Throne of the Jungle King [MK Ultra, Alchemator, Dogfish44] - Hard Labyrinth (Called)

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"I have good reason to believe that our friend with Terrence is going slightly mad. Anyway, before Nimbus practices being incorpeal I'm going to jump off (And say well done to him), before having him Chill momentarily."
 
Round 10

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HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 77% Speed: 80 Ranks: 1/3/5/2 Chills: 10 remaining Status: Magnet Rise (5 actions)
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HP: 99 / 100 En: 48% Speed: 85 Ranks: 6/3/1/3 Chills: 10 remaining Status:

Non-Combat Turn

Achilles chills.
+12 En

Terrence used Miracle Eye (Mechanism).
Terrance gets a variety of vibes from the four winches...

Nimbus chills.
+12 En

[box]MK and Dogfish take their time and relax, leaving the investigative work to the team's Psychic-type.

Terrence reports that each of the winches connect to their own gears, with systems that lead... somewhere. The machine leads off in the four cardinal directions, each line being connected to one of the four winches. The four of them also connect to a fifth line, which leads more directly under the engraven wall in your path.

This leads to the conclusion that the winches move the wall, somehow. But what happens when the individual winches are hit...? The statuettes above them—Cradily, Galvantula, Haxorus, and Beedrill—don't ease your doubt, either.[/box]

178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 9 remaining Status: Magnet Rise (4 actions)
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:
 
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"Hitting them all at the same time could lead to some nasty consequences, so Roost while Heracross bashes things. How uncivilised."
 
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"I'm more prone to believe that we need to meddle with these levers, but this works as well. Cyclohm, let's Keep an eye on the area surrounding the galvantula statue."
 
Round 11

178.png
HP: 63 / 100 En: 88% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 9 remaining Status: Magnet Rise (4 actions)
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:

Noncombat Turn

Terrence used Roost!
Terrence recovered 20 HP!
-12 En

Achilles used Stone Edge (Galvantula winch)!
The Galvantula corner of the machine was broken!

[box]Brilliantly, Achilles smashes a quarter of the mechanism.

The entire ceramic top comes off—of that section, anyway—revealing gears and gears beneath. Freed of the catch of the lever, they begin to spin rapidly as a chute opens in the carven relief on the wall.

From the wall begins a flood of spiders—Joltik—which approach you in a spread-out wave. Diminutive though they may be, they nevertheless present you with hostile intent. A new spider comes out on each crank of the gears until they finally spark, snap, and jam. No more Joltik are coming, but you're still outnumbered 2 : 1.

How do you respond?[/box]

178.png
HP: 83 / 100 En: 72% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 9 remaining Status: Magnet Rise (3 Actions)
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
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HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:

Room 0: Rope Bridge - Connects to Room 1.
Room 1: Jungle Clearing - Connects to Rooms 0 and 3.
Room 2: ???
Room 3: Intricate Carving [iiMKUltra, Dogfish, Alchemator] Connects to Rooms 1 and 4.
Room 4: ??? (locked)
 
:( i actually thought that was a really good idea ):

umm pussy out i guess. run back, creating a pitfall trap using dig to ensure joltik don't follow. alch get xatu to scout what happens when you go to the bridge and fly sideways (it's the only place we haven't explored)
 
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"Force them away with Tailwind [Horde]! Having just come out of that pipe I assume they're in a fairly concentrated area anyway, so this should work."
 
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"OK, these infidels are in the way. Nimbus, give Terrence a hand and use a Whirlwind (Horde) to send those critters back where they belong."
 
Round 12

178.png
HP: 83 / 100 En: 72% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 9 remaining Status:
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:

Non-Combat Turn

Achilles used Dig!
Achilles begins a pitfall!

Terrence used Tailwind [Horde]!

Nimbus used Whirlwind [Horde]!

[box]Hoping to dismiss the spiders rapidly, Terrence calls forth a gust from behind himself, which links up with Nimbus' gust to create a long column of wind, pressing on the spiders ahead. Not having much surface area, and being highly adhesive, they aren't blown away fully as expected, but nonetheless they are rather powerless to advance against the tempest. They start, slowly, strafing in two separate groups, one blade of grass at a time. They're trying to escape the sides of your wind column, but this will take quite some time. They spark and crackle, but they can't seem to reach you quite yet.

Achilles begins digging up a pit to bar the Joltik's passage—Terrence and Nimbus can fly over it, but the Joltik will have difficulty passing.

The Joltik are currently pinned down, and Achilles is busy.
[/box]

178.png
HP: 83 / 100 En: 72% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/3/5/2 Chills: 9 remaining Status: Magnet Rise (2 Actions)
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status: Pinned
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status: Pinned
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status: Pinned
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status: Pinned
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status: Pinned
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status: Pinned

Room 0: Rope Bridge - Connects to Room 1.
Room 1: Jungle Clearing - Connects to Rooms 0 and 3.
Room 2: ???
Room 3: Intricate Carving [iiMKUltra, Dogfish, Alchemator, Joltik, Joltik, Joltik, Joltik, Joltik, Joltik] Connects to Rooms 1 and 4.
Room 4: ??? (locked)
 
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"May I suggest that we now consider the ancient art of running whilst these things can't move?"

Move to Room 1, ASAP.
 
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"I'm going to exercise my authority and follow them. I guess you'd better come with me."
 
178.png
HP: 83 / 100 En: 72% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/4/5/3 Chills: 9 remaining Status: Magnet Rise (2 Actions)
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:
595.png
HP: 90 / 90 En: 100% Speed: 65 Ranks: 1/2/3/2 Status:

Non-Combat Turn

Achilles dug a trench!

Movement Turn

Everyone moves to Room 1

[box]Taking the path of discretion, the group returns to room 1 and surveys their options. The Joltik, barred from following by Achilles' trench, spark and sputter at you as you flee.

Below the rope bridge lies the ravine you noted before. It wraps around towards the direction of the carven wall, and slopes upwards as it does so.

You can see the large, marble monolith again. It sure seems to have a commanding view of the area, but as far as you can tell you can only reach it by passing the relief wall—unless the ravine leads somewhere, anyway.

What do?[/box]

178.png
HP: 83 / 100 En: 72% Speed: 82 Ranks: 4/3/3/3 Chills: 10 remaining Status:
ann_cyclohm.png
HP: 106 / 110 En: 89% Speed: 80 Ranks: 1/4/5/3 Chills: 9 remaining Status: Magnet Rise (1 Actions)
214.png
HP: 99 / 100 En: 60% Speed: 85 Ranks: 6/3/1/3 Chills: 9 remaining Status:

Room 0: Rope Bridge - Connects to Room 1.
Room 1: Jungle Clearing [iiMKUltra, Dogfish, Alchemator] Connects to Rooms 0 and 3.
Room 2: ???
Room 3: Intricate Carving - Connects to Rooms 1 and 4.
Room 4: ??? (locked)
 
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"Where does this ravine go... I follow the path of the ravine, seeing what lies ahead. And preparing to flee if startled."
 
Posting via PSP now that it doesn't shit itself loading Smogon.

I blew my desktop. Like, fuego and shrapnel and the whole nine yards.

Please stand by. It probably won't be possible to ASB until I have a device that can copy/paste and open Spoiler tabs.
 
This is criminally overdue.

I'd like to make changes to the Labyrinth playstyle and its overall flow, in order to accelerate it further and allow for DQs, that would be incompatible with this run.

I'd like to kill the run here, with prizes (and compensation for so much wasted time for you gents). I will continue it as-is if instructed, however.

So?
 
MK agreed to go with the consensus, so that's that.

This run has ended.

I will be awarding each trainer an additional 10 CC for putting up with me dying, and I will award DQ'd players their allotted counters so as not to be a hypocrite.

Lackies:
Arbok (Driven Off)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)

1 EC, 1 DC, 8 MC, 2 CC

Midbosses:
Linoone (Driven Off)

2 EC, 2 DC, 4 MC, 4 CC

Boss Status:
Unfought

MK Ultra earns 16 CC.

Achilles earns 12 MC.
Lackies:
Arbok (Driven Off)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)

1 EC, 1 DC, 8 MC, 2 CC

Midbosses:
Linoone (Driven Off)

2 EC, 2 DC, 4 MC, 4 CC

Boss Status:
Unfought

Alchemator earns 16 CC.

Terrence earns 12 MC.
Lackies:
Arbok (Driven Off)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)
Joltik (Bypassed, 1 MC)

1 EC, 1 DC, 8 MC, 2 CC

Midbosses:
Linoone (Driven Off)

2 EC, 2 DC, 4 MC, 4 CC

Boss Status:
Unfought

Dogfish44 earns 16CC.

Nimbus earns 12 MC.
Lackies:
Arbok (Driven Off)

1 EC, 1 DC, 2 MC, 2 CC

Midbosses:
Linoone (Driven Off)

2 EC, 2 DC, 4 MC, 4 CC

Boss Status:
Unfought

DarkSlay earns 16 CC.

Willow earns 6 MC.
Lackies:
Arbok (Driven Off)

1 EC, 1 DC, 2 MC, 2 CC

Midbosses:
Linoone (Driven Off)

2 EC, 2 DC, 4 MC, 4 CC

Boss Status:
Unfought

Leethoof earns 16 CC.

Jet earns 6 MC.

I get 42 UC. I'd call it "earns," but I feel like that'd be a lie.

The Labyrinth will be back.
 
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