RINGS for any sign of weird shit like glowing. If they don't glow and they don't move and they're just shiny shiny rings, pick one up.

    Surely if you're alliterating it should be speed, spellcasting and strength =P

    Oh boy I love getting my characters killed by doing the obviously stupid thing! =3

    In the interests of keeping the thread going and my own inability to sometimes get to a computer, if everyone else has responded and Atomic thinks a decent amount of time has passed, I'm perfectly happy if Atomic just assumes the abomination is staring blankly =3
    Last edited by a moderator: Feb 27, 2012
  9. Triangle Man

    Triangle Man Cautiously Optimistic

    I'm going to hit the switch that raises the bars and make a break for the Eastern Exit.

    Lets keep the momentum going, shall we?
  10. Tesseract

    Tesseract Regrets Choices Thus Far

  11. atomic

    atomic ⓛ̸ⓘ҉̀͝ⓣ̸҉ⓔⓡ͜ⓐ̸ⓛ͞ⓛ͡͏ⓨ ͏͡͠ ̀

    [​IMG]

    The Tesseract Virus Heads North.

    ...and meets with three chaos spawn of intermediate size. They gibber and cackle as they shamble about the room. They are firmly planted in front of the door to the north. Unarmed, a direct encounter would most likely be fatal, or at least unsuccessful. You may be able to sneak through the passage to the east, but speed isn't your strongest suit. If they catch you sneaking though, you'll be caught flatfooted. (FIGHT NORTH, SNEAK EAST, RETREAT SOUTH)

    TriangleMan goes east!

    He throws the switch and kicks off toward the door. Years of sprinting through the fields evading the lurkers, of endless sparring sessions on the rooftops under the blood moon have honed your reflexes to a preposterous edge. The door has barely begun its downward descent as you cross gracefully through into the next chamber.

    The roar is deafening. The towering gravespawn shakes the maze with every ponderous step. Its tusks gleam dully in the dim light and heaps of dead flesh scrapes off onto the walls as it moves. It blocks the corridor southward completely. It also sees you. You sprint northwards, observing three exits before the hallway fades into the darkness. The further away the exit, the more likely the beast will mash you into its gullet. You run. (WEST 1, EAST 2, WEST 3, CONTINUE NORTH)

    catGenes observes the rings intensely and, after a moment of thought, picks up the closest one and slides it onto a still flesh ring-finger. For a few moments, nothing happens.

    It feels like rocks or bones are grinding together in your skull. You stare at the ring and the runes rearrange before your eyes. You feel the immense weight of your iron form grow lighter. You probably still won't float, but this ring is definitely useful. There are six rings left. (RINGS, EAST, SOUTH, WEST, RETREAT NORTH)

    varkarrus, bandages to move
  12. catGenes

    catGenes Got a spooky feline

    I'll post this now for after Vark and Bandages' turns, busy tomorrow. Decide against pushing luck with more shiny things. Lumber EAST.
  13. biggs hoson

    biggs hoson ghosts need love too

    my abomination, the DESTROMINATOR heads WEST in search of blood and victory.
  14. Bandages

    Bandages Dr. Stringz

    Mammon sneers at the weak devils and curses his temporary lack of murder induction tools

    He slithers south in his search for treasure
  15. atomic

    atomic ⓛ̸ⓘ҉̀͝ⓣ̸҉ⓔⓡ͜ⓐ̸ⓛ͞ⓛ͡͏ⓨ ͏͡͠ ̀

    [​IMG]

    THE DESTROMINATOR STOMPS THROUGH THE WEST PASSAGE. GEARS GRIND AND OIL SPRAYS FROM YOUR SERVOMOTORS. METAL GRATES ON METAL WITH EVERY MOTION. YOU'RE FUCKING GRIM AS SHIT.

    BENEATH YOUR MIGHTY FUCKING SHADOW, THREE TINY CHAOS SHITS STARE IN FEAR AT YOU. THEY SHAKE AND MOAN BEFORE YOUR BRUTAL MIGHT. ONE COWARD RUNS FOR THE DOOR BEHIND IT, LEAVING A TRAIL OF FOUL CHAOS PISS. YOU CAN ATTEMPT TO DOMINATE THESE LAST TWO SHITS OR JUST FUCKING KILL THEM. THE DOOR SOUTH IS UNGUARDED AND SO IS THE DOOR WEST AS FAR AS YOU CARE. DESTROYMINATE (FIGHT WEST, DOMINATE WEST, GO SOUTH, RETREAT EAST)

    Mammon slinks southwards before any cumbersome atrocities stumble upon him.

    He stands in a well lit chamber. As the door shuts behind him, a powerful silence settles over the room. No creaking, no dripping, no crackle of torches can be heard. Ahead, in the center of the room is a chest with no apparent latch. A rune is emblazoned upon its flat lid, one you are well familiar with. This is a chest you can open, but the chest itself is cursed and the cause for the deathly silence. The mute ward is preventing a magical creature or device from activating, and opening the chest will dispel the ward. Security as complex as this would mean the chest contains something powerful indeed. All doors but the way south have been sealed. (OPEN CHEST, GO SOUTH)

    varkarrus still to move
  16. biggs hoson

    biggs hoson ghosts need love too

    Is there some kind of limit on the dominate ability? Or does it just have a smaller chance of working compared to beating divots into my enemy's faces.
  17. Bandages

    Bandages Dr. Stringz

    Mammon briefly considers the possibility of a trap or some other pitfall involved in opening the cursed chest. His worries soon cede to the growing curiosity and greed swelling within him. He Opens the chest post-haste.
  18. Triangle Man

    Triangle Man Cautiously Optimistic

    Imma gonna play it safe and go for West 1. That seems like a good idea here...
  19. atomic

    atomic ⓛ̸ⓘ҉̀͝ⓣ̸҉ⓔⓡ͜ⓐ̸ⓛ͞ⓛ͡͏ⓨ ͏͡͠ ̀

    YOU CAN TRY AND DOMINATE WHATEVER MOTHERFUCKERS ARE IN THE ROOM WHENEVER YOU WANT

    SINCE DOMINATE IS BASICALLY JUST SHOUTING AND SMASHING THINGS FOR A BIT

    AND YOU CAN DO THAT ANYTIME

    players still to move for turn 2: varkarrus

    turn 3 starting soon
  20. biggs hoson

    biggs hoson ghosts need love too

    THE DESTROMINATOR releases a guttural roar for intimidation, then DOMINATES WEST with his new minions, turned obedient out of fear and respect.

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